By Kieron Gillen on April 5th, 2009 at 9:40 pm.

Sundays are for getting mild sunburn. Which, to the ever-hypochondriac minds at RPS, is clearly terminal sunstroke. Expect delirium in this, my final post, on RPS. It’s been great doing this for you, and I hope you’ll think of me when I’m gone, occasionally. It doesn’t even have to be fondly. So now, for the last time, I set forth to compile a list of interesting (mostly) videogame related reading from across the week and try to resist with all my failing strength linking to some pop-video or another.
- This PlayThisThing Greg Costikyan piece was cut and paste into my Sunday Papers Google document with the note “This is fucking dark”. Entitled “Mothers, Don’t Let Your Children Grow Up to Be Game Developers”, it’s Costikyan’s response to Epic’s Mike Capps defending 60-hour working weeks.
- Let’s just quote the title on this one: “Too Human versus the enthusiast press: Video game journalists as mediators of commodity value”. Rebecca Carlson of the University of Pittsburgh’s piece for Transformative Works and Cultures, Vol 2 (2009). I love academia, me.
- More 360 malarkies, but relevant to anyone watching the indie scene. The Community Games – that is, basically, XBox Live Arcade without the quality control/microsoft interference – have had the first set of sales listed. They’re really bloody terrible. While not actually revealed in the list, Mommy’s Best Games, makers of the fun Weapon of Choice, talk about how even though they’re one of the bigger games, they still sold well beneath expectations.
- On a more PC-indie side, Jason Konoske pointed me in the direction with this interview with Spiderweb’s Jeff Vogel about indie RPG malarkies.
- Poisoned Sponge interviews Mr Love Eskil Steenberg about Love and the inside of his fascinating noggin. That’s Eskil’s. Not Poisoned Sponges, though I’m sure his nogin’s interior is pretty fascinating too.
- Gahk. Just deleted about four links due to this stupid fucking laptop and my stupid fucking fingers and my stupid fucking me. Links shorter! Anyway, the Escapist write about the clever tricks developers use to make us feel as if we have more interactivity than we do. I think the word “illusion” is a misreading of both the form and interaction, but there’s lots of good quotes here.
- Ellie Gibson interviews Peter Molyneux, somewhat irreverantly. Go Ellie!
- Actually, while we’re talking Eurogamer, Oli Welsh interviews NetDevil about their forthcoming Lego Universe. Go Oli!
- Dan Ariely does a talk – i.e. video, so not actually inside The Sunday Papers’ remit, but fuck it – on our buggy moral code, and why we find it okay to sometimes lie, cheat or be a dipshit.
- Everyone picked up on this one this week, but in case you didn’t get it from anywhere else: Videogames are the new carrots, in terms of night-vision.
- We weren’t too fond of Merchants of Brooklyn. The movie script, however? That’s something else.
- A couple of splashes of the old Games-journalism-journalism. Firstly, Simon Parkin talks about the issue of subjectivity and facts and malarkies. And quotes me, because I’m always hot for quotes. Meanwhile, Civ-4/Spore’s Soren Johnson argues that Metacritic has a purpose – specifically, to give publishers a metric for quality – and its position as kicking boy isn’t really fair. I’m actually more fine with Metacritic than you may assume. Sure, I tend to describe them as professional parasites and take occasional pleasure writing something with one eye on screwing up their marking system. But – hey! – at the least it’s an easy way to get a big ol’ list of reviews for a game. I’m easy, me.
- I’ve been listening to… brain… failing. No… words. No… pop. Only… death.
Pyrrhic Success!


05/04/2009 at 21:53 Larry says:
I enjoyed reading “Mothers, Don’t Let Your Children Grow Up to Be Game Developers”.
05/04/2009 at 21:53 Larington says:
So in order to not get a failure, we need to give Kieron terminal sunburn… And hope he lives through it.
Iiiiiiinteresting.
05/04/2009 at 21:54 The_B says:
Objection to success: Because this fail is awesome.
05/04/2009 at 21:55 rob says:
I guess a lack of sales of an indie game is bad but I’m finding it hard to bemoan the failure of these guys. They took the Microsoft buck and it didn’t work out for them. It’s hard to champion an indie game when it’s tied to a company like Microsoft.
