1 00:00:00,280 --> 00:00:05,680 Speaker 1: Night falls, werewolves, open your eyes and say hello to 2 00:00:05,760 --> 00:00:11,120 Speaker 1: the pack. You're hungry, aren't you? In silent formation, you 3 00:00:11,160 --> 00:00:15,520 Speaker 1: prowl between the farm houses. You smell some warm human blood. 4 00:00:16,360 --> 00:00:20,400 Speaker 1: The pack gathers in the churchyard to confer which of 5 00:00:20,480 --> 00:00:29,960 Speaker 1: the sleeping villagers smells the most delicious to you tonight? Oh? Really? Him? 6 00:00:30,000 --> 00:00:34,479 Speaker 1: All right? Stagger back to your homes, wash the blood 7 00:00:34,520 --> 00:00:40,479 Speaker 1: from your muzzles, and go to sleep. Daybreaks, everyone wakes up. 8 00:00:41,200 --> 00:00:44,320 Speaker 1: There's a sound coming from the town square. The constable's 9 00:00:44,360 --> 00:00:53,120 Speaker 1: bell is ringing. Something terrible has happened. Welcome to Stuff 10 00:00:53,159 --> 00:01:02,080 Speaker 1: to Blow your Mind from how Stuff Works dot Com. Hey, 11 00:01:02,240 --> 00:01:04,319 Speaker 1: welcome to Stuff to Blow your Mind. My name is 12 00:01:04,400 --> 00:01:07,640 Speaker 1: Robert Lamb and I'm Joe McCormick. And during that introduction 13 00:01:07,760 --> 00:01:11,640 Speaker 1: you were either going omg, omg, omg, or you were like, 14 00:01:11,800 --> 00:01:15,080 Speaker 1: what the heck is going on? That's right, uh, for 15 00:01:15,120 --> 00:01:17,039 Speaker 1: those of you who don't know what the heck is 16 00:01:17,040 --> 00:01:21,160 Speaker 1: going on, we were referring to the game of Werewolf, 17 00:01:21,440 --> 00:01:24,160 Speaker 1: sometimes known as Mafia. Right, I came to know this 18 00:01:24,280 --> 00:01:27,120 Speaker 1: game as Mafia. Did you did you do Mafia first? 19 00:01:27,200 --> 00:01:29,559 Speaker 1: Or Werewolf? Werewolf first? And that's one of the reasons. 20 00:01:29,560 --> 00:01:33,720 Speaker 1: I'm a werewolf purist on the game, and I've looked 21 00:01:33,760 --> 00:01:37,000 Speaker 1: down upon those who play it with a Mafia theme. 22 00:01:37,160 --> 00:01:39,160 Speaker 1: Now we will explain the rules to the game if 23 00:01:39,160 --> 00:01:40,880 Speaker 1: you don't know what they are in just a minute. 24 00:01:40,920 --> 00:01:44,319 Speaker 1: But so I came to know this game first as Mafia, 25 00:01:44,959 --> 00:01:46,759 Speaker 1: and I played it when I was in high school. 26 00:01:46,760 --> 00:01:48,320 Speaker 1: I played it with a bunch of friends of mine 27 00:01:48,520 --> 00:01:51,600 Speaker 1: down in their basement, and we would play for hours 28 00:01:51,680 --> 00:01:53,960 Speaker 1: at a time. It could just go on and on 29 00:01:54,040 --> 00:01:57,840 Speaker 1: and on, and we'd introduce all these ridiculous variations, because, 30 00:01:57,880 --> 00:02:00,200 Speaker 1: as you'll learn, once you know the basic rule of 31 00:02:00,240 --> 00:02:02,760 Speaker 1: this game, it can take on any kind of textural 32 00:02:02,920 --> 00:02:05,520 Speaker 1: overlay you want. It can be about werewolves, it can 33 00:02:05,560 --> 00:02:08,480 Speaker 1: be about Mafia, or as we did when I was 34 00:02:08,520 --> 00:02:11,720 Speaker 1: in high school, it can be about elves and orcs. 35 00:02:12,280 --> 00:02:14,680 Speaker 1: And so every time a character dies, I guess they 36 00:02:14,680 --> 00:02:18,000 Speaker 1: wouldn't die that the moderator would say, depart to Valan 37 00:02:18,160 --> 00:02:21,800 Speaker 1: or oh that's that's good. Yeah. So basically, it's a 38 00:02:21,880 --> 00:02:25,360 Speaker 1: social deception or a social deduction party game, depending on 39 00:02:25,360 --> 00:02:28,239 Speaker 1: how you look at it, in which an informed minority, 40 00:02:28,440 --> 00:02:32,960 Speaker 1: in this case, where wolves attempt to overcome an uninformed majority, 41 00:02:33,280 --> 00:02:36,519 Speaker 1: such as medieval villagers you know, or vice versa, depending 42 00:02:36,520 --> 00:02:40,040 Speaker 1: on which team you're you're playing on. Uh. But yeah, 43 00:02:40,040 --> 00:02:44,880 Speaker 1: it is a deceptively easy game to learn. I found 44 00:02:44,919 --> 00:02:47,960 Speaker 1: that just about anybody can get into it, even if 45 00:02:47,960 --> 00:02:51,520 Speaker 1: you're not a gaming person, because you'll frequently I'll frequently 46 00:02:51,520 --> 00:02:55,400 Speaker 1: find myself at a at a a gathering and not 47 00:02:55,520 --> 00:02:58,160 Speaker 1: everybody will be a board game geek. There'll be some 48 00:02:58,240 --> 00:03:01,320 Speaker 1: board game geeks there, but hard to bring everybody together 49 00:03:01,360 --> 00:03:03,320 Speaker 1: on what to play. This is one of those games 50 00:03:03,360 --> 00:03:05,320 Speaker 1: that brings people together. Well. Right, if you're at a 51 00:03:05,360 --> 00:03:08,280 Speaker 1: party and you say, hey, let's break out the D twenties, 52 00:03:08,320 --> 00:03:10,800 Speaker 1: it's time to play Dungeons and Dragons, a lot of 53 00:03:10,840 --> 00:03:13,440 Speaker 1: people are not not just going to be weirded out 54 00:03:13,440 --> 00:03:16,560 Speaker 1: by the geekiness of it, but they're also going to be, like, 55 00:03:17,000 --> 00:03:19,440 Speaker 1: all these rules, I gotta learn how to play. It's 56 00:03:19,440 --> 00:03:21,960 Speaker 1: really for some people they just don't want to be 57 00:03:22,000 --> 00:03:24,720 Speaker 1: bothered with all of the minutia of how to play 58 00:03:24,800 --> 00:03:26,960 Speaker 1: the game and what the hit points are and everything. 59 00:03:27,639 --> 00:03:30,800 Speaker 1: Were Wolf is like a version of D and D 60 00:03:30,840 --> 00:03:34,160 Speaker 1: that takes away almost every single rule and strips it 61 00:03:34,200 --> 00:03:37,560 Speaker 1: down to just pure role playing and basically the only 62 00:03:37,680 --> 00:03:42,840 Speaker 1: dynamics in the game are accusation and lying and killing. Yeah, 63 00:03:42,880 --> 00:03:44,920 Speaker 1: and and you don't need to you don't need a board. 64 00:03:45,160 --> 00:03:46,920 Speaker 1: You don't need to buy a copy of the game, 65 00:03:46,920 --> 00:03:49,960 Speaker 1: though there are some nice print versions of the game available. 66 00:03:50,400 --> 00:03:52,480 Speaker 1: But basically, all you need or just some index cards 67 00:03:52,560 --> 00:03:55,800 Speaker 1: or scraps of paper and a willingness to either draw 68 00:03:55,880 --> 00:03:58,160 Speaker 1: a werewolf and some villagers on them or just throw 69 00:03:58,280 --> 00:04:01,280 Speaker 1: some ws and v's and hand out the scraps. Robert, 70 00:04:01,320 --> 00:04:04,480 Speaker 1: you have made me this morning an amazing collection of 71 00:04:04,800 --> 00:04:08,800 Speaker 1: Werewolf game player cards on I believe how stuff works 72 00:04:08,880 --> 00:04:12,120 Speaker 1: branded envelopes. Oh yeah, yeah, I mean, because you can 73 00:04:12,160 --> 00:04:14,560 Speaker 1: really use anything and you can just throw them together 74 00:04:14,600 --> 00:04:16,720 Speaker 1: at the drop of a hat. So it works well. 75 00:04:16,760 --> 00:04:19,080 Speaker 1: If you're with people at a cabin or something, or 76 00:04:19,080 --> 00:04:21,279 Speaker 1: even in a hotel room, you can grab that that 77 00:04:21,360 --> 00:04:26,640 Speaker 1: Howard Johnson notepad and the Howard Johnson pen and pages 78 00:04:26,680 --> 00:04:29,200 Speaker 1: of the Gideon Bible. Yeah, if you want to go 79 00:04:29,480 --> 00:04:32,200 Speaker 1: sacrilegious on it. Um and you might have to tweak 80 00:04:32,240 --> 00:04:35,000 Speaker 1: the the fluff there a little bit for it. But 81 00:04:35,000 --> 00:04:37,000 Speaker 1: but but yeah, this is this game is just a 82 00:04:37,000 --> 00:04:39,799 Speaker 1: wonderful balance of to put it in those gaming terms 83 00:04:39,839 --> 00:04:43,599 Speaker 1: simplistic mechanics, but the deep mechanics once you start playing 84 00:04:43,600 --> 00:04:46,159 Speaker 1: with it, and and and then entertaining fluff. Yeah, and 85 00:04:46,200 --> 00:04:50,120 Speaker 1: they will eventually prove scientifically and technologically relevant, which is 86 00:04:50,160 --> 00:04:53,600 Speaker 1: the interesting thing and what justifies this foray into the 87 00:04:53,680 --> 00:04:57,400 Speaker 1: land of the Werewolves today. But I think for those 88 00:04:57,480 --> 00:04:59,480 Speaker 1: people out there who have never played the game and 89 00:04:59,520 --> 00:05:02,080 Speaker 1: are silk on what what's going on, we should describe 90 00:05:02,080 --> 00:05:04,440 Speaker 1: the rules, right, And hey, I just wanted to let 91 00:05:04,520 --> 00:05:07,479 Speaker 1: you know we played a few rounds of were a 92 00:05:07,480 --> 00:05:09,960 Speaker 1: Wolf with our co workers here in the opposite how 93 00:05:10,000 --> 00:05:12,560 Speaker 1: Steph works, and so we may play a few clips 94 00:05:12,600 --> 00:05:15,000 Speaker 1: for you from those games. And I wanted to give 95 00:05:15,000 --> 00:05:18,000 Speaker 1: a shout out to our co workers Alex, Lauren tar 96 00:05:18,480 --> 00:05:21,120 Speaker 1: Ramsey and Sarah for being really great sports and for 97 00:05:21,240 --> 00:05:23,839 Speaker 1: killing us again and again. Yeah, they really got into it. 98 00:05:23,880 --> 00:05:26,200 Speaker 1: We had to, We had to remove a fair amount 99 00:05:26,200 --> 00:05:29,840 Speaker 1: of cursing, but it was worth it. So at the 100 00:05:29,880 --> 00:05:31,800 Speaker 1: beginning of the game, you gathered together a bunch of 101 00:05:31,839 --> 00:05:36,279 Speaker 1: players and every player is randomly assigned a card telling 102 00:05:36,320 --> 00:05:39,240 Speaker 1: them their role. So for most players, you're going to 103 00:05:39,279 --> 00:05:44,080 Speaker 1: be a villager for a select minority in a group 104 00:05:44,360 --> 00:05:50,279 Speaker 1: of say eight, your select minority might be like two, 105 00:05:51,200 --> 00:05:54,760 Speaker 1: and those players are going to be werewolves. Then the 106 00:05:54,839 --> 00:05:58,440 Speaker 1: game proceeds into two phases that repeat back and forth, 107 00:05:58,640 --> 00:06:01,760 Speaker 1: night and day, day and night. Now a game master 108 00:06:01,960 --> 00:06:04,880 Speaker 1: runs the game and informs everyone when to close their eyes, 109 00:06:04,920 --> 00:06:07,280 Speaker 1: when to open their eyes. So you would say something like, 110 00:06:07,320 --> 00:06:11,760 Speaker 1: al right, villagers, nightfalls and your sleepy medieval town. Everyone 111 00:06:11,800 --> 00:06:16,120 Speaker 1: closes their eyes except for the werewolves. Werewolves, open your 112 00:06:16,120 --> 00:06:20,120 Speaker 1: eyes and indicate who shall die tonight. So the werewolves 113 00:06:20,560 --> 00:06:24,040 Speaker 1: silently confer. They usually with some kind of eye contact 114 00:06:24,160 --> 00:06:26,880 Speaker 1: or pointing game, and they figure out who they want 115 00:06:26,920 --> 00:06:29,880 Speaker 1: to devour or I don't know, just disembowel and leave 116 00:06:29,920 --> 00:06:31,600 Speaker 1: in the middle of the town. Yeah. I mean, that's 117 00:06:31,600 --> 00:06:34,320 Speaker 1: the delightful thing about about being the game masters. You 118 00:06:34,440 --> 00:06:36,960 Speaker 1: get to throw in details about how they're torn apart. 119 00:06:40,600 --> 00:06:44,760 Speaker 1: All right, the sun comes up, but not for you, 120 00:06:44,839 --> 00:06:50,800 Speaker 1: horse trainer. He was eating right down to the boots 121 00:06:51,240 --> 00:06:56,320 Speaker 1: and I didn't even get a chance. It's a little 122 00:06:56,360 --> 00:06:58,560 Speaker 1: less pressure now that I'm dead trying to lead the body. 123 00:06:58,560 --> 00:07:06,600 Speaker 1: I need some supplies. Robert, what's your favorite terror parts story? Oh, generally, 124 00:07:06,600 --> 00:07:08,920 Speaker 1: I just have like a portion of the individuals left 125 00:07:08,960 --> 00:07:11,800 Speaker 1: behind because I like the idea that the werewolves are 126 00:07:11,840 --> 00:07:14,760 Speaker 1: becoming so confident that they don't even have to eat everything, 127 00:07:15,160 --> 00:07:17,520 Speaker 1: and they would just they're just as happy to spread 128 00:07:17,680 --> 00:07:20,760 Speaker 1: terror throughout the town as anything else. I'm still so 129 00:07:20,800 --> 00:07:25,960 Speaker 1: full from that policeman last night. All right, So night 130 00:07:26,080 --> 00:07:29,040 Speaker 1: eventually comes to an end. That phase ends how the 131 00:07:29,120 --> 00:07:32,679 Speaker 1: villagers wake up, they find out who has been eaten 132 00:07:32,920 --> 00:07:35,400 Speaker 1: or torn apart in the night, and then they have 133 00:07:35,520 --> 00:07:39,880 Speaker 1: to dish out their own medieval mob justice. Right, So 134 00:07:39,920 --> 00:07:42,200 Speaker 1: the dead villager who has been chosen by the werewolves 135 00:07:42,320 --> 00:07:45,280 Speaker 1: is removed from the game, and I would say, for 136 00:07:45,480 --> 00:07:48,120 Speaker 1: total purity, I think that villager should not only be 137 00:07:48,200 --> 00:07:50,840 Speaker 1: removed from play and can't make any comments, but should 138 00:07:50,880 --> 00:07:53,320 Speaker 1: be banished from the room where everyone is playing, or 139 00:07:53,320 --> 00:07:56,240 Speaker 1: at least into the corner there's got to be some steaks. 140 00:07:56,560 --> 00:07:59,760 Speaker 1: Well I but then you have somebody who gets eliminated 141 00:07:59,840 --> 00:08:02,480 Speaker 1: right away, and well what I usually say is, look, 142 00:08:02,480 --> 00:08:06,120 Speaker 1: you're a ghost now, and you can't talk. You can observe, 143 00:08:06,440 --> 00:08:08,320 Speaker 1: but you can't talk. And it's always amusing when the 144 00:08:08,320 --> 00:08:12,080 Speaker 1: biggest chatter box in the room is reduced to a ghost. 145 00:08:12,120 --> 00:08:14,880 Speaker 1: You're you're the grandpa and the cloud in the family circus. 146 00:08:16,840 --> 00:08:19,360 Speaker 1: But yeah, so, like like you said, day comes around 147 00:08:19,400 --> 00:08:23,840 Speaker 1: and the villagers have to essentially form a mob to 148 00:08:23,960 --> 00:08:26,800 Speaker 1: find the killer and take care of them. And now, 149 00:08:27,120 --> 00:08:30,080 Speaker 1: since these are werewolves, they're very powerful at night. You 150 00:08:30,120 --> 00:08:32,280 Speaker 1: can't stop them at night when the full moon is out. 151 00:08:32,320 --> 00:08:35,280 Speaker 1: But during the daytime, they're just regular humans and you 152 00:08:35,320 --> 00:08:37,559 Speaker 1: can take them to the gallows if you are pretty 153 00:08:37,600 --> 00:08:41,439 Speaker 1: convinced that they're guilty. But how convinced are you? That's right? 154 00:08:41,520 --> 00:08:43,600 Speaker 1: So it comes down to a lot of a lot 155 00:08:43,640 --> 00:08:49,200 Speaker 1: of blind accusations, a lot of you know, self interested accusations. 