Ask Slashdot: Will You Start Your Kids On Classic Games Or Newer Games?
An anonymous reader writes "An article at The Verge got me thinking. Parents and those of you who plan to become parents: will you introduce your kids to the games you played when you were younger? Those of us who grew up playing Pong, Space Invaders, and Pac-Man have had a chance to see gaming software evolve into the enormously complex and graphically realistic beast it is today. I've begun to understand why my grandparents tried to get me to watch old movies. I'm also curious how you folks plan to teach your kids about computers and software in general. When teaching them Linux, do you just download the latest stable Mint or Ubuntu release and let them take it from there? Do you track down a 20-year-old version of Slackware and show them how things used to be? I can see how there would be value in that... the UIs we use every day have been abstracted so far away from their roots that we can't always expect new users to intuitively grasp the chain of logic. How do you think this should be handled?"
When teaching them Linux, do you just download the latest stable Mint or Ubuntu release and let them take it from there?
When we what?!?
Our kids will be pushed outside for as long as they can take it, and then they'll come inside and play on whatever system is en vogue when they're the right age for it. They don't give a crap about your nostalgia, and your music sucks.
Many replies below mine will be from Nintendo eta hipsters who'll be pushing them Mario, so they can feel good about their 8-bit tattoos.
For crying out loud, please stop it with these "How do I force my kid into liking ${some-random-shit-you-like}?" submissions. It's tiring to see them showing up two or three times each week these days.
Let your kids develop their own interests. If they like Linux, or gaming, or programming, or whatever, then so be it, and encourage them however you can. If they're interested in something else that you know nothing about, encourage and support them to the best of your ability anyway.
But please, for fuck's sake, don't try to force them into the crap you like. By doing that, you'll very likely make them hate it, even if they might've liked it had they had the opportunity to stumble upon it on their own (or even while watching you).
When teaching them Linux, do you just download the latest stable Mint or Ubuntu release and let them take it from there? Do you track down a 20-year-old version of Slackware and show them how things used to be?
I don't need to track down a 20-year-old version of anything - just install the latest Debian build.
Feels pretty much the same.
An enigma, wrapped in a riddle, shrouded in bacon and cheese
Everyone without kids replies saying they'll never let their child do anything but play outside, do arts and crafts, read books and be the pinnacle of amazing parenting while still working a full time job and have a rich adult social life.
Just let them play ET all day long. Pretty soon they'll be great at outdoor sports.
Before my daughter gets to ride in a fancy-pants self-driving car, she's going to start in a Model T, with a steering rod and a hand-cranked starter. And that's only if she's mastered horse-riding first! Also, we're only speaking to her in Latin and Ancient Greek for now, gradually working our way up to modern English and Spanish by the time she's around 10. She's gonna love some of these Jacquard Loom games I've printed out from an abandonware punch-card site...
Kids are natural born scientists. Give them some rules and they'll begin exploring the limits of reality, authority, or the game's (possibly quirky) physics engine.
In addition to playing the games I teach youngsters how to write a little code to help with their mathematics and make games, game mods, and graphical programs -- Hey, if Alice can write a program to do long division and show the work graphically for her to "cheat" at her homework, then she knows long division inside and out. If Bob can program a ballistic projectile targeting system then he'll ace his physics test. If Mal can exploit a bug in the game's physics to make Bob and Alice cry foul then they've all learned a valuable life lesson -- Feelings get less hurt in a game than reality.
Kids can craft 2D & 3D architecture, or even planetary systems in the virtual worlds. They can learn to use evolution as not just a theory but as a tool to create all the various desired AI behaviours for a game's enemies without having to write additional lines of code. Most game AI is nothing like machine intelligence, AAA games allocate only 1% to 2% of the asset/processing/memory budget but if you don't care about pushing the graphics envelope then the embarrassingly parallelizable n.nets can exhibit some neat emergent behaviours. When Evolution vs Creationism comes up my niece laughs and says, "Evolution is real, I use it at my uncle's house all the time."
As for classic games? It's not mandatory, but I happen to have a collection. They're good for youngsters who are honing hand-eye coordination: Intellivision's dial/knob controller is still great for pong. The Atari 2600 joystick sucks for kids though, fortunately you can just plug a Sega Genesis controller into it and it'll work great. Young kids do best with high contrast games with simple objectives, but they quickly outgrow this phase. There's an unaddressed gap between Atari and NES where a minimalist style would be great for developing young minds... Some indie game developers are finding and exploring this niche.
As for the violence thing? We'll I watched Tom & Jerry and Loony Tunes, I didn't turn out to be racist or violent. There's no evidence to support the claim that media causes violent behaviour. Competition, maybe, but that's a healthy beneficial trait. I gave my little brother the mouse to shoot Doom's demons and open the doors while I controlled the movement and lined up shots for him when he was under a year old. He turned out to love games and people, and became a pacifist...
One thing to watch out for is isolationism. Introversion needn't be deemed harmful, but exposure to social situations is good. Kids just love having something they imagined come to life for all to see, so consider helping them make a simple game or game-mod with any of the freely available engines as an ongoing weekend collaboration. They can take breaks or trips to the park to play hide and seek, Frisbee, or other sports to work out some energy and make concentration on collaborative engineering tasks easier.
Most modern games (and kids' shows) I consider just bubble-gum or mental candy. There's a difference between playing a game designed to entertain you the longest and playing a game designed that lets you learn or leverage real world skills; Pokemon grind-fest is the former, Minecraft and Halo world editing is the latter. I persuade kids to eat their mental vegetables by having them work on or in a game together towards a common goal. Have them all team up and strategize against me in a 8-way classic Doom Deathmatch, or have teams build new co-op levels then playtest them against each other -- BTW, have you seen all the free zany and even cartoony mods for Doom and Quake "source ports" now? They've even got Monopoly and Clue clones. If anyone says: "Wouldn't it be cool if ___ in the game?", I write it down. Have the kids pick an idea amongst themselves, then help them build it. Combine that with my 3D UI, OS dev, electronics, and robotics projects we've g