05/04/2009 at 22:06 Adam Hepton says:
It’s even harder to champion indie games that are fucking terrible, like all the ones I’ve tried on 360 have been.
05/04/2009 at 22:10 rob says:
I just tried the Flash version of Solar and if it’s indicative of the final product then I think you are right, Adam.
05/04/2009 at 22:11 Dorian Cornelius Jasper says:
A lot of the Play This Thing article was actually about the gritty, gossipy side of the controversy itself. The advice to stay away from Digipen or Full Sail was pretty striking, though. Is the IGDA a proper union? You’d think programmers need one, especially considering all the past shenanigans that’ve been going on in the industry.
And, like Jeff Vogel, I do loves me some stat-building and loot-taking.
05/04/2009 at 22:16 AndrewC says:
Without Kieron linking to his songs, how can I feel better about my musical taste?
05/04/2009 at 22:17 Kris says:
This is not an incisive nor witty comment, but Mike Capps sounds like a total B’tard. He might as well say we prey on the dysfunctional people in the industry, who wont even realised they are being screwed. It’s like an exaggeration of Pop Idol, Big Brother, Jerry Springer excuse to laugh and watch the participants because they want to be on tv.
05/04/2009 at 22:25 Ishy says:
You now owe me a childhood innocence for that game interactivity article.
05/04/2009 at 22:46 Baris says:
Wow. Greg Costikyan’s piece was very disheartening, almost depressing. I was hoping to take a course in Software Engineering and Game development next year (yes, I’m embarrassingly younger than everyone else here), but now I’m not so sure.
For anyone that’s already a developer: Does having a degree with ‘Game Development’ in the title give much of an advantage, or would a regular Computer Science degree be the wiser choice?
05/04/2009 at 22:47 Mo says:
Lots of links this weeks! So far I’ve read the interview with Molyneux … thoroughly enjoyable!
I don’t understand the XNA hate …
Why? We indies are just looking for several avenues to release our games. Are indie games on the iPhone a bad thing too … is it “hard to champion an indie game when it’s tied to a company like Apple”?
Fact is, MS/Apple offer something incredibly appealing to us. The console approach makes QA much easier, it allows us to design games around a control scheme, and the best part, all the finance/security bullshit is done for us. For my PC/Mac game, I spent a month working on a paypal store and encryption key generation. Another month on control configuration.
Of course, there’s still a huge appeal for the PC. Bigger install base, and the bestest controller of them all: the mouse. Don’t hate on indie developers writing games for consoles. We aren’t sell outs. We’re just exploring different avenues for videogame creation.
Aaaaaand shameless pimp time:
http://www.caffeinemonstersoftware.com/duotrix/
Our game for Xbox360, which is actually a bit good.
05/04/2009 at 22:48 Fetthesten says:
It’s probably just me that’s a broken shell of a man, but I didn’t think the Strider battle in Episode Two was too involving. I’m just so used to seeing this kind of set-piece as a situation with a binary outcome – win or lose – that I never for a second thought that I would be able to change the outcome at all. And the MGS4 corridor sequence? Please. It was complete and utter bullshit. The points where Snake were zapped were so obviously scripted the only emotional response I got out of it was a frown that deepened every time. Also the MGS games aren’t exactly known for their interactive storytelling, so the illusion didnt convince me at all.
Like I said: It’s probably just me, but that Escapist article was a bunch of old news and not much more.
Edit: Also, I use my 360 pretty regularly and can’t recall even being made aware of the Community Games store’s existence. That might be a factor in their underwhelming performance.
05/04/2009 at 22:50 Larington says:
I look at the fuss that seems to be going on with the IGDA here and I can’t help but remember this departing message from Jason Della Rocca when he left the IGDA:
http://www.realitypanic.com/archives/392
Primarily this paragraph:
“Sorry for not doing a better job of roping in all the snipers from the sidelines. Turns out you are all pretty damn good at bitching and complaining and being critical. But then you don’t actually do anything about it and you don’t get involved. Sorry for not bringing critics under the tent and getting them to work at improving things.”