156 00:08:49,840 --> 00:08:53,359 Speaker 1: And the cool part two is that you have werewolves 157 00:08:53,360 --> 00:08:56,520 Speaker 1: in there trying to uphold their cover as a human, 158 00:08:56,720 --> 00:08:59,280 Speaker 1: and they're going to make a case to probably for 159 00:08:59,440 --> 00:09:01,600 Speaker 1: a non wolf because because they know who the other 160 00:09:01,679 --> 00:09:05,600 Speaker 1: werewolf or well werewolves are, ye, why would they accuse 161 00:09:05,679 --> 00:09:08,440 Speaker 1: one of their own. So if you're Alice the werewolf, 162 00:09:08,480 --> 00:09:11,360 Speaker 1: you don't want to accuse Jeff the werewolf. You want 163 00:09:11,400 --> 00:09:14,800 Speaker 1: to accuse Rodney the villager of being a werewolf, right, 164 00:09:14,960 --> 00:09:18,360 Speaker 1: or jump on someone else's suspicion, uh, and then start 165 00:09:18,480 --> 00:09:22,200 Speaker 1: encouraging that anything to cast the suspicion away from you, 166 00:09:22,760 --> 00:09:24,880 Speaker 1: and at the end of all of this, there'll be 167 00:09:24,920 --> 00:09:27,880 Speaker 1: some sort of a vote. The villagers will decide who's 168 00:09:27,880 --> 00:09:31,760 Speaker 1: going to be executed for the crime of lokanthropy and 169 00:09:31,800 --> 00:09:34,520 Speaker 1: then only then and I think rules may vary on this, 170 00:09:34,559 --> 00:09:36,720 Speaker 1: but the way we play it is that at this 171 00:09:36,800 --> 00:09:39,880 Speaker 1: point they can perform an autopsy and they find out 172 00:09:40,120 --> 00:09:42,600 Speaker 1: if that was indeed a werewolf. Okay, So in some 173 00:09:42,720 --> 00:09:45,040 Speaker 1: versions of the game, you don't find out. You don't 174 00:09:45,040 --> 00:09:47,920 Speaker 1: know whether you just executed an innocent villager or a 175 00:09:47,960 --> 00:09:50,760 Speaker 1: werewolf until the end of the game, when it's finally 176 00:09:50,800 --> 00:09:54,160 Speaker 1: revealed who was who. Ah. That sounds rewarding as well, 177 00:09:54,640 --> 00:09:56,840 Speaker 1: because on one hand, with the with the autopsy, it 178 00:09:56,920 --> 00:09:58,839 Speaker 1: gives the person a chance to see like, I told 179 00:09:58,880 --> 00:10:01,440 Speaker 1: you so, I told you I wasn't werewolf, right, But 180 00:10:01,920 --> 00:10:04,200 Speaker 1: on the other hand, I do you're a ghost and 181 00:10:04,240 --> 00:10:06,439 Speaker 1: you can't comment right? Well that I like to think 182 00:10:06,440 --> 00:10:08,640 Speaker 1: that's their last thing they get to shout before they 183 00:10:08,760 --> 00:10:12,480 Speaker 1: drift into the nether realm. Nice. Okay, So you've got 184 00:10:12,480 --> 00:10:15,720 Speaker 1: this day night cycle where somebody, some player dies and 185 00:10:15,760 --> 00:10:18,400 Speaker 1: gets removed from the game every day and every night, 186 00:10:18,800 --> 00:10:21,680 Speaker 1: and the cycle continues until the end of the game. 187 00:10:21,760 --> 00:10:23,560 Speaker 1: So what brings about the end of the game. Well, 188 00:10:23,800 --> 00:10:27,439 Speaker 1: you can tell which team wins if suddenly the werewolves 189 00:10:27,520 --> 00:10:30,680 Speaker 1: out number the humans, right, or in some versions, I 190 00:10:30,720 --> 00:10:32,920 Speaker 1: think if they equal the number of humans. Well, right, 191 00:10:32,960 --> 00:10:34,800 Speaker 1: I mean, if you've got the same number of werewolves 192 00:10:34,800 --> 00:10:38,079 Speaker 1: and villagers. Yeah, and the villagers don't stay much of 193 00:10:38,080 --> 00:10:40,680 Speaker 1: a chance. Yeah, and then it's just werewolves slaughtering humans 194 00:10:40,679 --> 00:10:43,560 Speaker 1: in broad daylight. Welcome to Werewolf City. Yes. Now, of 195 00:10:43,600 --> 00:10:46,920 Speaker 1: course the regular villagers win once they eliminate all of 196 00:10:46,960 --> 00:10:49,720 Speaker 1: the werewolves in their midst and the moderator can announce 197 00:10:49,760 --> 00:10:52,040 Speaker 1: to them You've gotten the last one. Your village is 198 00:10:52,080 --> 00:10:55,600 Speaker 1: safe for now until the next game starts, which is 199 00:10:55,600 --> 00:10:58,920 Speaker 1: probably in about five minutes. Now, that's the basic game 200 00:10:58,960 --> 00:11:01,920 Speaker 1: of Werewolf form. Fia Mafia is exactly the same, except 201 00:11:01,960 --> 00:11:05,360 Speaker 1: instead of werewolves, their mafia members, the same rules, everything is. 202 00:11:05,440 --> 00:11:08,440 Speaker 1: It's just different texture, yeah, different fluff, which I have 203 00:11:08,520 --> 00:11:11,960 Speaker 1: to reiterate that I think werewolves are tremendously more fun 204 00:11:12,480 --> 00:11:15,440 Speaker 1: because I don't really like I don't like playing my 205 00:11:15,440 --> 00:11:19,320 Speaker 1: my cool parlor game with murderous criminals. I like the 206 00:11:19,360 --> 00:11:23,199 Speaker 1: idea of the fantastic Werewolf's gotta be monsters. Yeah, okay, 207 00:11:23,320 --> 00:11:26,679 Speaker 1: so there are a million different ways you can throw 208 00:11:26,720 --> 00:11:29,480 Speaker 1: some spice into this game, right, People play this game 209 00:11:29,520 --> 00:11:33,960 Speaker 1: with all different kinds of crazy invented third party characters, 210 00:11:34,000 --> 00:11:37,079 Speaker 1: so it's not necessarily just villagers and werewolves. What if 211 00:11:37,120 --> 00:11:40,160 Speaker 1: you add in Robert, give me, give me another player class? 212 00:11:40,480 --> 00:11:42,480 Speaker 1: The one I love the most is the sear. Okay, 213 00:11:42,520 --> 00:11:45,000 Speaker 1: how does that work? The seer has a separate phase 214 00:11:45,040 --> 00:11:47,480 Speaker 1: in the night. So there's the phase where the werewolves 215 00:11:47,480 --> 00:11:50,160 Speaker 1: get to open their eyes and pick out who's gonna 216 00:11:50,160 --> 00:11:51,960 Speaker 1: die and then close their eyes. But then you have 217 00:11:52,000 --> 00:11:54,280 Speaker 1: another phase where the sea or opens their eyes and 218 00:11:54,320 --> 00:11:58,240 Speaker 1: they get to point to one person and the game 219 00:11:58,240 --> 00:12:00,280 Speaker 1: master will give them a thumbs up or at comes 220 00:12:00,320 --> 00:12:04,240 Speaker 1: down about there the presence of lecanthropy, So this gives 221 00:12:04,360 --> 00:12:08,600 Speaker 1: one villager the chance to have secret knowledge. Generally, it's 222 00:12:08,640 --> 00:12:10,160 Speaker 1: you know, the odds are gonna play out that it's 223 00:12:10,160 --> 00:12:12,719 Speaker 1: probably gonna be about who is not a werewolf as 224 00:12:12,760 --> 00:12:15,480 Speaker 1: opposed to who is a werewolf? But then they have 225 00:12:15,559 --> 00:12:17,800 Speaker 1: to be careful about tipping their hand and the argument 226 00:12:17,920 --> 00:12:21,760 Speaker 1: so that that follow exactly. So you say, uh, day 227 00:12:21,800 --> 00:12:23,959 Speaker 1: comes around and you say, well, I know Jeff is 228 00:12:24,000 --> 00:12:26,360 Speaker 1: a werewolf because I'm the Seer and I got the 229 00:12:26,400 --> 00:12:28,760 Speaker 1: thumbs up on him last night. Guess who's going to 230 00:12:28,840 --> 00:12:31,959 Speaker 1: die tonight? Obviously the person who's revealed themselves as the 231 00:12:32,000 --> 00:12:37,120 Speaker 1: Seer right now. There are other variations on the privileged 232 00:12:37,480 --> 00:12:41,240 Speaker 1: Knowledge character. There is a for instance, the Innocent Child, 233 00:12:41,720 --> 00:12:44,640 Speaker 1: and this is when I tend to not use. But 234 00:12:44,720 --> 00:12:48,800 Speaker 1: this one involves one player who gets to peak during 235 00:12:48,840 --> 00:12:51,560 Speaker 1: the night, so it's risky. So instead of having a 236 00:12:51,600 --> 00:12:54,280 Speaker 1: separate phase in the night where you can ask the moderator, 237 00:12:54,600 --> 00:12:57,079 Speaker 1: you have the option if you choose to open your 238 00:12:57,080 --> 00:13:01,000 Speaker 1: eyes while the werewolves are conferring, right, and this gives, 239 00:13:01,000 --> 00:13:04,280 Speaker 1: of course the werewolves a chance to actually spot you spying. 240 00:13:04,880 --> 00:13:08,160 Speaker 1: So it adds this extra extra level to the play. 241 00:13:08,200 --> 00:13:10,560 Speaker 1: I guess now. One way I know I have played 242 00:13:10,640 --> 00:13:12,720 Speaker 1: is with a character that would be a doctor, or 243 00:13:12,760 --> 00:13:16,480 Speaker 1: maybe maybe even better would be the apothecary. Well, this 244 00:13:16,559 --> 00:13:19,120 Speaker 1: is kind of like the Seer, but instead of asking 245 00:13:19,160 --> 00:13:23,360 Speaker 1: the moderator every night, the doctor can choose one person 246 00:13:23,559 --> 00:13:27,560 Speaker 1: to make immune. So say the apothecary, can they wake 247 00:13:27,640 --> 00:13:29,480 Speaker 1: up at a different phase in the night and they 248 00:13:29,480 --> 00:13:32,240 Speaker 1: give a potion to someone and if that is the 249 00:13:32,280 --> 00:13:36,120 Speaker 1: same person that the werewolves have selected. That person, that 250 00:13:36,200 --> 00:13:39,520 Speaker 1: person gets saved by the potion. The werewolf attack does 251 00:13:39,559 --> 00:13:43,040 Speaker 1: not succeed. Oh that's nice. There's one that we sometimes 252 00:13:43,160 --> 00:13:46,480 Speaker 1: use called the Hunter, where they get to take somebody 253 00:13:46,520 --> 00:13:49,280 Speaker 1: down with them if they die, which adds some sort 254 00:13:49,320 --> 00:13:53,720 Speaker 1: of like shootout mentality to the proceedings. Another one, I 255 00:13:53,760 --> 00:13:55,680 Speaker 1: don't man if that happens early in the game, the 256 00:13:55,760 --> 00:13:59,360 Speaker 1: Hunter probably is going to be randomly getting another villager, right, yeah, 257 00:13:59,400 --> 00:14:00,880 Speaker 1: I mean that's what of the problems with a real 258 00:14:01,120 --> 00:14:04,200 Speaker 1: you know, itchy crossbow finger, you know. So tell me 259 00:14:04,240 --> 00:14:06,840 Speaker 1: about the Cupid, Robert, Oh, the Cupid is one of 260 00:14:06,880 --> 00:14:11,040 Speaker 1: my favorites. So this is just a villager basically, but 261 00:14:11,280 --> 00:14:13,560 Speaker 1: they get a phase at the very beginning of the 262 00:14:13,559 --> 00:14:16,040 Speaker 1: game where they get to secretly pick two players to 263 00:14:16,160 --> 00:14:20,000 Speaker 1: be star crossed lovers. So if one dies and they 264 00:14:20,000 --> 00:14:22,480 Speaker 1: could be they could be a human villager or they 265 00:14:22,480 --> 00:14:25,360 Speaker 1: could be a werewolf, you know, in masquerading as a villager. 266 00:14:25,600 --> 00:14:29,280 Speaker 1: But if the other lover dies, their character throws themselves 267 00:14:29,320 --> 00:14:32,400 Speaker 1: off a bridge. Love knows no boundaries monster them. Yeah, 268 00:14:32,440 --> 00:14:34,120 Speaker 1: and it's so this one also adds that sort of 269 00:14:34,120 --> 00:14:37,680 Speaker 1: crossfire dynamics of whoa, this happened and then something else 270 00:14:37,720 --> 00:14:41,320 Speaker 1: happened as well. Now you can imagine that the strategy 271 00:14:41,400 --> 00:14:45,680 Speaker 1: in this game. This game is odd because at one level, 272 00:14:45,720 --> 00:14:47,960 Speaker 1: it seems like when you start the game, you're just 273 00:14:48,000 --> 00:14:51,000 Speaker 1: going to be making these totally random accusations. I mean, 274 00:14:51,040 --> 00:14:52,720 Speaker 1: what do you have to go on? Maybe you thought 275 00:14:52,760 --> 00:14:55,520 Speaker 1: you heard somebody next to you opening their eyes. I 276 00:14:55,520 --> 00:14:57,480 Speaker 1: mean it's hard. It's hard to have anything to go 277 00:14:57,520 --> 00:14:59,000 Speaker 1: on at the beginning of the game other than just 278 00:14:59,080 --> 00:15:03,400 Speaker 1: mere suspicion. But strategy I do think tends to come 279 00:15:03,440 --> 00:15:06,680 Speaker 1: in more as the game goes on. Yeah, that first 280 00:15:06,720 --> 00:15:09,680 Speaker 1: phase of play, I think they're in my experience, there 281 00:15:09,720 --> 00:15:12,360 Speaker 1: are basically two elements that are gonna work. Unless somebody 282 00:15:12,480 --> 00:15:15,920 Speaker 1: really does creak their chair and make a very audible 283 00:15:15,960 --> 00:15:19,640 Speaker 1: sign that that clues and everyone else. You're gonna have 284 00:15:19,960 --> 00:15:24,880 Speaker 1: existing uh social dynamics coming into play. So like two 285 00:15:24,920 --> 00:15:26,880 Speaker 1: friends who kind of pick each other at each other 286 00:15:26,920 --> 00:15:30,040 Speaker 1: a lot um, they're likely to accuse each other of 287 00:15:30,120 --> 00:15:34,440 Speaker 1: being awarewolf just because other factors. Uh. If an individual 288 00:15:34,440 --> 00:15:37,400 Speaker 1: in the group has a large beard, I found, they're 289 00:15:37,440 --> 00:15:41,080 Speaker 1: likely to to draw the uh you know, the fun 290 00:15:41,200 --> 00:15:44,120 Speaker 1: suspicion of everyone else because there's nothing else to go on. 291 00:15:44,280 --> 00:15:47,320 Speaker 1: What if they've just got dark dried blood on their lips, 292 00:15:47,480 --> 00:15:50,640 Speaker 1: that'll do it too. Now another thing that comes into 293 00:15:50,640 --> 00:15:53,760 Speaker 1: play so is this when when I play it. When 294 00:15:53,800 --> 00:15:56,800 Speaker 1: I am the gamemaster for a game Awarewolf, I generally 295 00:15:56,800 --> 00:15:59,760 Speaker 1: ask everyone to choose a role in the village. This 296 00:15:59,840 --> 00:16:02,640 Speaker 1: is not a game mechanics role, but just a fluff roll. 297 00:16:03,160 --> 00:16:05,440 Speaker 1: So you're just a villager, but you get to I'm 298 00:16:05,480 --> 00:16:07,520 Speaker 1: the dairy farm Yeah, you get to be the dairy farmer. 299 00:16:07,600 --> 00:16:10,360 Speaker 1: Or you're the you know, you're the town fool, you're 300 00:16:10,400 --> 00:16:14,200 Speaker 1: the you work at the winery, you're a monk, etcetera. 301 00:16:14,400 --> 00:16:16,760 Speaker 1: It just gives it an extra level of role playing fun. 302 00:16:18,960 --> 00:16:20,440 Speaker 1: What do you what do you all do here? What 303 00:16:20,480 --> 00:16:25,960 Speaker 1: are you up doing? The demokratic Republic of I'm a tailor, 304 00:16:26,000 --> 00:16:30,800 Speaker 1: but I'm real bad at it. I'm the I'm the 305 00:16:30,920 --> 00:16:35,480 Speaker 1: leacher in the town. I hear that help you prevent 306 00:16:36,160 --> 00:16:39,720 Speaker 1: pantherpy Yeah? Okay, useful? Useful. A lot of industries sprung 307 00:16:39,800 --> 00:16:46,000 Speaker 1: up around this whole werewolf thing. Try since I build coffins, coffins, lechers, 308 00:16:46,400 --> 00:16:50,120 Speaker 1: terrible tailors, what do you do on the town want 309 00:16:50,120 --> 00:16:55,480 Speaker 1: of you werewolves? Yeah, I'm the werewolf groupiece. I don't 310 00:16:55,480 --> 00:16:57,280 Speaker 1: really have a job. I just like go from North 311 00:16:57,880 --> 00:17:01,800 Speaker 1: Catatonia to South Catatonia and I'm just like, look at 312 00:17:01,800 --> 00:17:05,440 Speaker 1: the werewolf remains. So you would not be wanting to 313 00:17:05,520 --> 00:17:08,800 Speaker 1: kill a werewolf or put one on trial or is 314 00:17:08,840 --> 00:17:13,480 Speaker 1: that your thing? Yes? I leave it there. The werewolf 315 00:17:13,480 --> 00:17:15,960 Speaker 1: traumas has really had an effect in the populary. Yeah, 316 00:17:16,000 --> 00:17:24,879 Speaker 1: I see that, all right. I'm a warlock. Warlock, Okay, 317 00:17:25,359 --> 00:17:28,879 Speaker 1: do you need any fancy ropes? I can make them uncomfortable. 318 00:17:29,359 --> 00:17:31,680 Speaker 1: I need you to come by my place at three 319 00:17:31,800 --> 00:17:41,800 Speaker 1: to do another werewolf protection spelled werewolves. Midwife an the 320 00:17:41,840 --> 00:17:46,919 Speaker 1: only person do anything. Nobody in this village makes food. No, no, 321 00:17:47,119 --> 00:17:49,400 Speaker 1: So we've got a warlock, we've got a midwife, we've 322 00:17:49,440 --> 00:17:53,040 Speaker 1: got a groupie, we've got a terrible tailor, we've got 323 00:17:53,040 --> 00:17:57,639 Speaker 1: a coffin maker, and we've got a bleacher. Yeah. And 324 00:17:57,800 --> 00:18:00,359 Speaker 1: there's just a voice that tells you things that happen, 325 00:18:00,760 --> 00:18:05,560 Speaker 1: Like right now is the sun sets mazy sky and 326 00:18:05,640 --> 00:18:10,640 Speaker 1: the babbling group comes up. If there are two were 327 00:18:10,720 --> 00:18:18,760 Speaker 1: most among us, let me see your eyes. But this 328 00:18:18,800 --> 00:18:23,240 Speaker 1: can also give people ammunition for making blind accusations in 329 00:18:23,280 --> 00:18:27,120 Speaker 1: the opening phase. Okay, so sometimes the accusations wouldn't be 330 00:18:27,640 --> 00:18:30,439 Speaker 1: truly strategic just in terms of winning the game, but 331 00:18:30,480 --> 00:18:33,400 Speaker 1: they might be playing along with some you know, not 332 00:18:33,520 --> 00:18:36,400 Speaker 1: actually strategic elements that are just part of the fluff. 