Last year I brought home the plague from GDC. This year I get my revenge. Yes, I AM THE PLAGUE MASTER!
And as such I tried my best to keep a respectful distance from folks, take my dayquil, drink lots of fluids, and oh yeah, learn as much as I could from as many people as I could meet.
After some initial hemming and hawing about what I wanted to go to (XNA development) and what I needed to go to (Education SIG meetings) I made my way over to the North Hall to hear Ernest Adams give the opening keynote for the EdSIG. I'm glad I fought off the impulse to indulge my inner code geek.
Ernest Adams' 10 Commandments for Educational Game Programs (recap)
10. Thou shalt not give tests in game development courses, nor be dogmatic in thy doctrine for even thou knowest not all.
He had an interesting side note about how textbook publishers make authors insert 'bonus content' like multiple choice questions. He acknowledged that the ones in his book were outsourced and poorly done and ultimately not useful. Much better to complete his design exercises.
9.Thou shalt reward precision and punish hand-waving for the Lord loveth it not.
In short, anyone can talk about how their game will have all of these neat new features or will combine everything about their favorite genres, but until you actually get to the detailed point about how you are going to engineer it, you haven't really done the design.
The key element here is that you need to commit to actuality. Place limits on yourself. Every game is a compromise.
8. DO NOT emphasize aesthetics or story at the expense of game play (except possibly in a Masters level theory course.)
Don't tolerate incoherence in your student's plots, but don't start there. The difficult work is in the puzzles, challenges and actions, not the back story. If your student's are saying the avatar does this, and then they do this, they have removed the agency from the player and ought to be working in another medium.
7. Thou shalt not only teach game development, but also the history of games, the analysis of games and the sociology of games.
There are games out there that were hits almost a decade before some of our students were born. Most of the games they can produce in a limited time frame of a semester are more akin to the arcade classics than to the massive epics that they wish to produce. Learn the history and then learn why the early hits were hits. Finally, also learn who is their customer base and what are their motivations for play.
6. Thou shalt build relationships with industry, and shall remember that the industry is more than just PC games made for a Western audience.
There are many entry points to game development, and given the number of schools producing graduates, the math dictates that not everyone will end up on a AAA title. Need to be able to figure out how to work with other entry points like mobile development.
At this point my notes ominously say - reject those who can't do the work. I don't recall the thread that brought up this quote, and it seems to apply more closely to the previous point. But I think it was related to rewarding the students who embrace the idea of many entry points and build for a variety of platforms, and to wash out the people who aren't going to try because they aren;t going to last in the industry anyway.
5) Thou shalt teach skills of project management and discourage over ambitious projects.
At one school Ernest mentioned the project teams were 8-10 developers spread out across the disciplines with 2-3 programmers and artists per team as well as an audio specialist and a producer. The idea is to include redundancy. Also, the project lead must know where everyone is on the project at all times. Ultimately, the teams must produce something. The goal has to be to finish, not to just do something half-way.
4) Do not punish failure in first year projects, but encourage them to learn from it.
The focus needs to be on the quality of the teamwork rather than on the quality of the game at this point. The game design industry is all about working in large teams and making it to the finish line as a group.
3) On the final project, think outside the box.
This is probably the only time for a long time in their careers that students will be able to pitch and make the game they want to make. They should be free to be weird, but should also be encouraged to avoid juvenile satire.
This project will likely be the most important part of their portfolio.
He also mentioned that as an IGF juror he quickly tired of yet another FPS. The genre is so established you really need to raise the bar in order to stand out.
2) Thou shalt require your students to study the other Arts and Sciences that they may combat the instinct to produce derivative games.
Some faculty I talked with indicated that they worked with other departments to allow for game development students to approach theor course work from the perspective of games. (i.e. work through anthropology by using the course to help a developer define a culture that would be anthropologically plausible, but set in an unknown or alien environment.)
1) Thou shalt integrate all the disciplines of game development unto the utmost of thy institution's capacity.
in short, make the students learn each other's tools. Programmers should learn a bit about Maya and 3DSMax, Artists should play with scripting, everyone should know how to use a waveform editor.
This is not to let them think that any one person can do it all, but instead to show them they they need each other's strengths on the team. It is important that you not fail the3m if they suck. Only fail them if they refuse to try.
And since this is from a programmer...
0) Thou shalt not take an existing CS, Art, animation, media studies, English or other program, add a game course or two and call it a game program, for it is an abomination to the lord.
I noticed there were a few furtive glances at that comment, though I will not say from which institutions. I believe Ernest said something like, if I offended anyone with that statement you probably needed to be offended, (I am mangling the quote, but that was the gist of it.)
And with that - we wrapped, and so will I.
More plague tinged goodness tomorrow.
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