All posts by Doctor Mike Reddy

Reality is Borken* – How do we avoid the ‘Workification’ of Game Programming

For whatever reason, I was thinking of the Matrix just now**, and it hit me: All this talk of STEM (Science, Technology, Engineering and Mathematics) and encouraging programming in schools was an embodiment of the needs of the parents/Government/IT Sector and not really that of the children. In the Matrix, Neo (and other escapees from a manufactured delusion) fight a system that wants them put in a pod, unwittingly contributing to a global economy – as batteries in the film, but you get what I mean – where even the illusion of personal choice is manufactured.

We need coders, lots of coders

Ian Livingstone OBE, life president of Eidos and recent recipient of a well deserved Develop Award for a lifetime achievement in Games, as well as some other guy (!) published the Livingstone-Hope Review eight months ago, which has been covered in great detail
elsewhere.

Progress from this has been ‘slow’ if his recent presentation at the Develop Conference in Brighton in July is anything to go by, despite Michael Gove, UK Education Secretary, recently declaring that Games offer “huge potential for maths and science teaching”

Livingstone-Hope declared:

“Computer science must be part of the school national curriculum. The current curriculum includes ICT, but the authors of the report argue that ICT, with its focus on every day applications such as word processing, does not teach the valuable computer programming knowledge that is vital to high-tech industries such as videogames and visual effects.”

and

“Young people must be given more opportunity to study art and technology together.”

but both of these rely on what my tutor at Leeds, Dan McDade***, used to call a “utopian indicative”: if more children are exposed to ‘proper’ Computer Science in schools there will be a sudden and impressive flood of kids wanting to go into IT careers. It might be right. Might.

…it is not the spoon that bends, it is only yourself

The imposed homogeneity of a National Curriculum has been with us a long time – I decided to leave school teaching as a result of this and other silliness in the late 80s – but, sadly, there is no waking up from this particular rabbit hole. Even in universities, where you might assume because students have elected to be there, institutional pragmatism as well as ‘customer’ expectations dictate a passive sameness in Higher Education; this will only get worse as HE is increasingly commercialised. Students and staff alike are fearful of opportunities to diversify, for a variety of reasons. It’s hard to assess when there isn’t a level playing field. Learners are often ill-equipped to be pro-active in their own education. Everyone longs for the easy life of spoon-feeding, and those that fight it, face poor feedback, more headaches and longer hours.

…I can dodge bullets? …when you’re ready, you won’t have to.

The trick, of course, is to keep the ‘cool’ (if any beyond novelty) of games and, more challengingly, programming because of the huge difference between choosing what (and whether) to play and the stranger task of designing/making/coding games. Part of the problem is the big gap between what children can reasonably program and the polished products that they are used to consuming. The other issue is what I call ‘Workification’; the consistent transforming of something fun and creative into mindless drudgery by well-meaning, possibly desperate educators, trying to make important skills relevant to an apparently disaffected youth.

Tonight, Ian Livingstone is touting the Next Gen initiative, which is the update showing what has happened post Livingstone-Hope, due at the end of October but being raised on NewsNight early next week according to Livingstone:

Ian Livingstone (@ian_livingstone)
07/10/2011 15:41
Newsnight running a feature on Next Gen report on 10 October ahead of the response. Hope Mr Gove watches! http://t.co/rXeIJiYN

There are, apparently lots of positives, but I feel were we in HE have the biggest contribution to make is in supporting teacher continuing professional development (CPD) and training for the new beyond ICT curricula that the Creative Technology agenda will be asking for. That’s where I will be putting my efforts!

P.S.

I’m thinking of writing a book, “Reality is Borken”, in which I expound at length about how amazingly creative technologies have been squandered in Education by being over-hyped, over-used and under-evaluated. Somehow, I don’t think Jane McGonigal is going to be writing the Foreword.

