Will Wright: Spore, birth of a game

59,671 views ・ 2007-07-17

TED


Please double-click on the English subtitles below to play the video.

00:25
I've always wanted to be a cyborg.
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One of my favorite shows as a kid was "The Six Million Dollar Man,"
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and this is a little bit closer to the 240-dollar man or so, but --
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(Laughter)
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At any rate, I would normally feel very self-conscious and geeky
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wearing this around,
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but a few days ago I saw one world-renowned statistician
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swallowing swords on stage here,
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so I figure it's OK amongst this group.
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But that's not what I want to talk about today.
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I want to talk about toys, and the power that I see inherent in them.
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When I was a kid, I attended Montessori school
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up to sixth grade in Atlanta, Georgia.
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And at the time I didn't think much about it,
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but then later, I realized that that was the high point of my education.
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From that point on, everything else was pretty much downhill.
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And it wasn't until later, as I started making games, that --
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I really actually think of them more as toys.
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People call me a game designer,
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but I really think of these things more as toys.
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I started getting very interested in Maria Montessori and her methods,
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and the way she went about things,
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and the way she thought it very valuable for kids
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to discover things on their own
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rather than being taught these things overtly.
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And she would design these toys, where kids in playing with the toys
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would come to understand these deep principles
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of life and nature through play.
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And since they discovered this, it stuck with them so much more,
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and also they would experience their own failures.
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There was a failure-based aspect to learning there. It was very important.
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And so, the games that I do,
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I think of really more as modern Montessori toys.
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And I really kind of want them to be presented in a way
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to where kids can kind of explore and discover their own principles.
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So a few years ago,
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I started getting very interested in the SETI program.
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And that's the way I work.
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I get interested in different subjects, I dive in, research them,
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and then try to figure out how to craft a toy around that,
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so that other people can experience the same sense of discovery
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that I did as I was learning that subject.
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And it led me to astrobiology,
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the study of possible life in the universe.
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And then Drake's equation,
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looking at the probability of life arising on planets,
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how long it might last, how many planets are out there.
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And I started looking at how interesting Drake's equation was,
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because it spanned all these different subjects --
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physics, chemistry, sociology, economics, astronomy.
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And another thing that really impressed me a long time ago
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was "Powers of Ten," Charles and Ray Eames' film.
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And I started putting those two together and wondering, could I build a toy
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where kids would trip across all these interesting principles of life,
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as it exists and as it might go in the future.
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Things where you might trip across things
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like the Copernican principle, the Fermi paradox,
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the anthropic principle, the origin of life.
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And so I'm going to show you a toy today that I've been working on,
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that I think of more as kind of a philosophy toy.
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Playing this toy will bring up philosophical questions in you.
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The game is "Spore." I've been working on it for several years.
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It's getting pretty close to finished now.
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It occurs at all these different scales, from very small to very large.
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I'm going to pop in at the start of the game.
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And you actually start this game in a drop of water,
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as a very, very small single-cell creature,
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and right off the bat you basically just have to live, survive, reproduce.
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So here we are, at a very microscopic scale,
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swimming around.
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And I actually realize that cells don't have eyes,
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but it helps to make it cute.
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The players are going to play through every generation of this species,
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and as you play the game,
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the creature is actually growing bit by bit.
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And as we start growing,
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the camera will actually start zooming out,
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and things that you see in the background there
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will start slowly pulling into the foreground,
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showing you a little bit of what you'll be interacting with as you grow.
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So as we eat, the camera starts pulling out,
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and then we start interacting with larger and larger organisms.
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We actually play through many generations here,
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at the cellular scale.
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I'm going to skip ahead here.
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At some point we get larger,
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and we actually get to a macroevolution scale.
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Now, at this point we're leaving the water,
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and one thing that's kind of important about this game is that, at every level,
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the player is designing their creature,
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and that's a fundamental aspect of this.
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Now, in the evolution game here, the creature scale,
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basically you have to eat, survive, and then reproduce.
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You know, very Darwinian.