333 00:18:37,000 --> 00:18:40,399 Speaker 1: So it's this weird mix of rationality and irrationality in 334 00:18:40,400 --> 00:18:43,280 Speaker 1: the game play. Yeah, yeah, I would say so. But 335 00:18:43,359 --> 00:18:46,680 Speaker 1: in terms of player classes, classes that have mechanics attached 336 00:18:46,720 --> 00:18:49,399 Speaker 1: to them, the list just goes on and on. There 337 00:18:49,440 --> 00:18:52,639 Speaker 1: there are tons of fun classes to play with. Some 338 00:18:52,720 --> 00:18:55,359 Speaker 1: of them, you know, they kind of break the game, uh, 339 00:18:55,640 --> 00:18:57,119 Speaker 1: and you decide, well, we're not going to have that 340 00:18:57,160 --> 00:19:02,600 Speaker 1: one again. Other ones introduce new mccans, new dynamics that 341 00:19:02,640 --> 00:19:05,199 Speaker 1: they can just keep you playing Werewolf into the wee hours. 342 00:19:05,400 --> 00:19:07,239 Speaker 1: Here's the one I would go with. Tell me if 343 00:19:07,240 --> 00:19:10,159 Speaker 1: you think this would break the game. The RoboCop. So 344 00:19:10,200 --> 00:19:13,920 Speaker 1: the village has one RoboCop that each night can administer 345 00:19:14,040 --> 00:19:18,359 Speaker 1: harsh justice just to a random individual. Or how does it? 346 00:19:18,400 --> 00:19:21,600 Speaker 1: How does the RoboCop decide? I guess the robocops following 347 00:19:21,760 --> 00:19:24,720 Speaker 1: something you a list of orders. Well, it's by the 348 00:19:24,800 --> 00:19:27,600 Speaker 1: rubric of serve the public trust, protect the innocent, and 349 00:19:27,720 --> 00:19:31,000 Speaker 1: uphold the law, and then maybe a secret fourth category 350 00:19:31,119 --> 00:19:34,479 Speaker 1: of course we don't know. Well, hey, hey Robert, Okay, 351 00:19:34,520 --> 00:19:38,159 Speaker 1: so here's the thing. We've just described. This weird game 352 00:19:38,280 --> 00:19:41,280 Speaker 1: about killing your friends and then accusing your friends and 353 00:19:41,280 --> 00:19:44,840 Speaker 1: then killing more of your friends. Why is this so popular? 354 00:19:45,000 --> 00:19:48,119 Speaker 1: I I've had the experience that whenever you introduced this 355 00:19:48,200 --> 00:19:51,359 Speaker 1: to a group of people, especially if they haven't played before, 356 00:19:51,960 --> 00:19:56,000 Speaker 1: they get ravenous for the game and they're they're like, yeah, yeah, 357 00:19:56,000 --> 00:19:58,480 Speaker 1: we gotta play more. Let's let's keep going. Yeah, it's 358 00:19:58,520 --> 00:20:01,480 Speaker 1: so very addictive, and and I think the the appeal 359 00:20:01,520 --> 00:20:04,280 Speaker 1: of the game does come down to a few key reasons. 360 00:20:04,680 --> 00:20:07,440 Speaker 1: So some of these we've already touched on. But first 361 00:20:07,480 --> 00:20:10,440 Speaker 1: of all, there's a very low learning curve. Virtually anyone 362 00:20:10,520 --> 00:20:13,359 Speaker 1: can play. Don't have dn D rules, it's just you 363 00:20:13,400 --> 00:20:17,080 Speaker 1: can learn it in five minutes. And also, again, while 364 00:20:17,119 --> 00:20:19,280 Speaker 1: you can brought by some pretty cool print versions of 365 00:20:19,280 --> 00:20:22,280 Speaker 1: the game, everything you need is easily printed out or 366 00:20:22,440 --> 00:20:25,119 Speaker 1: just scribbled on index cars and you're good to go again. 367 00:20:25,200 --> 00:20:29,679 Speaker 1: Howard Johnson, Stationary and pen and you're playing Werewolf. And 368 00:20:29,680 --> 00:20:31,760 Speaker 1: then there's this if anyone out there has ever played 369 00:20:31,840 --> 00:20:35,080 Speaker 1: rock band or guitar hero at a social gathering. You 370 00:20:35,119 --> 00:20:37,120 Speaker 1: know how that can just sort of treat was popular 371 00:20:37,160 --> 00:20:39,679 Speaker 1: for a while. It was, and I always noticed how 372 00:20:39,760 --> 00:20:42,680 Speaker 1: it just turned the room into this is this zombified 373 00:20:42,800 --> 00:20:46,280 Speaker 1: state where people aren't really interacting socially with each other. 374 00:20:46,320 --> 00:20:49,800 Speaker 1: They're only interacting with each other in this this soulless 375 00:20:50,760 --> 00:20:54,160 Speaker 1: presentation on the screen. It's like what was imagined by 376 00:20:54,160 --> 00:20:58,359 Speaker 1: the bad guys in the movie video Drone exactly. Yeah, Werewolf. 377 00:20:58,400 --> 00:21:00,919 Speaker 1: On the other hand, it actually in Courage is social 378 00:21:00,960 --> 00:21:04,359 Speaker 1: interaction among the players as well as varying degrees of 379 00:21:04,480 --> 00:21:07,560 Speaker 1: role playing depending on you know, how comfortable the group 380 00:21:07,640 --> 00:21:09,960 Speaker 1: is with that. But that will that will come out 381 00:21:10,080 --> 00:21:13,480 Speaker 1: organically as you play. And then, like a lot of 382 00:21:13,520 --> 00:21:17,240 Speaker 1: great games, it's deceptively complex, easy to learn, but full 383 00:21:17,240 --> 00:21:20,480 Speaker 1: of new twists and challenges as the players adapt and 384 00:21:20,560 --> 00:21:23,280 Speaker 1: as new optional rules are introduced, So you learn to 385 00:21:23,320 --> 00:21:26,000 Speaker 1: lie better and you get better at spotting the lies 386 00:21:26,119 --> 00:21:28,280 Speaker 1: of others, and if as you're doing a lot of 387 00:21:28,280 --> 00:21:30,360 Speaker 1: back and forth role playing as well, it just gives 388 00:21:30,359 --> 00:21:33,199 Speaker 1: you more and more ammunition. Now I know. There was 389 00:21:33,280 --> 00:21:36,240 Speaker 1: one interesting article about this game that was published in 390 00:21:36,280 --> 00:21:39,080 Speaker 1: two thousand ten and Wired that we both read, and 391 00:21:39,160 --> 00:21:40,919 Speaker 1: one of the things that it points out is that 392 00:21:40,960 --> 00:21:45,000 Speaker 1: this game is tremendously popular among people who work in 393 00:21:45,040 --> 00:21:48,199 Speaker 1: the tech business. That's a kind of odd thing to note, Like, 394 00:21:48,400 --> 00:21:50,600 Speaker 1: why do you think that is? Yeah, this was an 395 00:21:50,640 --> 00:21:54,240 Speaker 1: interesting article. They talked to Frank Lance, director of the 396 00:21:54,240 --> 00:21:58,280 Speaker 1: New York University Game Center, and he pointed out that 397 00:21:58,320 --> 00:22:02,800 Speaker 1: the game sanctions a lot of a titilating social activity. 398 00:22:03,560 --> 00:22:08,639 Speaker 1: So we're you know, we're talking stuff like flirtation, confrontation, betrayal, 399 00:22:09,160 --> 00:22:12,280 Speaker 1: meaning that it's not only great for extroverts because obviously 400 00:22:12,320 --> 00:22:15,440 Speaker 1: a bunch of extroverted theater majors are going to jump 401 00:22:15,480 --> 00:22:17,040 Speaker 1: in and have a lot of fun with this, but 402 00:22:17,200 --> 00:22:21,880 Speaker 1: introverts as well. Uh, it's instantly have license to engage 403 00:22:21,880 --> 00:22:24,600 Speaker 1: in all of this fun social interactions. Yeah, stuff that 404 00:22:24,640 --> 00:22:27,440 Speaker 1: you might normally be very intimidated to do in real 405 00:22:27,480 --> 00:22:30,440 Speaker 1: life is sanctioned within the game. So there's a lot 406 00:22:30,440 --> 00:22:34,120 Speaker 1: of direct eye contact and accusing people and being yeah, 407 00:22:34,200 --> 00:22:37,800 Speaker 1: like you said, just being very confrontational. It's appealing to 408 00:22:37,920 --> 00:22:40,639 Speaker 1: do that in a controlled setting for people who don't 409 00:22:40,760 --> 00:22:43,280 Speaker 1: feel much permission to do that in the rest of 410 00:22:43,320 --> 00:22:46,879 Speaker 1: their lives, right. So so Frankie pointed out that this 411 00:22:46,960 --> 00:22:50,480 Speaker 1: obviously ended up appealing to more introverted members of the 412 00:22:50,480 --> 00:22:54,040 Speaker 1: tech industry. However, there's a c net article from the 413 00:22:54,080 --> 00:22:56,920 Speaker 1: two thousand nine that pointed out that that the game 414 00:22:56,960 --> 00:22:59,320 Speaker 1: was also a hit with more of the corporate types 415 00:22:59,359 --> 00:23:03,080 Speaker 1: as well, because sure, you're you're not pitching an idea 416 00:23:03,160 --> 00:23:05,399 Speaker 1: to a room full of investors, but you are a 417 00:23:05,440 --> 00:23:09,160 Speaker 1: secret werewolf trying to shift blame onto an innocent human. 418 00:23:09,320 --> 00:23:12,000 Speaker 1: And that's basic CEO of material, right, That's like what 419 00:23:12,040 --> 00:23:14,800 Speaker 1: they teach in business school. Or you're a seer or 420 00:23:14,840 --> 00:23:17,440 Speaker 1: a child with secret inside or info when you're trying 421 00:23:17,480 --> 00:23:21,760 Speaker 1: to make a purely logical case without revealing your privileged status, 422 00:23:21,840 --> 00:23:24,880 Speaker 1: so the level of social interaction can be seen. It's 423 00:23:24,920 --> 00:23:29,480 Speaker 1: practice for actual villainy, or or just this fun exercise 424 00:23:29,520 --> 00:23:32,480 Speaker 1: that lets you, uh, you know, move social muscles that 425 00:23:32,480 --> 00:23:35,080 Speaker 1: don't get a lot of exercise otherwise. I can't wait 426 00:23:35,119 --> 00:23:37,600 Speaker 1: to get all the CEO hate mail and it's gonna 427 00:23:37,600 --> 00:23:40,239 Speaker 1: be great and like Mark Zuckerberg's right, and then you 428 00:23:40,240 --> 00:23:45,320 Speaker 1: guys are totally biased ps not a werewolf. Okay, So 429 00:23:45,359 --> 00:23:48,960 Speaker 1: I've got a theory about why the game is so appealing, 430 00:23:49,040 --> 00:23:54,720 Speaker 1: And I think it's that it mirrors and simultaneously simplifies 431 00:23:55,320 --> 00:24:00,280 Speaker 1: so many high stakes, real life decision dilemmas because cause 432 00:24:00,359 --> 00:24:02,679 Speaker 1: the dynamics sort of like you just mentioned with with 433 00:24:02,720 --> 00:24:04,919 Speaker 1: the idea of this business. You know, you've got some 434 00:24:04,960 --> 00:24:08,760 Speaker 1: bisbro who is a secret werewolf and trying to pull 435 00:24:08,840 --> 00:24:11,199 Speaker 1: one over on the people who are being disadvantaged by 436 00:24:11,240 --> 00:24:16,520 Speaker 1: what he's doing. The dynamic of the informed minority versus 437 00:24:16,560 --> 00:24:20,600 Speaker 1: the uninformed majority is so common in the real world. Basically, 438 00:24:21,080 --> 00:24:23,080 Speaker 1: this is a description of what is meant by the 439 00:24:23,080 --> 00:24:26,600 Speaker 1: word conspiracy. Oh yeah, it's a werewolf conspiracy. Now, the 440 00:24:26,640 --> 00:24:28,800 Speaker 1: concept of a conspiracy, I think gets a bad rap 441 00:24:28,840 --> 00:24:32,240 Speaker 1: because it gets associated with the more wild versions like 442 00:24:32,359 --> 00:24:37,480 Speaker 1: conspiracy theories tends to mean people who think interdimensional Sasquatches 443 00:24:37,520 --> 00:24:41,240 Speaker 1: did nine eleven. But but there's no doubt that under 444 00:24:41,280 --> 00:24:45,320 Speaker 1: the broad definition, conspiracies exist all around us. Like any gang, 445 00:24:45,880 --> 00:24:50,240 Speaker 1: any criminal gang is a conspiracy. Every network of corrupt 446 00:24:50,280 --> 00:24:53,600 Speaker 1: politicians and people who buy favors from them, that's a conspiracy. 447 00:24:53,640 --> 00:24:56,639 Speaker 1: It's an informed minority trying to get advantage over an 448 00:24:56,720 --> 00:25:01,199 Speaker 1: uninformed majority. Unethical company is of course as we mentioned 449 00:25:01,200 --> 00:25:04,320 Speaker 1: could be described as conspiracies, and in every case there's 450 00:25:04,320 --> 00:25:08,280 Speaker 1: this small group working against the interests of the larger group, 451 00:25:08,320 --> 00:25:12,320 Speaker 1: trying to keep their behavior secret and avoid accountability. Meanwhile, 452 00:25:12,359 --> 00:25:14,480 Speaker 1: the larger group is trying to root out all the 453 00:25:14,520 --> 00:25:17,360 Speaker 1: people who are working in secret against them. And it's 454 00:25:17,520 --> 00:25:20,719 Speaker 1: entirely possible in all these real world scenarios that this 455 00:25:20,760 --> 00:25:24,399 Speaker 1: will lead to innocent people getting blamed and unfairly punished. 456 00:25:24,920 --> 00:25:27,520 Speaker 1: And so Where Wolf is cool because it reduces these 457 00:25:27,560 --> 00:25:31,840 Speaker 1: most vexing problems in human civilization to this simple party game. 458 00:25:31,920 --> 00:25:35,159 Speaker 1: This really distilled dynamic and one of the one of 459 00:25:35,200 --> 00:25:37,399 Speaker 1: the cool and appealing things about Where Wolf is that 460 00:25:37,480 --> 00:25:40,040 Speaker 1: at the end of the game, you always get to 461 00:25:40,080 --> 00:25:43,840 Speaker 1: find out what actually happened, right, even if you lose, 462 00:25:44,160 --> 00:25:47,600 Speaker 1: there's resolution to the mystery. You know, in our constant 463 00:25:47,600 --> 00:25:52,520 Speaker 1: prosecution of the various mundane conspiracies in real life, time 464 00:25:52,560 --> 00:25:54,720 Speaker 1: after time we find that we can't be certain what 465 00:25:54,800 --> 00:25:56,919 Speaker 1: really happened. You know, the bad guy gets away with 466 00:25:56,920 --> 00:25:58,879 Speaker 1: it and you never find out what they did or 467 00:25:58,920 --> 00:26:02,000 Speaker 1: who they were, or you prosecute somebody and they claim 468 00:26:02,040 --> 00:26:04,120 Speaker 1: innocence all the way to the gallows and you can 469 00:26:04,160 --> 00:26:07,040 Speaker 1: never really be sure you did the right thing. The 470 00:26:07,080 --> 00:26:09,760 Speaker 1: appeal of Werewolf, I think is you get to play 471 00:26:09,840 --> 00:26:13,600 Speaker 1: this dangerous game that we're all constantly playing in real 472 00:26:13,720 --> 00:26:16,960 Speaker 1: life in simulation, and you get to find out for 473 00:26:17,080 --> 00:26:20,600 Speaker 1: sure how well you did at it. Alright, listeners, on 474 00:26:20,680 --> 00:26:22,879 Speaker 1: that note, I'm gonna ask everyone to close their eyes 475 00:26:23,520 --> 00:26:27,119 Speaker 1: as the commercial break session of play commences, and then 476 00:26:27,119 --> 00:26:29,119 Speaker 1: when we come back, you may open your eyes and 477 00:26:29,160 --> 00:26:39,919 Speaker 1: we will discuss the history of Mafia and Werewolf. The 478 00:26:39,960 --> 00:26:52,360 Speaker 1: Warlock goes by the coffin shop three pm. Un He's 479 00:26:52,359 --> 00:26:55,160 Speaker 1: got his uncomfortable robin that the terrible tailor has tailored 480 00:26:55,280 --> 00:27:01,160 Speaker 1: for him terribly. The coffin acres nowhere to be seen, 481 00:27:01,800 --> 00:27:04,480 Speaker 1: so while he's waiting, the Warlock is taking a tour 482 00:27:04,520 --> 00:27:08,359 Speaker 1: of the facilities. Opens a little baby coffin with spider lamps, 483 00:27:08,720 --> 00:27:14,240 Speaker 1: opens a medium sized coffin, empty satinliner. Opens the large 484 00:27:14,280 --> 00:27:21,719 Speaker 1: sized coffin, and the coffin maker is within everything except 485 00:27:21,760 --> 00:27:32,960 Speaker 1: for his face. The Apothecary, I shouldn't have. I don't 486 00:27:33,000 --> 00:27:35,600 Speaker 1: have any direct dealings with her now. The apothecary has 487 00:27:35,680 --> 00:27:38,760 Speaker 1: wanted to be a werewolf for a long long time, 488 00:27:40,880 --> 00:27:50,399 Speaker 1: so maybe we should just kill her. Alright, open your eyes. 489 00:27:50,440 --> 00:27:53,280 Speaker 1: The sun has risen. Now we've established that the clearly 490 00:27:53,320 --> 00:27:56,000 Speaker 1: superior version of this game is the one with the 491 00:27:56,000 --> 00:27:59,760 Speaker 1: werewolf fluff instead of the Mafia fluff. But we've got 492 00:27:59,760 --> 00:28:02,639 Speaker 1: it it. It was Mafia before it was Werewolf. It 493 00:28:02,720 --> 00:28:06,280 Speaker 1: was definitely Mafia before it was where Wolf. Invented by 494 00:28:06,320 --> 00:28:09,280 Speaker 1: a guy named Dimitri david Off. And I've seen nineteen 495 00:28:09,320 --> 00:28:11,879 Speaker 1: eighty six in nineteen eighties seven sided I think, I 496 00:28:11,880 --> 00:28:14,240 Speaker 1: guess it was just around that period of eighty six 497 00:28:14,320 --> 00:28:17,439 Speaker 1: eighty seven in