[game_edu] Pinball machines useful in teaching game theory?
Ian Schreiber
ai864 at yahoo.com
Sat Nov 8 09:02:19 EST 2008
>Quick learners: What I enjoy discussing with students is how pinball
>machines and most 80’s arcade games differ from many console games my
>students like to play. Pinball and 80’s arcade games required a short
>learning curve ie: if it cost more than a few quarters to obtain some
>sense of success you lost your customer.
And also how games were designed to make you lose in 3 minutes or less, because the business model required a steady stream of quarter inputs. A lot of students who grew on in the NES/SNES era don't realize just how *difficult* early games were. I take great pleasure in bringing in an Atari Flashback and watching my students (who usually consider themselves pretty good gamers) die in a few seconds on Yars' Revenge or Pitfall :)
>Multi-player: Some of the later Pinball machines provided multiplayer
>gaming although it required taking turns. I am also trying to remember
>if the concept of TOP Score first started on some of the later pinball
>machines. Anyone recall?
I believe the first pinball game that allowed the player to enter their initials for high score was High Speed (Williams, 1986), so this is a case where pinball lagged behind arcade games by quite a few years.
This could also lead to a discussion of UI, because a lot of early pinball games that allowed entry of initials had an absolutely horrendous interface for doing so (admittedly, having only a left and right button are going to make just about anything seem counterintuitive). See what kind of initial-entry methods your students could come up with, and compare to what the machines actually did.
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