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One thing we noticed with "The Sims," a game I did earlier,
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is that players love making stuff.
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When they were able to make stuff in the game,
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they had a lot of empathy in connection to it.
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Even if it wasn't as pretty
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as a professional artist would make for games,
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it really stuck with them
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and they really cared about what would happen to it.
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At this point, we've left the water, and now with this little creature --
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we could bring up the volume a little bit --
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and now we might try to eat.
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We might sneak up on this little guy over here maybe,
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and try and eat him.
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OK, well, we fight.
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(Creatures grunting)
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OK, we got him.
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Now we get a meal.
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So really, at this part of the game,
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what we're doing is we're running around and surviving,
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and also getting to the next generation,
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because we're going to play through every generation of this creature.
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We can mate, so I'm going to see
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if one of these creatures wants to mate with me. Yeah.
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(Creatures grunting)
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We didn't want to replay actual evolution with humans and all that,
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because it's almost more interesting
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to look at alternate possibilities in evolution.
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Evolution is usually presented as this one path that we took through,
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but really it represents this huge set of possibilities.
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Now, once we mate, we click on the egg.
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And this is where the game starts getting interesting,
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because one of the things we really focused on here
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was giving the players very high-leverage tools,
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so that for very little effort, the player can make something very cool.
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And it involves a lot of intelligence on the tool side.
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But basically, this is the editor
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where we're going to design the next generation.
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So it has a little spine. I can move around, I can extend.
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I can also inflate or deflate it with the mouse wheel,
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so you sculpt it like clay.
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We have parts here that I can put on or pull off.
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The idea is that the player can basically design
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anything they can think of in this editor,
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and we'll basically bring it to life.
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So I might put some limbs on the character here.
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I'll inflate them kind of large.
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And in this case I might decide I'm going to put --
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I'll put mouths on the limbs.
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So pretty much players are encouraged to be very creative in the game.
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Here, I'll give it one eye in the middle, maybe scale it up a bit. Point it down.
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And I'll also give it a few legs.
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So in some sense
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we want this to feel like an amplifier for the player's imagination,
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so that with a very small number of clicks a player can create something
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that they didn't really think was possible before.
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This is almost like designing something like Maya --
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that an eight-year-old can use.
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But really the goal here was,
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within about a minute, I wanted somebody to replicate
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what typically takes a pictorial artist several weeks to create.
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OK, now I'll put some hands on it.
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OK, so here I've basically thrown together a little creature.
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Let me give it a little weapon on the tail here, so it can fight.
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OK, so that's the complete model.
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Now we can actually go to the painting phase.
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At this phase, the program has some understanding
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of the topology of this creature.
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It knows where the backbone is, where the spine, the limbs are,
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how stripes should run, how it should be shaded.
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And so we're procedurally generating the texture map,
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something a texture artist would take many days to work on.
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And then we can test it out, and see how it would move around.
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And so at this point the computer is procedurally animating this creature.
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It's looking at whatever I've designed. It will actually bring it to life.
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And I can see how it might dance.
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(Laughter)
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How it might show emotions, how it might fight.
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So it's acting with its two mouths there.
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I can even have it pose for a photo.
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Snap a little photo of it.
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(Laughter)
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So then I bring this back into the game.
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It's born, and I play the next generation of my creature through evolution.
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Now again, the empathy that the players have
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when they create the content is tremendous.
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When players create content in this game, it's automatically sent up to a server
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and then redistributed to all the other players transparently.
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So in fact, as I'm interacting in this world with other creatures,
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these creatures are transparently coming from other players as they play.
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So the process of playing the game
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is a process of building up this huge database of content.
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And pretty much everything you're going to see in this game,
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there's an editor for that the player can create,
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up through civilization.
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This is my baby. When I eat, I'll actually start growing.
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This is the next generation. But I'm going to skip ahead here.
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Normally what would happen is these creatures would work their way up,
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eventually become intelligent.
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I'd start dealing with tribes, cities and civilizations of them over time.
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I'm going to skip way ahead to the space phase.