Russia, right, Yeah, Yeah, he was a 498 00:28:17,480 --> 00:28:19,679 Speaker 1: teacher in Russia, and I think this adds to that, 499 00:28:19,760 --> 00:28:24,160 Speaker 1: maybe the appeal at the mafia uh motif, I don't know. Yeah, 500 00:28:24,160 --> 00:28:28,840 Speaker 1: And he invented it as a psychological exercise for his students. Yeah, 501 00:28:28,880 --> 00:28:30,960 Speaker 1: So he was a psychology student at the time and 502 00:28:31,000 --> 00:28:33,639 Speaker 1: he was teaching high school. And he explains that he 503 00:28:33,720 --> 00:28:37,000 Speaker 1: wanted to teach psychology concepts, but thought that this type 504 00:28:37,000 --> 00:28:39,440 Speaker 1: of game might be better at teaching some of these 505 00:28:39,440 --> 00:28:42,400 Speaker 1: psychology concepts, or at least more appealing to students. Then, 506 00:28:42,560 --> 00:28:45,200 Speaker 1: I don't know, say a traditional lecture might be. I 507 00:28:45,200 --> 00:28:48,479 Speaker 1: can certainly imagine why classes would have more fun playing 508 00:28:48,560 --> 00:28:51,280 Speaker 1: Mafia than they would listening to you talk about the 509 00:28:51,360 --> 00:28:55,520 Speaker 1: latest findings on the science of deception exactly now. Wired 510 00:28:55,760 --> 00:28:59,560 Speaker 1: interviewed David Off in two thousand ten, and it's it's 511 00:28:59,560 --> 00:29:01,840 Speaker 1: a fun article to look up directly, the same one 512 00:29:01,880 --> 00:29:04,320 Speaker 1: we mentioned. I'll try to include a link to it 513 00:29:04,360 --> 00:29:07,200 Speaker 1: on the landing page for this episode. He insisted on 514 00:29:07,280 --> 00:29:11,200 Speaker 1: being interviewed by Wired within the m m O world 515 00:29:11,200 --> 00:29:15,000 Speaker 1: of warcraft for starters. Dude, that's even better than saying 516 00:29:15,040 --> 00:29:18,440 Speaker 1: I'll only do an interview in second life. Yeah, and 517 00:29:18,480 --> 00:29:21,480 Speaker 1: he was. He was extremely dodgy with some of his answers, 518 00:29:21,520 --> 00:29:24,320 Speaker 1: so the resulting interview piece spence most of its time 519 00:29:24,720 --> 00:29:29,080 Speaker 1: placing him within the context of his Russian upbringing before 520 00:29:29,320 --> 00:29:32,440 Speaker 1: moving to the United States. So he was born in 521 00:29:32,560 --> 00:29:36,560 Speaker 1: comments Gurowski near the Kazakhstan border, and this was not 522 00:29:36,680 --> 00:29:40,120 Speaker 1: too far from the nineteen fifty seven Uh kissed him 523 00:29:40,400 --> 00:29:44,520 Speaker 1: nuclear disaster that your Noble explosion, which we've discussed on 524 00:29:44,560 --> 00:29:47,560 Speaker 1: the show before, occurred in nineteen eighty six while he 525 00:29:47,720 --> 00:29:51,240 Speaker 1: was designing Mafia. He was teaching high school at the time. 526 00:29:51,240 --> 00:29:53,600 Speaker 1: As we discussed any tap of game to his students, 527 00:29:53,840 --> 00:29:56,440 Speaker 1: And the crazy thing is it kind of just spreads 528 00:29:56,440 --> 00:29:58,880 Speaker 1: out from there. Yeah, And one thing I love about 529 00:29:58,880 --> 00:30:02,000 Speaker 1: this article is it to Stab Publish, is that he's 530 00:30:02,040 --> 00:30:05,240 Speaker 1: about as weird as you would suspect from somebody who 531 00:30:05,280 --> 00:30:09,840 Speaker 1: invented this weird social deception virus that infects people's parties 532 00:30:09,880 --> 00:30:13,880 Speaker 1: all around the world. Now yeah, uh, Like, I know 533 00:30:13,920 --> 00:30:16,840 Speaker 1: I already mentioned video Drome once today, but it makes 534 00:30:16,840 --> 00:30:19,160 Speaker 1: me think, you know, a person who says I will 535 00:30:19,160 --> 00:30:22,520 Speaker 1: only be interviewed within World of Warcraft is like Brian 536 00:30:22,600 --> 00:30:26,040 Speaker 1: Oblivion and video Drome who will only be interviewed on 537 00:30:26,160 --> 00:30:29,960 Speaker 1: television on a television. Oh man, there's so much potential 538 00:30:30,000 --> 00:30:34,280 Speaker 1: to create a horror franchise about some sort of a 539 00:30:34,360 --> 00:30:38,560 Speaker 1: social deception game like this that just spreads, and it 540 00:30:38,600 --> 00:30:41,240 Speaker 1: spreads so easily based on just how addictive it is 541 00:30:41,280 --> 00:30:44,280 Speaker 1: and the various benefits of play, as we've discussed already. 542 00:30:44,640 --> 00:30:47,560 Speaker 1: But but the crazy thing too here is that this 543 00:30:47,600 --> 00:30:52,320 Speaker 1: is largely a pre Internet age which is spreading, so 544 00:30:52,600 --> 00:30:58,560 Speaker 1: it really doesn't start picking up online until after that's 545 00:30:58,560 --> 00:31:00,720 Speaker 1: when it it hits the the u US according to 546 00:31:00,800 --> 00:31:03,920 Speaker 1: accounts that that we were reading. And this is where 547 00:31:04,280 --> 00:31:09,960 Speaker 1: Andrew Plotkin a k aesarf you might know, missarf Uh. 548 00:31:09,960 --> 00:31:11,720 Speaker 1: He he's the one who picked it up in the 549 00:31:11,800 --> 00:31:15,120 Speaker 1: US and updated it with the werewolf fluff and then 550 00:31:15,280 --> 00:31:19,959 Speaker 1: began distributing it spreading the word of it online. So 551 00:31:20,000 --> 00:31:22,880 Speaker 1: he told Wired magazine the following in two thousand and ten. 552 00:31:23,400 --> 00:31:25,760 Speaker 1: I was fascinated with the game design. I had never 553 00:31:25,800 --> 00:31:29,120 Speaker 1: seen a game with such a pure strategic underpinning, no 554 00:31:29,240 --> 00:31:32,680 Speaker 1: mechanics to be strategic about. It was what poker would 555 00:31:32,720 --> 00:31:35,400 Speaker 1: be if you didn't play with the deck of cards 556 00:31:35,440 --> 00:31:39,800 Speaker 1: but bets solely on other people's bets. It shouldn't have worked, 557 00:31:40,040 --> 00:31:42,720 Speaker 1: but it did. I think he's exactly right about that. 558 00:31:42,880 --> 00:31:45,840 Speaker 1: Like it's it's kind of hard to understand what's so 559 00:31:45,960 --> 00:31:48,920 Speaker 1: appealing about the game until you play it. And I 560 00:31:48,960 --> 00:31:51,400 Speaker 1: wonder out there, if you're somebody who's never played this 561 00:31:51,440 --> 00:31:53,560 Speaker 1: game before and you're listening and you don't get it, 562 00:31:53,920 --> 00:31:57,520 Speaker 1: You're like, what is fun about this? It just sounds boring. 563 00:31:58,120 --> 00:32:01,320 Speaker 1: You've got to try it. I suspect your mind will 564 00:32:01,320 --> 00:32:04,680 Speaker 1: be changed, or maybe this is an occasion for more 565 00:32:04,720 --> 00:32:06,920 Speaker 1: hate mail. And I should point out to that the 566 00:32:06,960 --> 00:32:10,360 Speaker 1: game is is so simple that not only is it 567 00:32:10,400 --> 00:32:14,280 Speaker 1: a popular physical parlor game like that where people physically 568 00:32:14,320 --> 00:32:17,080 Speaker 1: gather into space and play with each other. It also 569 00:32:17,520 --> 00:32:20,960 Speaker 1: is played a lot online in online communities because you 570 00:32:21,040 --> 00:32:22,720 Speaker 1: don't have to have a spec. As long as you 571 00:32:22,760 --> 00:32:26,560 Speaker 1: have a basic social interaction platform, like just a basic 572 00:32:26,640 --> 00:32:29,600 Speaker 1: chat room, you can play a Werewolf. Yeah. You really 573 00:32:29,640 --> 00:32:32,320 Speaker 1: don't need much much more, as long as you have 574 00:32:32,400 --> 00:32:36,960 Speaker 1: some method of of randomizing the roles, which is a 575 00:32:37,000 --> 00:32:40,400 Speaker 1: pretty simple programming feat. That's all you need. As long 576 00:32:40,400 --> 00:32:43,800 Speaker 1: as you've got some kind of side messaging private messaging service. Yeah, 577 00:32:43,880 --> 00:32:45,520 Speaker 1: you can do it now. Another thing I love about 578 00:32:45,520 --> 00:32:50,240 Speaker 1: Werewolf is how closely it resembles a couple of key movies, 579 00:32:51,200 --> 00:32:53,720 Speaker 1: that one one of which I know that you love 580 00:32:53,760 --> 00:32:56,400 Speaker 1: as well. I know where you're going, but hit the 581 00:32:56,400 --> 00:33:00,360 Speaker 1: first one first. Okay. So there's a nineteen four film 582 00:33:00,360 --> 00:33:05,360 Speaker 1: titled The Beast Must Die. It stars Peter Cushing, a 583 00:33:05,520 --> 00:33:11,520 Speaker 1: thirty four year old Michael Gambon Charles Gray seven. Yes, yes, 584 00:33:11,600 --> 00:33:15,960 Speaker 1: he played Blowfield. He was Blowfeld and Diamonds Are Forever, 585 00:33:16,040 --> 00:33:18,800 Speaker 1: that's right. Yeah, he played the Criminologist and Rocky Horror, 586 00:33:19,200 --> 00:33:22,800 Speaker 1: and he also played microft homes on the Jeremy Brett 587 00:33:23,560 --> 00:33:27,800 Speaker 1: Granada Sherlock series. I'm sure he was great at that. Yeah, yeah, yeah, 588 00:33:27,920 --> 00:33:30,000 Speaker 1: it was great and it was terrific and everything. He 589 00:33:30,200 --> 00:33:33,160 Speaker 1: is dry as a bone, yes, man, this is a 590 00:33:33,280 --> 00:33:37,680 Speaker 1: very dry British film, as one might expect, and it's 591 00:33:37,720 --> 00:33:39,520 Speaker 1: a it's a werewolf Who've done it based in a 592 00:33:39,600 --> 00:33:44,000 Speaker 1: large part on the Agatha Christie book and movies, um 593 00:33:44,200 --> 00:33:47,680 Speaker 1: and then there were none. So the film climaxes with 594 00:33:47,760 --> 00:33:50,320 Speaker 1: a scene in which everyone gathers in a parlor and 595 00:33:50,360 --> 00:33:53,880 Speaker 1: they're tested with I think a silver candlestick. They pass 596 00:33:53,920 --> 00:33:58,160 Speaker 1: it around to see who's a werewolf. And this is 597 00:33:58,200 --> 00:34:00,720 Speaker 1: the only movie that I know of to feature a 598 00:34:00,760 --> 00:34:04,640 Speaker 1: werewolf break. This is a brief intermission for the audience 599 00:34:04,680 --> 00:34:07,560 Speaker 1: to discuss their theories on who the werewolf is and 600 00:34:07,640 --> 00:34:10,319 Speaker 1: then vote on the werewolf before you get the big 601 00:34:10,400 --> 00:34:13,000 Speaker 1: reveal in the movie. Now, the really great version of 602 00:34:13,040 --> 00:34:16,279 Speaker 1: this would be that the audience vote determines which real 603 00:34:16,400 --> 00:34:19,319 Speaker 1: they load into the projector and becomes the werewolf in 604 00:34:19,320 --> 00:34:22,719 Speaker 1: the final scene. Yeah, I that was not the case, though. 605 00:34:22,800 --> 00:34:25,200 Speaker 1: It was just a chance to discuss what you thought 606 00:34:25,239 --> 00:34:28,880 Speaker 1: about about the movie up to that point. But I 607 00:34:28,880 --> 00:34:31,080 Speaker 1: feel like we need more werewolf breaks in our films, 608 00:34:31,120 --> 00:34:34,280 Speaker 1: even in non werewolf films. Say, for instance, you're watching 609 00:34:34,280 --> 00:34:37,080 Speaker 1: Glen Gary Glen Ross the movie. Yeah, okay, there are 610 00:34:37,080 --> 00:34:39,000 Speaker 1: no actual werewolves in it, but there I think that 611 00:34:39,120 --> 00:34:42,040 Speaker 1: it's constructive to have a point where the audience talks 612 00:34:42,080 --> 00:34:44,319 Speaker 1: about who might be a werewolf. Well, there's a there's 613 00:34:44,360 --> 00:34:47,719 Speaker 1: a burglary scene, like you could say, pause to discuss film, 614 00:34:47,840 --> 00:34:52,200 Speaker 1: and everyone pauses and goes into an extremely profanity lace 615 00:34:52,320 --> 00:34:56,680 Speaker 1: discussion about who broke into the office and stole those leads. Now, 616 00:34:56,680 --> 00:34:58,960 Speaker 1: another great scene that comes to mind that is very 617 00:34:58,960 --> 00:35:02,040 Speaker 1: reminiscent of Werewolf is, of course, the scene in John 618 00:35:02,080 --> 00:35:06,160 Speaker 1: Carpenter filmed The Thing. I love it. It's the best 619 00:35:06,160 --> 00:35:09,400 Speaker 1: the scenes where you do you're doing the test to 620 00:35:09,440 --> 00:35:12,680 Speaker 1: determine who's got thing blood and who's got human blood. 621 00:35:12,880 --> 00:35:15,160 Speaker 1: That's right. If you've never seen The Thing, it's one 622 00:35:15,200 --> 00:35:18,279 Speaker 1: of the best horror movies ever made, and it's it's 623 00:35:18,320 --> 00:35:20,840 Speaker 1: got what's so great about it, apart from just the 624 00:35:20,960 --> 00:35:24,200 Speaker 1: music and the cast and all that, is that it's 625 00:35:24,239 --> 00:35:27,360 Speaker 1: got these scenes where they're trying to figure out who's 626 00:35:27,400 --> 00:35:29,920 Speaker 1: the thing that's right and uh. And in the original 627 00:35:30,520 --> 00:35:33,600 Speaker 1: John Carpenter adaptation and not the original film version of it, 628 00:35:33,640 --> 00:35:38,239 Speaker 1: obviously Howard hawks. Yeah, And in Carpenter's version, they test 629 00:35:38,280 --> 00:35:42,919 Speaker 1: everyone's blood sample one by one, sticking a heated piece 630 00:35:42,920 --> 00:35:45,560 Speaker 1: of copper wire in there to see if the blood 631 00:35:45,560 --> 00:35:48,799 Speaker 1: acts to defend itself, because the blood would act independent 632 00:35:48,920 --> 00:35:53,799 Speaker 1: of the individual, because it's a crazy shape shifting organism, right, 633 00:35:53,920 --> 00:35:56,520 Speaker 1: Each part is its own organism and the thing, right, 634 00:35:57,000 --> 00:35:59,799 Speaker 1: And so that's the test in that version. However, in 635 00:35:59,840 --> 00:36:03,360 Speaker 1: the two thousand eleven remake, which or it's kind of 636 00:36:03,360 --> 00:36:06,480 Speaker 1: a remake, it's kind of a prequel. Uh I thought 637 00:36:06,520 --> 00:36:08,440 Speaker 1: it was still fun. A lot of a lot of 638 00:36:08,440 --> 00:36:10,520 Speaker 1: people kind of ragged on it, but they do an 639 00:36:10,560 --> 00:36:13,680 Speaker 1: alternate version of the test and by checking to see 640 00:36:13,719 --> 00:36:17,800 Speaker 1: who's who lacks amalgam dental feeling of fillings because the 641 00:36:18,239 --> 00:36:22,160 Speaker 1: theory is that the thing can't form inorganic matter or 642 00:36:22,160 --> 00:36:24,680 Speaker 1: can't replicate it on getting matter. What So if you 643 00:36:24,760 --> 00:36:29,240 Speaker 1: practice good dental hygiene, they're just gonna burn you alive. Yeah, 644 00:36:29,360 --> 00:36:33,080 Speaker 1: it's not as satisfying, but but it's still amusing. That's 645 00:36:33,160 --> 00:36:36,280 Speaker 1: kind of my that's my general review of the film. Okay, 646 00:36:36,280 --> 00:36:37,759 Speaker 1: So if you're still with us and you haven't just 647 00:36:37,800 --> 00:36:40,040 Speaker 1: paused the podcast to go play We're Wolf with your friends. 