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Played the original Atari 2600 and have played some PC games heavily, but rarely play any video games these days; never owned a game console ...
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1. CCCC Game Programming and Design Certificate—Our Experience thus Far Dr. Lewis Pulsipher
Certificate devised by Bob Joyce and Mike Orsega
Web site for this talk: PulsipherGames.com/teaching1.htm
2. My Goals Today Our experiences with our game classes so far
What we did in our first game class
How our certificate is organized
Discuss the diversity of the industry—much more than video games
I am not going to talk about game programming per se -- nor about game engines etc.
3. Who am I Began playing commercial wargames in 1963
Played the original Atari 2600 and have played some PC games heavily, but rarely play any video games these days; never owned a game console
Designer of five commercially-published board wargames; next one forthcoming this August (Britannia Second Edition)
Active designer of board and card games (playtesters solicited!)
My main job is teaching networking, Internet Tech
4. Courses in the Certificate CSC 192 “Intro to Gaming” (“Topics” class) Fall
CSC 293 “Game-based Programming” (3 SCH) Spring
Students now programming original games in DarkBasic
GRA 151 Graphics in Gaming (2 credit hours) Spring
Students programming games in Flash
CSC 285 Programming Project Summer
CIS 115 (Intro to Prog); CSC 134 C++ Programming
MontE Christman, the game programming instructor, is talking about Flash programming on Friday
5. “Intro to Gaming” Two contact and credit hours; would be better with three or four contact hours
Two textbooks, one about game design, one about getting into the industry
Andrew Rollings and Ernest Adams on Game Design. New Riders; 1st edition (May 2003)
Break Into The Game Industry: How to Get A Job Making Video Games by Ernest Adams. McGraw-Hill; 2003.
Students individually required to create preliminary design for a video game and write a “game treatment” for it
Students in groups required to design a prototype of a non-video game (board, card, etc.)
No programming required in this class
6. Intro to Gaming--Goals Make students aware that:
you cannot just take some classes and walk into a game industry job
most people making a living from games do not work on “Big-Time” off-the-shelf video games
programming is a small part of video game production
owing to supply and demand, game programming/ production is not a way to make much money
enthusiasm is required, but is just a start
7. Intro to Gaming--Atmosphere Essentially a literacy class, should be fun
Provide real-world examples whenever possible
Negotiation
Experience of designing published games
We did not play or look at video games
No time
Students already familiar with many games
8. Gaming Community Game and Computer Club
Play video games on the “big projector”
Playtest non-video games
No required participation
As with all clubs at non-residential colleges, requires a high critical mass of number of students—at present even CCCC isn’t large enough
9. Marketing First time around:
Flyers in local game shop
College Web site
Night section offered, no signups
10 people in day version, almost all of them were already students (or graduates) of our department
Next time
Department Web site (computers.cccc.edu)
Much recruiting in high school classes
10. Results The programming-oriented students have continued to the next two classes
One of the boardgames produced was quite good, being played many times by the group
The computer game ideas tended to be quite derivative (sounded like lots of existing games), but that’s the nature of the entire video-game industry, little risk-taking
11. Video Games Many types, for example:
“Big-time” video games (both console and PC)
Sold in Best Buy, Babbages, Staples, and the like
Very visible but only a part of the industry
Console and PC games are quite different
Con’t forget handhelds
Online games
Not the massively multiplayer games, the “other” online games
Some for a charge, some for advertising
Small games on other devices—cell phones, PDAs, etc.
12. “Big-time” Video Games Console games are very different from PC games
I used to say “computer games”; now I say “video games”
Console games are simpler, less “intellectual”
consoles are underpowered
consoles market to teens/ “Gen Y”
consoles lack keyboards
the buyers don’t want intellectual games
Attitudes toward PC games from console gamers
Would rather play on a console!
Console game sales of same game are much larger (say from 3-1 to 10-1 ratio)
13. Non-computer Games Family boardgames
Board wargames
Traditional miniatures battles
Role-playing games (D&D etc.)
Specialized card game (CCG, TCG)
Specialized miniatures games (HeroClix)
Euro-style boardgames
14. Family boardgames Have a bad reputation among adults as most involve a lot of luck
Still sell much more than other kinds of boardgames
Examples:
Monopoly
Game of Life
Pachesi
15. Board wargames Conflict oriented strategic games, often historically based
15,000 individual attendees each year at “Origins” convention (31st annual in Columbus OH, June 30-July 3, 2005) (includes non-video games of all kinds)
Tends to be the domain of middle-aged gamers these days
Examples:
Axis & Allies
Risk
Diplomacy
Britannia
16. Traditional miniatures battles Tactical table-top battle games
Mostly land-based
One inch miniatures most popular, but there are other scales
Painting and collecting often as important as playing
17. Role-playing Games Original commercial success was D&D, 1973-4
Dungeons and Dragons Third Edition hardcover book sales in the millions for the past five years
Many D&D related novels also published
Most major movie/book properties have an associated role-playing game
50,000 person-days attendance at “GenCon”, Indianapolis, IN (next one August 05)
18. Specialized card games Usually collectible cards
Short game play, lots of tournaments, rules change over time
These are the biggest moneymakers in the USA after big-time video games
Examples:
Magic: The Gathering
Poke-mon, Yu-Gi-Oh
Games for most major book/movie properties such as Lord of the Rings
19. Specialized miniatures Many are pre-painted, “collectibles” with a game attached
Examples:
Heroclix
Heroscape
WarHammer and related baroque Games Workshop games are a separate high-revenue hobby
have their own retail store
attractive to teenagers
20. Euro-style boardgames Especially popular in Germany, where families play boardgames together every week
Can sell over a million copies, comparable to most PC games
“Family games on steroids”
Much more strategy, but still enough chance for the kids
Often somewhat abstract
A dislike of dice is very noticeable
Emphasis on appearance and tactile satisfaction
Examples
Settlers of Catan
Ticket to Ride
21. Some Observations The current generation (“Y” or “millenial”—up to 25 or 26 years old) really is different from earlier generations
It is hard for many of them to understand that they need to work at finding a place in the industry—it won’t “just happen” even if they are skilled programmers
Many tend to rely on trial and error, which is how they’ve learned to play video games
They are disinclined to read, preferring to see or hear (via computer, usually)
Prensky’s “Digital Immigrants” idea