05/04/2009 at 22:51 Kitt Basch says:
Your games are LYING to you! You are IGNORANT for believing you’re playing them.
I just don’t like the language the author of that Escapist article uses, it’s almost as if he’s angry at games for some reason. It’s like shouting at a puppy for pooping on the carpet.
05/04/2009 at 22:54 Larington says:
@Baris: All indications I’m seeing right now is that programmers from traditional programming degree’ are regarded more highly than those who are doing game programming degree’… This could be partly attributed to the fact that traditional programming degree’ are much more established and comfortable with their teaching materials and methods. I’d advise care with your choice of degree program, Universities/colleges probably don’t hide the truth but they may be reluctant to admit it in some cases.
Remember that all of these institutions want your money (Indeed, the whole system of academia has been infected by the corruptive influence of money). Caution is advised.
05/04/2009 at 22:58 Kris says:
The following quote from a post on Soren’s metacritic article struck me – “It’s true that player feedback is not ‘measurable metric’ that you can put into a contract or even a boardroom meeting, but following forums would give decision-makers a much better idea of what players like and what they don’t.”
I assume the poster doesn’t put stock in the idea that gamers can negatively influence sequels through their criticism. Gamers that will engage in forum debates et al regarding particular games or genres’ do not neccessarily represent a broad spectrum of views. Personally I think it can lead to reductivism in a genre, such as the adventure genre (i.e. in the lineage of Maniac Mansion) seems to suffer from. I’ll stop here as I’m sure I’ve read articles that deal with this much more eloquently.
05/04/2009 at 23:02 Larington says:
@Kris: Yeah, there is a balance to be struck, but I’d rather game designers listen to players than have orders come to them from management as if on high from a throne made of obsidian or gold. This fate befell Planetside and forever haunts its legacy of a game with so much promise and so much dissapointment.
05/04/2009 at 23:11 rob says:
Mo: It’s more of a perception thing I suppose. To me indie implies struggling developers going it alone and sticking it to the man, doing The Right Thing. People like 2D Boy releasing Linux ports is incredibly cheering from a purely idealogical standpoint. It’s obviously ridiculous – these people are businesses like any other developer – but the perception is there just like with music.
…is it “hard to champion an indie game when it’s tied to a company like Apple”?
So far the iPhone, despite being hugely promising, has been limited to some pretty uninspiring shovelware, not to mention the fact that Steve Jobs is even more committed to created closed platforms than Microsoft.
As for the finance stuff, it’s a real shame there’s not something similar to Steam but more open, or instead a service on Steam that would allow any submissions. I think that’s one of the huge failings on digital distribution services at the moment. I can understand they don’t want to take the flak for shoddy games but Steam’s technical support is already non-existent so I can’t really see the issue. The iPhone store only checks that your application isn’t stuffed full of porn or viruses before allowing it, why couldn’t Steam or another distributor provide a similar service?
05/04/2009 at 23:18 Baris says:
@Larington: Well, University/college is free where I live (Ireland), so hopefully it won’t be quite as corrupted as other places.
I do appreciate your input though. While a more traditional programming degree seems to be the better choice right now, I think I might take away more from it if I have an active interest in what I’m doing, and I really do have a large interest in AI and to a lesser extent graphics.
It’s a difficult choice. Anyone else care to weigh in with their opinion?
05/04/2009 at 23:25 Baris says:
@rob: I’m not sure I understand what you’re saying correctly. Is it that you’re asking why Steam won’t let any and all games that apply be on their service? If so, Valve have said they purposefully try to only let games that hold up to a certain standard on Steam. To be honest I appreciate that while browsing in their catalogue of games it’s not often you come across something that obviously has no good qualities, it’s less of a risk to make a purchase without tracking down a review of an obscure game.
05/04/2009 at 23:30 Larington says:
@Baris: Ahh, I see, thats not so bad then. Best of luck whatever choice you make.
I did some looking around for you (Well, basically on sloperama.com) and you may find this article of great interest, though its material does work from an American studying perspective (IE it mentions 4 year degree programs):
http://www.gamecareerguide.com/features/471/schooling_game_programmers_.php
05/04/2009 at 23:54 Baris says:
@Larington: The majority of degrees here take 4 years also, so the article is no less relevant because of the American perspective. Overall it was definitely very interesting and helpful. Thanks a lot.