648 00:36:40,040 --> 00:36:43,200 Speaker 1: You're probably wondering, what is that stuff we referenced earlier 649 00:36:43,280 --> 00:36:47,120 Speaker 1: about We're Wolf showing up in academic literature. Well, We're 650 00:36:47,160 --> 00:36:50,600 Speaker 1: Wolf is an interesting game from several standpoints, and one 651 00:36:50,640 --> 00:36:54,719 Speaker 1: of those standpoints in in academic research would be game theory, right, 652 00:36:55,040 --> 00:36:57,040 Speaker 1: that's right, Yeah, I mean in general, do you see 653 00:36:57,040 --> 00:37:00,840 Speaker 1: it popping up in a lot of different academic papers, 654 00:37:00,880 --> 00:37:04,839 Speaker 1: A lot of different psychological studies, even AI studies as 655 00:37:04,880 --> 00:37:07,680 Speaker 1: well discussed, and a lot of it just comes down 656 00:37:07,680 --> 00:37:09,319 Speaker 1: to the fact that this is a simple game that 657 00:37:09,360 --> 00:37:12,920 Speaker 1: depends heavily on deception and also social inter interaction and 658 00:37:12,960 --> 00:37:16,560 Speaker 1: observational skills good things to model in computers if you 659 00:37:16,560 --> 00:37:20,919 Speaker 1: are very sinister and is David Off himself points out, 660 00:37:21,080 --> 00:37:23,279 Speaker 1: it's not a game you can master. So yeah, you 661 00:37:23,280 --> 00:37:25,400 Speaker 1: can do a certain amount of math in your heads 662 00:37:25,400 --> 00:37:28,120 Speaker 1: sort of card counting, I guess, but it's only going 663 00:37:28,160 --> 00:37:31,080 Speaker 1: to get you so far, and it's ultimately difficult to 664 00:37:31,080 --> 00:37:34,160 Speaker 1: predict who is going to win. Uh, you know, werewolves 665 00:37:34,200 --> 00:37:37,080 Speaker 1: are humans, which is this is This is another wonderful 666 00:37:37,080 --> 00:37:40,719 Speaker 1: thing about it and another reason why gaming can go 667 00:37:40,800 --> 00:37:42,840 Speaker 1: on till one or two in the morning, because you 668 00:37:42,880 --> 00:37:46,080 Speaker 1: don't reach that point where everyone's figured it out and 669 00:37:46,120 --> 00:37:49,400 Speaker 1: you've you've essentially beat the game, or you've evolved beyond 670 00:37:49,440 --> 00:37:52,279 Speaker 1: this game and you need more complex games. The crazy thing, 671 00:37:52,360 --> 00:37:53,839 Speaker 1: of course about all of this is that the game 672 00:37:53,920 --> 00:37:57,160 Speaker 1: started out as a sort of psychological exercise and he 673 00:37:57,200 --> 00:37:59,920 Speaker 1: comes for comes around full circle and becoming a tool 674 00:38:00,280 --> 00:38:03,759 Speaker 1: in various psychological experiments, or or a tool used to 675 00:38:03,880 --> 00:38:07,719 Speaker 1: generate data sets for psychological experiments. And remember how we 676 00:38:07,800 --> 00:38:11,000 Speaker 1: said that you don't need a board, you don't need dice, 677 00:38:11,120 --> 00:38:14,120 Speaker 1: you don't need any other materials. You just need that 678 00:38:14,200 --> 00:38:16,440 Speaker 1: card the glance at once and then stick in your 679 00:38:16,440 --> 00:38:18,839 Speaker 1: pocket or you know, push up under your your butt 680 00:38:18,840 --> 00:38:23,040 Speaker 1: while you play. That isn't that's another key advantage here there. 681 00:38:23,040 --> 00:38:25,840 Speaker 1: The cards are just initial reference points, so there's really 682 00:38:25,880 --> 00:38:31,040 Speaker 1: no reason to break from communication and immersion with other players. 683 00:38:31,080 --> 00:38:34,480 Speaker 1: This is especially important for studies that factor in gaze pattern. 684 00:38:35,160 --> 00:38:36,960 Speaker 1: So it's in a way, it's it's again it's like 685 00:38:37,000 --> 00:38:40,919 Speaker 1: poker without the cards. It's just the pure social experiment, right. Yeah, 686 00:38:40,960 --> 00:38:42,520 Speaker 1: you don't have to look at your cards, you don't 687 00:38:42,520 --> 00:38:45,680 Speaker 1: have to go examine your character sheet. You're just in 688 00:38:45,760 --> 00:38:49,000 Speaker 1: the world. Yeah, like there's a there's a game that 689 00:38:49,160 --> 00:38:53,200 Speaker 1: has some similar style to it called Spyfall that came 690 00:38:53,239 --> 00:38:55,640 Speaker 1: out a few years back, and it's one of these 691 00:38:55,680 --> 00:38:58,000 Speaker 1: that if you're if you're up for the work, you 692 00:38:58,080 --> 00:39:00,839 Speaker 1: can create a pin and paper version of it, but 693 00:39:01,040 --> 00:39:03,279 Speaker 1: you generally have to buy a set. But it's a 694 00:39:03,280 --> 00:39:05,640 Speaker 1: game where there's a lot of fun social interaction, but 695 00:39:06,000 --> 00:39:09,160 Speaker 1: you end up referencing sheets a lot to remind yourself, 696 00:39:09,200 --> 00:39:11,839 Speaker 1: like what are the possible locations to guests in the 697 00:39:11,840 --> 00:39:14,600 Speaker 1: course of play. It's still a fun game, but there 698 00:39:14,680 --> 00:39:17,920 Speaker 1: is a distraction uh element to it that is not 699 00:39:18,040 --> 00:39:21,760 Speaker 1: present in Werewolf. Okay, so we're going to game theory, psychology, 700 00:39:21,800 --> 00:39:24,920 Speaker 1: and artificial intelligence. Let's look at game theory first. How 701 00:39:24,920 --> 00:39:26,880 Speaker 1: how does this game figure into game theory? Well, I 702 00:39:26,880 --> 00:39:28,840 Speaker 1: guess we just need to define what game theory is 703 00:39:28,880 --> 00:39:31,600 Speaker 1: real quick for anyone who's not familiar with it. Uh. 704 00:39:31,840 --> 00:39:36,160 Speaker 1: Its origins lie with John von Neuman and Oscar morgen Stern, 705 00:39:36,560 --> 00:39:39,960 Speaker 1: and they introduced game theory to the world in with 706 00:39:40,400 --> 00:39:43,920 Speaker 1: theory of Games and Economic behavior. So basically, this is 707 00:39:43,960 --> 00:39:49,320 Speaker 1: the study of systems that have differential payoffs and different 708 00:39:49,680 --> 00:39:54,719 Speaker 1: actors within them that have competing motivations. Right, that's right. 709 00:39:54,880 --> 00:39:57,800 Speaker 1: As David k. Levine of the Department of Economics that 710 00:39:57,880 --> 00:40:00,520 Speaker 1: u c. L A. Points out, it's an econom mistake 711 00:40:00,600 --> 00:40:04,400 Speaker 1: on what psychologist would call the study of social situations. 712 00:40:05,000 --> 00:40:08,440 Speaker 1: And you have two branches of game theory broad branches. 713 00:40:08,480 --> 00:40:10,839 Speaker 1: You have cooperative and you have non cooperative. I think 714 00:40:10,840 --> 00:40:13,040 Speaker 1: these are pretty straightforward. And then you have sub branches 715 00:40:13,080 --> 00:40:18,600 Speaker 1: that include decision theory, general equilibrium theory, and mechanism design theory. Now, 716 00:40:18,640 --> 00:40:22,640 Speaker 1: if you've seen papers on game theory before, or explanations 717 00:40:22,640 --> 00:40:24,759 Speaker 1: of game theory before, one thing you're going to see 718 00:40:24,760 --> 00:40:28,319 Speaker 1: a lot of is, for example, tables of payoffs where 719 00:40:28,360 --> 00:40:31,600 Speaker 1: you can have axes along a table that show different 720 00:40:31,680 --> 00:40:35,280 Speaker 1: kinds of decisions you can make within this system. Whatever 721 00:40:35,320 --> 00:40:39,160 Speaker 1: the system is, applies to various you know, vast different 722 00:40:39,239 --> 00:40:42,239 Speaker 1: kinds of situations, but different decisions you can make within 723 00:40:42,280 --> 00:40:45,719 Speaker 1: the system, and what the probability of different payoffs for 724 00:40:45,760 --> 00:40:48,919 Speaker 1: those decisions is. Yeah, they create the creation of, say 725 00:40:48,920 --> 00:40:52,720 Speaker 1: a matrix that shows you what the different payoffs are 726 00:40:53,280 --> 00:40:58,600 Speaker 1: based on different player decisions. Like the classic example of 727 00:40:58,680 --> 00:41:01,600 Speaker 1: this is of course, the the Prisoner's dilemma. Yeah, so 728 00:41:01,680 --> 00:41:04,800 Speaker 1: this is a game where it's a very simple version 729 00:41:04,800 --> 00:41:07,120 Speaker 1: of a game where you don't know what the other 730 00:41:07,200 --> 00:41:10,520 Speaker 1: player is doing, but you can make smarter decisions and 731 00:41:10,640 --> 00:41:14,200 Speaker 1: less smart decisions depending on what the potential payoffs and 732 00:41:14,239 --> 00:41:17,880 Speaker 1: punishments are for different decisions you could make. Yeah, and 733 00:41:17,880 --> 00:41:20,600 Speaker 1: when we say game, it's not a fun parlor game 734 00:41:20,680 --> 00:41:22,360 Speaker 1: now the same my werewolf is. But it's just the 735 00:41:22,800 --> 00:41:26,480 Speaker 1: mechanics of it are simple and and fairly fairly interesting. 736 00:41:26,880 --> 00:41:30,600 Speaker 1: The idea is that you have two prisoners. They each 737 00:41:30,600 --> 00:41:33,280 Speaker 1: were brought in because they're suspected of robbing a bank, 738 00:41:33,560 --> 00:41:36,239 Speaker 1: and they have money stashed away somewhere, and then the 739 00:41:36,239 --> 00:41:38,440 Speaker 1: police are trying to get each one in a separate 740 00:41:38,520 --> 00:41:41,520 Speaker 1: room to turn on the other. So, so rat out 741 00:41:41,560 --> 00:41:45,120 Speaker 1: your buddy and you'll go free. If neither rats, then 742 00:41:45,160 --> 00:41:48,920 Speaker 1: they both got walk free and get their fifty share 743 00:41:49,080 --> 00:41:53,439 Speaker 1: of the stolen money fifty percent. What if I want 744 00:41:53,480 --> 00:41:56,000 Speaker 1: more percent? Well, then you've got to be willing not 745 00:41:56,080 --> 00:42:00,279 Speaker 1: only to rat out your partner, but be darn sure 746 00:42:00,360 --> 00:42:02,760 Speaker 1: that they are not going to rat you out, because 747 00:42:03,040 --> 00:42:05,880 Speaker 1: they're faced with the same problem exactly. So if you 748 00:42:05,960 --> 00:42:08,560 Speaker 1: both rat each other out, then you both go to prison, 749 00:42:08,800 --> 00:42:11,920 Speaker 1: and that money just rots in a hole somewhere. But 750 00:42:12,160 --> 00:42:15,759 Speaker 1: if you rat them out and they don't rat out you, 751 00:42:15,880 --> 00:42:17,560 Speaker 1: then you get to keep all of it and they 752 00:42:17,719 --> 00:42:20,680 Speaker 1: rot in a whole somewhere or at least in the penitentiary. 753 00:42:21,880 --> 00:42:24,839 Speaker 1: So yeah, depending on what the different types of payoffs are, 754 00:42:24,920 --> 00:42:27,960 Speaker 1: there are ways of solving this game. And I guess 755 00:42:27,960 --> 00:42:32,000 Speaker 1: in the case where you're comparing money versus jail time, 756 00:42:32,160 --> 00:42:34,520 Speaker 1: you would have to sort of render the jail time 757 00:42:34,520 --> 00:42:37,359 Speaker 1: in a monetary value or something. But you can work 758 00:42:37,360 --> 00:42:40,880 Speaker 1: out probabilities of what your best decision should be given 759 00:42:41,000 --> 00:42:45,120 Speaker 1: decision matrices like this. Now, as you can imagine, this 760 00:42:45,160 --> 00:42:48,320 Speaker 1: relates to Werewolf, because you have it's a it's a 761 00:42:48,360 --> 00:42:51,640 Speaker 1: great opportunity to try and and chart out the motivations 762 00:42:51,719 --> 00:42:55,680 Speaker 1: and respective payoffs for both villagers and werewolves. Yeah. Now, 763 00:42:55,840 --> 00:42:58,480 Speaker 1: part of the problem with Werewolf, though, is it highly 764 00:42:58,840 --> 00:43:02,160 Speaker 1: it depends very much what variables you allow to come 765 00:43:02,160 --> 00:43:05,239 Speaker 1: into play, because as you've said, the game is deceptively 766 00:43:05,280 --> 00:43:08,400 Speaker 1: simple at its core, but there's all this stuff going 767 00:43:08,480 --> 00:43:11,240 Speaker 1: on and it that makes it more complicated than the 768 00:43:11,320 --> 00:43:13,960 Speaker 1: simple rules would lead you to believe. Yes, and then 769 00:43:14,000 --> 00:43:15,920 Speaker 1: you have, of course, all these social elements you're coming 770 00:43:15,920 --> 00:43:18,839 Speaker 1: into play as well, especially in an opening round, like 771 00:43:18,880 --> 00:43:22,320 Speaker 1: how do you how do you create a proper probabilities 772 00:43:22,400 --> 00:43:26,160 Speaker 1: for Hey, Ramsey has a really long beard and looks 773 00:43:26,200 --> 00:43:27,880 Speaker 1: kind of like a werewolf, So we're going to just 774 00:43:27,920 --> 00:43:31,239 Speaker 1: blindly accuse him of murdering a villager. Well, I mean, 775 00:43:31,400 --> 00:43:33,640 Speaker 1: we would say that in reality, since we know the 776 00:43:33,680 --> 00:43:36,680 Speaker 1: cards are distributed at random, that would be basically a 777 00:43:36,760 --> 00:43:41,479 Speaker 1: random accusation. But I've seen this that that first round 778 00:43:41,560 --> 00:43:45,320 Speaker 1: random accusation pick up a lot of steam because ultimately 779 00:43:45,400 --> 00:43:48,680 Speaker 1: there there are no real world stakes to Werewolf. Of course, 780 00:43:48,719 --> 00:43:52,879 Speaker 1: the question is do players actually do any better when 781 00:43:52,880 --> 00:43:55,440 Speaker 1: they're playing with some kind of strategy than they would 782 00:43:55,480 --> 00:43:57,879 Speaker 1: if they were playing randomly. We'll come back to that, 783 00:43:58,400 --> 00:43:59,840 Speaker 1: all right. So we're not going to hit you with 784 00:43:59,880 --> 00:44:03,160 Speaker 1: a bunch of matrices and equations here, And we also 785 00:44:03,200 --> 00:44:08,120 Speaker 1: can't possibly cover every study, every proproposal, every research project 786 00:44:08,200 --> 00:44:10,640 Speaker 1: to use Mafia or Werewolf, but we're gonna touch on 787 00:44:10,680 --> 00:44:13,040 Speaker 1: some of the interesting studies and it's worth recognizing some 788 00:44:13,120 --> 00:44:16,760 Speaker 1: of the recurring features of these studies. So more often 789 00:44:16,800 --> 00:44:19,760 Speaker 1: than not, you're going to encounter a very boiled down 790 00:44:19,920 --> 00:44:23,840 Speaker 1: version of the Werewolf rules. So no cupids or anything, right, Like, 791 00:44:23,920 --> 00:44:28,200 Speaker 1: generally they're gonna be most interested with just villagers and werewolves, 792 00:44:28,200 --> 00:44:31,600 Speaker 1: no detectives, no seers or what have you, because let's 793 00:44:31,640 --> 00:44:34,040 Speaker 1: face it, those are those are pretty great mechanics, just 794 00:44:34,480 --> 00:44:37,240 Speaker 1: right out of the box. Right. And also we mentioned 795 00:44:37,280 --> 00:44:40,239 Speaker 1: the social dynamics that come into play, and these again 796 00:44:40,280 --> 00:44:43,160 Speaker 1: can be very difficult to model. So you might be wondering, 797 00:44:43,200 --> 00:44:47,000 Speaker 1: as a matter of course, generally, who wins when you 798 00:44:47,040 --> 00:44:50,080 Speaker 1: play this game you've got werewolves versus villagers. Is there 799 00:44:50,120 --> 00:44:53,080 Speaker 1: is there a standard way to predict who wins more often? Well, 800 00:44:53,120 --> 00:44:56,520 Speaker 1: there was a probability paper called a Mathematical Model of 801 00:44:56,560 --> 00:45:00,719 Speaker 1: the Mafia Game in by PYOTR mcdowah uh, and it 802 00:45:00,880 --> 00:45:03,680 Speaker 1: found and this is a big this is a big caveat, 803 00:45:03,719 --> 00:45:07,680 Speaker 1: but it found in a simulation where all killings are random, 804 00:45:07,880 --> 00:45:11,440 Speaker 1: so nobody has any special information. In each round, the 805 00:45:11,520 --> 00:45:16,040 Speaker 1: villagers execute somebody random and the werewolves kill somebody random. 806 00:45:16,040 --> 00:45:18,960 Speaker 1: In this version of play quote, it turns out that 807 00:45:19,040 --> 00:45:22,680 Speaker 1: a relatively small number of the Mafia members i e. 808 00:45:22,840 --> 00:45:25,880 Speaker 1: Proportional to the square root of the total number of 809 00:45:25,920 --> 00:45:29,520 Speaker 1: players gives an equal winning chance for both groups. So 810 00:45:29,560 --> 00:45:32,320 Speaker 1: if your number of mafia members is about the square 811 00:45:32,440 --> 00:45:35,560 Speaker 1: root of the total number of players. It should be 812 00:45:35,640 --> 00:45:38,720 Speaker 1: roughly fifty fifty. But the game isn't always that simple, 813 00:45:38,840 --> 00:45:42,800 Speaker 1: and maybe the maybe players are better than random chance. 814 00:45:42,880 --> 00:45:46,200 Speaker 1: What do you think, Robert, Yeah, I mean, especially when 815 00:45:46,239 --> 00:45:48,759 Speaker 1: you factor in all these just additional aspects of the 816 00:45:48,760 --> 00:45:52,000 Speaker 1: social dynamics. Uh. So the author here, he has another 817 00:45:52,080 --> 00:45:54,560 Speaker 1: quote that I think sums up the difficulties of modeling 818 00:45:54,600 --> 00:45:58,360 Speaker 1: the game. He says, quote a dry mathematical model maybe 819 00:45:58,360 --> 00:46:01,759 Speaker 1: a backbone of a more complex one, but certainly is 820 00:46:01,800 --> 00:46:04,839 Speaker 1: not enough to describe a real game. During course of play, 821 00:46:04,920 --> 00:46:08,920 Speaker 1: citizens gain some information, either by discovering another's identity by 822 00:46:08,920 --> 00:46:14,080 Speaker 1: themselves or trying to catch messages. Furthermore, voting maybe subject 823 00:46:14,080 --> 00:46:17,919 Speaker 1: to some kind of witch hut mentality. Moreover, rarely are 824 00:46:17,960 --> 00:46:20,640 Speaker 1: all players the same. Usually they are ones with higher 825 00:46:20,640 --> 00:46:23,759 Speaker 1: and lower influence on the others. Right, so some people 826 00:46:23,800 --> 00:46:26,440 Speaker 1: are just really good at leading the angry mobs to 827 00:46:26,560 --> 00:46:30,360 Speaker 1: drag somebody to the gallows. Uh. Sometimes people do actually 828 00:46:30,440 --> 00:46:33,600 Speaker 1: get some kind of useful information in the course of play. 829 00:46:33,920 --> 00:46:38,000 Speaker 1: I discovered a section in a book um that goes 830 00:46:38,040 --> 00:46:40,879 Speaker 1: into some of these interesting variations on the game and 831 00:46:41,360 --> 00:46:44,120 Speaker 1: so so Robert, see if you'll follow me down this path, 832 00:46:44,200 --> 00:46:46,720 Speaker 1: I want to see how this comparison to your werewolf experience. 