[game_edu] What would you want from a game company?
William Huber
whuber at ucsd.edu
Fri Aug 13 03:34:26 EDT 2010
For me as a researcher, as well as for graduate students interested in
questions of the pipeline, engineering issues, etc., a dream-case would be
access to the entire archive of material related to a single (perhaps
historical) project - everything from GDDs and TDDs to meeting notes,
prototypes, storyboards, email threads, asset archives, version control /
source control logs, marketing reports, even, if available, back-of-napkin
type material, for a major title (AAA). I know it is asking for the moon,
but someone with a foundation in the right types of analysis (e.g., ANT)
could do wonders with that kind of material.
2010/8/13 Simon Rozner <infonaut at gameonaut.com>
> 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: 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>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
>
>
>
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