    * credit to Corrado Morgana, a colleague at my university for inspiring this title. Otherwise, I’d have gone with “Reality is NOT broken”, which doesn’t have the same ring.
    ** This is a classic case of work avoidance, because I started all this with a complety different altdevblog idea!
    *** Dan, if you’re reading this, I’ve forgiven you now for losing (and subsequently not marking) one of my PGCE essays, costing me the Distinction I was working towards. It taught me a lot, that particular lesson.

The ants pick the food, the ants eat the food, and the grasshoppers leave.

“Universities have been bashed over quality, relevance and value of computer games courses for too long. Like complaining that a cafe’s food is disgusting and the portion’s too small, now even schools appear to Gove, Livingstone, Hope and Braben et al to be failing. By turns it’s either too many or too few games, not enough programming, etc, that is to blame for the lack of a stream of compliant, skilled workers streaming from HE into the dark Satanic Mill of game development. Well, Education’s had enough. We aren’t training sweatshops. We don’t teach skills, we teach people. Now bog off and let us do our job!”

This is the summary and abstract for a talk I will be giving at Brains Eden in Cambridge on Monday 11th July.

https://i0.wp.com/www.creativefront.org/assets/library/image/b/medium/brains-eden_logo.jpg?w=474

The title is a quote from “A Bug’s Life”, but few know it was based not only on Kursowa’s “The Seven Samurai” (aka “The Magnificent Seven”) but also on one of my favourite Aesop’s Fables, The Ant and the Grasshopper, where an individual of a playful nature does little to sustain his existence, then expects to long serving collective to support him with resources.

http://upload.wikimedia.org/wikipedia/commons/f/f8/The_Ant_and_the_Grasshopper_-_Project_Gutenberg_etext_19994.jpg

The analogy should be clear. Ok, yes, this IS meant to be controverial. Deliberately so, as the organisers have asked me to be. For the past couple of years Games Eden have organised ‘Brains Eden’, a gaming festival designed to bring together industry, academia and students. This year it will revolve around a 48-hour Game Jam hosted at Anglia Ruskin University, with representatives from the local companies speaking on Monday on a range of subjects. However, what the schedule seemed to be missing was someone from academia to do a 15 minute talk; “the livelier and more controversial the subject matter the better.”

It’s a double edged sword, this “rocking the boat” malarkey. Not one I am unfamiliar with, even outside of games, having singlehandedly destroyed Higher Education on at least one occasion – according to the Daily Mail
and the Telegraph, though (sadly) not the News of the World – or started a revolution in 21st century university assessment – according to the Times Higher Ed Supplement (THES) and the Guardian – it’s cleary time to don the asbestos suit again. However, this time it has been planned. There is much that is right, or potentially so, with Industry getting involved with HE, although why anyone would think that some form of company sponsored national curriculum was a good idea I don’t know, or even with computer games revolutionising Education generally. So this blog post is more about airing the subject for debate. A proto rant. Do you think the Brabens, Livingstones and Hopes of this World are right? That we should return to an 80s (Thatcherite) approach to teaching programming in schools, in the forelorn hope it will ignite a new generation of bedroom coders – just like it didn’t in the actual 80s? Or that HE has been doing such a bad job of fitting the loyalty chips in the necks of serfs bound for indentured servitude at the nearest Triple-A studio that Industry, which has little or no pedagogical expertise or interest beyond easing the recruitment/staff turnover (burnout?) problem, should step in and “well and truly sort us out!” If so, comment here. It’ll all be good ammunition or target practice for me, when next week I’m thrown to the Lionheads; see what I did there?

It’s not just about Games, it’s far less serious than that.

Playing Devil’s advocate to the R4 ban

MCV has an article describing the recent ban on R4 cards – devices that allow backed up, or more likely illegally copied games on the DS handheld console – here:

http://www.mcvuk.com/news/40216/R4-ban-extends-to-all-DS-copy-devices

And why I don’t think that the ban will make much difference at all.