833 00:46:46,760 --> 00:46:49,560 Speaker 1: So the American writer Adam gott Nick, you might know 834 00:46:49,680 --> 00:46:53,040 Speaker 1: him from good essays in the New Yorker. Yeah stuffs 835 00:46:53,080 --> 00:46:55,880 Speaker 1: come up on here before Yeah um. He published a 836 00:46:55,880 --> 00:46:58,879 Speaker 1: book in two thousand and eight called Through the Children's Game, 837 00:46:58,920 --> 00:47:01,040 Speaker 1: A Home in New York, which is basically a memoir 838 00:47:01,080 --> 00:47:03,640 Speaker 1: about life in New York City, especially after nine eleven, 839 00:47:04,080 --> 00:47:07,120 Speaker 1: And in one section of the book he talks about 840 00:47:07,160 --> 00:47:11,160 Speaker 1: this period where his friends have become addicted to a 841 00:47:11,239 --> 00:47:15,239 Speaker 1: variant of Werewolf. Though the version they plays Mafia. You know, 842 00:47:15,880 --> 00:47:19,080 Speaker 1: you can't judge them too harshly. They are in New York. Uh, 843 00:47:19,160 --> 00:47:21,440 Speaker 1: so that's a touchstone for them. And they play in 844 00:47:21,440 --> 00:47:25,719 Speaker 1: groups of fifteen to twenty with three Mafia a narrator 845 00:47:25,840 --> 00:47:30,560 Speaker 1: called God one commandante who's the detective character basically the 846 00:47:30,600 --> 00:47:33,080 Speaker 1: same as the Seer, and then the rest are villagers. 847 00:47:33,800 --> 00:47:35,960 Speaker 1: That's a big game. I like it. So Gotten Ex 848 00:47:36,000 --> 00:47:39,040 Speaker 1: played a lot, and he reports that the villagers win 849 00:47:39,560 --> 00:47:42,360 Speaker 1: more often than the Mafia. So a minute ago we 850 00:47:42,400 --> 00:47:45,520 Speaker 1: saw that mathematically, if if players are doing no better 851 00:47:45,560 --> 00:47:48,520 Speaker 1: than random, you should predict about a fifty fifty chance 852 00:47:48,680 --> 00:47:51,440 Speaker 1: for each team to win. But Gottenix says the villagers 853 00:47:51,480 --> 00:47:54,120 Speaker 1: win more often, and he says that in his experience, 854 00:47:54,200 --> 00:47:57,800 Speaker 1: the best starting strategy if you're a villager is simply 855 00:47:57,880 --> 00:48:01,200 Speaker 1: to look at everybody's face as and as God commands 856 00:48:01,200 --> 00:48:03,919 Speaker 1: you to open your eyes. And basically what you do 857 00:48:04,280 --> 00:48:06,239 Speaker 1: is you just look around and you try to get 858 00:48:06,280 --> 00:48:09,160 Speaker 1: a feeling for who looks guilty, believe it or not, 859 00:48:09,280 --> 00:48:12,080 Speaker 1: he says in his in his experience, this works better 860 00:48:12,120 --> 00:48:15,640 Speaker 1: than you would expect, which if he's correct about that, 861 00:48:15,640 --> 00:48:17,719 Speaker 1: that would indicate that we do have some kind of 862 00:48:17,800 --> 00:48:22,120 Speaker 1: natural guiltiness detection system built in how we recognize other 863 00:48:22,160 --> 00:48:24,960 Speaker 1: people's faces. We might get to more about that in 864 00:48:24,960 --> 00:48:27,319 Speaker 1: a study we look at in a minute. But as 865 00:48:27,400 --> 00:48:30,759 Speaker 1: the game goes on, he says, deductive reasoning becomes more important. 866 00:48:30,800 --> 00:48:33,680 Speaker 1: So you look for, say, patterns and who gets killed 867 00:48:34,080 --> 00:48:36,880 Speaker 1: after accusing whom, So you might start to notice that 868 00:48:36,960 --> 00:48:39,840 Speaker 1: everyone who accuses Alice of being part of the werewolf 869 00:48:39,880 --> 00:48:42,560 Speaker 1: mafia tends to get killed the very next night. You 870 00:48:42,560 --> 00:48:45,600 Speaker 1: can probably guess what's going on. Then again, they might 871 00:48:45,640 --> 00:48:47,480 Speaker 1: just be trying to throw you off the track people 872 00:48:47,480 --> 00:48:52,240 Speaker 1: are crafty um got Nick writes that the ostensible pleasure 873 00:48:52,320 --> 00:48:55,319 Speaker 1: of the game is in testing how good you are 874 00:48:55,360 --> 00:48:58,240 Speaker 1: at lying uh, and how good you are at spotting 875 00:48:58,320 --> 00:49:02,240 Speaker 1: lying behavior, and others like this captivating question. You always 876 00:49:02,280 --> 00:49:05,160 Speaker 1: wonder how good you are at spotting a liar, because 877 00:49:05,160 --> 00:49:07,160 Speaker 1: it's hard to know in real life. Like I was 878 00:49:07,160 --> 00:49:09,919 Speaker 1: talking about earlier, real life is full of so much 879 00:49:09,960 --> 00:49:13,080 Speaker 1: ambiguity in questions that are never resolved, and trying to 880 00:49:13,200 --> 00:49:16,040 Speaker 1: root out the deception of other people. And there's one 881 00:49:16,200 --> 00:49:19,040 Speaker 1: excellent section. I just wanted to read a quote from 882 00:49:19,040 --> 00:49:21,719 Speaker 1: his book and see if it matches with your experience, 883 00:49:21,840 --> 00:49:25,520 Speaker 1: so goth Nick writes, quote, The really fascinating thing about 884 00:49:25,600 --> 00:49:29,640 Speaker 1: Mafia is seeing how much pure irrationality lingers in its play, 885 00:49:30,239 --> 00:49:33,600 Speaker 1: how little real deduction, and how much sheer panic govern 886 00:49:33,719 --> 00:49:37,600 Speaker 1: its conduct. The game quickly breaks down as social groups 887 00:49:37,640 --> 00:49:41,480 Speaker 1: will into small circles of belief, which become lynch mobs 888 00:49:41,480 --> 00:49:45,360 Speaker 1: of mistrust on the next turn. As these small circles 889 00:49:45,400 --> 00:49:49,000 Speaker 1: within the group form and break the emotional authenticity of 890 00:49:49,040 --> 00:49:54,040 Speaker 1: the alliances, The felt pleasure of trusting another is startlingly 891 00:49:54,239 --> 00:49:58,240 Speaker 1: frightening lee real. I think it's Larry. It must be Larry, 892 00:49:58,280 --> 00:50:02,160 Speaker 1: George says to you, filling his eyes with sincere persuasiveness, 893 00:50:02,440 --> 00:50:08,200 Speaker 1: leaning forward, confident, conspiring, and you nod with conspiratorial glee. Yes, 894 00:50:08,360 --> 00:50:11,560 Speaker 1: it must be Larry, look at him, and for that moment, 895 00:50:11,640 --> 00:50:15,239 Speaker 1: the bond between you and George is so intense as 896 00:50:15,280 --> 00:50:18,520 Speaker 1: to overshadow your general and complete lack of interest in 897 00:50:18,560 --> 00:50:22,080 Speaker 1: George as a person. You and George against the mafia, 898 00:50:22,560 --> 00:50:26,319 Speaker 1: But then the quick nightly shadow intrudes, what if George 899 00:50:26,440 --> 00:50:30,040 Speaker 1: is the mafia? Yet the proper suspicions, though they rise, 900 00:50:30,200 --> 00:50:34,359 Speaker 1: rarely override these instant bonds. The impulse to trust and 901 00:50:34,440 --> 00:50:37,960 Speaker 1: go on trusting a confidant is so strong that it 902 00:50:38,000 --> 00:50:43,640 Speaker 1: often survives even overwhelming evidence that the confidant is a rat. So, Robert, 903 00:50:43,680 --> 00:50:45,840 Speaker 1: you've played a lot. Does this match your experience? Do 904 00:50:45,880 --> 00:50:49,480 Speaker 1: you think that that the game really, more than anything else, 905 00:50:49,560 --> 00:50:54,719 Speaker 1: hinges on establishing bonds and connections with other players. Um. 906 00:50:54,760 --> 00:50:56,360 Speaker 1: I think it is a huge part of it, and 907 00:50:56,400 --> 00:51:00,279 Speaker 1: it it gets back to that sort of icebreaker quality 908 00:51:00,320 --> 00:51:02,880 Speaker 1: of the game, because I've certainly played it in settings 909 00:51:03,320 --> 00:51:06,279 Speaker 1: where I don't know a lot of people and they'll 910 00:51:06,320 --> 00:51:08,400 Speaker 1: be like a large portion of the group that is, 911 00:51:08,560 --> 00:51:11,759 Speaker 1: you know, another friend group that I'm not privy to. 912 00:51:12,320 --> 00:51:14,880 Speaker 1: It's interesting to play in a group like that because 913 00:51:15,600 --> 00:51:19,320 Speaker 1: he mentioned connection, the connection that exists during these accusations 914 00:51:19,440 --> 00:51:21,760 Speaker 1: in the in the middle of all of this debate, 915 00:51:22,360 --> 00:51:24,680 Speaker 1: and it does give you this this amazing chance to 916 00:51:24,719 --> 00:51:28,360 Speaker 1: have this really intense connection with somebody that you you 917 00:51:28,719 --> 00:51:30,759 Speaker 1: maybe even not even sure what their name is right now. 918 00:51:30,920 --> 00:51:33,360 Speaker 1: You just know them as oh, well, they're they're the 919 00:51:33,360 --> 00:51:36,640 Speaker 1: they're the the bread baker in the medieval town, and 920 00:51:36,680 --> 00:51:38,799 Speaker 1: that's the that's maybe the as much as you know 921 00:51:38,880 --> 00:51:42,200 Speaker 1: about their life, but you have this intense connection based 922 00:51:42,239 --> 00:51:45,760 Speaker 1: on the game. Um like. By the way, that's another 923 00:51:45,800 --> 00:51:48,960 Speaker 1: reason as a as the game master, I like to 924 00:51:49,080 --> 00:51:51,120 Speaker 1: dish out the different or not dish them out, but 925 00:51:51,160 --> 00:51:53,400 Speaker 1: ask people to choose a role in the medieval village 926 00:51:53,880 --> 00:51:56,840 Speaker 1: because it gives you something to refer to. If you 927 00:51:56,880 --> 00:52:00,440 Speaker 1: don't know their name yet, you can just say, oh, 928 00:52:00,440 --> 00:52:02,359 Speaker 1: if you can't remember, it's Carroll, you can just say. 929 00:52:02,640 --> 00:52:06,719 Speaker 1: And then the cobbler of the town, uh is found dead. 930 00:52:07,200 --> 00:52:10,480 Speaker 1: You don't have to say care, Uh, well, I've got 931 00:52:10,480 --> 00:52:14,440 Speaker 1: an observation along similar lines. Got Nick says another part 932 00:52:14,440 --> 00:52:16,719 Speaker 1: of what's great about the game is it eliminates the 933 00:52:16,760 --> 00:52:20,520 Speaker 1: need for other conversation and small talk with your neighbors 934 00:52:20,560 --> 00:52:23,560 Speaker 1: at a party, he says, quote, instead of telling them 935 00:52:23,560 --> 00:52:27,520 Speaker 1: elaborate social lies in an unformed context, you get to 936 00:52:27,520 --> 00:52:31,640 Speaker 1: tell them elaborate social lies in a formal one. Yeah. Yeah, 937 00:52:31,920 --> 00:52:35,080 Speaker 1: this comes back to just the immersion of the Werewolf 938 00:52:35,120 --> 00:52:38,600 Speaker 1: gaming experience, because it is often the case where people 939 00:52:38,680 --> 00:52:40,640 Speaker 1: just go they just go all in on it, and 940 00:52:40,640 --> 00:52:42,520 Speaker 1: they're not gonna be talking about anything else. They're not 941 00:52:42,560 --> 00:52:45,240 Speaker 1: talking about the you know, the day that everyone had, 942 00:52:45,760 --> 00:52:48,319 Speaker 1: or or what supper was like. They are just all 943 00:52:48,400 --> 00:52:54,919 Speaker 1: in firing along these these these new communicative pathways. Yeah. 944 00:52:55,120 --> 00:52:58,040 Speaker 1: One more dynamic, he mentions, is that the game is 945 00:52:58,080 --> 00:53:03,440 Speaker 1: actually filled with many games based on existing relationships. Specifically, 946 00:53:03,719 --> 00:53:07,600 Speaker 1: he singles out couples that are playing. Each couple tries 947 00:53:07,680 --> 00:53:10,840 Speaker 1: to catch the other, the partner in that couple lying, 948 00:53:11,200 --> 00:53:14,560 Speaker 1: and focuses primarily on whether they should be suspicious of 949 00:53:14,600 --> 00:53:18,799 Speaker 1: their own partner. Does that match your experience? Yeah? Yeah, 950 00:53:18,840 --> 00:53:21,160 Speaker 1: I mean, especially in that opening round of play, they 951 00:53:21,160 --> 00:53:23,759 Speaker 1: don't have anything else to go on except existing real 952 00:53:23,800 --> 00:53:26,839 Speaker 1: world social connections. A lot of times and those those 953 00:53:26,960 --> 00:53:30,680 Speaker 1: end up being used and then when people start making accusations, uh, 954 00:53:30,719 --> 00:53:33,600 Speaker 1: those shows social dynamics come into play as well. It's 955 00:53:33,600 --> 00:53:36,600 Speaker 1: another reason I really like the cupid role because you 956 00:53:36,680 --> 00:53:39,600 Speaker 1: get into this like why why does the cupid choose 957 00:53:39,640 --> 00:53:42,480 Speaker 1: these two people to be star crossed lovers? You know, 958 00:53:42,680 --> 00:53:46,440 Speaker 1: because they're actually a couple. Is it because they were 959 00:53:46,480 --> 00:53:49,319 Speaker 1: like teasing each other early in the evening or it's 960 00:53:49,360 --> 00:53:52,319 Speaker 1: just hilarious to think of them as lovers to make 961 00:53:52,360 --> 00:53:55,279 Speaker 1: them embarrassed. Yeah, yeah, so it add that is a 962 00:53:55,440 --> 00:53:59,040 Speaker 1: case where it adds this extra level of of interaction. Uh, 963 00:53:59,080 --> 00:54:02,640 Speaker 1: not only with the in game social dynamics, but the 964 00:54:02,800 --> 00:54:05,759 Speaker 1: real world social dynamics as well. Right, it's it's like 965 00:54:05,880 --> 00:54:11,040 Speaker 1: dad humor, like tell us about your boyfriend exactly. Okay, 966 00:54:11,080 --> 00:54:12,879 Speaker 1: we should take a quick break and when we come back, 967 00:54:12,960 --> 00:54:15,560 Speaker 1: we're going to talk about the science of deception and 968 00:54:15,600 --> 00:54:31,080 Speaker 1: were wolf death by can't do and Beneath was about 969 00:54:31,080 --> 00:54:36,120 Speaker 1: a human she should never pretend to be a werewolf? 970 00:54:38,680 --> 00:54:47,680 Speaker 1: What does those werewolves triumph? Again? Unfortunately I was the seer. 971 00:54:48,880 --> 00:54:55,040 Speaker 1: I knew that she was away. You never got and 972 00:54:55,080 --> 00:54:58,040 Speaker 1: I never got to be the werewolves. And the first 973 00:54:58,040 --> 00:55:00,440 Speaker 1: thing I was gonna do is declare that I was 974 00:55:00,520 --> 00:55:04,719 Speaker 1: the he here and in point out the werewolf. Right, 975 00:55:06,120 --> 00:55:07,640 Speaker 1: that would have put a whole different dynamic that we 976 00:55:07,640 --> 00:55:11,759 Speaker 1: had not inexperience. That's what I'm saying. You good thing. 977 00:55:11,800 --> 00:55:19,560 Speaker 1: We off with your hand at the beginning. You're being 978 00:55:19,640 --> 00:55:23,719 Speaker 1: very aggressive like it, and I think you're the Werewolf. 979 00:55:25,360 --> 00:55:27,520 Speaker 1: I don't know. How do I think Joe is, because 980 00:55:27,920 --> 00:55:34,279 Speaker 1: he's I'm seriously I would say, no, I'm trying. I'm 981 00:55:34,320 --> 00:55:37,040 Speaker 1: trying to get a vibe on somebody, and she actually 982 00:55:37,080 --> 00:55:41,799 Speaker 1: seems kind of sincere um. I think Robert. I think 983 00:55:41,880 --> 00:55:49,520 Speaker 1: maybe Robert. I again, am just look at that devilish 984 00:55:49,640 --> 00:55:52,360 Speaker 1: grin on his face. This is the grind of someone 985 00:55:52,520 --> 00:55:56,640 Speaker 1: who knows perfectly well that their soul was pure. My 986 00:55:56,760 --> 00:56:03,560 Speaker 1: hard work has a scrubbed away whatever minor satanic delight. 