06/04/2009 at 00:08 Mil says:
@Baris: I’m a software engineer (never worked in game development, though). From all I’ve heard about the videogame industry, I think you’d be wise not to tie your education too tightly to it. At some point you’ll (probably) want to move to other types of software development and I wouldn’t be surprised if many recruiters don’t give a game development course as much value as a generic C.S. degree.
06/04/2009 at 00:13 Wurzel says:
Re: escapist article, I think it misses the point somewhat, at least from how the tone felt to me. It seemed to be all about “games are lying to you when they create involving experiences” while failing to remember that at their core all games which seek to convey a message will place artificial restrictions on the player at some time. I, personally, much prefer battles I only just win than ones I breeze through or that crush me, and if it takes a little behind-the-scenes tinkering to ensure that every player gets that experience that’s absolutely fine by me.
About the programming thing, I would agree that you should avoid specific game design courses. This is because a) a degree in computer science, maths, physics etc will prepare you for a great deal of jobs besides games, and b) the things a studio wants you to do for them is often proprietary, according to their way of doing things, and using different tools, methods and pipelines from what you may have learned in your degree in game development. A degree in a ‘hard’ subject will give you a much better foundation to be trained from than the shallow but broad view given by a Game Design course.
06/04/2009 at 00:44 Thiefsie says:
No publicity to those indie xbox games at all. I’ve never even heard of them before this sales malarkey. How the fuck are we meant to buy them if we don’t even know they exist?
06/04/2009 at 00:54 Kester says:
That Too Human paper gave me rage. She might have had something interesting to say, but it was so wrapped in unreadable, impenetrable bollocks that I never found out what it was. Academia can piss right off.
06/04/2009 at 01:05 drewski says:
I like Metacritic from a “look at all these reviews of games” standpoint. I don’t really pay much attention to the overall score, although it can be good from a general point of view – lots of people thought X game was good, lots of people thought X game was bad. It’s just another way of getting to hear about various games you might be interested in.
06/04/2009 at 01:15 drewski says:
Oh, and I want that 6 page feature on everything that’s wrong with Deus Ex, if only to annoy the fanboys.
06/04/2009 at 01:37 windlab says:
@Baris
I’m also studying software development/CS and I couldn’t put it any better than Larington and Mil; the consensus appears to be that a CS degree will stand you in better stead.
06/04/2009 at 01:39 windlab says:
Jolly HTML going wrong again.
Anyway, meant to post a link to the question being answered by Thomas Arundel of Introversion: http://forums.introversion.co.uk/multiwinia/viewtopic.php?t=2461
06/04/2009 at 01:59 Baris says:
Wow, a lot more responses to my dilemna than I expected. It seems I’ll definitely go with a traditional CS/Software Engineering course then. I really appreciate everyone’s input, Thanks!
06/04/2009 at 02:12 Alex says:
I can’t believe you guys missed the most interesting/informative interview of the week.
06/04/2009 at 02:36 TheLordHimself says:
@Baris
Just adding my two cents… I’m on the final year of a standard Software Engineering course (which I think is great btw) and I live with two people who are doing Computer Science with Games or something. The general impression I get is that aside from the graphics side of things, the games degree does not provide that much more than a normal degree. They do some PS3 development, but its using Linux running on a PS3 rather than the actual Sony SDK (presumably because its fuckin expensive!) which makes it kind of pointless being on a PS3 since its just openGL on Linux really. The stuff that is useful is the graphics stuff, they implement parallax mapping and normal mapping and do some 3D stuff.
The impression I get from talking to people is that the game industry is hard to get into and if you do and want to be a programmer, nothing other than C++ really fits the bill, so be prepared to by good at that! What you should do regardless is if the course permits, they usually do, is take a placement. I did 13 months working for Hewlett Packard in Germany and I learned perhaps four times the amount I had learned on my first two years of the course. I would recommend that to anyone doing anything computer related. Lionhead recently sent a mail to my uni looking for graduates and placement students, so game industry placements are a possibility, I think even Rare used to take them, dunno about now.
