[game_edu] What would you want from a game company?
Michael Lubker
snowballz.game at gmail.com
Thu Aug 12 11:55:05 EDT 2010
Would be very interesting to see games release with "design doc
attached" in DOC or whatever other digital forms are appropriate.
Now that would be a collector's edition worth buying!
~M
On Thu, Aug 12, 2010 at 10:26 AM, <game_edu-request at igda.org> wrote:
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> ----------------------------------------------------------------------
> IGDA Education SIG
> ----------------------------------------------------------------------
>
> Today's Topics:
>
> 1. What would you want from a game company? (Ian Schreiber)
> 2. Re: What would you want from a game company? (Dan Carreker)
> 3. Re: What would you want from a game company? (Simon Rozner)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Wed, 11 Aug 2010 17:39:46 -0700 (PDT)
> From: Ian Schreiber <ai864 at yahoo.com>
> Subject: [game_edu] What would you want from a game company?
> To: game_edu at igda.org
> Message-ID: <258762.38248.qm at web39702.mail.mud.yahoo.com>
> Content-Type: text/plain; charset="us-ascii"
>
> Hi everyone,
>
> Just had an interesting discussion with a colleague about potential value that a
> large game company (something like EA, Blizzard, Zynga, etc.) could offer
> schools on a large scale.
>
> I realize there is always the danger that the "value" could be a thinly-veiled
> sales pitch for "how to educate your students to get hired at our studio, screw
> liberal arts and screw the rest of the industry"... but for the purposes of this
> discussion, let's assume it's not like that, that this would be a genuine offer
> of assistance.
>
> This could be anything: resources for students, resources for faculty, whatever.
> Assume an offer of time, not money. (Saying "they could give a generous grant to
> our institution" is too easy and too obvious :-)
>
> What kinds of things could a game company offer that would make you absolutely
> thrilled if you saw it on, say, this mailing list? I had my own ideas, but would
> be interested in seeing other opinions.
>
> If you're wondering why I'm asking, it's because I get the feeling that a lot of
> things that would be of huge value to us collectively are things that some
> companies would be very willing to give in the name of improving game education,
> and it's just a matter of using the strength of our numbers (and the numbers of
> the IGDA in general) to make it happen. So far most of these sorts of
> academic-industry collaborations have been between a single school and a single
> studio, which just means that every one of us has to reinvent the wheel with
> every studio. It'd be nice to find a better way.
>
> Thanks,
> - Ian
>
>
>
>
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> URL: <http://seven.pairlist.net/pipermail/game_edu/attachments/20100811/c6091b25/attachment.htm>
>
> ------------------------------
>
> Message: 2
> Date: Thu, 12 Aug 2010 02:05:57 -0700
> From: "Dan Carreker" <DanC at NarrativeDesigns.com>
> Subject: Re: [game_edu] What would you want from a game company?
> To: "'IGDA Game Education Listserv'" <game_edu at igda.org>
> Message-ID: <FB1B11E038764A37A4356B73508F5A87 at DanPC>
> Content-Type: text/plain; charset="us-ascii"
>
> Hey Ian,
>
>
>
> I'll tell you the one thing that's been on my mind re: resources: Sample
> games.
>
>
>
> I would love to see many of the classic and pioneering games bundled for use
> by schools. And I believe there are two feasible means for this to come
> about.
>
>
>
> One is to release education bundles. In 2000, PC Gamer Magazine released a
> free CD in one of their issues with 12 classic games (X-Com, Ultima I, Wing
> Commander, Duke Nuke-em, etc.) Each of these were tested by the developers
> to make sure they were compatible with modern hardware and treated -- by
> Activision (where I worked at the time) at least -- as an OEM product. I see
> no reason why a curriculum publisher could not arrange a similar deal. It
> would likely be easiest to release one bundle per company, i.e. an EA pack,
> an Activision pack, etc. but as long as the games are older than 3-5 years I
> doubt it would be very expensive. Furthermore, it could be done as a license
> agreement based on the number of computers encouraging bulk sales of games
> that are doing nothing but sitting in a vault somewhere.
