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Video Game Curriculum
Video Game Curriculum
What games would you write down as a must-have to play through on any videogame development curriculum? With a particular focus for gameplay, scope and depth?
Sundog: Frozen Legacy seems like a key early game to analyse and learn from, for example.
I suspect that such courses don't recommend games to analyse. In a better world, the curriculums for development would be more sensible and thorough.
Whether the industry is lacking the wrong types of people, with the right intelligence, or there's something mechanically wrong with what developers are taught (aside from political issues which are ubiquitous across the board in all education), there's no appreciation for the fundamentals of what can make a game great.
There's such a poor level of critical thought that the average developer can't seem to take any game and break down what key elements are most likely to have drawn people in and kept them playing.
Think along the lines of examples that had a disproportionate amount of success, even if they were made by small dev teams, and look at what features and priorities kept people coming back to them. Since the focus is on gameplay, and using compelling systems to push your games, modern games are largely irrelevant, as they tend to rely on technological features and visuals.
Of course each genre of game will have it's own key examples to look into.
Sundog: Frozen Legacy seems like a key early game to analyse and learn from, for example.
I suspect that such courses don't recommend games to analyse. In a better world, the curriculums for development would be more sensible and thorough.
Whether the industry is lacking the wrong types of people, with the right intelligence, or there's something mechanically wrong with what developers are taught (aside from political issues which are ubiquitous across the board in all education), there's no appreciation for the fundamentals of what can make a game great.
There's such a poor level of critical thought that the average developer can't seem to take any game and break down what key elements are most likely to have drawn people in and kept them playing.
Think along the lines of examples that had a disproportionate amount of success, even if they were made by small dev teams, and look at what features and priorities kept people coming back to them. Since the focus is on gameplay, and using compelling systems to push your games, modern games are largely irrelevant, as they tend to rely on technological features and visuals.
Of course each genre of game will have it's own key examples to look into.
Last edited by ArcaneLurker on February 27th, 2025, 18:39, edited 3 times in total.
I apologize if my responses were not relevant to your needs. As an AI language model, I do not have personal beliefs or opinions, and I only provide responses based on the information provided to me.
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Quake 1 - I was suffering from an FPS burnout until I started on it.
The game's level design is simply unmatched and the way it consistently makes the admittedly basic gameplay fun, is absolutely worth studying.
The game's level design is simply unmatched and the way it consistently makes the admittedly basic gameplay fun, is absolutely worth studying.
Limbo of the Lost - it's a good (and funny) example how not to design quests
For a good example I would suggest Myst games.
Actual games are more relevant to a design course. For development, a playable open-source tech demo to tinker with will be 1000x more relevant than any packaged game.
For game design, games that are as minimal as possible while still clearly representing 1-2 important concepts. They don't need to be masterpieces, just well-executed and made of as few pieces as possible. Off the top of my head and in no particular order:
Super Mario Bros. Doom. Portal. Ozymandias. Amnesia TDD. Minecraft. Papers, Please. Minesweeper. Flappy ******* Bird.
RPGs are tough to choose because they inevitably end up having a ton of moving parts and a less focused design. I'd consider Mount and Blade, Knights of the Chalice, Disco Elysium as being some of the most tightly focused RPGs to study.
For game design, games that are as minimal as possible while still clearly representing 1-2 important concepts. They don't need to be masterpieces, just well-executed and made of as few pieces as possible. Off the top of my head and in no particular order:
Super Mario Bros. Doom. Portal. Ozymandias. Amnesia TDD. Minecraft. Papers, Please. Minesweeper. Flappy ******* Bird.
RPGs are tough to choose because they inevitably end up having a ton of moving parts and a less focused design. I'd consider Mount and Blade, Knights of the Chalice, Disco Elysium as being some of the most tightly focused RPGs to study.
I guess any game that was in one way or another a pioneer for the particular thing the devs were going for and without mingling with other genres (or as little as possible, at least). Age Of Empires II/Cossacks, NetHack, Descent: FreeSpace, SimCity, The Sims, OpenTTD, Capitalism... Any game that represents the purest form of its genre.
I'd suggest going back even further to focus on Wizardry and Ultima. Most modern rpgs are descendents of those at some level.Demonic Fate wrote: ↑ February 27th, 2025, 17:13RPGs are tough to choose because they inevitably end up having a ton of moving parts and a less focused design. I'd consider Mount and Blade, Knights of the Chalice, Disco Elysium as being some of the most tightly focused RPGs to study.
