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Fragna Cum Laude: A B.A. in Quake

TraCer00t writes, "Ever not gotten a job because you weren't Quake-educated enough? According to this MSNBC article, the University of California at Irvine will start giving out B.A.'s in Quake. Imagine what studying for the exams must be like!" As you might expect, the coursework is (an interdisciplinary approach to) designing and coding games, not playing them.

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  1. Course Outline by Shaheen · · Score: 5
    All graduates of the program receive their diplomas from John Carmack.

    The Dean of the School is Thresh, and he will of course name the rest of Death Row his Associate Deans.

    The recommended course structure of this program is outlined below.

    Semester One
    • Right Hardware for the Job
    • Mouse Sensitivity I - An indepth look at Intellimouse
    • WASD vs. ESDF: An ergonomic approach
    • Space vs. Right Click: The Correct Way to Jump (Note: Fulfills humanities requirements due to extensive amount of debate)


    Semester Two
    • Mouse Sensitivity II - The Benefits of Everglide
    • History of Quake
    • Fragging I - An Introduction to Deathmatch (Professor: Thresh)
    • Bunny Hopping I (Professor: 3R337 H4X0r)


    Semester Three
    • QuakeSpeak: Taunts and Swears
    • Fragging II - An Introduction to CTF
    • Quake C: Make your own Mods
    • Being Cheap - An Introduction to Camping


    Semester Four
    • Art of Fragging: Mid-Air Frags and other Spontaneous Happenings
    • Advanced Deathmatch: Predicting Your Opponent
    • Sound as an Advantage
    • Bunny Hopping II: When Not to Use It


    Due to the newness of this program, other semesters have not been scheduled as of yet. However, courses to be offered include Advanced CTF, InstaGib: The Only Way to Frag, and more.
    --
    You should never take life too seriously - You'll never get out of it alive.
  2. I wonder if they have a chair by Count+Fragula · · Score: 5

    for that department...

    Well, I always knew I was preparing myself for some important post in life.

    QK104: Quake Linguistics. Topics will include study and morphology of native Quake player dialects, including such colloquialisms as "BFG, Owned, Frag" and others. Prerequisites: Q103, "Bindings" and Q102, "The Zen of 1337"

  3. It's about time, and I expect will happen more... by garagekubrick · · Score: 5
    That is a misleading headline, to say the least. Though attempting to present this story humourlously, this is not along the lines of a college course in Klingon, Madonna Studies, or a Canadian University (I kid you not) that has "The Films of Keanu Reeves". What this sounds like is something that is long overdue and very, very necessary.

    Gaming is stagnating, and that's a fact. Innovation? Try EA SPORTS XXXXXXXX SEPTEMBER EDITION. Another Dune 2 clone. Another 3d shooter. I think that the game industry took a wrong turn at a certain point and for the right reasons but we're still having to deal with the fallout. Namely, when CD drives allowed massive (relatively) storage with muldimedia there was all this talk about synergy between the movie industry and gaming. The result was crap games with shit interactivity and horrid FMV. What should have been reaped from Hollywood was storytelling that is rigourously tested, strong characterization, and an attempt to be something more. 99% of movies are crap, yes, but the ones that get away and are something extraordinary are so special because of what an epiphany they represent. I feel gaming has come close but nowhere near having the emotional effect of the greatest movies. The games that are widely loved by the hardcore gamers are the ones that come closest to sports, (and that's what deatmatches are really) which cannot do this. There is, in my mind, an arena for games which want to do more. This is why Metal Gear Solid, say, impressed me from a design perspective so much. It was an action adventure game with a unique interface and play style, highly recognizable and differentiated characters, and an actual attempt to say something about the world - all within the confines of a game. I think a glance at Quake 3 will confirm that there is a marked difference between design and coding. I'm not slamming Q3, I'm a huge admirer, and am in awe of John Carmack and his talents, but I do not think Quake 3 is a brilliant work of immersive design. Granted, it aims for a different experience.

    One of the hardest things about the game industry is that cracking into designing, which I believe should be a specialized position, happens through moving up the ladder either as a coder or a play tester... And I'm sorry, but I just do not feel that coders (with the exception of Neal Stephenson) make great storytellers, nor the greatest human computer interaction gurus. It's about time designing was made a discipline of its own, and there was a way for people to get an overview of gaming and come to companies with some form of acceptable accreditation. The game designers I respect the most did not come from a traditional coding background, people like Warren Spector (who wrote novels and worked for TSR) or Rod Fung (who comes from a cinematography background)

    PC gaming is in for a big shock soon, undoubtedly, with the new generation of consoles and the simple fact is that the games that sell well are no longer real PC games but bargain Deer Hunting titles. That's a fact. There's amazing, ridiculous amounts of money floating around, with nothing to show for (COUGH COUGH ION STORM) and designer's reputations based on tenuous connections to a track record (COUGH COUGH JOHN ROMERO). Hopefully the establishment of such a course will make the gaming industry listen and change their ways, and we'll be better off for it. Oh, and BTW, Alias/Wavefront is amazingly expensive stuff. One of the best things about this course is that I can see students getting a chance to use the really high end industry strength apps without having to warez them. I do CG in my free time as a film student trying to learn tools, and recently pricing Maya - there's even a yearly license fee for student use. If as a student I was able to get my hands on motion capture utilities, a terrific sound recording studio, people interested in the same thing (unlike film school where there's like 2 people who want to make something that people would actually want to see and everyone else wants to make "art"), and access to some high end apps sounds blissful and serious to me.

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    ** http://www.nkhumanrights.or.kr/ ** Human rights in North Korea. 1 million estimated dead from starvation.
  4. This stuff is HARD by Animats · · Score: 5
    If they're serious about this, it will be a really tough curriculum. Courses like:
    • Internet for games TCP/IP in depth. Bandwidth and delay properties of the backbone, dialups, DSL, and cable modems. Voice over IP. Responsive interaction over variable-delay links despite packet loss. Bandwidth management strategies. Interaction between the net and the game. Synchronous and asychronous game updates. Players on different speed links. Server farm structure and organization for game servers. Network security. Game security issues. Examples of successful and unsuccessful Internet game projects.
    • Physics for games Dynamics of rigid bodies. Finite element analysis of flexible bodies. Friction. Articulated systems. Featherstone's algorithm. Collision detection. Ordinary differential equations. Stability of numerical solution methods for ODEs. Explicit and implicit methods. Constraint methods.
    • Graphics for games ...
    • AI for games...
    • Project management for games ...
    • Advanced project management for games Dealing with Hollywood. Managing artists, musicians, and actors. Fixed-schedule projects. Holiday-season ship date issues. Dealing with the platform vendor. Censorship and rating issues. Build vs. buy decisions.

    The real problem will be getting teachers competent to teach this stuff.

  5. Just imagine... by AgentRavyn · · Score: 5

    ...calling home and telling your folks that you're majoring in a computer game.
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    I'm an exhibit on the mounted animal nature trail.