Sites still selling R4 cards

http://www.ukr4adapter.com/productShow.asp?id=572
http://mobymemory.com/products/MobyMemory/2Gb-Bundle-R4-Revolution-For-DS-NDS-NDSL.asp?gclid=CM6gnLO-k6MCFREslAodjTSkmA
http://www.r4dscards.com/
http://www.ukdigitalstore.co.uk/ which even tells you that illegal games will be pre-loaded for you!

“The genuine Kingston’s microSD cards filled with latest games pre-loaded in the micro card for instant use on any game cards that we are selling. 2/4/8GB available.
please confirm the game card that you are using from the drop down menu
Games include :
–Call of Duty: Modern Warfare Mobilized
–Runaway: The Dream of the Turtle
–Mario & Sonic at The Olympic Winter Games
–Astro Boy: The Video Game
–Need for Speed: Nitro
….
view more games in the product detail”

What was the legal judgement?
OK, I have read the summary judgement now – thanks for to JS in the comments section of this story:
http://www.mcvuk.com/news/40216/R4-ban-extends-to-all-DS-copy-devices?m=posted#comments

for the link:
http://www.bailii.org/ew/cases/EWHC/Ch/2010/1932.html

which I might not have otherwise found – and a couple of things spring to mind.
1) the judgement refers to devices that fit in one slot
2) flashing the DS seems again a real possibility; the NLDF would then not be needed, if indeed the argument for one breaching copyright, etc, stands up.
3) Section 25 refers to copyright protection applied to data that is not a computer program, refering to art assets, sound, etc, and that it is these that are key to the argument.

Also, I am intrigued over the “partial settlement” mentioned in the early paragraphs…

How about making a device that doesn’t fit into only one slot, but both (DS Phat and Lite only); a whole new legal case might be needed to then include these, as each individual component might not entirely allow all the required clauses to be confirmed. Or a device that allows programs to be run, but not data to be copied; really little use for playing backup games. Or a device that doesn’t do one of the required things in the judgement; i.e. contain the NLDF, etc. For example, a GBA slot device that stores backup game files, which can be legal to create, with a flashed DS to enable play. These was the original route prior to the more convenient Slot 1 devices. These GBA devices also had the purpose of allowing MP3 files etc to be played, so weren’t primarily for game copying, and didn’t need the NLDF files.

Flashing devices could be provided free (no commercial purposes) to enable these other devices to then allow game copies. Also, it would be interesting to see if there were issues related to an individual consumer being prevented from making backups, which they have a legal right to do…

Hey, if the defendant hadn’t actually been selling these devices, but giving them away… Who’s up for predicting how quickly some bright spark putting up all the schematics, etc, and a “how to” to build your own R4 card for free – i.e. not for commercial purposes –  now that they cannot legally be sold. Both approaches could, ironically, get round the judgement.

The ultimate effect of this judgement will be almost negligible for determined tech-savvy users, but will reduce dramatically the “casual” copier, and probably provide a very small increase in purchased games. This is probably the best effect, really, as I don’t want piracy any more than anyone in the Industry. Those that know how to flash their DSs are more likely to be the ones who are genuinely interested in hacking and homebrew. Interesting to note, though, that I know quite a few professional game developers who have these devices. And not all of them are as stringent as I in not having illegal roms installed.

WHY you do something is WHY you succeed.

This article is quite short, but touches on possibly an obvious truth once stated that why you do something is why you succeed. Something that I feel I’ve taken for granted until now. am I alone, I wonder.

http://www.readwriteweb.com/readwritestart/2010/01/entrepreneurs-its-not-what-you.php?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+readwriteweb+%28ReadWriteWeb%29

Well worth checking the TEDx video link half way down. 🙂

Exams v Coursework

http://news.bbc.co.uk/go/rss/-/1/hi/education/8460189.stm

In this article, private schools are described as wanting to move away  from modular A-Levels towards “traditional” assessment by exam at the  end of two years. In HE there has been an emphasis on coursework that  parallels the intake experience; in the case of degrees that I teach  on, very few exams at all. I suspect that other awards in NBS might be  towards the other extreme.