Anyway good luck!
06/04/2009 at 02:40 TheLordHimself says:
@Baris
Just one more thing, often you have the choice of optional modules (usually at least two half year ones per year), if you take normal SoftEng or CS you could pick the more games related ones like on ours there was 3D Modeling for Games using Unreal3 and one other that I forgot the name of.
06/04/2009 at 03:00 Saul says:
Kieron is leaving RPS? I am disconsolate.
06/04/2009 at 03:18 Alistair says:
Why Kieron, why? Did I miss a newsbit somewhere?
06/04/2009 at 03:32 randomnine says:
Baris: I’d suggest a normal, reputable CS degree. However, you will also need to spend some of your spare time working on games and probably learning C++ (not many universities teach it). I’d suggest getting into modding, and later writing your own games from scratch using frameworks like SDL (with OpenGL) in C++, PyGame in Python and so on. This will all be good experience, it’ll probably be fun, and it’ll leave you with a kickass portfolio when you’re job-hunting.
Try to build up your knowledge of 3D math, too – vectors, matrices, quaternions, etc. Most games industry programming involves this stuff a fair bit.
06/04/2009 at 03:59 The_B says:
Wait a second, if Kieron is dying when posting this, yet returns to post next Sunday – is that going to make him Jesus?
FFS GILLEN!
06/04/2009 at 04:02 Mo says:
Woah, I just read that over again. Kieron, for real?!!
I’ve been reading your work since forever now … PCG79 and onwards up until a bit after you left. And then on Eurogamer. And Phonogram, of course. And now here. I suspect you’re off to spend more time on your comics. Sad to see you off, but it’s been a pleasure reading your stuff. Cheers!
06/04/2009 at 04:15 Caiman says:
I’d be interested to see if the sales figures on those XBox community games suddenly increases dramatically following what can only be the first piece of publicity they have ever received. Gee, thanks for telling us!
And Kieron, how dare you leave us! We shall hunt you down and make you pay for… well, whatever it is that annoys us.
06/04/2009 at 04:20 Caiman says:
Where in fuck are those community games??? I’ve spent 5 minutes looking on the games marketplace and there’s nothing there. Don’t tell me, they’re not available in my region? Ok, serves you right then.
06/04/2009 at 04:30 The_B says:
Erm, guys. I may risk looking a bit stupid if he actually is leaving, but the I think the second sentence has a more overbearing prominence over the third and fourth. As in – not to be taken seriously?
06/04/2009 at 04:30 Matt says:
Where are you going, Kieron? :(
You’ve been consistently one of the most delightful/insane writers I’ve read over the last few years. Why the sudden departure?
06/04/2009 at 05:27 cheeba says:
It seems some people might be reading a little too much into a good old leaving-because-I’m-dying-of-silly-illness joke.
06/04/2009 at 05:33 Matt says:
Having reread the first paragraph and deliberating on it at great length for the last hour or so…I think you might be right.
Huh. I must be more tired than I thought.
06/04/2009 at 05:44 honolululu says:
Maybe if we knew what a ‘suburn’ was… ;)
06/04/2009 at 07:40 James O says:
Baris: For anyone that’s already a developer: Does having a degree with ‘Game Development’ in the title give much of an advantage, or would a regular Computer Science degree be the wiser choice?
I got a degree in game design (for 3D art) from the Savannah College of Art and Design. While, of course, it’s impossible to fully know what factors led to me getting hired, I’m not of the mind that what was written on my diploma made much of a difference (Digipen might be a different story, though, being so well-known and routinely placing well at the IGF.) The biggest asset to a game design degree vice any other kind is the people you’ll meet – instead of meeting people who are interested in software development more generally, you know all your classmates want to break into the games industry. Thus, you might make better contacts that way, through friends and professors – the power of “who you know” can never be underestimated. You can get that from working on mod teams as well, however (that’s what helped me get in – a colleague from another mod team works at the studio I’m now at.) If a game design program means putting hella extra money down, it might not be worth it (as long as you’re willing to put the time in yourself to doing mod work and such.)
