[game_edu] What would you want from a game company?
Anthony Hart-Jones
tony at dragonstalon.co.uk
Thu Aug 12 13:39:54 EDT 2010
You can sometimes get hold of them (like the infamous Planescape:
Torment pitch document), if you know where to look. More interesting is
the Valve approach of including a developer commentary within the game.
Actually, Monkey Island 2 has that too on Steam.
It feels like cheese, but I actually think they are quite an
accessible way of learning about the game.
On 12/08/2010 16:55, Michael Lubker wrote:
> 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
>>
>>
>>
>>
>> -------------- next part --------------
>> An HTML attachment was scrubbed...
>> 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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