At our recent revalidation event for the games degree, the status of  formative assessment and diversity of assessment styles was raised.  This, and keeping a close eye on developments in Secondary Education  (being a former school teacher you can never give it up completely),  has made me wonder whether a similar swing towards examinations might  be possible/desirable/predictable at Newport.

Personally, I believe the form of assessment should fit the form of  the learning, or for more vocational awards the form in which  application of the knowledge will take place. I’d be interested in  just how often colleagues review assesment strategies at award and module level. I suspect it is and should be far more frequently than  quinquennial revalidations.

“Above the Salt!” – a prototype card game of Social Mobility

DRAFT – made public to shame me into finishing…

This is a prototype game concept using a standard pack of 52 cards plus 2 jokers, for 5 to 13 players, which can be played during a formal meal.

Introduction

The title is inspired by the tradition of denoting the importance of guests at medieval/tudor dinner tables by the location of the salt cellar. If you were “above the salt” you were important to the host, nobility in favour with the King, etc, while those below the salt were those that had to be invited, poor relations, and so on.

Set up
Saltfoot – one of the jokers is placed on the table to denote the difference between nobility and peasant. For now, place it in the middle.

Cards are shuffled, then turned over until a series of Ace to King (of any suit) are retrieved, which represent the starting origin and current status of the players; known as the status pack. Cards that are not taken out are placed at the bottom of the pack. These are then filtered, depending on the number of players: There is always a King and Queen (representing the Court) and an Ace, Two and Three (representing the People). For more than 5 players, the remaining cards are chosen from outside in (Jack, Four, Ten, Five, etc) and unused cards are removed from play. These cards then become the Status Pack by shuffling and adding the Saltfoot (one of the jokers), which is then shuffled and dealt one to each player, who then shows it to all straight away. If this card is the Saltfoot the player taked another card and keeps the Saltfoot to place in front of them when they sit at table. This will determine, which players start as nobility and which start as peasants; if you are below the salt, then you are a peasant. The extreme cases are when face cards, (King, Queen or Jack) get the Saltfoot, in which case all number cards are peasants, or when the Ace or Two get it, in which case all players start off as nobles. Players then sit in the order of rank:

King at head of table, then in decending number order alternating right, left, e.g

Jack Nine Seven Five Three Ace
King  Court       TABLE  Noble     TABLE  Noble      TABLE SALTFOOT TABLE  Peasant TABLE Peasant  TABLE
Queen Ten Eight Six Four Two
Jack Six Three Ace
King Court        TABLE SALTFOOT TABLE Peasant    TABLE Peasant TABLE
Queen Nine Four Two
Jack Ace
King Court   TABLE SALTFOOT TABLE
Queen Two

References

“In French decks, the suits represent the four classes: Spades represent nobility, hearts stand for the clergy, diamonds represent merchants, and clubs are peasants.” —http://poker.about.com/od/pollsquizzesandfun/f/4suitsorigins.htm

“That leaves now the eight and nine to account for and define before we bring this card game to a halt. “Eight” is visitors we fete for the courses which they “ate” when they sat down with us all above the salt!” —http://www.brighthelmstone.net/ken_brown/deck_cards.php

My morning coffee wbnetz reading today is… Why your game idea sucks!

http://www.escapistmagazine.com/articles/view/issues/issue_221/6582-Why-Your-Game-Idea-Sucks

An entertaining read on The Escapist, fast becoming a personal favourite web site; not at all because they’ve started giving out “Achievement Badges” for viewing content!!!

