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The Ten Most Important Games

Taking a page from the National Film Preservation Board, the History of Science and Technology Collections at Stanford University and a group of five prestigious games industry figures have inducted ten games into a sort of 'canon'. The New York Times reports that some of these titles represent the start of weighty gaming genres, while all are laudable for their place in gaming history. "[Henry] Lowood and the four members of his committee -- the game designers Warren Spector and Steve Meretzky; Matteo Bittanti, an academic researcher; and Christopher Grant, a game journalist -- announced their list of the 10 most important video games of all time: Spacewar! (1962), Star Raiders (1979), Zork (1980), Tetris (1985), SimCity (1989), Super Mario Bros. 3 (1990), Civilization I/II (1991), Doom (1993), Warcraft series (beginning 1994) and Sensible World of Soccer (1994)." Most likely, future years will see additional titles inducted into this game canon.

2 of 577 comments (clear)

  1. Re:WarCraft vs StarCraft by gatzke · · Score: 0, Redundant


    What about Dune II? That was the first top down strategy game for me... Same type of play, build base, create troops, manage resources, kill people.

  2. Simcity and Seymour Papert's Constructionism by SimHacker · · Score: -1, Redundant

    The New York Times article explains why SimCity is one of the ten most important video games of all time:

    SimCity helped establish the genre known as god games, in which players take on an omnipotent role, controlling the game world rather than simply participating in it. It also broke convention by refusing to establish criteria for winning, leaving the decision of what constituted success up to the player.

    SimCity was selected by Mr. Bittanti, a researcher at the Humanities Lab at Stanford who works with Mr. Lowood. The game is "one of the most important art works of the 20th century," Mr. Bittanti said, adding: "It completely reinvented the whole notion of games. And then it transcended the game world to become a cultural phenomenon."

    SimCity and its four follow-ups have sold 17 million copies, and the franchise it spawned, the Sims, has sold 85 million copies.

    SimCity exemplifies Seymour Papert's ideas about Constructionist Learning:

    Constructionism (in the context of learning) is inspired by constructivist theories of learning that propose that learning is an active process wherein learners are actively constructing mental models and theories of the world around them. Constructionism hold that learning can happen felicitously when people are actively making things in the real world. Constructionism is connected with experiential learning and builds on some of the ideas of Jean Piaget.

    The OLPC (One Laptop Per Child) project is based on Seymour Papert's ideas about Learning Learning by fun immersive play, and his experience teaching the Logo programming language to elementary school students: Constructionist Learning and Constructivism are central to the goals of the OLPC.

    At the Game Developer's Conference, SJ Klein (Director of Content for the One Laptop Per Child project) gave the keynote address at the Serious Games Summit. He explained the philosophy behind the project, and asked developers to join in the project to develop a game platform, games, tools and courseware to distribute to classrooms and homes of some two billion children across the globe.

    SJ Klein said: "Existing games are nice, and cute," but games for things like learning language are the "gem they're targeting." Most importantly, Klein said in a direct plea to the serious game developers in front of him, the project needed frameworks and scripting environments -- tools with which children themselves could create their own content.

    -Don

    --
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