Required curriculum for gamers?

Tek7

CGA President, Tribe of Judah Founder & President
Staff member
If you were going to teach a class on the history of video and computer games, what games would you require your students to play as part of the required curriculum?

I'll start us off. Here are a few off the top of my head:
  • Pac-Man (Arcade)
  • Galaga (Arcade)
  • Donkey Kong (Arcade)
  • Super Mario Bros. (NES)
  • Metroid (NES)
  • Mega Man 2 (NES)
  • Tetris (GB)
  • Super Mario World (SNES)
  • Final Fantasy VI (SNES)
  • Chrono Trigger (SNES)
  • Castlevania: Symphony of the Night (PSX)
  • Radiant Silvergun (Saturn)
  • Katamari Damacy (PS2)
  • Soul Bubbles (DS)
  • Mega Man 9 (Wii)
Feel free to expound on the reasoning behind your choices.
 
Lemmings (Commodore Amiga 500)
Sensible Soccer v1.1 (Megadrive/Genesis)
Goldeneye (N64)
Metal Gear Solid (PS)

Just a few defining games for me..
 
I'll second Goldeneye.
Starcraft. Its still being played, and is regarded as the best RTS of all time.

...You might have to do an entire section on Blizzard for that matter.
 
doom or quake to help round it out. Ultima online too.
 
Dark Age of Camelot for the PVP section of the class for MMO's.

No racing games!?

Gran Turismo?
Any of the first Need for Speed games.

/third for Goldeneye.
 
Yah i would add Gran Tourismo 3, Starcraft, doom & quake, GTA3 (it /was/ ground breaking)
 
Tek, with that list all of your students would fail miserably.
They wouldn't have to play through every game. They would need to play through selected levels or chapters of given games: the first 3 levels of world 2 of Super Mario World, the first 2 levels and last level of Katamari Damacy, first 2 bosses of Castlevania: Symphony of the Night, first 3 levels of Soul Bubbles, etc.

Some games could be featured as videos: the Opera House chapter of Final Fantasy VI, the campfire scene in Chrono Trigger, a large-scale RvR raid in Dark Age of Camelot, etc.
 
...And "The Legend of Zelda" (Nes) has not been put on this thread why? WHHHHY??? :p For it's time and the things it did it was revolutionary.

If you were going to teach a class on the history of video and computer games, what games would you require your students to play as part of the required curriculum?

I'll start us off. Here are a few off the top of my head:
  • Pac-Man (Arcade)
  • Galaga (Arcade)
  • Donkey Kong (Arcade)
  • Super Mario Bros. (NES)
  • Metroid (NES)
  • Mega Man 2 (NES)
  • Tetris (GB)
  • Super Mario World (SNES)
  • Final Fantasy VI (SNES)
  • Chrono Trigger (SNES)
  • Castlevania: Symphony of the Night (PSX)
  • Radiant Silvergun (Saturn)
  • Katamari Damacy (PS2)
  • Soul Bubbles (DS)
  • Mega Man 9 (Wii)
Feel free to expound on the reasoning behind your choices.

Does Mega Man 9 really represent anything different than Mega Man 2 though? Nine is also too new to be called history but that's just my opinion. Excepting Radiant Silvergun (Saturn), Katamari Damacy (PS2) and Soul Bubbles (DS) (which I don't know enough about to comment on) I like the rest of the list:)

I suppose as this is a history lesson and not a "best video games ever" list that my students should play a Sonic the Hedgehog game as well. Although Sonic never held my interest the overall rivalry between Nintendo and Sega shaped video games a lot and should be represented. There should probably be a representatives of all the major genres as well.

For the 2-D fighter genre I am thinking Street Fighter 2 as the one that shaped it. Really the influence of it continues in 3-D fighting games even today.

For a sports game I have no clue.

For a RTS, Starcraft (as already mentioned).

A FPS selection is kind of difficult. Wolfenstein started it all but that doesn't show the online multiplayer aspect so I guess you would need something for that too. I am thinking Quake but I've never played it.

Although dead as nails today the point and click adventure game was popular at one point. I am thinking Monkey Island 1 which shows how the interface evolved from its text based ancestors.

As popular as they were in Arcades there needs to be a light gun game but I don't know them very well.

Something representing the FMV craze should probably be shown, maybe Final Fantasy 7 IDK.

