[game_edu] Readings, Libraries & Copyright
Malcolm Ryan
malcolmr at cse.unsw.edu.au
Wed Sep 23 20:57:21 EDT 2009
On the issue of licensing, I discovered that Steam offers a special
"CyberCafe" license [1] that gives access to "100 games". This may be
an option for universities if they want to run a games lab. I have
contacted them about educational pricing, but haven't heard anything
yet.
As for the games I use, I structure my course around MDA and the 8
kinds of fun [2]. My list of examples changes from year to year, but
this year I've used:
Bartok (card game)
- A simple modifiable game to illustrate MDA
Trogdor
- To analyse mechanics, dynamics and aesthetics
Braid
- Discovery: For the elegantly crafted training levels
- Sensation: the atypical choices of art and music
AudioSurf
- Drama: pacing and a dramatic arc
The Path
- Fantasy: Creating fantasy through atmosphere and indirect
storytelling.
- Discovery: An open world with many paths to 'victory'.
Fahrenheit/Indigo Prophecy
- Storytelling: Changing avatars creates dissonance as the
player's loyalties shift
- Storytelling: The opening scene puts the player in media res.
Mafia (round-table game)
- Fellowship: Mixture of cooperation and competition.
Zen bound
- Sensation/Ritual: Slow meditative pacing with art and music to
match.
Everyday shooter
- Sensation: The game is as much about interactive colour + music
as it
is about challenge.
Galatea/Aisle/Facade
- Fantasy: Storytelling with many endings. Dialogue systems.
Fallout 3
- Self expression: Character creation and growth. (I could do with
a shorter game to illustrate this but most RPGs tend to be long).
Crayon Physics
- Self expression: Not just about finding a solution, but building
the 'coolest' solution.
World of goo
- Sensation: A consistent theme and an interface that makes the
'goo' feel almost tactile.
Once Upon a Time (card game)
- Fanstasy/Self Expression: A 'story-making' game that facilitates
the players to tell their own story.
[1] https://cafe.steampowered.com/
[2] http://8kindsoffun.com/
On 23/09/2009, at 1:26 PM, pawlicki at cs.rochester.edu wrote:
>
>
> 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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