Nice Costikyan article. EA has gotten lots of bad press for their HR practices, hopefully Epic will receive the same (though I doubt it – fans will defend the Epic brand moreso than EA.)
Dorian Cornelius Jasper : Is the IGDA a proper union? You’d think programmers need one, especially considering all the past shenanigans that’ve been going on in the industry.
It’s not – thank god. Last thing we need in this industry are greedy union bosses mooching off our paychecks. Unionization will just mean more of our work getting sent off to Vietnam, India, and China anyhow – if I’m not mistaken, that’s exactly what happened with 2D animation in the US. This industry is hard enough to get into as it is without union shops.
06/04/2009 at 07:52 futage says:
That Dan Ariely talk was reet interesting.
06/04/2009 at 07:54 Saul says:
Mmm yes, I think I may also be a little over-tired. Somehow I skimmed the joke, but that one sentence about it being his final post leapt out at me. It must be my abandonement complex playing up again…
06/04/2009 at 07:58 Jazmeister says:
Ooh look, my URL has gone weird.
06/04/2009 at 08:25 qrter says:
That Escapist article is ridiculous. Games Found To Use Mechanics Other Artforms Have Used For Ages Shocker!
Games are all about creating an experience for the player, it has nothing to do with ‘lying’, unless you see a game as one huge lie you’re participating in.
06/04/2009 at 08:37 Kieron Gillen says:
I appear to have had a miraculous recovery by sleeping! It was just sunburn after all.
KG
06/04/2009 at 08:50 God says:
Shit. He abides.
OK, Plan B – a falling piano. Dodge that, Gillen.
06/04/2009 at 09:30 Jazmeister says:
Shouldn’t God have one of those golden backgrounds too?
06/04/2009 at 09:46 Dorian Cornelius Jasper says:
He’s only here on loan from His beachfront.
06/04/2009 at 09:46 Dinger says:
DigiPen has a 99% graduate placement rate. Mull on that for a second.
If you’re going to get a game design degree, it better be a good one. There are plenty of DeVry Institutes out there that have figured out slackers will pay for something like that.
The two objections:
A. A professional culture of obscene working hours leads to burnout. The same used to be true of all computer jobs in the 80s. Beyond two weeks, “crunch time” produces disastrous results and considerably lower efficiency. Low hours/high efficiency is the only sustainable route.
this is known, the question is what your employer knows.
B. A dedicated games degree limits your options compared to a standard CS degree.
If you want to go into game development, you come out of a games program not only with standard CS skills, but also with a proven portfolio showing four years of game development and experience working on a team. Big software companies are increasingly aware of the talent and capabilities of graduates from these programs (for example, last I heard, Microsoft counts DigiPen among its top ten schools for recruitment).
Will it hamper you in the future? Maybe — it all depends on how your sell yourself. On the bright side, the field of game development is growing, and even in today’s market, you’re seeing Fortune 500 advertise for “game developer” jobs (serious games, anyone?).
Or, get a standard CS degree and develop a kick-ass mod.
06/04/2009 at 10:39 Acosta says:
Do you have sun in England? Call me surprised.
06/04/2009 at 11:07 Kieron Gillen says:
Acosta: Why do you think I got burnt? I was surprised too.
KG
06/04/2009 at 11:20 Sagan says:
It’s a little depressing to see the poor sales of those Xbox games.
When I heard of the sales of Armageddon Empires (I think it was roughly 3.000?) and the Spiderweb Software games, my immediate thought was, that they would sell better at a cheaper price.
But I guess this proves, that indie games simply don’t regularly sell more than 10.000 copies, and it confirms the 20$ price point that most PC indie games have had for a while.
Also some of those games aren’t much more than flash games. And no one pays for those, no matter the price.
06/04/2009 at 12:47 Gap Gen says:
I think XNA uses C#? Anyway, there might be non-game use for general AI programming, for things like automated systems and so on. For military UAVs, automation routines in games may be useful, although possibly something a bit smarter than most game AI might be handy.
06/04/2009 at 12:49 Gap Gen says:
Dinger: Yeah, I don’t think the article was dissing DigiPen per se, but was simply advising people to have an escape route if managers do expect ridiculous hours all the time – like you say, it depends a lot on what the management culture is like at a given company.