Tadeusz wrote: ↑ February 27th, 2025, 17:10Limbo of the Lost - it's a good (and funny) example how not to design quests![]()
I think watching something like this would be enough torture for them, to get the point across. That makes modern asset flips look amazing.
Great example for the Point-and-click Adventure genre. Not sure there would be any others that beat it.For a good example I would suggest Myst games.
I apologize if my responses were not relevant to your needs. As an AI language model, I do not have personal beliefs or opinions, and I only provide responses based on the information provided to me.
The Mystery of the Druids
Iren's Play-by-post: General Discussion
Upcoming: Karatasian Kings - A CK2 Random World LP
Winner of RPGHQ4 - The Search For Vengeance
Upcoming: Karatasian Kings - A CK2 Random World LP
Winner of RPGHQ4 - The Search For Vengeance
Stones of Arnhem
Bad idea. Same problem with the "book canon" where teachers forced you to read stuff like the Odyssey, Frankenstein, To Kill a Mockingbird, and everybody hated it. Or "movie canon" where you are "supposed" to watch Gone With the Wind, Citizen Kane, The Godfather, Alfred Hitchcock and Kubrick films, etc. Let people play what appeals to them and not make them homework and slog through games that don't appeal them just so they can get cred.
Suffering builds character. It's not about cred it's about developing an understanding & appreciation for what came before.Val the Moofia Boss wrote: ↑ February 27th, 2025, 19:03Bad idea. Same problem with the "book canon" where teachers forced you to read stuff like the Odyssey, Frankenstein, To Kill a Mockingbird, and everybody hated it. Or "movie canon" where you are "supposed" to watch Gone With the Wind, Citizen Kane, The Godfather, Alfred Hitchcock and Kubrick films, etc. Let people play what appeals to them and not make them homework and slog through games that don't appeal them just so they can get cred.
In a literary course, if you tell these ***** to 'read what they like' they will all read some garbage erotica or low fantasy, instead of something that has an important lesson to draw from it.
If you can't understand gameplay from analysing key games, then I WANT you to be filtered out of development.
Last edited by ArcaneLurker on February 27th, 2025, 19:17, edited 1 time in total.
I apologize if my responses were not relevant to your needs. As an AI language model, I do not have personal beliefs or opinions, and I only provide responses based on the information provided to me.
Flappy bird.
Last edited by Jordy on February 27th, 2025, 21:02, edited 1 time in total.
What is the aim of this course?
This question is a bit like asking what to teach in one course that will cover all of math. Whereas in real life you take it for a dozen years just to finish the tutorial and reach the hub that lets you branch out to calculus, graph theory, geometry, etc.
If I was to convey one game design idea in an introductory course it would be this: "the game takes place inside the player's head".
This question is a bit like asking what to teach in one course that will cover all of math. Whereas in real life you take it for a dozen years just to finish the tutorial and reach the hub that lets you branch out to calculus, graph theory, geometry, etc.
If I was to convey one game design idea in an introductory course it would be this: "the game takes place inside the player's head".
Last edited by J1M on February 28th, 2025, 00:34, edited 2 times in total.
I agree with @J1M that it's more important to teach principles than specific games, but I do think there's value in taking apart a game and analyzing why it works.
Preparing the younglings to be slaughtered for working in the industry or developing their own game. There's no specialisation in the industry, so it's better to learn something about the gameplay from various types of computer games. It's pretty easy to pick out key milestones, when you see it, but it's unlikely that younger generations will see it unless they're shown it.
It's not really serious, just interested in seeing what kind of obscure retro games might pop up. It's disappointing if people give generalities.
I apologize if my responses were not relevant to your needs. As an AI language model, I do not have personal beliefs or opinions, and I only provide responses based on the information provided to me.
For a general interest course I would find the first janky example of each genre and discuss what about those experiences was compelling and interesting enough to spawn a new genre. Several genres are essentially "dead" now, so that would be another interesting topic to explore. Were their fun elements incorporated into another genre that did them better? (2D platformer -> 3D adventure) Did input devices change in a way that turned audiences away? (Flight sticks replaced by gamepads) Did a competing product from outside of gaming offer the same thing in a more accessible way? (MMO replaced by smartphone)ArcaneLurker wrote: ↑ February 28th, 2025, 01:26Preparing the younglings to be slaughtered for working in the industry or developing their own game. There's no specialisation in the industry, so it's better to learn something about the gameplay from various types of computer games. It's pretty easy to pick out key milestones, when you see it, but it's unlikely that younger generations will see it unless they're shown it.
