Nick Hodges, GorilÂla
@nikoraisu
Full TranÂscript:
Nick:
HelÂlo, I’m Nick from GorilÂla just like Jo said and today I’m going to talk to you about the game builder tool that I’m putting togethÂer and also some slightÂly more sort of a down to earth, pracÂtiÂcal steps of how to go about designÂing and makÂing your own games. I promise not to take you through an entire half book of LichtÂenÂstein as Dan recÂomÂmendÂed, but I’ll give a slightÂly more boiled down verÂsion of it. So this has all been sort of a… I’m going to do this relÂaÂtiveÂly quickÂly because this has been already menÂtioned, but to recap the motiÂvaÂtions here as I shall see it. So why would you go ahead and creÂate a game over a stanÂdard psyÂchoÂlogÂiÂcal task? Well, we’ve already heard in lots of difÂferÂent ways that we can expect increased parÂticÂiÂpant engageÂment and attenÂtion. We think we’ll get betÂter qualÂiÂty data because peoÂple are more focused on the task and we think we’ll get lowÂer attriÂtion because it’s more fun.
Nick:
And in fact, we saw it actuÂalÂly just now in Niko’s talk that in his lonÂgiÂtuÂdiÂnal study motiÂvaÂtion actuÂalÂly increased over time, which is a pretÂty fab result. SecÂondÂly, we want to use whatÂevÂer the ficÂtion we creÂate to bootÂstrap the comÂpreÂhenÂsion. And Diana menÂtioned, we’re creÂatÂing these litÂtle worlds and that can realÂly help our parÂticÂiÂpants underÂstand what they’re supÂposed to do. It also gives us, and I think Simone touched on this in the first talk, that it also allows us to, in some casÂes, disÂguise what we’re meaÂsurÂing so the parÂticÂiÂpants don’t start to secÂond guess us. So if there’s a parÂticÂuÂlar type of accuÂraÂcy that we’re after, if we present the game in such a way that you simÂply have to uncovÂer all the clues, but we’re not realÂly too bothÂered about how long it takes you then we can disÂguise the fact that that’s what we’re truÂly measuring.
Nick:
And thirdÂly, we want this world and this expeÂriÂence to use aniÂmaÂtions and othÂer effects to kind of flow togethÂer and creÂate a sort of seamÂless expeÂriÂence. So how does the game builder enable all of this? So to set the scene, the game board is a new tool in GorilÂla. So like the task builder or the quesÂtionÂnaire builder, but built specifÂiÂcalÂly for creÂatÂing games. It conÂtains the same core triÂal engine that we use across all of our tools. So all of the timÂing, all of the response hanÂdling, all of the ranÂdomÂizaÂtion is all in there. It conÂtains a rich aniÂmaÂtion sysÂtem that lets you creÂate comÂplex sequences of aniÂmaÂtion. And it also conÂtains a parÂtiÂcle engine that lets you creÂate a dynamÂic effects like fire and sparks and things like that. And this being GorilÂla, you can do all of these in the UI withÂout needÂing to write any code.
Nick:
So I’m going to show you a demo of some of these tools workÂing in a moment, but first I just want to set the tools and conÂtext. So how do you go about designÂing a game from start to finÂish? We’ve seen some of these amazÂing projects. What was the sort of a behind the scenes workÂflow that we went through? Now I’m sure some of you watchÂing and thinkÂing, “Wow, these look amazÂing. But, boy, this sounds realÂly hard, I don’t know where to start. I’m not realÂly a gamer. I don’t spend been hours on my PlayStaÂtion.” Don’t worÂry, we’re makÂing small, simÂple games research here, not the next blockÂbuster Call of Duty. But what we can do is take a lot of the ideas, both from sciÂence that’s been done before, but also mainÂstream games and disÂtill them down to someÂthing very simÂple that we can use in our research.