>
>
>
> Alternatively, a service such as Steam could host games that the schools'
> could license. Of course they do this now, but most of the games are 1)
> fairly new and 2) priced a little more expensive than I think most schools
> could afford (once you start talking about multiple accounts for dozens of
> games.)
>
>
>
> The REAL crown though would be samples of builds at various stages. I know
> these are usually VERY guarded by the companies, but you can learn a lot
> about the design challenges and the design process when you see how the game
> evolve over their development and having various sample buggy versions of a
> the level from game would be fantastic.
>
>
>
> There are plenty of other things I think would be beneficial to school I
> teach at, but this would be the one thing that would get me the most
> excited. I've even been toying with the idea of looking for investors to
> pursue this, but all the entrepreneurs I know are very tight with their
> finances right now.
>
>
>
> --Dan Carreker
>
>
>
>
>
>
>
>
>
> _____
>
> From: Ian Schreiber [mailto:ai864 at yahoo.com]
> Sent: Wednesday, August 11, 2010 5:40 PM
> To: game_edu at igda.org
> Subject: [game_edu] What would you want from a game company?
>
>
>
> Hi everyone,
>
> Just had an interesting discussion with a colleague about potential value
> that a large game company (something like EA, Blizzard, Zynga, etc.) could
> offer schools on a large scale.
>
> I realize there is always the danger that the "value" could be a
> thinly-veiled sales pitch for "how to educate your students to get hired at
> our studio, screw liberal arts and screw the rest of the industry"... but
> for the purposes of this discussion, let's assume it's not like that, that
> this would be a genuine offer of assistance.
>
> This could be anything: resources for students, resources for faculty,
> whatever. Assume an offer of time, not money. (Saying "they could give a
> generous grant to our institution" is too easy and too obvious :-)
>
> What kinds of things could a game company offer that would make you
> absolutely thrilled if you saw it on, say, this mailing list? I had my own
> ideas, but would be interested in seeing other opinions.
>
> If you're wondering why I'm asking, it's because I get the feeling that a
> lot of things that would be of huge value to us collectively are things that
> some companies would be very willing to give in the name of improving game
> education, and it's just a matter of using the strength of our numbers (and
> the numbers of the IGDA in general) to make it happen. So far most of these
> sorts of academic-industry collaborations have been between a single school
> and a single studio, which just means that every one of us has to reinvent
> the wheel with every studio. It'd be nice to find a better way.
>
> Thanks,
> - Ian
>
>
>
> -------------- next part --------------
> An HTML attachment was scrubbed...
> URL: <http://seven.pairlist.net/pipermail/game_edu/attachments/20100812/05366526/attachment-0001.html>
>
> ------------------------------
>
> Message: 3
> Date: Thu, 12 Aug 2010 23:19:59 +0800
> From: Simon Rozner <infonaut at gameonaut.com>
> Subject: Re: [game_edu] What would you want from a game company?
> To: IGDA Game Education Listserv <game_edu at igda.org>
> Message-ID: <75F4B964-37DF-4517-836C-7F163F63BED9 at gameonaut.com>
> Content-Type: text/plain; charset="cp932"; Format="flowed";
> DelSp="yes"
>
> Hi Ian,
> thanks for bringing this up. And Dan, gret suggestion.
>
> One thing I think would be hugely interesting to have are design and
> technical docs at various stages. Even though same great ones are out
> there many are either incomplete and never show their evolution. To my
> students this would be fantastic to see and discuss and show design
> decisions. Also pre beta builds before and after a change was made
> would be superb so show changes in action. Now surely that would be
> difficult for copyrights and licensing etc issues.
>
> Will think of more.
