Latest News
spacer View All spacer
 
November 21, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [10]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [7]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Features
spacer View All spacer
 
November 21, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [5]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 21, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 21, 2009
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
News

  Ask the Experts: 31 Games Students Should Play
by Jill Duffy
27 comments
Share RSS
 
 
December 15, 2008
 
Ask the Experts: 31 Games Students Should Play
Advertisement
In the latest advice column from Gamasutra sister website GameCareerGuide, a reader asks what games students of game development, as well as other kinds of aspiring game developers, should have played at least once in their lifetimes. (The quick list is available here.)

Jill Duffy, editor of GameCareerGuide, sought the opinion of three developers to cobble together a list of 31 suggestions. By no means a complete canon, the list emphasizes playing across a wide variety of genres, as well as playing non-electronic games, too.

Gamasutra, which is affiliated with GameCareerGuide, is running this exclusive game industry career advice column in full. For more advice about breaking into the game development industry, visit GameCareerGuide’s Getting Started section.

Dear Experts,
This seems like a pretty simple question: What games should students play?

There are some games like Grim Fandango, World of Warcraft, and Ico that are discussed in articles and at conferences all the time. In order to learn to make games, a student sometimes needs to actually play them -- but are there games that should top every student's list, games that do certain things well or everything well? Should students play terrible games just to see what not to do?

It seems a great question to ask at the peak of video game season.
Thanks,
All Work and No Games


Dear All Work,
Absolutely. Students of game development -- not to mention professional game developers themselves -- have to play games. All the pros I’ve ever talked to about this topic have agreed that developers (I’ll use the word developers in this column to mean students, professionals, and aspiring developers alike) need to play as many games as possible in as many genres as possible.

It’s important to play both critically acclaimed games and games that are overlooked by the media. It’s important to play games that you know you will enjoy and that you think you specifically will not enjoy. It’s important to play games that reviewers score a 9 out of 10, as well as those that are rated at the very bottom.

Why? It’s important to know what’s out there.

It’s important to know what’s out there, first of all, because of the way developers talk about games and game ideas. While the world of video game development certainly does have some specialized language, the vocabulary is not all that extensive. Developers tend to talk about games and game ideas by referencing existing games, both what the new thing will be like and not like.

Second, it’s important to know what’s out there so as to not replicate an existing game without knowing it. On the other hand, sometimes it’s useful to reinvent a good idea that was executed poorly in the past -- but you still have to know what that idea is and why it failed the first time around.

Third, as you implied, developers play games to know what works and what doesn’t. For the same reason, developers write (and hopefully read) postmortems of other game development projects. Why would any developer choose to learn something the hard way (the hard way is expensive and can make you go gray early) when they have the option to learn from the mistakes and successes of others instead?

One really helpful hint: You don’t need to play games to completion to learn from them. It’s perfectly acceptable, if not down right common, to have some kind of subscription rental account for video games so you can try all the major titles that are released on disc. Just fiddle with them long enough to get a sense of what the player does and anything else that stands out, both good and bad. You should also play the demo or free trial period for online games, casual titles, and the like. Done in this manner, you could easily spend less than 15 minutes a day a few times a week familiarizing yourself with all the major releases in a month.

Top Games Developers Should Play
While there’s no way to make a truly canonical list of all games that all developers should have played in their lifetimes, I did want to pull together some suggestions from a few experts out there.

Games programming expert Lee Winder (technical manager at Blitz Arcade, part of Blitz Games Studio in the U.K., and unabashed Nintendo fan-boy) categorized his suggestions, not by genre, but by the reason one should play them. For example, he named Super Mario Bros., Super Mario Bros. 3, Super Mario 64, The Legend of Zelda: Ocarina of Time, and PuzzleQuest as “games that show how solid and fun entire games can be.”

Final Fantasy VII topped his list for purposes of story and character development. Beyond Good and Evil and Mirror’s Edge are games that are under-rated but should be played, says Winder. And last but not least, a terrible game that students and aspiring developers should play to see why things just sometimes don't work: Daikatana.