Nick:
I spent sevÂerÂal years in the gamÂing indusÂtry before I creÂatÂed GorilÂla. I built loads of games and I am going to make all of you into game designÂers by the end of this talk. So how do you start? The first step is to design your ficÂtion. So put simÂply, we want to design, creÂate the world that the playÂer is in. Give it some kind of setÂting. We want to give the playÂer some kind of agency withÂin that world. And then we want to match the game that we’re creÂatÂing to the task that you’re tryÂing to impleÂment. And this is the bit that I think Diana menÂtioned, in her talk, where this is the part where you want to align the mechanÂics of your game with the goals that you’re setÂting. Now, this all sounds quite lofty and high levÂel, but you can boil this down to just four sentences.
Nick:
So here we go. You just fill in the blanks. You are in space. You are an astroÂnaut. You have to repair the space staÂtion. Watch out for asterÂoids. Good luck. SimÂple. Okay. The secÂond step is to stoÂryÂboard your game out. This basiÂcalÂly means just to draw out what hapÂpens screen by screen. What does the playÂer see at each juncÂture? This is just an examÂple I made up. And now when you are comÂing up with your ficÂtion, you probÂaÂbly had some ideas in your head as to how this is going to look. So you probÂaÂbly had some visions of what the playÂer would see. So draw those and flesh it out from there. Now this design phase is super imporÂtant. This is where you work out how the interÂacÂtion is going to work, what the playÂer sees and this is where you’re going to get rid of 90% of the ideas that, loveÂly, but it’s going to be too hard or too fiddly.
Nick:
Once you’ve got your stoÂryÂboard togethÂer, now you need to get your artÂwork. Now we’re not going to creÂate any of the art ourÂselves. We’re going to find artÂwork that already exists and use that. So look at your stoÂryÂboards, make a list of all the indiÂvidÂual props that you drew. Every sinÂgle, indiÂvidÂual bit and then go shopÂping for images of them. Google Image search is the best place to start. I think you’re very quickÂly find some of the big stock image sites like ShutÂterÂstock and othÂers. They’ve got loads of great options. Simone’s talk earÂliÂer, it showed a wealth of othÂer realÂly cool resources where you can get our royÂalÂty-free stuff. So do check out those as well. And so now if you have too many, you can go back to your stoÂryÂboards and simÂpliÂfy. It’s worth notÂing, you can do an awful lot with just one image.
Nick:
So as my litÂtle tree examÂple, here, you can make a whole forÂest with just one tree. You might want to scale up and down a bit, flip it horÂiÂzonÂtalÂly so you get into a mirÂror image of each othÂer change, make some brighter or darkÂer and sudÂdenÂly you’ve got a very nice lookÂing forÂest and I’ve only got one tree. TransÂparÂent backÂgrounds are a must, so you can layÂer things up realÂly niceÂly. And again, these image sites will have loads of those. And one thing that I’ve been lookÂing at recentÂly is this thing called PhoÂtoÂpea, which is essenÂtialÂly a butÂton-by-butÂton repliÂcaÂtion of PhoÂtoÂshop in the browsÂer. So if you don’t have access to image manipÂuÂlaÂtion softÂware, there’s a good option for you there.
Nick:
Okay. So we’ve got a stoÂryÂboard, we’ve got our art. Now we can get stuck in and actuÂalÂly build it. So this is when you go ahead and build it in the game builder. As we always say, stub out the big parts, come back latÂer and fine tune you all the details. And in parÂticÂuÂlar, this I think applies genÂerÂalÂly, but in parÂticÂuÂlar with games, if someÂthing’s not workÂing or it’s too hard to pull off, take a step back and see if there’s an easÂiÂer way. Go back to the stoÂryÂboards if you need to change a parÂticÂuÂlar sequence. Go back and look for difÂferÂent pieces of art if you can’t get it to look right. This is often quite an organÂic process.
Nick:
And then finalÂly pilotÂing. Now obviÂousÂly always going to pilot your task. I think with games in parÂticÂuÂlar, there are three big quesÂtions that you want to ask yourÂself. First of all, do peoÂple underÂstand what to do? What do you need to put into your instrucÂtions and what is just sort of obviÂous from the game around them? Is any of the art conÂfusÂing or disÂtractÂing? Is there too much noise in the backÂground? Is it ambiguÂous as to whether someÂthing on there is good or bad, that they should colÂlect it or avoid it? Are there things they think they should be able to click on, but they can’t. Stuff like that. Now, and finalÂly, is it fun? Now, obviÂousÂly we’re doing all this for research purÂposÂes, but we want to be sure that it’s satÂisÂfyÂing and engagÂing to play so that we get that motiÂvaÂtion and comÂpliÂance that we’re after.