987 00:56:03,920 --> 00:56:10,480 Speaker 1: Look at this now. Earlier we mentioned a Wired article 988 00:56:10,520 --> 00:56:12,200 Speaker 1: from two thousand and ten about the game, and it 989 00:56:12,280 --> 00:56:17,040 Speaker 1: addressed this question of the scientific study of deception and 990 00:56:17,080 --> 00:56:19,880 Speaker 1: what what psychology can tell us about deception within the 991 00:56:19,920 --> 00:56:24,520 Speaker 1: game of Werewolf. According to a gaming psychologist at the 992 00:56:24,680 --> 00:56:29,239 Speaker 1: London Metropolitan University named Simon Moore, there's actually not much 993 00:56:29,320 --> 00:56:33,319 Speaker 1: diversity in our skill at spotting liars. According to More, 994 00:56:34,040 --> 00:56:37,480 Speaker 1: there are not human lie detectors walking among us. Quote, 995 00:56:37,680 --> 00:56:40,279 Speaker 1: if you ask someone on the street, are they better 996 00:56:40,360 --> 00:56:43,320 Speaker 1: at detecting a liar than a police officer, they'll probably 997 00:56:43,360 --> 00:56:46,680 Speaker 1: say no. But a police officer and a general person 998 00:56:46,800 --> 00:56:51,080 Speaker 1: both have a fifty percent success rate at detecting liars. Man, 999 00:56:51,160 --> 00:56:55,000 Speaker 1: that's that's frustrating. You would hope there would be people 1000 00:56:55,000 --> 00:56:57,400 Speaker 1: who would be better at it among us. Yeah, I 1001 00:56:57,440 --> 00:57:00,160 Speaker 1: mean you certainly when you do start using lie as 1002 00:57:00,160 --> 00:57:03,040 Speaker 1: you become even more self conscious, do you think, oh, 1003 00:57:03,080 --> 00:57:06,080 Speaker 1: they're going to see right through it? But really they have, Yeah, 1004 00:57:06,120 --> 00:57:11,760 Speaker 1: exactly so, so that's at first. Though, certain circumstances, according 1005 00:57:11,800 --> 00:57:14,640 Speaker 1: to More, do tip the balance and change our ability 1006 00:57:14,680 --> 00:57:17,080 Speaker 1: to get away with lies and also to detect a 1007 00:57:17,160 --> 00:57:20,600 Speaker 1: lize in others. For example, when you're stressed, it's harder 1008 00:57:20,600 --> 00:57:23,000 Speaker 1: to get away with lying. Now we all know about 1009 00:57:23,040 --> 00:57:27,320 Speaker 1: the uh the fallibility of the polygraph tests a true 1010 00:57:27,400 --> 00:57:31,680 Speaker 1: lie detector test, but there is some truth to the 1011 00:57:31,720 --> 00:57:34,360 Speaker 1: principle on which the polygraph test is based. It's just 1012 00:57:34,400 --> 00:57:38,720 Speaker 1: not necessarily as reliable as it is often depicted in fiction, 1013 00:57:38,920 --> 00:57:41,280 Speaker 1: or maybe even in some people who actually use it. 1014 00:57:41,920 --> 00:57:44,920 Speaker 1: But the principle it's based on is that lying causes 1015 00:57:45,000 --> 00:57:48,480 Speaker 1: the stress physiological stress reactions in the body that you know, 1016 00:57:48,560 --> 00:57:50,720 Speaker 1: messes with your heart rate, it messes with your blood 1017 00:57:50,720 --> 00:57:54,080 Speaker 1: pressure and stuff like that. Um, and as you get 1018 00:57:54,120 --> 00:57:57,960 Speaker 1: more stressed, it gets harder and harder to lie. So 1019 00:57:58,200 --> 00:58:00,440 Speaker 1: this would sort of mean that at the beginning of 1020 00:58:00,520 --> 00:58:02,640 Speaker 1: the game, lying might be easy when there's not much 1021 00:58:02,680 --> 00:58:06,080 Speaker 1: pressure on you. As other players get eliminated and the 1022 00:58:06,160 --> 00:58:09,680 Speaker 1: spotlight narrows on you and the stakes of the game 1023 00:58:09,720 --> 00:58:12,400 Speaker 1: go up, More predicts that it's going to be harder 1024 00:58:12,400 --> 00:58:14,960 Speaker 1: and harder for people to get away with lying without 1025 00:58:15,000 --> 00:58:18,480 Speaker 1: people seeing through their facade. Yeah, because early in the game, 1026 00:58:18,920 --> 00:58:21,000 Speaker 1: especially if you have a larger group, it's easy to 1027 00:58:21,320 --> 00:58:24,800 Speaker 1: just sort of set there quietly and decide with this 1028 00:58:24,920 --> 00:58:28,720 Speaker 1: faction or another. But yeah, it is things. Is things proceed, 1029 00:58:28,840 --> 00:58:32,200 Speaker 1: you have to be outspoken, uh, otherwise people are going 1030 00:58:32,240 --> 00:58:35,800 Speaker 1: to be suspicious of your silence, right, And that actually 1031 00:58:35,840 --> 00:58:37,680 Speaker 1: is a factor in another study I'm going to mention 1032 00:58:37,720 --> 00:58:40,160 Speaker 1: in a minute now. More also says lots of our 1033 00:58:40,200 --> 00:58:43,600 Speaker 1: lives are lives of exaggeration. I think we probably know 1034 00:58:43,720 --> 00:58:46,800 Speaker 1: this from experience. People are more likely to sort of 1035 00:58:47,040 --> 00:58:51,680 Speaker 1: turn a half truth into a big exaggerated claim than 1036 00:58:51,720 --> 00:58:55,000 Speaker 1: they are to just blatantly say something that is completely 1037 00:58:55,080 --> 00:58:58,560 Speaker 1: untrue with no basis in reality. Right, people are more 1038 00:58:58,640 --> 00:59:01,040 Speaker 1: more likely to fudge than just to make up a 1039 00:59:01,080 --> 00:59:04,840 Speaker 1: total lie, and so blatant lies like I am not 1040 00:59:04,960 --> 00:59:08,400 Speaker 1: a werewolf when you know you are are more difficult 1041 00:59:08,440 --> 00:59:11,720 Speaker 1: than these kinds of exaggerations. But More also says it's 1042 00:59:11,760 --> 00:59:15,560 Speaker 1: easier to lie about straightforward information than to lie about 1043 00:59:15,600 --> 00:59:18,480 Speaker 1: your own emotional state. So if you're trying to put 1044 00:59:18,480 --> 00:59:20,919 Speaker 1: on a show of outrage, like you know, how could 1045 00:59:20,960 --> 00:59:23,400 Speaker 1: you accuse me of being a ware wolf? After all 1046 00:59:23,440 --> 00:59:26,760 Speaker 1: of our friendship or whatever, how could you accuse me? 1047 00:59:27,480 --> 00:59:30,560 Speaker 1: You quickly exhaust yourself, and More says that a person 1048 00:59:30,680 --> 00:59:32,800 Speaker 1: doing that is going to start to falter at this 1049 00:59:32,920 --> 00:59:36,720 Speaker 1: deceptive performance. The feigned outrage turns into sort of more 1050 00:59:36,800 --> 00:59:40,920 Speaker 1: simple objection, or turns into other emotions that are easier 1051 00:59:40,960 --> 00:59:44,440 Speaker 1: to fake, like aggression, and people will pick up on this. 1052 00:59:44,600 --> 00:59:47,120 Speaker 1: You start to look like a dirty rat. And this 1053 00:59:47,240 --> 00:59:51,400 Speaker 1: is given as an explanation for why the villagers actually 1054 00:59:51,440 --> 00:59:56,120 Speaker 1: win more often than a simple random choice would would predict. 1055 00:59:56,640 --> 00:59:59,040 Speaker 1: Villagers at some point do start to be able to 1056 00:59:59,080 --> 01:00:02,440 Speaker 1: notice people lying? And we have some some studies to 1057 01:00:02,480 --> 01:00:05,120 Speaker 1: back this up. Yeah really, yeah, some some studies that 1058 01:00:05,200 --> 01:00:09,680 Speaker 1: are generally conference proceedings here, So who knows exactly how 1059 01:00:09,720 --> 01:00:13,680 Speaker 1: correct these claims are. But these are some claimed findings 1060 01:00:13,720 --> 01:00:16,600 Speaker 1: on how to detect deception that we found related to 1061 01:00:16,640 --> 01:00:21,320 Speaker 1: the game Werewolf. So one was called are You a Werewolf? 1062 01:00:21,440 --> 01:00:25,200 Speaker 1: Detecting deceptive roles and outcomes in a Conversational role playing game? 1063 01:00:25,240 --> 01:00:28,520 Speaker 1: And this was presented at a Acoustic Speech and Signal 1064 01:00:28,560 --> 01:00:33,600 Speaker 1: Processing in the I Tripoli International Conference. And the authors 1065 01:00:33,640 --> 01:00:37,080 Speaker 1: here created this automated method for detecting players determined to 1066 01:00:37,120 --> 01:00:42,080 Speaker 1: be liars by analyzing the acoustic properties of their speech patterns. 1067 01:00:42,120 --> 01:00:44,440 Speaker 1: So I thought that was interesting. Can a computer just 1068 01:00:44,560 --> 01:00:49,440 Speaker 1: listen to quantitative elements of what happens when somebody speaks 1069 01:00:50,120 --> 01:00:53,439 Speaker 1: and say I caught a liar here? So they tried 1070 01:00:53,440 --> 01:00:55,320 Speaker 1: to correlate that. They tried to find okay, can we 1071 01:00:55,400 --> 01:00:58,080 Speaker 1: can we listen with the computer and see does it 1072 01:00:58,200 --> 01:01:01,560 Speaker 1: detect patterns and lying? And they claimed that it did. 1073 01:01:01,920 --> 01:01:04,720 Speaker 1: They said their method could successfully predict the lying behavior 1074 01:01:04,840 --> 01:01:08,360 Speaker 1: better than chance just by listening to acoustic properties. What 1075 01:01:08,440 --> 01:01:11,120 Speaker 1: does this mean for human players. Well, one simple finding 1076 01:01:11,200 --> 01:01:16,200 Speaker 1: seemed to be that liars speak less, presumably to limit 1077 01:01:16,240 --> 01:01:19,840 Speaker 1: their risk of making revealing mistakes. This is interesting because 1078 01:01:19,880 --> 01:01:22,840 Speaker 1: one thing I've I've definitely seen before is you have 1079 01:01:22,840 --> 01:01:26,400 Speaker 1: a case where someone's a very outspoken werewolf critic. You know, 1080 01:01:26,440 --> 01:01:28,440 Speaker 1: they're very outspoken. They're they're going to be the lead 1081 01:01:28,480 --> 01:01:33,400 Speaker 1: detective in finding the murderers in the village. But then 1082 01:01:33,440 --> 01:01:36,840 Speaker 1: they'll come, uh, they'll come a game where there's suddenly 1083 01:01:36,880 --> 01:01:39,280 Speaker 1: a lot more quiet. They're not making all these acts. 1084 01:01:39,280 --> 01:01:41,120 Speaker 1: They're not they're not right at the front of the 1085 01:01:41,160 --> 01:01:43,760 Speaker 1: crowd with the pitch for it. And people notice and 1086 01:01:43,800 --> 01:01:47,680 Speaker 1: they say, well, John is kind of quiet this round, 1087 01:01:48,080 --> 01:01:52,280 Speaker 1: suspiciously quiet, as if perhaps he is a werewolf. Yeah, 1088 01:01:52,320 --> 01:01:55,120 Speaker 1: come on, Cynthia, didn't you have some zeal for werewolf 1089 01:01:55,200 --> 01:01:57,960 Speaker 1: killing in the last game. Yeah, suddenly you've got you've 1090 01:01:57,960 --> 01:02:02,480 Speaker 1: got soft on the anthropy. Yeah. So that does seem 1091 01:02:02,480 --> 01:02:04,600 Speaker 1: to be a good tell. People who are trying to 1092 01:02:04,640 --> 01:02:08,960 Speaker 1: maintain deception offer less information. They just talk less, And 1093 01:02:09,000 --> 01:02:11,480 Speaker 1: it's pretty easy to see why. This study seems to 1094 01:02:11,560 --> 01:02:16,120 Speaker 1: confirm that finding. Also, it found that quote the distribution 1095 01:02:16,200 --> 01:02:20,480 Speaker 1: of pitch and energy values are higher for liars. So, 1096 01:02:20,520 --> 01:02:23,280 Speaker 1: according to the study, if somebody is raising their voice 1097 01:02:23,280 --> 01:02:26,240 Speaker 1: in pitch and volume, they're slightly more likely to be 1098 01:02:26,280 --> 01:02:31,080 Speaker 1: a liar. Okay, that's interesting because I know that I 1099 01:02:31,160 --> 01:02:34,760 Speaker 1: have I sometimes raised my voice when I am I'm 1100 01:02:34,840 --> 01:02:38,280 Speaker 1: lying about not being a werewolf. Really, yeah, I'll be like, well, 1101 01:02:38,280 --> 01:02:40,880 Speaker 1: how dare you accuse me of that sort of thing? Now, 1102 01:02:40,960 --> 01:02:42,680 Speaker 1: I'm gonna have to be careful, gonna kept keep it low. 1103 01:02:42,720 --> 01:02:46,320 Speaker 1: You gotta talk more, and you gotta stay calm. Yeah, 1104 01:02:46,360 --> 01:02:48,280 Speaker 1: but how do you stay calm about something like this? 1105 01:02:49,040 --> 01:02:51,200 Speaker 1: Are dying? How could you accuse me of being awarewolf? 1106 01:02:51,240 --> 01:02:53,280 Speaker 1: Here's the thing, I'm not aware wolf, and the reason 1107 01:02:53,400 --> 01:02:55,480 Speaker 1: is yeah. And this is where that this is actually 1108 01:02:55,480 --> 01:02:58,520 Speaker 1: where the fluff becomes nice sort of villager fluff, where 1109 01:02:58,520 --> 01:03:01,240 Speaker 1: you can say, how could I possible be the werewolf? 1110 01:03:01,280 --> 01:03:05,040 Speaker 1: I am the cobbler. I have to make shoes all night. 1111 01:03:05,080 --> 01:03:09,160 Speaker 1: If I was running around slaughtering townspeople, then everyone would 1112 01:03:09,200 --> 01:03:13,680 Speaker 1: be barefoot. Okay, So a couple more. One was a 1113 01:03:13,720 --> 01:03:17,800 Speaker 1: two thousand and eight paper by Jao and Sung which 1114 01:03:17,880 --> 01:03:21,479 Speaker 1: was called Cues to Deception in Online Chinese Groups. And 1115 01:03:21,840 --> 01:03:25,200 Speaker 1: this is a sample group of Chinese players playing online. 1116 01:03:25,520 --> 01:03:29,120 Speaker 1: The authors found that quote deceivers tended to communicate less. 1117 01:03:29,200 --> 01:03:32,120 Speaker 1: Yet again, so people who talked less are more likely 1118 01:03:32,160 --> 01:03:36,720 Speaker 1: to be liars. But also quote showed low complexity and 1119 01:03:36,920 --> 01:03:40,240 Speaker 1: this is in their speech meaning for example, shorter sentences 1120 01:03:40,280 --> 01:03:45,440 Speaker 1: and shorter words, and then they continue and high diversity, 1121 01:03:45,520 --> 01:03:49,720 Speaker 1: so that means for example, more unique words. So their 1122 01:03:49,840 --> 01:03:52,240 Speaker 1: analysis found that you want to look for a liar, 1123 01:03:52,280 --> 01:03:54,640 Speaker 1: look for the one who doesn't talk much. When they 1124 01:03:54,680 --> 01:03:57,560 Speaker 1: do talk, they might talk in shorter sentences or less 1125 01:03:57,600 --> 01:04:03,760 Speaker 1: complex words, but use more unique word choice. Interesting. Interesting, Okay, 1126 01:04:03,840 --> 01:04:08,560 Speaker 1: one more uh, This was paper called Detection of Deception 1127 01:04:08,640 --> 01:04:11,080 Speaker 1: in the Mafia Party Game. Obviously we've got some people 1128 01:04:11,120 --> 01:04:14,240 Speaker 1: who don't understand the benefits of wherewere And this one 1129 01:04:14,280 --> 01:04:17,440 Speaker 1: presented another automatic system for lie detection. This time it 1130 01:04:17,520 --> 01:04:21,240 Speaker 1: was based on facial cues, so the movements of eyebrows, 1131 01:04:21,240 --> 01:04:24,640 Speaker 1: eyes and mouths on videos. And this one's kind of 1132 01:04:24,680 --> 01:04:27,760 Speaker 1: hard to explain because it's hard to translate what they 1133 01:04:27,800 --> 01:04:31,240 Speaker 1: found about facial movement analysis into words here on this 1134 01:04:31,320 --> 01:04:34,000 Speaker 1: podcast in a useful way. But just quickly, some of 1135 01:04:34,040 --> 01:04:38,040 Speaker 1: their tentative findings apparently showed that I eyebrow and mouth 1136 01:04:38,120 --> 01:04:42,640 Speaker 1: movements caused by lying might be those more associated with fear, guilt, 1137 01:04:42,880 --> 01:04:46,760 Speaker 1: or delight, while truthful facial expressions might be those that 1138 01:04:46,800 --> 01:04:50,760 Speaker 1: you would more closely associate with sadness. Okay, but this 1139 01:04:50,840 --> 01:04:54,280 Speaker 1: is all with humans, right, humans, and arguably some werewolves. 