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Eventually they would go out into space,
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and start colonizing and exploring the universe.
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Now, really, in some sense,
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I want the players to be building this world in their imagination,
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and then extracting it from them with the least amount of pain.
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So that's kind of what these tools are about.
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How do we make the gameplay,
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you know, basically the player's imagination amplifier?
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And how do we make these tools, these editors,
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something that are just as fun as the game itself?
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So this is the planet that we've been playing on
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up to this point in the game.
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So far the entire game has been played on the surface of this little world here.
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At this point we're actually dealing with a very little toy planet.
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Almost, again, like the Montessori toy idea.
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What happens if you give somebody a toy planet,
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and let them play with a lot of dynamics on it?
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What could they discover? What might they learn on this?
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This world was actually extracted from the player's imagination.
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So, this is the planet that the player evolved on.
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Things like the buildings, the vehicles, the architecture, civilizations
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were all designed by the player up to this point.
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So here's a little city with some of our guys walking around in it.
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And most games put the player in the role of Luke Skywalker,
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this protagonist playing through this story.
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This is more about putting the player in the role of George Lucas.
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I want them, after they've played this game,
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to have extracted an entire world that they're now interacting with.
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As we pull down here,
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we still have a whole set of creatures living on the surface of the planet.
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All these different dynamics going on here.
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I can look over here, and this is a little simplified food web
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that's going on with the creatures.
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I can open this up and then scan what exists on the surface.
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You get some sense of the diversity of creatures that were brought in.
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Some of these were created by the player,
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others by other players, automatically sent over here.
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But there's a very simple calculation of what's required,
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how many plants are required for the herbivores to live,
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how many herbivores for the carnivores to eat, etc.,
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that you have to balance actively.
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Also with this phase,
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we're getting more and more God-like powers for the player,
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and you can experiment with this planet as a toy.
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So I can come in and I can do things,
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and just treat this planet as a lump of clay.
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We have very simple weather systems, simple geology.
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For instance, I could open one of my tools here and then carve out rivers.
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So this whole thing is kind of like a big lump of clay, a sculpture.
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I can also play with the dynamics in this world over time.
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So one of the things I can do
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is start pumping more CO2 gases into the atmosphere,
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and so that's what I'm doing here.
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There's actually a little readout down there
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of our planetary atmosphere, pressure and temperature.
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So as I start pumping in more atmosphere,
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we're going to start pushing up the greenhouse gases here
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and if you'll start noticing,
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we start seeing the ocean levels rise over time.
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And our cities are going to be at risk too,
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because a lot of these are coastal cities.
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You can see the ocean levels are rising now
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and as they encroach upon the cities, I'll start losing cities here.
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So basically, I want the players to be able to experiment and explore
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a huge amount of failure space.
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So there goes one city.
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Now, over time, this is going to heat up the planet.
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So at first what we're going to see
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is a global ocean rise here on this little toy planet,
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but then over time -- I can speed it up --
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we'll see the heat impact of that as well.
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Not only will it get hotter,
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but at some point it's going to get so hot the oceans will evaporate.
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They'll go up, and then they'll evaporate, and that'll be my planet.
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So basically, what we're getting here
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is the sequel to "An Inconvenient Truth," in about two minutes,
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and that actually brings up an interesting point about games.
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Now here, our entire oceans are evaporating off the surface,
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and as it keeps getting hotter,
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at some point the entire planet is going to melt down. Here it goes.
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So we're not only simulating biological dynamics --
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food webs and all that --
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but also geologic, you know, on a very simple core scale.
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And what's interesting to me about games
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is that I think we can take a lot of long-term dynamics
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and compress them into very short-term experiences.
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Because it's so hard for people to think 50 or 100 years out,
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but when you can give them a toy,
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and they can experience these long-term dynamics in just a few minutes,
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I think it's an entirely different point of view,
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where we're actually using the game to remap our intuition.
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It's almost in the same way
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that a telescope or microscope recalibrates your eyesight;
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I think computer simulations can recalibrate your instinct
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across vast scales of both space and time.