06/04/2009 at 13:42 jalf says:
CS definitely. Of course it depends on what you want to do with your degree. Something like Digipen focuses on games, and teaches pretty much anything about games. And the problem with that (apart from the obvious, it limits what you can do *outside* games), it also means that there’s often a heavy focus on what’s hot *now*.
Something like Computer Science is a much more timeless degree. It’s not *about* programming, and certainly not *about* games. But it covers a wide range of stuff that’s useful in both areas. And will still be useful in 10 years time.
A game degree may well teach you programming, and it may even make you a *good* programmer. But it won’t make you a computer scientist.
Both degrees can probably land you a job in game development (although I believe most companies would prefer a good CS graduate if given the choice)
But of course, studying CS means that you’ll have to show some initiative if you want to make games. A Digipen graduate ends up with a portfolio of a few games. A CS graduate likely doesn’t. Unless he makes them himself.
Another factor may be who you meet. At something like Digipen, you’re pretty much guaranteed to meet a lot of people with a burning interest in game development. That may boost motivation, may make it easier to find people to work with on hobby projects, and it may give you a network to draw on after you graduate.
CS is a much more mixed crowd. There are certainly wannabe game developers at any decent CS college, but there are *also* people who don’t give a damn about it. And again, I’d argue that may be an advantage. One of the problems with the games industry is that it feels so “special”. It is cutting edge when it comes to graphics rendering, and decades behind on everything else, pretty much. There is a lot to learn, about programming practices, about project management, about physics simulation, about using, or creating, the right programming languages for the job, about a lot of things that there’s simply no room for at Digipen. But all stuff that a CS graduate will have gotten some exposure to.
Rather than saying that one course offers breadth of knowledge, and the other offers depth, I think it’d be more accurate to say they both offer breadth, but along different axes. Digipen teaches “everything about games”. CS teaches “everything about writing good software”.
There is a certain overlap that they both teach, but for the most part, they are distinct. But just because CS isn’t directly “about games” doesn’t mean the rest of it won’t be *useful* in games.
Finally, of course, there’s the reputation factor. A lot of companies are still skeptical about the quality of the “games only” schools. Your employer will often, even in the games industry, be more impressed by a CS degree than a Full Sail diploma, whether or not it’s justified.
06/04/2009 at 14:21 Tei says:
My opinion about the 60 hours:
Going astranaut, olimpic sport, to the NBA, etc.. stuff that is for some people like a dream. And to live a dream, you have to pay the price. And the price to be gamedev’s, is stuff like crunch mode and these unreasonable 60 hours.
What pay the industry?, we probably lost the people with expertise, and we probably burn really interesting people.
It will be cool if this change, and the result helps mantain cool people inside, and these with more experience.
06/04/2009 at 14:39 Ben Abraham says:
When I thought Kieron Gillen was leaving RPS, I was honestly truly very sad. In my heart. Very sad.
So, er, never leave. Ever.
06/04/2009 at 14:41 Markoff Chaney says:
You will be missed on these hallowed pages, Mr. Gillen. I do hope you pop in from time to time to share some of your insight.
I can’t speak to the other major issue in this thread. Coding was never the life for me and finding a degree in “Fixin’ ‘Puters” has never been easy. I’ll just say I’m happy with my Certs and Job.
06/04/2009 at 14:43 Markoff Chaney says:
*Err or just keep the tongue firmly planted in your cheek for those of us too dense to miss obvious attempts at humor and for whom it is an all together too early Monday morning with too little caffeine in our bloodstream*
06/04/2009 at 14:46 Tei says:
“Gamers that will engage in forum debates et al regarding particular games or genres’ do not neccessarily represent a broad spectrum of views.”
Yea, players suggestions are boring and limited. Almost all suggestions are reusing existing stuff to make it incrementally better. Or evolve everything into a e-sport.
Using players feedback to create other than a FPS arena, could be …shortsigned. With gamers suggestions, you will have Quake 1.1, Halo 1.2, … never Quake2 or Halo 2.
