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James
Stewart is a student at the Guildhall at Southern Methodist University
in Dallas, TX. He was a copyeditor at White Wolf Games in Atlanta and
has written around numerous editorials for his hometown newspaper, The
Shreveport Times.
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Development
kits for modern consoles require more security than the average nuclear
reactor. Students enrolled in game development programs could sooner
get their hands on a suitcase full of undepleted Uranium than an Xbox
360 dev kit.
That's
the way it seems, at least. The truth is much more mundane: Academic
game degrees are a new thing. The industry isn't used to hiring new
employees from such programs, and the tradition of philanthropy that
sustains almost all universities hasn't had time to take root—there's
no “older generation” to give back to the younger. Though a few
developers and hardware manufacturers are beginning to form
relationships with institutions of higher learning, less than a dozen
schools worldwide have access to the technology that their graduates
will use daily in the “real world.”
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Xbox 360 Dev Kits are hard to come by...
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The
issue comes down to trust. In the new few paragraphs, I hope to
persuade industry decision-makers that it is worth their while to make
dev kits more accessible to university students.
The Benefits of Dev Kit Programs in Schools
Judging
by the Gamasutra jobs page, the industry wants employees who have
worked with modern platforms. An applicant who can list console
development experience on his or her resume has a much easier time
finding a job. The benefit to students, then, is obvious, but what do
developers and hardware manufacturers have to gain?
Instant
professionals, for one thing. Graduates with dev kit experience can be
immediately productive upon entering the industry. It costs money and
time to ramp up new hires. Surely, developers would prefer employees
who have already acquired the requisite skills (at their own expense,
no less).
Second,
experience precedes innovation. The sooner junior programmers can work
with next-generation platforms, the sooner they can invent new ways to
exploit the hardware capabilities offered by multi-core processors,
physics cards and so forth.
The
third benefit is product placement: Presumably, there's a reason that
Adobe and Microsoft offer such generous academic discounts on their
software. Student who are already skilled with, say, Excel spreadsheets
from their undergrad education are more likely to use what is familiar
after graduation.
The
model works with hardware as well: The proliferation of IBM mainframes
on campuses during the '70s was crucial to sustaining the preeminence
of Big Blue.
The
same concept could apply to game consoles. One day, the young Turks
from upstart game schools might become wizened studio heads, prominent
game designers, or maybe project leads who have to choose target
platforms for their latest hit title. Are they likely to exclude the
latest generation of the console that they've worked with since their
school days?
Finally,
consider the tax write-offs: Better employees and positive future
predispositions probably seem nebulous to corporate accountants, but
they might perk up at the possibility of tax-deductible equipment
donations.
The Obligations of University Game Development Programs
Trust
implies responsibility. So far, this Soapbox has put the onus on the
industry, but schools that want greater access to dev kits must
reassure hardware manufacturers that their valuable technology is in
good hands.
Though
console manufacturers still control the final stage of the pipeline—the
pressing of the copy-protected disc—dev kits are crucial tools for any
would-be pirate. At a minimum, universities need to prove that they can
protect the intellectual property of their corporate partners.
Though
non-disclosure agreements and academic honor codes are standard almost
everywhere that academics intersects technology, game programs must be
prepared to go further. Aside from physically securing dev kits,
schools must control remote access to this sensitive technology.
Perhaps this could take the form of closed “dev labs” with only local
network access in which portable hard drives, laptops and so forth are
strictly verboten. Universities should be willing to hire IT or
industry professionals whose sole job is to ensure the security of the
dev kit lab.
Doubtless,
hardware vendors have more sophisticated methods to protect their
products—a good reason for industry and academe to work together more
closely. If universities can conduct research for the Department of
Defense, surely they can also provide effective security for dev kits.
No
matter how many countermeasures are in place, students themselves will
bear the ultimate responsibility. Piracy costs the industry millions by
even the most conservative estimates. For a student who is supposedly
passionate about finding a job making games, IP theft is the height of
hypocrisy. Those lucky enough to get dev kits should respect the
opportunity as the privilege it is, and do nothing that would confirm
the anxieties of hardware manufacturers.
* * *
I
don't want to trivialize the issues involved in making dev kits
available to students. For one thing, there's the matter of maintenance
and support, and it remains to be seen which schools are serious and
which are fly-by-night. Given the complexities of these concerns, it's
crucial that developers, manufacturers and universities come together
to discuss them.
Whether
or not these discussions take place, the games industry will continue
to mature. As demand for its products continues to grow, so will the
need for programmers who can make use of next-generation hardware. The
best academic game programs have already proven they can produce
graduates up to task, and it seems inevitable that academic training
will soon become as important to video games as it is to other
high-tech industries. Developers and manufacturers who recognize this
trend sooner rather than later, who make it a priority to form solid
relationships with universities, will fare better in the console wars
to come.
Give us dev kits, and we'll show you what we can do.
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