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And while I'd be okay with a major that was partially programming, they basically have me majoring in CS here despite their claims that it wouldn't be like that.
I'll leave it there. The game industry bugs me with its combination of potential and silliness.
Actually, I'll say this:
> educational institutes thinking a combination of coding and visual art equates to game design
> 2011
It's a lot to think about. Games and movies are two very similar passions of mine.
I don't believe I've seen an example of a game course where things like narrative or pacing are studied, for instance. In fact, I don't think I've even seen one that covers the pre-production elements or, for that matter, actually designing a game. Christ.
^ Game designers don't program, but that doesn't mean they just dish out ideas and sit on their arses. There's the whole issue of pre-production, for instance. As a game designer, you have to pretty much put the entire game - mechanics and mathematics involved - on paper. Depending on who else is working on the project, you'll probably have to do some narrative writing for it, as well as working with every specialist on the project. That means you have to work with the programmers, artists, musicians, professional writers, producers, investors and all that.
Game design is creation, management and even business rolled into one. You have one very specific, creative duty and then a host of more minor but collectively more taxing ones. A game isn't just some ideas, code and artwork slapped together.
To be honest, I don't get why media-based degrees are so popular. But then, that's why I'm in engineering.
^this
dude, that's kinda what directors do in most cases.
"To be honest, I don't get why media-based degrees are so popular. But then, that's why I'm in engineering."
Because media is fun and easy to understand and deconstruct. And don't really rely on previous knowledge.
You can't say the same of many sciences.
I went with Engineering because I felt more like a practical kind of person.
^I personally think science is more fun in the sense of seeing the combined knowledge of how the world works accumulate, but again, that's my character.
After all, sciences are really about solving problems and understanding the world around you, at its core. Not much liberty there. In comparsion to actually creating worlds and characters from scratch.
And it takes a lot of patience. Like all the arts.
Not that I mean to imply that games require accurate or complex combat systems, but it would be great to contribute to a game that dealt with swordplay in detail.
>Devil May Cry
I now fear for Dante.
See, in most media, mindblowing fighting moves tend to be impressive, but easy to follow. In martial arts, someone who doesn't know what they're seeing is going to witness something like this:
- Two combatants
- ???
- Result
- I have no fucking idea how that worked, but now that guy has both swords and it was AWESOME.
For instance, some sword techniques create the illusion of one sword passing through another due to the speed and intensity of the technique.
Now imagine that kind of thing, but with CQC gun combat contributing. :333333
Though maybe learning that use could make for good character development...
Dude, it's only guys like Solstace who really really really love music who do that.
@Madass_Alex: See, to be honest, that doesn't really attract me. I prefer to, you know, know what the fuck am i seeing.