>
> Cheers
> Simon
>
> DigiPen Singapore
>
>
>
> Sent from my iPhone
>
> On 12-Aug-2010, at 17:05, "Dan Carreker" <DanC at NarrativeDesigns.com>
> wrote:
>
>> Hey Ian,
>>
>> I?ll tell you the one thing that?s been on my mind re: resources: Sa
>> mple games.
>>
>> I would love to see many of the classic and pioneering games bundled
>> for use by schools. And I believe there are two feasible means for
>> this to come about.
>>
>> One is to release education bundles. In 2000, PC Gamer Magazine
>> released a free CD in one of their issues with 12 classic games (X-
>> Com, Ultima I, Wing Commander, Duke Nuke-em, etc.) Each of these
>> were tested by the developers to make sure they were compatible with
>> modern hardware and treated -- by Activision (where I worked at the
>> time) at least -- as an OEM product. I see no reason why a
>> curriculum publisher could not arrange a similar deal. It would
>> likely be easiest to release one bundle per company, i.e. an EA
>> pack, an Activision pack, etc. but as long as the games are older
>> than 3-5 years I doubt it would be very expensive. Furthermore, it
>> could be done as a license agreement based on the number of
>> computers encouraging bulk sales of games that are doing nothing but
>> sitting in a vault somewhere.
>>
>> Alternatively, a service such as Steam could host games that the
>> schools? could license. Of course they do this now, but most of the
>> games are 1) fairly new and 2) priced a little more expensive than I
>> think most schools could afford (once you start talking about multi
>> ple accounts for dozens of games.)
>>
>> The REAL crown though would be samples of builds at various stages.
>> I know these are usually VERY guarded by the companies, but you can
>> learn a lot about the design challenges and the design process when
>> you see how the game evolve over their development and having
>> various sample buggy versions of a the level from game would be
>> fantastic.
>>
>> There are plenty of other things I think would be beneficial to
>> school I teach at, but this would be the one thing that would get me
>> the most excited. I?ve even been toying with the idea of looking for
>> investors to pursue this, but all the entrepreneurs I know are very
>> tight with their finances right now.
>>
>> --Dan Carreker
>>
>>
>>
>>
>> From: Ian Schreiber [mailto:ai864 at yahoo.com]
>> Sent: Wednesday, August 11, 2010 5:40 PM
>> To: game_edu at igda.org
>> Subject: [game_edu] What would you want from a game company?
>>
>> Hi everyone,
>>
>> Just had an interesting discussion with a colleague about potential
>> value that a large game company (something like EA, Blizzard, Zynga,
>> etc.) could offer schools on a large scale.
>>
>> I realize there is always the danger that the "value" could be a
>> thinly-veiled sales pitch for "how to educate your students to get
>> hired at our studio, screw liberal arts and screw the rest of the
>> industry"... but for the purposes of this discussion, let's assume
>> it's not like that, that this would be a genuine offer of assistance.
>>
>> This could be anything: resources for students, resources for
>> faculty, whatever. Assume an offer of time, not money. (Saying "they
>> could give a generous grant to our institution" is too easy and too
>> obvious :-)
>>
>> What kinds of things could a game company offer that would make you
>> absolutely thrilled if you saw it on, say, this mailing list? I had
>> my own ideas, but would be interested in seeing other opinions.
>>
>> If you're wondering why I'm asking, it's because I get the feeling
>> that a lot of things that would be of huge value to us collectively
>> are things that some companies would be very willing to give in the
>> name of improving game education, and it's just a matter of using
>> the strength of our numbers (and the numbers of the IGDA in general)
>> to make it happen. So far most of these sorts of academic-industry
>> collaborations have been between a single school and a single
>> studio, which just means that every one of us has to reinvent the
>> wheel with every studio. It'd be nice to find a better way.
>>
>> Thanks,
>> - Ian
>>
>> _______________________________________________
>> game_edu mailing list
>> game_edu at igda.org
>> http://seven.pairlist.net/mailman/listinfo/game_edu
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