Nick:
So I think you saw a litÂtle bit this earÂly in Josh’s talk, actuÂalÂly. So this was the card game that was in Josh’s preÂsenÂtaÂtion. I’m going to show you, in a bit of a more expandÂed detail as a showÂcase, how we went through that design process on that project and brought it to life. And I’m going to then show you me actuÂalÂly buildÂing it in the new tools. So quick recap. So you’ve got two options, A and B. They each worth a difÂferÂent numÂber of points. Only one’s corÂrect and there’s a conÂfedÂerÂate who’s going to give you advice. And this advice may or may not be accuÂrate. And what we’re interÂestÂed in is how long does it take for the… The conÂfedÂerÂate is going to start at accuÂrate and then stop in accuÂrate and what we’re interÂestÂed in is how long does it take before the perÂson notices that their conÂfedÂerÂate is lying to them.
Nick:
So on our way we go. Design your ficÂtion. So we setÂtled on a casiÂno. This one, obviÂousÂly, had gamÂbling iniÂtialÂly and we tried some othÂer ideas out, but we dialed it back into a sort of casiÂno. Some of the othÂer ideas we conÂsidÂered, I think there’s one verÂsion where there were two jewÂels, but one of them was guidÂed by a snake. We thought that soundÂed quite fun, but we were worÂried that made incorÂrect answers too salient and corÂrect ones not salient enough. And so peoÂple get too to worÂried about avoidÂing the snake and not noticÂing in the jewÂels. WhereÂas anothÂer verÂsion with two envelopes and you’re tryÂing to work out or you’re tryÂing to guess which one to take, but that seemed a bit devoid of conÂtext. Felt like a weird drug deal. So we sort of scrapped that one. So going for casiÂno. So let’s go through the process.
Nick:
So you are in a casiÂno, you are a gamÂbler. You have to choose the credÂit card, watch out for the conÂfedÂerÂate’s advice. Good luck. All right, stoÂryÂboardÂing. So again, nice and simÂple. The cards slide up onto the screen from below. We’ve got the two cards, red or blue. We’ve got the points superÂimÂposed on top. They want to slide into view and then a beat latÂer, we want the advice slide in from the side. So in this case sayÂing, “Hey, I think you should take the blue one.” You then click on one of the cards. And you’re either going to go [inaudiÂble 00:09:06] going to flip over and show you either a star if you’re right and a cross if you’re wrong. And we’ll put some nice puffs of stars or a puff of smoke on there as well to make it look good.
Nick:
Okay, art. So here we go. We’re at 10 pieces of art we need for this. A nice sort of green backÂground. A sort of felÂty card table. We want the two cards, red and blue. We want the othÂer side of the card, which the star or cross on them. And then for the conÂfedÂerÂate, we’re going to just do a nice litÂtle speech bubÂble and put a picÂture of the card on top with a litÂtle tick to sort of make it look like a hint. And then those last two bits are the parÂtiÂcles that we’re going to spawn. So it’s going to be the star or the smoke. That’s all we need, 10 pictures.
Nick:
Okay. So you’ve already seen this, but just to recap, here’s what the final result looks like. Okay. So they slide up, you see it slide up from the side. That’s your advice sayÂing, “Hey, you take the blue one.” So we go ahead. Oh, I find the tick on the blue one. It’s corÂrect, so we get the puffer stars. And we see the score go up in the corÂner. This time he’s sayÂing, “Take the red one.” So let’s go with it again. And ah, the swine, how dare he? Okay. That’s what we’re shootÂing for. So I’m going to show you the new game builder now. So the first step in creÂatÂing this game is to lay out all these difÂferÂent components.