David Sushil, who teaches game and simulation programming at DeVry, says to play the “oldest games possible,” namely go and chess, and think about why they have such longevity. It’s also notable, he says, that these games have mechanics that are accessible immediately. “Their mechanics are also incredibly simple to utilize, as opposed to modern video games, which can often require a dozen different controller buttons to operate. Of all the games created in the past 30 or 40 years, I would say only a handful have the chance to survive as long as chess or go. Sudoku, Tetris, and Bejeweled are a few examples.”

He adds, “My advice is to take 50 bucks to your local hobby store and pick out a few obscure card or board games, ones you've never heard of before. You'd be surprised how many fantastic games are out there! My students and I have been playing a game called Incan Gold, which they discovered at a recent conference. It incorporates some classic game theory games, and the entertaining result feels kind of like a multiplayer version of [television game show] Deal or No Deal.”

Sushil rounds out his list with these video games, which he thinks are largely overlooked: Psychonauts, for its wonderful level designs and outrageous sense of humor; Okami, for its seamless blend of function and form - recreating a sumi-e watercolor painting in a game where painting is a primary mechanic (brilliant!); Coign of Vantage, a simple Flash game developed by Bobblebrook that demonstrates how games don't have to be incredibly complicated to be enjoyable; and Pocketful of Stars by Ferry Halim, another Flash game that shows us how games can (and should) be beautiful works of art.

Game designer and occasional writer for GameCareerGuide.com, James Portnow, had a few suggestions specifically for designers, starting with playing “classic board games and arcade games, games that can be reduced to a few simple rules”: Settlers of Catan, Magic: The Gathering, the card game Texas Hold ’em, Dungeons & Dragons, go, chess, Missile Command, Galaga, Tetris, and Pac-man. He adds to this list Rogue, any multi-user dungeon (MUD), Wolfenstien/Doom 1, Herzog Zwei, Super Mario Bros. 3, and Chrono Trigger.

Happy playing!

Jill Duffy is editor-in-chief of GameCareerGuide.com, senior contributing editor of Game Developer magazine, and content manager of the Game Career Seminar series of live events. Send her your questions about game development careers and education at theexperts@gamecareerguide.com.
 
   
 
Comments

Tom Newman
profile image
Great list. Personally I would add the original Donkey Kong (arcade), Tempest (arcade), Adventure (Atari2600), and M.U.L.E. on the C64.

Jake Romigh
profile image
If I had to make a list, I would say that a designer should compare games of a similar make and understand the different approaches to similar concepts.

Tetris and Columns
Galaga and Galaxian
Doom and Quake
Legend of Zelda: Link to the Past and Beyond Oasis
Super Mario Brothers 3 and Adventure Island
Jak 3 and Ratchet and Clank
Fallout 1,2 and Fallout 3
Heroes of Might and Magic and Civilization

and of course, we should go with:
Runescape (or any free-to-play MMORPG) and World of Warcraft

I'm sure there are some other great ideas out there, but those are from the top of my head.

Jake Romigh
profile image
... maybe I should have changed my second choice to Galaga and Space Invaders. Oh well.

Jorge Barros Cabezas
profile image
to Jake Romigh's list, I'd add
pokemon (any rpg) and mario rpg
starcraft and age of empires 2
comando for nes and any other top-view action game
nascar racing games and gtr2

Tom Kammerer
profile image
I agree with all the games listed but i feel the author left many out. The games that you guys posted in the thread were perfect for filling in what was left out.
Especially the runescape suggestion. For a filler i feel Diablo 3 could would be a good play.

Note to the author. Why was no RTS's mentioned. Starcraft and Warcraft both are mentions. One is mass units with fast gameplay and strategy (starcraft food cap is 200) while warcraft is all Micro and trying to focus fire on one unit at a time with only a handful of units(warcraft food cap is 99). I understand these are all blizzard games but its great to pick a company and compare there games and see whats different and what makes them stand out from the rest. Usually great games of a specific genre will lead the player to other games of that genre because they crave that experience again. And let me tell you all of blizzard's games are great. It led me to play MMORPG's, RTS's, and standard rpg's that I would have never played.