1140 01:04:55,200 --> 01:04:56,640 Speaker 1: I don't know how the game would change if you 1141 01:04:56,640 --> 01:05:00,320 Speaker 1: had real werewolves playing among your party friends, but uh 1142 01:05:00,440 --> 01:05:02,600 Speaker 1: that that would be great if wherewolves were real, we'd 1143 01:05:02,600 --> 01:05:04,680 Speaker 1: have to get one of these studies and see how 1144 01:05:04,720 --> 01:05:07,040 Speaker 1: they played. But what we've not looked at so far 1145 01:05:07,360 --> 01:05:10,800 Speaker 1: is computerized players. That's right, and there there are a 1146 01:05:10,880 --> 01:05:13,960 Speaker 1: number of cool studies that looked at this. Because another 1147 01:05:14,000 --> 01:05:16,800 Speaker 1: great way to use were wolf is is if you're 1148 01:05:16,800 --> 01:05:20,480 Speaker 1: studying either lie detecting robots or robots that lie. And 1149 01:05:20,480 --> 01:05:22,720 Speaker 1: when I say robots, and of course using the fun 1150 01:05:22,840 --> 01:05:27,360 Speaker 1: version of robots, we're actually talking about uh programs and 1151 01:05:27,520 --> 01:05:32,120 Speaker 1: or or very soft AI to try and determine patterns 1152 01:05:32,120 --> 01:05:34,880 Speaker 1: of human behavior. Well, no, actually, so to clarify, I 1153 01:05:34,880 --> 01:05:36,920 Speaker 1: guess we have looked at a couple of papers that 1154 01:05:36,960 --> 01:05:41,000 Speaker 1: claim to have a method for determining some kind of 1155 01:05:41,040 --> 01:05:44,800 Speaker 1: automated lie detection. We haven't looked at AI liars yet, 1156 01:05:45,320 --> 01:05:48,560 Speaker 1: and we haven't, I guess, looked at like robust AI 1157 01:05:48,760 --> 01:05:52,880 Speaker 1: players that incorporate information about lie detection or that really 1158 01:05:52,920 --> 01:05:56,000 Speaker 1: try to uh to get in the mind of the liar, 1159 01:05:56,160 --> 01:05:59,320 Speaker 1: just more like they're detecting correlations and things sorted out 1160 01:05:59,320 --> 01:06:03,200 Speaker 1: by the humans. Anyway, let's let's let's look at some 1161 01:06:03,280 --> 01:06:06,120 Speaker 1: AI lying Okay, all right, Well, I was looking at 1162 01:06:06,920 --> 01:06:11,680 Speaker 1: a presentation titled the Great Deceivers, Virtual Agents and Believable Lies, 1163 01:06:12,200 --> 01:06:15,000 Speaker 1: and this was by the US at all. They'll come 1164 01:06:15,040 --> 01:06:17,120 Speaker 1: up again, And this was presented at the two thousand 1165 01:06:17,200 --> 01:06:22,760 Speaker 1: thirteen proceedings of the Annual Meeting of the Cognitive Science Society. 1166 01:06:22,800 --> 01:06:27,080 Speaker 1: So they used Werewolf, and they used Werewolf not Mafia, 1167 01:06:27,280 --> 01:06:30,480 Speaker 1: so thumbs up. They used it to test a two 1168 01:06:30,600 --> 01:06:35,400 Speaker 1: level theory of mind model for virtual agents. Now theory 1169 01:06:35,400 --> 01:06:37,920 Speaker 1: of mind, of course, just to refresh, that is our 1170 01:06:38,000 --> 01:06:43,800 Speaker 1: basic human ability to conceive the mind state of another person. Right, 1171 01:06:43,880 --> 01:06:46,960 Speaker 1: It's absolutely crucial for lying. Right, It's kind of hard 1172 01:06:47,000 --> 01:06:50,160 Speaker 1: to lie if you can't imagine what somebody else's mental 1173 01:06:50,200 --> 01:06:54,439 Speaker 1: state is, because in lying, you're trying to make their 1174 01:06:54,440 --> 01:06:58,360 Speaker 1: mental state not correspond to what you know to be true, Right, 1175 01:06:58,920 --> 01:07:01,400 Speaker 1: now why would they be doing this. Well, they wanted 1176 01:07:01,440 --> 01:07:05,120 Speaker 1: to see which version, either a a one level or 1177 01:07:05,160 --> 01:07:09,200 Speaker 1: two level theory of mind model, would would make this 1178 01:07:09,440 --> 01:07:13,080 Speaker 1: actor seem seem more socially intelligent. A one level or 1179 01:07:13,120 --> 01:07:15,480 Speaker 1: two level theory of mind model. Okay, so let me 1180 01:07:15,480 --> 01:07:18,400 Speaker 1: guess what that is. One level theory of mind is 1181 01:07:18,680 --> 01:07:21,040 Speaker 1: I know what you're thinking, or at least I'm imagining 1182 01:07:21,040 --> 01:07:24,560 Speaker 1: what you're thinking. Two level would be what I imagine 1183 01:07:24,600 --> 01:07:28,120 Speaker 1: what you're thinking about what I'm thinking. Yeah, you get 1184 01:07:28,160 --> 01:07:30,680 Speaker 1: into that hole? Would he tell me that this door 1185 01:07:30,760 --> 01:07:33,440 Speaker 1: leads to the center of the labyrinth? Sort of a situation. 1186 01:07:34,040 --> 01:07:37,800 Speaker 1: So you're you're modeling someone else's theory of mind in 1187 01:07:37,880 --> 01:07:40,520 Speaker 1: two level theory of mind. Right, So, so here's a 1188 01:07:40,560 --> 01:07:42,640 Speaker 1: quote from the paper, just to boil it all down. 1189 01:07:42,960 --> 01:07:46,720 Speaker 1: Two versions of the Werewolf Agent were implemented. One has 1190 01:07:46,760 --> 01:07:49,720 Speaker 1: a single level theory of mind, able to represent what 1191 01:07:49,840 --> 01:07:52,960 Speaker 1: victims believe, but not what victims think it or the 1192 01:07:52,960 --> 01:07:56,040 Speaker 1: other their victims believe. The second has a two level 1193 01:07:56,080 --> 01:07:59,000 Speaker 1: theory of mind, able to represent what victims think about 1194 01:07:59,080 --> 01:08:02,320 Speaker 1: what it knows, and in general, what victims think about 1195 01:08:02,360 --> 01:08:08,520 Speaker 1: the suspicions of others. And then both versions had inference 1196 01:08:08,640 --> 01:08:12,720 Speaker 1: rules to determine suspects. Now, I would generally imagine that 1197 01:08:12,960 --> 01:08:16,560 Speaker 1: a computer that tries to go two steps down the 1198 01:08:16,640 --> 01:08:20,760 Speaker 1: rabbit hole would be better at lying and detecting lies, right, Yeah, 1199 01:08:20,800 --> 01:08:22,759 Speaker 1: And that's that's pretty much what they found. They found 1200 01:08:22,800 --> 01:08:26,640 Speaker 1: that a two level theory of mind where wolf had 1201 01:08:26,680 --> 01:08:31,000 Speaker 1: a leg up on single level theory of mind villagers, 1202 01:08:31,320 --> 01:08:34,880 Speaker 1: and then a follow up test showed that that indeed, 1203 01:08:35,160 --> 01:08:39,040 Speaker 1: the two level theory of mind where wolves were also 1204 01:08:39,120 --> 01:08:43,439 Speaker 1: perceived as being more intelligent than a single level theory 1205 01:08:43,439 --> 01:08:45,679 Speaker 1: of mind where wolf. And of course this becomes important 1206 01:08:45,720 --> 01:08:47,640 Speaker 1: when you're just you're not talking about like how to 1207 01:08:47,800 --> 01:08:51,400 Speaker 1: build uh an ai that is going around deceiving people 1208 01:08:51,520 --> 01:08:53,760 Speaker 1: or certainly going around killing people in the night, but 1209 01:08:53,880 --> 01:08:57,680 Speaker 1: just how to create something that comes off as more human, right, 1210 01:08:58,280 --> 01:09:00,240 Speaker 1: I mean, it does sort of make you think that 1211 01:09:00,760 --> 01:09:03,920 Speaker 1: some of the same skills that are crucial for deception 1212 01:09:04,120 --> 01:09:08,439 Speaker 1: and constructing elaborate socialized for the people around us are 1213 01:09:08,520 --> 01:09:12,240 Speaker 1: the same skills that are good social lubricants and make 1214 01:09:12,320 --> 01:09:14,120 Speaker 1: us get along well with others. That would be a 1215 01:09:14,160 --> 01:09:17,720 Speaker 1: depressing finding, but I wouldn't be surprised if that's somewhat true. Yeah, 1216 01:09:17,800 --> 01:09:22,559 Speaker 1: this sort of thing is ultimately about creating chatbots for 1217 01:09:22,600 --> 01:09:26,040 Speaker 1: the future that feel more human when they're scamming you. Now, 1218 01:09:26,040 --> 01:09:29,439 Speaker 1: another presentation when we ran across UH from two thousand fourteen, 1219 01:09:29,520 --> 01:09:34,000 Speaker 1: and this was another I Tripoli International Conference UH presentation, 1220 01:09:34,120 --> 01:09:40,080 Speaker 1: and this was by Dasuki Katagami at all titled Investigation 1221 01:09:40,240 --> 01:09:46,080 Speaker 1: of the Effects of Nonverbal Information on Werewolf. Okay, and 1222 01:09:46,400 --> 01:09:48,639 Speaker 1: the wait, is this an AI werewolf or an AI 1223 01:09:48,680 --> 01:09:53,200 Speaker 1: werewolf detector? Um? It's the purpose of the research, they stated, 1224 01:09:53,320 --> 01:09:58,000 Speaker 1: was to develop an intelligent agent quote a werewolf, which 1225 01:09:58,080 --> 01:10:01,000 Speaker 1: is enabled to naturally play where a Wolf with humans. 1226 01:10:01,320 --> 01:10:04,920 Speaker 1: So it's it's all about machine learning. Their findings were 1227 01:10:05,000 --> 01:10:08,320 Speaker 1: quote we found that non verbal information in the game 1228 01:10:08,360 --> 01:10:12,360 Speaker 1: of where Wolf has importance to winning or losing the game, which, 1229 01:10:13,200 --> 01:10:15,000 Speaker 1: you know, it's kind of an overstatement of the obvious, 1230 01:10:15,000 --> 01:10:17,280 Speaker 1: I guess, but here we see it UH proven out 1231 01:10:17,320 --> 01:10:22,320 Speaker 1: in this this cool AI werewolf study. Now, people sitting 1232 01:10:22,360 --> 01:10:27,040 Speaker 1: at home might be thinking, why are we specifically training 1233 01:10:27,200 --> 01:10:30,559 Speaker 1: computers to be good at killing us in the night 1234 01:10:30,600 --> 01:10:34,880 Speaker 1: and getting away with it? Well, again, it's it's it's 1235 01:10:34,880 --> 01:10:38,320 Speaker 1: more that these are extreme versions of the skills that 1236 01:10:38,360 --> 01:10:40,840 Speaker 1: we use every day. You know. It comes down to 1237 01:10:40,920 --> 01:10:44,840 Speaker 1: that CEO analogy we made earlier. Uh, the average person 1238 01:10:44,920 --> 01:10:48,879 Speaker 1: is not engaging in in these in such titillating versions 1239 01:10:48,920 --> 01:10:52,919 Speaker 1: of social interaction, but we're engaging in varying lesser versions 1240 01:10:53,000 --> 01:10:57,479 Speaker 1: of them. Yeah, in the same way that you see, uh, 1241 01:10:57,800 --> 01:11:01,080 Speaker 1: animals wrestling at play and their children, you know, to 1242 01:11:01,160 --> 01:11:04,120 Speaker 1: sort of distill some of the main dynamics of physical 1243 01:11:04,160 --> 01:11:07,320 Speaker 1: struggle for survival. I guess this is sort of an 1244 01:11:07,320 --> 01:11:11,960 Speaker 1: adult version of wrestling with words and eye contact. Yeah, 1245 01:11:12,080 --> 01:11:15,680 Speaker 1: it's it's it's that it's that most primal of games, 1246 01:11:16,120 --> 01:11:19,360 Speaker 1: but done at the the abstract level, at the level 1247 01:11:19,400 --> 01:11:22,799 Speaker 1: of social interaction, rather than just rolling around on the ground. 1248 01:11:22,960 --> 01:11:26,880 Speaker 1: I'm glad you brought up the children, Joe, because there 1249 01:11:26,920 --> 01:11:29,120 Speaker 1: was I'm gonna mention real real quick here that there 1250 01:11:29,200 --> 01:11:32,519 Speaker 1: was an additional study I came across Werewolves, Cheats and 1251 01:11:32,560 --> 01:11:36,240 Speaker 1: Cultural Sensitivity by limb at All And this was a 1252 01:11:36,280 --> 01:11:40,040 Speaker 1: two thousand fourteen conference paper presented at Autonomous Agents and 1253 01:11:40,120 --> 01:11:43,559 Speaker 1: Multi Agent Systems. And this one was really cool because 1254 01:11:43,560 --> 01:11:46,719 Speaker 1: it basically boiled down to having children observed two different 1255 01:11:46,800 --> 01:11:49,799 Speaker 1: virtual games of Werewolf, so they're not playing there's watching 1256 01:11:50,280 --> 01:11:52,639 Speaker 1: right there. I think they used the term imaginary friend, 1257 01:11:52,800 --> 01:11:54,960 Speaker 1: like you're you're not a player, but you're these are 1258 01:11:55,040 --> 01:11:58,479 Speaker 1: real people supposedly playing and you're observing their game. And 1259 01:11:58,479 --> 01:12:02,800 Speaker 1: they use the version A inversion B have slightly different rules, 1260 01:12:02,880 --> 01:12:07,960 Speaker 1: so one version seems far more unfair, and so basically 1261 01:12:08,040 --> 01:12:10,720 Speaker 1: they were using the game is a way to to 1262 01:12:10,880 --> 01:12:15,839 Speaker 1: just look at cultural sensitivity or insensitivity and attempting to 1263 01:12:15,840 --> 01:12:19,280 Speaker 1: to model it. Uh, it's it's interesting though they said 1264 01:12:19,320 --> 01:12:21,800 Speaker 1: that it didn't work out all that well. The exercise 1265 01:12:21,840 --> 01:12:25,439 Speaker 1: actually caused the children to reinforce their view that the 1266 01:12:25,560 --> 01:12:28,240 Speaker 1: end group is correct and that the outgroup is incorrect, 1267 01:12:28,320 --> 01:12:30,840 Speaker 1: rather than seeing that there are different ways to go 1268 01:12:30,920 --> 01:12:33,479 Speaker 1: about it, different ways to play the game. I feel 1269 01:12:33,479 --> 01:12:37,040 Speaker 1: like that is a common dynamic I've come across multiple times, 1270 01:12:37,120 --> 01:12:41,639 Speaker 1: is that studies find some attempts to discourage toxic social 1271 01:12:41,680 --> 01:12:45,080 Speaker 1: cognition can often seem to reinforce it. It seems like 1272 01:12:45,120 --> 01:12:48,360 Speaker 1: something you've come across before. Yeah. Yeah, And of course 1273 01:12:48,400 --> 01:12:50,560 Speaker 1: it brings us back to Werewolf, because what is Werewolf 1274 01:12:50,680 --> 01:12:55,080 Speaker 1: but a game that looks at at at toxic social interactions. 1275 01:12:56,120 --> 01:12:57,840 Speaker 1: It's the only game where you get to have a 1276 01:12:58,439 --> 01:13:01,800 Speaker 1: vigilante mob that kills some bud every single day. That's right, 1277 01:13:03,720 --> 01:13:06,160 Speaker 1: all right, So there you have it now. Obviously, we 1278 01:13:06,160 --> 01:13:09,160 Speaker 1: would love to hear from everyone out there. Uh. Certainly 1279 01:13:09,160 --> 01:13:11,360 Speaker 1: newcomers to the game of Werewolf. If you listen to 1280 01:13:11,400 --> 01:13:13,240 Speaker 1: this episode and then you go out and try it 1281 01:13:13,280 --> 01:13:16,639 Speaker 1: for yourself, we would love for you to report back. However, 1282 01:13:16,720 --> 01:13:19,080 Speaker 1: if you've been playing this game for for years and 1283 01:13:19,160 --> 01:13:22,920 Speaker 1: years now, we obviously want to hear about about your 1284 01:13:22,920 --> 01:13:27,000 Speaker 1: favorite additional rules and maybe some even homebrew rules that 1285 01:13:27,000 --> 01:13:29,400 Speaker 1: you've come up with. Let us know about it. Give 1286 01:13:29,479 --> 01:13:32,720 Speaker 1: us your Werewolf tails or your mafia tales and uh 1287 01:13:32,800 --> 01:13:34,880 Speaker 1: and and and we'll chat with you about them. Here's 1288 01:13:34,880 --> 01:13:36,920 Speaker 1: what I want to hear. If you already have a 1289 01:13:36,960 --> 01:13:40,120 Speaker 1: Werewolf group that plays regularly, if you can find out 1290 01:13:40,120 --> 01:13:43,479 Speaker 1: a way to incorporate a RoboCop character class in a 1291 01:13:43,520 --> 01:13:46,759 Speaker 1: way that doesn't break the game and heightens the tension 1292 01:13:46,800 --> 01:13:49,280 Speaker 1: and makes it even more fun, right in, tell us 1293 01:13:49,280 --> 01:13:52,080 Speaker 1: about it, and we we guarantee we will read that 1294 01:13:52,160 --> 01:13:54,840 Speaker 1: on the air. All right, Hey, head on over to 1295 01:13:54,840 --> 01:13:57,000 Speaker 1: stuff to Blow your Mind dot com. That is where 1296 01:13:57,000 --> 01:14:00,160 Speaker 1: you will find the landing page for this episode. We'll 1297 01:14:00,160 --> 01:14:02,960 Speaker 1: find all the past episodes, and you'll find links out 1298 01:14:03,000 --> 01:14:05,920 Speaker 1: to our various social media accounts such as Facebook, Twitter, Tumbler, 1299 01:14:06,160 --> 01:14:09,200 Speaker 1: and Instagram. And hey over on Facebook, that's where we 1300 01:14:09,240 --> 01:14:12,479 Speaker 1: have a group, the Facebook group Stuffed Toboll Your Mind 1301 01:14:12,479 --> 01:14:15,240 Speaker 1: Discussion module. Hop in there. That's a great place to 1302 01:14:15,280 --> 01:14:19,559 Speaker 1: have longer form discussions with other listeners and with the hosts. 1303 01:14:19,840 --> 01:14:21,280 Speaker 1: And if you want to get in touch with us 1304 01:14:21,280 --> 01:14:25,519 Speaker 1: directly as always the old fashioned way, the version that 1305 01:14:25,600 --> 01:14:28,280 Speaker 1: might be used by some medieval villagers conferring about how 1306 01:14:28,320 --> 01:14:30,839 Speaker 1: to kill a werewolf in their midst. You can email 1307 01:14:30,960 --> 01:14:34,120 Speaker 1: us at blow the Mind at how stuff works dot 1308 01:14:34,160 --> 01:14:46,799 Speaker 1: com for more on this and thousands of other topics. 1309 01:14:46,960 --> 01:15:03,960 Speaker 1: Does it how stuff works dot com? But I thought 1310 01:15:10,200 --> 01:15:12,920 Speaker 1: he im