Nick:
So here we go. This is a brand new project in the game builder. I haven’t done anyÂthing yet. I’ve got a sinÂgle blank scene, which I’ve called puzÂzle. And all I’ve done so far is upload those 10 images I showed you earÂliÂer. So we always start out with this screen conÂtainÂer, which then driÂves that screen. And the first thing we’re going to do is go ahead and add a sprite. A sprite is just a game word for an image on the screen that we can move about. Let’s go and choose the texÂture. We’re going to choose our nice green felt texÂture. And there’s our backÂground. You can see this all pop into place live in front of me. The next thing we’re going to do is add anothÂer thing, which is a conÂtainÂer. And the conÂtainÂer is just the thing that lets us group othÂer bits togethÂer. So the card, essenÂtialÂly, is going to be the card picÂture and then the text on top. So we want to be able to group this togethÂer. Let’s name these.
Nick:
So we rememÂber who they are. That’s the backÂground, that’s the card conÂtainÂer and let’s go ahead and add a sprite for our card. So there we go. Let’s call this card and then we just drag it into the card conÂtainÂer to stick it into that group. There it is. Okay. Now we can go ahead and choose the card that we want and there it is. And now we’re going ahead and add some aniÂmaÂtion to it. So this is in our new sysÂtem where you creÂate entiÂties with these cerÂtain bits on it, but you can add othÂer comÂpoÂnents on to add more behavÂior. So in this case, we want a sprite to show the card and we want them aniÂmatÂed, so add some aniÂmaÂtion. So add that, open up my aniÂmaÂtion tool and I’m going to hit a clip called flip because it’s going to be the bit where it flips over and let’s go ahead and add our flip animation.
Nick:
So we add a flip aniÂmaÂtion here and we want this to start at zero and go to one. We want to flip all the way over at 400 milÂlisecÂond, let’s go with that. Now I’ve creÂatÂed all this. And what I can then do is go back into the tool, click on my play butÂton and see that aniÂmaÂtion hapÂpened that I just creÂatÂed. Okay, not bad. What we want to do now, there’s a quite a nice trick we can do where at the same time it’s flipÂping, we want it to jump up and down and that’ll make a nice effect. So this is what the chanÂnels that you do. You can have two [inaudiÂble 00:12:15] aniÂmaÂtion hapÂpenÂing togethÂer in parÂalÂlel. So we’re going to keep our flip and then we’re going to have a secÂond chanÂnel that’s going to move the card up and down. And those two effects comÂbined togethÂer will make it look like it’s doing this nice litÂtle flip over on the table in front of you.
Nick:
So we have one move that moves up, one move that moves it back down again. We’ll make all the times enough and you can see that visuÂalÂly, all of our aniÂmaÂtion chanÂnels are linÂing up. Show you how they’re going to line up. And now we can go ahead and try that. And there we go. That’s thing we want. Now, obviÂousÂly at the moment, it’s still blue on both sides. We’d need to see the othÂer side of the card. So what we’re actuÂalÂly going to do is go back on our aniÂmaÂtion tool and we’re going to chop this flip in half. So we wantÂed to flip halfway. Then we’ll add a speÂcial aniÂmaÂtion, which doesÂn’t actuÂalÂly move anyÂthing, but it just changes the text that we’re lookÂing at. So we’re going to flip it halfway. So it’s basiÂcalÂly exactÂly pointÂing up at us, change it to, I guess, card good, which is the one with a star on it. And then we’ll have it flip the rest of the way.
Nick:
And so that’s how we’re going to creÂate our nice sort of flip effect. So we can set it up to be 200 milÂlisecÂonds the othÂer side. And then we can go back into our tool and see that workÂing. So this is all hapÂpenÂing in engine. Your whole task is runÂning in that cenÂtral panÂel. You don’t have to keep preÂviewÂing and then jumpÂing back to the tool. This is all hapÂpenÂing live in engine. So we can try that now. And oh, someÂthing’s not quite right. No probÂlem. Back into aniÂmaÂtion tool. I can go back in here. That bit didÂn’t save propÂerÂly. Let’s set that back to where it should be and then I can close that and play it again. So a realÂly, realÂly nice tight loop between experÂiÂmentÂing with things. Let’s set it back to the beginÂning. It starts out blue. We can then play off the aniÂmaÂtion and then we see the star on the othÂer side.