Juan Del Rio
profile image
My all time favorite is Battlezone, for overall design, story telling and gameplay. Followed closely by Descent, Descent Freespace, Warcraft 1, Command And Conquer, and my current games WoW and COD4.

Juan Del Rio
profile image
Forgot to add Syndicate Wars and X-com Appocalypse :)

Juan Del Rio
profile image
Dues Ex, Homeworld Cataclysm.... Ok i'm done.

Jake Romigh
profile image
@ Juan, Jorge: Mario RPG and Dues Ex! How could have I forgotten. Last edit, honest:

Dues Ex and Morrowind
Final Fantasy 1,2 and Super Mario RPG

Joshua McDonald
profile image
Small correction:
"By no means a complete cannon, the list..."

While I certainly won't argue that the list is indeed, not a "cannon," I think that the point is that it is not a "canon"

Tim Carter
profile image
The difference between experts and non-experts is the experts reach back to the foundations of something, while non-experts just look at recent hings they remember and like. Experts say must-plays are games that shaped the architecture of how games eventually evolved. Non-experts say they are games they had a good time playing a little while ago.

No game on this list should be made later than 2000 and probably no later than 1995.

Also, any expert's list will include location-based games, such as tabletop titles. Concepts such as roleplaying, dungeons, levels, units, health points, stealth, experience, and on and on, don't come from Pong and it's children - they come from tabletop games.

Jake Romigh
profile image
@Tim: I agree with some of your points, and some points are, with all due respect, elitist "Games were better in the old days" mentality.

It is true that tabletop games hold a lot of concepts we would be wise to learn from. It is also true that the beginning of video games, come from the 80s and early 90s, also hold treasures of game design innovations. Newer games, however, offer us a vision of how we have built on top of these ideas, what we have added (for better or worse), and where these ideas are taking us. Researching games from beginning AND modern times gives us a fuller picture of where games are headed and what game play models truly last and resonate with players.

Joseph Mauke
profile image
UNO - Xbox360 Arcade "this is how you make something intuative"
Golden Eye N64 "took fps on console to the next level"
Wii sports Bowling -Wii "next gen isn't just more polys and shaders"
Half Life 2 - PC "Immersion is important"
Daxter - PSP "build for the platform you're targeting"
Superman 64 - "This is what NOT to do"

James Frizell
profile image
Tabletop games are great for getting you into making a creative game with all the bells and whistles and all the things you think are cool.....

...and then have the players move in a completely different direction throwing everything you thought out so well out of the window, forcing you to basically do it on the fly and re-think your planning process for the next time.

Anyone who hasn't tried to run a table-top game is seriously missing out.

John-Paul Clifton
profile image
I like "And last but not least, a terrible game that students and aspiring developers should play to see why things just sometimes don't work: Daikatana." But I believe there should be more failures on the list or a list of games that need to be played so these new designers don't repeat.

Stephen McDonough
profile image
I think it would be far easier to write a list specific to game ideas. For example, if you were thinking "I might like to try to design an RTS", then you could go out and look at Dune II, Warcraft and Herzog Zwei, the 3 main starters of RTS.
You could move to C&C and Starcraft. Naturally you'd want to check out Age of Empires and Total Annihilation, as well as the later Warcraft and C&C titles.
From there you can look at the attempts to change the fundamentals, Blood and Magic and Seven Kingdoms are excellent examples, as is Ground Control.
Genre mixups like Battlezone and to a lesser extent Ceasar would be recommended. Fragile Allegiance would be a good pick too.

So right there you have at least a dozen titles which explore both the foundations and variations on the RTS theme. The same could be done of any genre, from arcade classics to puzzle solvers. This, I believe, would be far more sensible than trying to create a list that picks from all over. A general list like this is better served to display fundamental theories in games, which is why long surviving card and board games would probably best fill out the list.