A close second today is a look at the history of Guitar Hero:

http://www.escapistmagazine.com/articles/view/issues/issue_221/6577-Anyone-Can-Play-Guitar

Update

Captured comments from the original post:

Matthew wrote re: My morning coffee wbnetz reading today is… Why your game idea sucks!
on 10-02-2009 4:41 PM

“I have this great idea. It’s brilliant and will sell millions of copies.” Exactly what i said yesterday when discussing my board game with the other Matt…..

Found the article amusing tho! Erin Hoffman ftw!

Let’s make sure we are worth £23K

http://news.bbc.co.uk/1/hi/education/8205539.stm details how students will be at least £23K in debt due to studying for a degree.

Last year, I (and I know others) had students stating “I pay £… a year for this.” before starting to dictate what and how I should teach. This was difficult to manage, and reflects the financial stress that students are under. I had one student suspend studies this week, citing the cost implications in his reason for withdrawing. This is regrettable, but understandable. While we are not in a consumer product service industry, seeing articles like that above is likely to make this attitude of “service in a restaurant” more prevalent; we might not mind so much if there were tips!

Learning is a mutual activity. I think that this more than anything else should be on our lips and in their minds in September/October. Would welcome suggestions for how that can be done.

Lesson 11 – Game Design Brainstorm

Lesson 11 of the Game Design Concepts on-line course has asked for three game ideas. The constraints are as follows:

1) Create a board game, card game, or tile-laying game  (that is, it must either have a board, cards, or tiles as physical components).
2) You may choose any theme you want, as long as it is original – do not use an existing IP (intellectual property).
3) You may not make a trivia game, or any other game that relies on large amounts of content
4) You may not use “roll-and-move” mechanics in any form.

In addition, add one of the following constraints. This is your choice, based entirely on your area of interest within game design:
* Design your game such that it has a strong embedded narrative that is interactive in some way. You will have to think of ways to tell a story through the player actions of a board game, and how to integrate narrative and game mechanics. If you are interested primarily in RPGs or other forms of storytelling, do this.
* Create a purely cooperative board game for two or more players, so that everyone wins or loses as a team. This is challenging for several reasons. The game must provide systems that are the opposition, since the players do not provide opposition to each other. Cooperative games generally have a problem where a single skilled player can direct all of the other players (since everyone is cooperating, after all), leading to an MDA Aesthetic where most of the players are bored because they are just being told what to do by another player. If you are interested in the social dynamics of games, choose this.
* Make a two-player head-to-head game with asymmetry: the players start with unequal resources, positions, capabilities, and so on… and yet they are balanced even though they are quite different. These games are not so hard to design the core rules for, but they are very difficult to balance. If you are interested in the technical and mathematical side of game design and game balance, try this.
* Create a game to teach any topic that is normally taught at the high school (pre-college) level. It is up to you whether to teach a narrow, specific fact or a broad concept. The challenge here, of course, is to start with a fun game and not have the focus on education get in the way of that. If you’re interested in “serious games” (games that have a purpose other than pure entertainment), then do this project.

So, as we all have to propose three ideas for feedback from other participants, I have decided to pitch ideas for the last three of the above optional constraints. Here they are:

A) cooperative game for two or more players.

SlumCity
Think Simcity meets the Slums. Players have to cooperate to create a viable city block with access to all the required facilities and resources for all. There is no enemy other than bad decisions. Game uses coloured and shape marked blocks to create a Scrabble like flat structure according to rules of play. Each round, one player takes the role of Mayor, to embed the game’s ability to oppose the other players.

B) Asymmetrical game for two.

Cease and Desist
Players each build up products and profits on the basis of hidden or patented IP (coloured shape tiles that are turned over and hidden, or revealed). These products are laid out in connected lines from the start tile. The nasty part is the process of patenting/IP licencing that may suddenly reveal another player as breaking the law. Negotiation/legal phases enable high stakes deals to be done to preserve your own profits.

C) Game to teach a topic

Credit Crunchies
Selling of bad loans on to other banks. How the stupidity all started and how not to do it again in Game form.