[game_edu] Readings, Libraries & Copyright

pawlicki at cs.rochester.edu pawlicki at cs.rochester.edu
Tue Sep 22 23:26:54 EDT 2009




Even if the list were 100 long it should be annotated to the point of
why it makes the list - what it exemplifies. In this way, someone
with specific course goals could select from the list.


> Haha... "standard"... good one. :-)

>

> There have been numerous "must-play" lists. Whenever I try to make one of

> my own, I can never seem to narrow it down below 30 or so.

>

> I think a lot depends on your goals. If it is just a matter of "game

> literacy" -- that is, playing at least one canonical game in each major

> genre, playing all the games that are well-known, and so on, then you will

> come up with a very different list than if you are looking for games that

> offered technical innovation for its time, which in turn is different from

> a list of games that were pioneering new forms of design or unique visual

> art styles or even games that were failures in notable ways.

>

> Rather than trying to cram all of these into a single class, it might be

> better to spread it across the entire curriculum. Provide exposure to a

> few games at a time as they tie in to the content of any given course, and

> make sure the sum total of classes gives students exposure to all the

> games you'd consider "must-play". Sure, you can have a "Game Appreciation"

> course that covers a lot of games, but I'm not sure you could fit

> everything into 10 or 12 weeks... nor would you want to (else you run the

> danger of students thinking that all the games in that class aren't

> relevant to their other coursework, since it's all too self-contained).

>

> - Ian

>

>

>

>

> ________________________________

> From: "pawlicki at cs.rochester.edu" <pawlicki at cs.rochester.edu>

> To: IGDA Game Education Listserv <game_edu at igda.org>

> Sent: Tuesday, September 22, 2009 1:17:48 PM

> Subject: Re: [game_edu] Readings, Libraries & Copyright

>

>

> Malcolm,

>

> I would be interested in your list.

>

> Assuming that a semester is about 12 weeks or so, do we have

> a "standard repertoire" of the top 10 games that all

> students should have played and critically examined?

>

> Ted

>

>

> Thaddeus F. Pawlicki, Ph.D.

> Undergraduate Program Director

> Computer Science Dept.      (585) 275-4198

> University of Rochester      FAX (585) 273-4556

> Rochester, NY  14627-0226  pawlicki at cs.rochester.edu

> http://www.cs.rochester.edu/u/pawlicki/

>

>

> ''One of the most difficult tasks men can perform, however much others may

> despise it, is the invention of good games and it cannot be done by men

> out

> of touch with their instinctive selves.'' - Carl Jung 1977

>

>> Malcolm Ryan wrote:

>>> As a lecturer in game design, I want to set a 'reading list' of games

>>> for my students to play. In other disciplines the University has

>>> standard copyright arrangements which allow them to make sets of

>>> readings available to students at little or no cost, but there doesn't

>>> seem to be any appropriate arrangement for software.

>>>

>>> Have you encountered this problem? How have you addressed it?

>>>

>>> I know that a lot of good cutting-edge independent work is available

>>> cheaply or for free online, but I don't want to be forced to exclude

>>> AAA titles from examination. Ideally I would like to set up a library

>>> of games but I am worried about the copyright and licensing issues.

>>> Does anyone know more about this?

>>>

>>> Malcolm

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