Nick:
[inaudiÂble 00:13:48]. That’s how we can comÂposÂite all these things. The last thing we’re going to want to do is add our puff of stars at the end. So there’s anothÂer aniÂmaÂtion here, again, it doesÂn’t move anyÂthing. It just spawns someÂthing. So we’re going to go ahead and spawn some stars at the end of this aniÂmaÂtion, I’ve already creÂatÂed the stars’ parÂtiÂcle effect, so we can just type the name in there. And now we can refresh our scene, set it all back to the beginÂning and see the whole thing hapÂpenÂing altoÂgethÂer. And this is all hapÂpenÂing dynamÂiÂcalÂly in engine. What you see here is exactÂly what your parÂticÂiÂpanÂt’s going to see, is all the same eleÂments running.
Nick:
Okay. So that’s how you can comÂpose all the difÂferÂent bits of your scene. So the next thing is, how do we stitch all of this togethÂer? So I’m going to fast forÂward a bit here. So I’ve done both cards now. So it’s all the same stuff you’ve seen before. They’ve now got a text bit on the top, which shows the numÂbers with the score in the corÂner and then the conÂfedÂerÂate is done with one sprite to be the speech bubÂble and anothÂer sprite to be the advice. So it’s all done exactÂly the same way.
Nick:
So the first thing you want to do is make the varÂiÂous eleÂments aniÂmate onto the screen. So in the same way that we did the move on the card, make it jump up and down, I’ve got a move aniÂmaÂtion called a pair, which makes the cards slide up. We’ve got this speÂcial propÂerÂty called play on start, which means that when we start the screen, we’re going to play these aniÂmaÂtions immeÂdiÂateÂly. So let’s set these onto the conÂfedÂerÂate and the card conÂtainÂer and then we need to move our card conÂtainÂer off the screen. So it starts off screen and then the very first thing it does is aniÂmate on. If I go ahead and refresh this, we then see that that slides on. And then the conÂfedÂerÂate comes in. This is all using those same move aniÂmaÂtions. The conÂfedÂerÂate’s got a litÂtle delay on there so that it comes in a bit after the cards. So the next thing we need to do is when we first set it up, we just set the card just to be the blue card the whole time.
Nick:
What we actuÂalÂly want is to define which card goes where and how many points are on each side in our spreadÂsheet so that we can design all of our triÂals out of our account, the balÂancÂing and set which answer is going to be the left or the right. So what we do here is we go back to our card left and instead of sayÂing, oh, it’s always going to be the blue card all you want to do is click this litÂtle link butÂton and say, look for a spreadÂsheet colÂumn called card left and use that. Sure, if you can’t find it, default to card blue, but we want it to be whatÂevÂer’s in the spreadÂsheet. We can do the same for the points. We’re going to bind that to anothÂer colÂumn that I set up called points left. And we see when I bind this it snaps to being what is curÂrentÂly in that first row of the spreadÂsheet. So we can actuÂalÂly preÂview each row of our spreadÂsheet as we build.
Nick:
So that’s that. Now the next thing we need to do is set up how we’re going to respond to this. So you respond to these by clickÂing on them. So I’m going to add a click response to my card. Now this is the one on the left, so the response I’m just going to call this one left. And in my spreadÂsheet, I’ve set up where the left or right is the right answer. And I’m going to bind the score that you get for that response to the points left colÂumn. The last bit we then need to do on the screen levÂel is say, okay, when we get the response, is it right or not. So here we can add a score to the screen and say, okay, the corÂrect answer is whatÂevÂer is in the answer colÂumn in my spreadÂsheets. So if you use the task builder, these kinds of mechanÂics are very familÂiar to you, but we’re tryÂing to make the tools much more conÂtent aware at this time.