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So here's our little solar system,
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as we pull away from our melted planet here.
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We actually have a couple of other planets in this solar system.
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Let's fly to another one.
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We're going to have this unlimited number of worlds you can explore here.
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As we move into the future,
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and we start going out into space and doing stuff,
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we're drawing a lot from things like science fiction.
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And all my favorite science fiction movies
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I want to play out here as different dynamics.
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This planet actually has some life on it.
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Here it is, some indigenous life down here.
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One of the tools I can eventually earn for my UFO
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is a monolith that I can drop down.
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(Laughter)
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Now, as you can see,
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these guys are actually starting to go up and bow to it,
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and over time, once they touch it, they will become intelligent.
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So I can actually pick a species on a planet
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and then make them sentient.
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Now they've actually gone to tribal dynamics.
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And now, because I'm actually the one here,
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I can get out of the UFO and walk up,
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and they should be worshipping me at this point as a god.
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At first they're a little freaked out.
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OK, well maybe they're not worshipping me.
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(Laughter)
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I think I'll leave before they get hostile.
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But we basically want a diversity of activities
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the players can play through this.
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I want to be able to play
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"The Day the Earth Stood Still," "2001: A Space Odyssey,"
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"Star Trek," "War Of the Worlds."
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Now, as we pull away from this world --
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we're going to keep pulling away from the star now.
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One of the things that always frustrated me about astronomy
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when I was a kid
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is how it was always presented so two-dimensionally and so static.
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As we pull away from the star here,
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we're actually going now out into interstellar space,
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14:18
and we're getting a sense of the space around our home star.
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What I really wanted to do is to present this, basically,
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as wonderfully 3D as it is actually is.
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And also show the dynamics,
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and a lot of the interesting objects that you might find, like, in the Hubble,
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at pretty much realistic frequencies and scales.
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So most people have no idea of the difference
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between an emission nebula and a planetary nebula.
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But these are the things
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that we can put in this little galaxy here.
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So we're flying over here to what looks like a black hole.
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I want to basically have the entire zoo of Hubble objects
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that people can interact with and play with, again, as toys.
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So here's a little black hole
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that we probably don't want to get too close to.
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But we also have stars and things as well.
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If we pull all the way back, we start seeing the entire galaxy here,
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kind of slowly in motion.
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Typically, when people present galaxies,
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it's always beautiful photos, but they're always static.
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And when you bring it forward in time and start animating it,
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it's amazing what a galaxy would look like fast forwarded.
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15:14
This would be about a million years a second,
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because you have about one supernova every century.
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15:19
And so you'd have this wonderful sparkling thing,
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with the disk slowly rotating,
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and this is roughly what it would look like.
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Part of this is about bringing the beauty of the natural world
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to somebody in a very imaginative way,
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so that they can start calibrating their instinct
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across these vast scales of space and time.
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Chris was wondering what kind of gods the players would become.
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Because if you think about it,
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you're going to have 15-year-olds, 20-year-olds flying around this universe.
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They might be a nurturing god.
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They might be bootstrapping life on planets,
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trying to terraform and spread civilization.
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You might be a vengeful god, conquesting,
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because you actually can do that, you can attack other intelligent races.
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You might be a networking god, building alliances,
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or just curious, going around and wanting to explore as much as you possibly can.
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But basically, the reason why I make toys like this
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is because I think if there's one difference
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I could possibly make in the world,
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that I would choose to make,
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it's that I would like to somehow give people
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just a little bit better calibration on long-term thinking.
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Because I think most of the problems that our world is facing right now
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are the result of short-term thinking,
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and the fact that it is so hard for us to think 50, 100, or 1,000 years out.
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And I think by giving kids toys like this and letting them replay dynamics,
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very long-term dynamics over the short term,
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and getting some sense of what we're doing now,
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what it's going to be like in 100 years,
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I think probably is the most effective thing I can be doing to help the world.
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And so that's why I think that toys can change the world.
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Thank you.
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About this website

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