Sean Parton
profile image
A nice list. Most games on there I've at least heard of, and I know I've played at least half of them. The extra notations by quite a few of the commenters are also quite good. I especially agree with Pokemon, due to it's under appreciated but incredibly complex and strategic battle system.

@Tim Carter: I'm going to have to agree with Jake Romigh; having an understanding of what worked before and what now works gives developers a better vision of what will work tomorrow. Also, the games industry in general is way too young to rely on viewing only old examples for what works, which is especially true when the quality and/or complexity of all areas in game development are constantly being pushed and pulled.

@John-Paul Clifton: Be wary of Limbo of the Lost?..

Henry Kessay
profile image
Man, M.U.L.E. was one of my favorite games of all time, next to Conan on the Apple IIe, and Bruce Lee for the C64. LOL, good times. :)

Jesse Boessel
profile image
Good article. I have recently been looking into older games for inspiration. I think there are a lot of ideas to be found in games that don't require a board or use minimal objects as "pieces". The games I am talking about are the ones kids get together and play on the playground. Tag, and Capture the Flag are examples that have actually been used extensively in digital games. For really interesting ideas, check out the games that kids play in other cultures.

Raymond Grier
profile image
Carter is right to say we should look at the earlier games for the reasons he says but to limit the list to games before 200 (even worse, 1995) is unrealistic because the technological advances since those dates have had direct influences on the types of games/capabilites used in more recent games, therefore they can not restricted from such a list.
Most people nowadays have never heard of the tabletop games, even less played them.
McDonough touches on something important. The people involved in makiong this article were trying to keep things simple but for a serious student/developer, simple is not what they need. Each category of game type deserves it's own list, thus we should have a list of list and each should have multiple DO NOT examples in addition to the DO examples. As little repetition as possible in these lists is desirable.

Lindhart Grant
profile image
Did anyone play the Thief series by Looking Glass Studios? One of my favourite game series.

Brian Pleshek
profile image
I don't think the intention of this article was to list the player's favorite games of all time, but rather to demonstrate games in different genres that can teach the right or wrong of game design. A game like Oblivion/Morrowind to show skill based RPG vs XP driven ones such as (nearly all the rest). Mario 64 is a classic platformer. Doom/Wolfenstein for 3d/pseudo 3-d or fps. The point is what can we learn from them, not which was left off the list because it was fun.

Brian

Matt Glanville
profile image
I would recommend playing any of Valve's games that feature a commentary mode (Half-Life 2: Episode One and later). They have taught me an immense amount about game design, including the process taken to build the game.

Lindhart Grant
profile image
Brian,

You must have misunderstood my comment. The fast that the Thief series was my favourite does not mean that it wasn't innovative.

Try beating those games without killing anyone.

Wyatt Epp
profile image
Brian makes a good point. I might argue that, from the outset, the question was wrong or poorly envisioned. There are many examples of "good" and "bad" games, many hundreds of games from which we "should" learn this or that, many thousand games that we have yet to play, and many more that we will never play or even hear of. What's important is to digest games as a game developer-- be it at play time, when you realize that Snake cannot be heard by enemies excepting special ground in the first Metal Gear Solid and ruminate on how it affects your decisions as a player; or retrospectively, when you realize that the ring radar in Zone of the Enders allowed you to always know where things were in relation to your avatar such that you could play without thinking about it.

Play many games and learn from them all; it's disrespectful to the craft not to do so.

Brian Pleshek
profile image
Lindhart,

My comments weren't specifically aimed at you. It appeared to me that it was an overall theme of most of the comments. I guess I expected more comments to show why they should be included in the MUST plays for aspiring developers. I do point at Joeseph's comments as something that I thought was useful, though there are others.

Brian

Nicolas Casanova
profile image
On the side of chess and games that have trascended through time, what about sports and games kids play at kindergarden?

These have a lot to teach about game theory.


none
 
Comment:
 


Submit Comment