Nick:
The final bit is that when we do finalÂly respond, we want to then play one of our aniÂmaÂtions. So there’s anothÂer comÂpoÂnent here that does aniÂmate on response accuÂraÂcy. And we can then say, well, if we’re corÂrect, play this one. If we’re incorÂrect, play this othÂer one. That flip aniÂmaÂtion I showed you, I’ve changed that to be called corÂrect. And I made an incorÂrect one that shows the cross and does the smoke. Now we built all of this. If we reset it all, we can see the whole thing in and out and when we tap on the blue card, we can see your aniÂmaÂtion play and the stars play out. So in the same way, we can actuÂalÂly comÂposÂite it our whole task. We could build the whole thing here. The whole flow comÂpleteÂly in engine runÂning live in the ediÂtor. And we think all of this togethÂer, it’s going to make games super easy to put togethÂer, realÂly nice and fast iterÂate on.
Nick:
And it’s going to enable some realÂly excitÂing research in the comÂing months. So that’s pretÂty much everyÂthing I’ve got for time so far. I’ve one last litÂtle sneaky thing I want to show you, which is mulÂtiÂplayÂer. We’ve been workÂing on GorilÂla MulÂtiÂplayÂer for a while. It’s close to comÂpleÂtion and we’re realÂly excitÂed by where this is going. It’s going to be workÂing across mulÂtiÂple tools. So it would work in the game builder that I just showed you, it’ll also work in the new task builder we’re buildÂing. I’m not entireÂly sure what a mulÂtiÂplayÂer quesÂtionÂnaire would look like, but in theÂoÂry, that would be posÂsiÂble to. Again, it’s fulÂly inteÂgratÂed into UI. There’s no codÂing required and we’re lookÂing at mulÂtiÂple difÂferÂent modes of interÂacÂtions. So turn-based, real-time chat, all this kind of thing. So I’ve got a very, very simÂple demo of the UltiÂmaÂtum game, which I’m sure you’re familÂiar with, which I’m going to show you.
Nick:
And I’ll give you a very, very quick insight into how it’s put togethÂer. So here we go. I’ve got, this is the same task. I’ve got it in two sepÂaÂrate browsers. This is going to have to be how you do preÂview mulÂtiÂplayÂer stuff. So I’ve got Chrome on left and Edge on the right. They’re both lookÂing at the same page in the same task. So let’s go ahead and start a preÂview on both of them and what you’re able to do with the mulÂtiÂplayÂer games is you’ll be able to creÂate a room dynamÂiÂcalÂly and then paste it into the othÂer browsÂer so you can link your two browsÂer winÂdows togethÂer. This is for preÂviewÂing in the experÂiÂment. This will be done for you with lobÂbies and things, but this is how we do it just when you’re preÂviewÂing. So those two will now find each othÂer and the task will start simulÂtaÂneÂousÂly. Now you see, they’re both seeÂing the same thing, but only the one on the left has got this next butÂton. because they’re the one that’s in conÂtrol of the screen.
Nick:
So [inaudiÂble 00:19:04] instrucÂtions of the UltiÂmaÂtum game. Say hit next and there we are, see the offer. Now we can see some of the aniÂmaÂtions are the same, but some of them are difÂferÂent. The one on the left has got the options of how much to offer and the one of the right is just waitÂing. So in the one on the left then choosÂes what they’re going to offer, the toll passÂes to the playÂer on the right. So they then offer that and they choose whether to refuse or accept it. They go ahead and do that. And then we go again, but this time it’s the othÂer way round. The playÂer on the right is the one makÂing the offer and the playÂer on the left is waitÂing. Say go ahead and do that. And then conÂtrol is going to pass back to the playÂer on the right. And they get to refuse to accept as usuÂal. Okay, that’s that.
Nick:
Let’s go back into the ediÂtor and see very quickÂly how this is put togethÂer. So the first step for mulÂtiÂplayÂer, which is realÂly imporÂtant, is you have to go to the mulÂtiÂplayÂer tab and turn it on. It’s the kind of tunÂing I like. And then when we go to our disÂplays, there’s basiÂcalÂly one extra bit that we could do. Because we said we want two playÂers, we get these extra two columns on our spreadÂsheet, PlayÂer A and PlayÂer B. And then when we go to disÂplays, we lay out one of our [inaudiÂble 00:20:10] user, but there’s a speÂcial extra comÂpoÂnent we can add called the mulÂtiÂplayÂer comÂpoÂnent. And all that does, is it restricts that eleÂment to being for one playÂer or the othÂer. So in this case, the response options there for PlayÂer A and the othÂer playÂer’s workÂing off of it is for PlayÂer B. When we go to the secÂond screen, it’s the same idea, but the othÂer way round. So now the response options are there for PlayÂer B and the waitÂing text is just there for PlayÂer A.