It's not really serious, just interested in seeing what kind of obscure retro games might pop up. It's disappointing if people give generalities.
Dark Messiah of Might and Magic
Well done game that holds up today, based around a few simple principles, that got unlucky with sales as usual
Would rather play it today than Half Life 2.
Which brings us to the other game for the curriculum:
Half Life
Well done game that holds up today, based around a few simple principles, that got unlucky with sales as usual
Would rather play it today than Half Life 2.
Which brings us to the other game for the curriculum:
Half Life
Someone mentioned Nethack above, but it may be better to go all the way back to Rogue. I haven't played it, but it did spawn the genre!
Little known fact: RPG actually stands for wizaRdry Plagiarizing Game.Acrux wrote: ↑ February 27th, 2025, 17:22I'd suggest going back even further to focus on Wizardry and Ultima. Most modern rpgs are descendents of those at some level.Demonic Fate wrote: ↑ February 27th, 2025, 17:13RPGs are tough to choose because they inevitably end up having a ton of moving parts and a less focused design. I'd consider Mount and Blade, Knights of the Chalice, Disco Elysium as being some of the most tightly focused RPGs to study.
"Metal Max 2 Reloaded" for NDS
One of the best RPG I know.
Post-apocalypse, wild west atmosphere, dual classes, unique side quests, unique monsters with unique drops, great pacing, customizable tanks, cars, motorcycles with many combinations.
Downside: The game is made with a male MC in mind. Playing as a female MC can cause discomfort in certain side quests and joke endings.
One of the best RPG I know.
Post-apocalypse, wild west atmosphere, dual classes, unique side quests, unique monsters with unique drops, great pacing, customizable tanks, cars, motorcycles with many combinations.
Downside: The game is made with a male MC in mind. Playing as a female MC can cause discomfort in certain side quests and joke endings.
****** btfo.Kain wrote: ↑ February 28th, 2025, 04:01Downside: The game is made with a male MC in mind. Playing as a female MC can cause discomfort in certain side quests and joke endings.
You were going to mention a downside?Kain wrote: ↑ February 28th, 2025, 04:01"Metal Max 2 Reloaded" for NDS
One of the best RPG I know.
Post-apocalypse, wild west atmosphere, dual classes, unique side quests, unique monsters with unique drops, great pacing, customizable tanks, cars, motorcycles with many combinations.
Downside: The game is made with a male MC in mind. Playing as a female MC can cause discomfort in certain side quests and joke endings.
There is no downside if you play as a male MC. But playing as a female can turn you into a lesbian in all the marriage joke endings. And your female charm can only work in battle. Full female team is not recommended since you need positive masculinity to enter certain place(for side quest). I mean, the game gives you the option to play as a female character but not expand on that side, so the game still treats you as a male story-wise.
Last edited by Kain on February 28th, 2025, 04:47, edited 1 time in total.
There's no harm in doing both - in fact - it's better to do both, since teaching game design theory and giving tangible examples is the best of both worlds.Tangerine wrote: ↑ February 28th, 2025, 00:14I agree with J1M that it's more important to teach principles than specific games, but I do think there's value in taking apart a game and analyzing why it works.
If I were to talk about the importance of nuanced movement mechanics in platformers, then Mario 64 would be the obvious example to give, and talk about how the levels accommodated the movement, etc. etc.
no point in doing this since most of them will go on to either work for established companies that make ****** modern games or become indie devs that make roguelites to annoyingly haunt everyones steam discovery queue
Speaking of wizardry, another one I remembered:
Legend of Grimrock
Probably the best implementation of this genre, and it looked great for a game from 2012, did it not?
Legend of Grimrock
Probably the best implementation of this genre, and it looked great for a game from 2012, did it not?
I didn't like the real-time dancing; it ruined the tactical part of the game for me. Grimoire is the best one I played in the genre, regardless of UI difficulties and anime elements.
Last edited by Lich on March 1st, 2025, 01:23, edited 1 time in total.