06/04/2009 at 14:59 pepper says:
God, maybe, just maybe he will see the piano falling, as in; “Why is that humongous crane swinging a piano above my head” kind. Just saying…
06/04/2009 at 15:02 Rich_P says:
With gamers suggestions, you will have Quake 1.1, Halo 1.2, … never Quake2 or Halo 2.
Gabe [Newell] thinks that the movie industry would benefit from incremental products. Toy Story 1.1! Just make the graphics better!
I don’t know if that’s a good thing or not. Why make TF3 when you can keep patching and updating TF2 for years and years?
06/04/2009 at 15:20 Tei says:
“I don’t know if that’s a good thing or not. Why make TF3 when you can keep patching and updating TF2 for years and years?”
Programs are like persons. Get older. And die of lots of different problems.
Speacking of this… the removal of crits is something to make the game less fun, but better has a e-sport.
06/04/2009 at 15:23 Tei says:
Theres also the thing “Gamers” is a group of people. There are people that want to move the game in one direction, and others in other different. Theres no superior design, motivation or ego, to drive changes. Are pure random. While a game is a design.
06/04/2009 at 17:25 wiper says:
I actually found that Escapist article really interesting, but not for what it said, so much. Rather, it was interesting to compare to ancient literary criticism (bear with me here).
The talk of games ‘lying’ to us by trying to convince us that there is more freedom on offer than they actually simulate is very, very similar to the ancient problem of literature ‘lying’ to us by trying to convince us of the reality of their fiction. These days, we talk about the ability of literature to help us ‘suspend our disbelief’ – we accept that while fiction is, well, fictional, it works best when it convinces us, albeit temporarily, of its ‘truthfulness’. This doesn’t bother us at all, but in early literary criticism it was a /huge/ stumbling block to get over; there simply wasn’t a culture of literature in place to allow critics to accept that while lying was bad, the ‘lies’ of fiction were an altogether different kettle of fish.
It would seem that games criticism is currently at that stage, where the ‘lies’ of games in their attempt to immerse gamers more fully are still seen as troublesome, and not simply accepted. I wonder how long it’ll take us to get over the problem? (It took the Greeks a few hundred years, by comparison)
06/04/2009 at 20:05 Joe says:
There’s also a good essay on chiptunes from that same issue of Transformative Works:
http://journal.transformativeworks.org/index.php/twc/article/view/96/94
A very interesting group for sure, check out the About page if you don’t believe me…
07/04/2009 at 00:36 sinister agent says:
And the MGS4 corridor sequence? Please. It was complete and utter bullshit. The points where Snake were zapped were so obviously scripted the only emotional response I got out of it was a frown that deepened every time.
Thank you. I literally can’t think of a more instantly, laughably obvious scripted scene in a game. You run in a straight line along an empty corridor. It would take even a rubbish player an epileptic fit to accidentally walk off the path, and the game is 90% scripted throughout, so who would ever be fooled?
It’s a terrible example.
Something like the ‘dock’ end of Kane & Lynch (rubbish game, yes, but that’s irrelevent) would have been much better – it’s only obvious that it’s scripted the second time – the first time, you’ll just think you screwed up.
There’s nothing necessarily wrong with games cheating a bit with semi-scripted scenes to manufacture an experience in a supposedly open-ended game, but the problem is in the vast majority of cases it’s very obvious when they’re doing it. And even with hours of careful tweaking, I can’t imagine it’ll ever be remotely easy to disguise it.
07/04/2009 at 02:27 Jetsetlemming says:
As far as gamer opinions negatively effecting future games without having anything to do with current game reviews: See the current glut of games that have forced co-op as their main feature. About a year and a half to two years ago, “Where all da co-op gone?” was this big huge axe gamers had to grind in nearly every overarching discussion of gaming. Now there’s a ton of games that have jumped on this bandwagon in just AWFUL ways, completely to the detriment of single player gamers, and almost always using what would’ve been a normal single player game for their retrofitted cash-in on a fad.
That I can’t think of a single one of these co-op games that does co-op right and make it a communal ass-kicking, social experience (think Smash TV) rather than you forcing someone to play with you because the default AI partner is retarded and then you try not to step on each other’s toes as you play Single Player-esque speaks volumes about modern publisher intelligence when it comes to design decisions.