Nick:
So using these realÂly, realÂly, realÂly simÂple mechanÂics, you’re able to conÂtrol who sees what in any one screen. Now, when we first paired our playÂers togethÂer and indeed when they’re paired togethÂer in a lobÂby, they will have a canonÂiÂcal order between them. One of them is his playÂer one, and one of them is playÂer two. What those PlayÂer A and PlayÂer B bit allows you to do in your spreadÂsheet is conÂtrol of whatÂevÂer order the playÂers existÂed in the world. In the first triÂal I want, okay, whoÂevÂer the first playÂer is their PlayÂer A first. And whoÂevÂer the secÂond playÂer is they get to be PlayÂer B, but in the secÂond triÂal in levÂel row three here, I want it to be the othÂer way round. So the secÂond playÂer gets to be PlayÂer A and the first playÂer gets to be PlayÂer B. That’s how you can impose a turn strucÂture and make sure that all of your playÂers who’ve been givÂen opporÂtuÂniÂty through all the difÂferÂent actions. And you’ve got all the conÂtrol there in your spreadsheet.
Nick:
That is everyÂthing from me. We will be runÂning beta proÂgrams and earÂly access teams for all of these tools. So if you’re interÂstate go to Gorilla.sc/comingsoon, sign with the mainÂteÂnance and we’ll be in touch when we’ve got someÂthing to show you. And that’s everyÂthing from me.
Jo:
Thank you so much, Nick. That was extraÂorÂdiÂnary seeÂing how quickÂly you put that game togethÂer. I rememÂber when you first built the gamÂbling game for [Josh BalÂsters 00:21:48], it took about a day, if not, two days to build that gamÂing code. And you’ve just built most of that game in half an hour. Is that about right?
Nick:
PretÂty much. I think that’s what we’ve got it down to you now. Yeah. Yes. And I think too so much of it is… So as we find so much of these eleÂments, it’s the same thing that you want to do again and again and just by movÂing that funcÂtionÂalÂiÂty into the toolÂing, it makes it super easy to experÂiÂment with these things, fine tune all those adjustÂments and havÂing that live, in engine, visuÂal layÂouts, I find to be extremeÂly powÂerÂful when I’m buildÂing anyÂthing. I’m a proÂgramÂmer. I’ve been proÂgramÂming for decades and I still much preÂfer it to have everyÂthing visuÂalÂly there in a tool in front of me that I can then edit with because I think that feedÂback loop from makÂing a change to seeÂing the effect that it has, has such a masÂsive impact on how quickÂly you can work. So that’s what we’ve realÂly tried to tightÂen with this new genÂerÂaÂtion of tools.
Jo:
Okay. A couÂple of quesÂtions in the chat for you. So [Lizzie Buchanan 00:22:49] is askÂing, is there a way to make the games adapÂtive? Is that going to be built into the game builder?
Nick:
Yeah. So adapÂtivÂiÂty is someÂthing that we… So there’s a few difÂferÂent ways of doing this and this is actuÂalÂly going to be core across all of the tools that we’re buildÂing. So yes, absoluteÂly there’s going to be a parÂticÂuÂlar ways of doing adapÂtivÂiÂty. One of them is either by, I showed you the bindÂing to the spreadÂsheet, but you can also bind cerÂtain propÂerÂties to embedÂded data, which is dynamÂic data that is saved on a per-parÂticÂiÂpant basis. So if you have, and this is how I think Nico’s games work is that the time that you had to react was a piece of embedÂded data that was modÂiÂfied dependÂing on how quickÂly you did it. So if you did realÂly well, that we would save that time that you had to get slightÂly smallÂer. And then the folÂlowÂing triÂal basiÂcalÂly, you read from that valÂue to then set itself up.
Nick:
So all the same thing would work here instead of choosÂing spreadÂsheet, you choose embedÂded data. The othÂer thing we’re putting in, which is anothÂer way of approachÂing difÂfiÂculÂty, [inaudiÂble 00:23:49] and adapÂtivÂiÂty is that I think most peoÂple familÂiar with the spreadÂsheet that driÂves your triÂals, what we’re tryÂing to make realÂly seamÂless is that you could actuÂalÂly have mulÂtiÂple spreadÂsheets. And so you could have three spreadÂsheets with easy, mediÂum, hard and then have rules that essenÂtialÂly mean that when you reach some perÂforÂmance [inaudiÂble 00:24:05], we essenÂtialÂly hop up a spreadÂsheet to your mediÂum difÂfiÂculÂty triÂals. So that’d be anothÂer way of doing slightÂly broadÂer adapÂtivÂiÂty where you have sevÂerÂal difÂferÂent difÂfiÂcult levÂels that you want to introÂduce to peoÂple. And even define all of those realÂly easy in your spreadÂsheet and have a simÂple rule of way of how you move between them. So those are some of the ways that we’re lookÂing to bring adapÂtivÂiÂty both to the game builder and to the task builder, as that all comes together.
Jo:
And then anothÂer quesÂtion from the Q&A is do you envisÂage your mulÂtiÂpliÂer being extendÂable to more than two playÂers? And I mean, we saw just 10 minÂutes ago, Dan RichardÂson showÂing in his experÂiÂments, which have dozens of co-present parÂticÂiÂpants. So Dan, maybe you can, if you’re still here, you can turn your video back on. If peoÂple want to do, there’s two difÂferÂent ones, real-time interÂacÂtion that could be done with the hive? That might be that Dan’s gone.
SpeakÂer 1:
I think Dan’s gone, Jo.
Jo:
Okay. Or Nick?
Nick:
Yeah. So I think that’s, yeah. So there’s a few difÂferÂent ways that we’re lookÂing at explorÂing this. One of them is that the demo I showed with the UltiÂmaÂtum game is obviÂousÂly for, in this case, to be a game, but for a fixed numÂber of playÂers. And I think there’s a large range of these tasks that peoÂple are interÂestÂed in, which are where you have to have a fixed numÂber of peoÂple. I think there’s anothÂer whole chart of games, like Dan’s ones, where actuÂalÂly you want to play with a whole group of peoÂple and peoÂple don’t necÂesÂsarÂiÂly have assigned roles. They’re all doing someÂthing togethÂer. And I think where that realÂly has an impact on how you go about buildÂing things is that if you’re doing someÂthing that has very speÂcifÂic roles, needs a very fixed numÂber of playÂers, then you’re very, very senÂsiÂtive to peoÂple dropÂping out.
Nick:
In the UltiÂmaÂtum game, if one of the playÂers just disÂapÂpears. You’re basiÂcalÂly stuffed. WhereÂas in one of Dan’s preÂsenÂtaÂtions, if one audiÂence memÂber goes away, it’s fine. You can carÂry on. So I think what we’re lookÂing to do is give you some fairÂly speÂcifÂic options. This is either a game that realÂly needs two peoÂple and it doesÂn’t work any othÂer way, or, yeah, this is a tool for a group of whole bunch of peoÂple. And those are some of the configurations/options that you’d be able to set in that mulÂtiÂplayÂer tab that I showed you. So that’s how we’re envisÂagÂing that workÂing. And I think, like I say, the real crux thing, borÂingÂly, is how do you hanÂdle dropouts. And I think you’d want very, very difÂferÂent rules dependÂing on the kind of mode of game that you’re building.
Jo:
Yeah. CerÂtainÂly, with online studÂies, some peoÂple report dropout rates as high as 10%. One in 10 peoÂple are dropÂping out and that kills your experÂiÂments. As soon as you’ve got a game with 10 peoÂple, then you just can’t run your experÂiÂments anyÂmore because it will always fail at one way or anothÂer. So, yeah, that’s realÂly interÂestÂing. We’re going to have to stop there, but if you’re in the room and you were there for the games preÂsenÂtaÂtion and game builder, could you give some feedÂback to Nick in the chat? What do you think about game builder? What’s that made you think about for your research?