The fan base of World of Warcraft probably dictates it's coverage but that's not a comment on it's quality.
 
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Also - Street Fighter, and mortal combat. (mortal combat more for controversial information)
 
IMO it should be about design (style, user interface), gameplay (movement, controls) and interaction (characters, story). You can't really throw out a bzillion games and expect to make a good curriculum out of it. It is better to start with the base elements and fill in examples. Show how each element evolved, like say from text to audio and finally lip syncing. Within that you could throw in emotion and physical realism (or the lack of).
 
You could also teach about the general evolution of games or a series of games.

Why are you doing this.
 
...And "The Legend of Zelda" (Nes) has not been put on this thread why? WHHHHY??? :p For it's time and the things it did it was revolutionary.
I typed that list off the top of my head; it's far from a final draft. I agree that the original Legend of Zelda deserves a spot in a required curriculum.

Does Mega Man 9 really represent anything different than Mega Man 2 though?
Yes. Very much so.

Nine is also too new to be called history but that's just my opinion.
MM9's importance in the industry has yet to be fully realized. Capcom and Inti Creates purposely restricted themselves to using basic building blocks--no first-person perspective, no high dynamic range lighting, no complex mechanics--to create a game that exemplifies the "purity of purpose" and tight level design that made Mega Man a classic series, thus proving that some elements of gaming are timeless.

The developers also incorporated newer features like downloadable content, achievements, and online leaderboards without compromising the gameplay experience.

More importantly (in the eyes of other developers), Capcom and Inti Creates turned a profit. In a few years, it's very likely MM9 will be designated the flagship of the Retro Renaissance.

Excepting Radiant Silvergun (Saturn)
RS is widely regarded as the greatest shmup ever made.

Katamari Damacy (PS2)
KD is one of the best modern examples of "beauty in simplicity" game design. The concept is simple: roll things into a ball. The controls are simple: the player uses only the two analog sticks. KD deftly blends new technology and old school simplicity to create a remarkable title.

and Soul Bubbles (DS) (which I don't know enough about to comment on)
Soul Bubbles is most relevant as a representative of indie game development moving further into the mainstream as well as an example of emerging game design philosophies.

I suppose as this is a history lesson and not a "best video games ever" list that my students should play a Sonic the Hedgehog game as well. Although Sonic never held my interest the overall rivalry between Nintendo and Sega shaped video games a lot and should be represented. There should probably be a representatives of all the major genres as well.
Agreed.

On a side note, I loved the Sonic series on the Genesis (especially Sonic 2).

For the 2-D fighter genre I am thinking Street Fighter 2 as the one that shaped it.
I was thinking over the list last night while brushing my teeth and Street Fighter II came to mind.

My wife asked me what game I would choose to represent the brawler genre, and I said, "Streets of Rage 2, of course."

A FPS selection is kind of difficult. Wolfenstein started it all but that doesn't show the online multiplayer aspect so I guess you would need something for that too. I am thinking Quake but I've never played it.
If I had to pick one first-person shooter as the most important, it would be Doom, without a doubt. Doom was a big step in terms of technology, made LAN gaming widely popular, and was one of the first games where players could create their own levels and heavily modify the game.

Although dead as nails today the point and click adventure game was popular at one point. I am thinking Monkey Island 1 which shows how the interface evolved from its text based ancestors.
I discovered the adventure genre with Kings Quest VI, but I'm sure there are older titles that are more significant than KQ6 from a historical perspective.

As popular as they were in Arcades there needs to be a light gun game but I don't know them very well.
Agreed.

I'm not sure exactly what to drop into this slot, though. Any suggestions?

Something representing the FMV craze should probably be shown, maybe Final Fantasy 7 IDK.
FF7 should be on the list for a number of reasons, even though I still strongly dislike many of the game's characters (including Cloud). Still, I can't deny the impact FF7 had on the RPG genre both in Japan and in America.

EDIT: Dragon's Lair. That would be the best representative of the FMV craze.

The fan base of World of Warcraft probably dictates it's coverage but that's not a comment on it's quality.
Maybe we could just show the class the Leroy Jenkins video and call it even.

/grin

In all seriousness, WoW is a very important title for a number of reasons, regardless of whether I think it's a grindfest or not. (What college professor do you know that doesn't inject their own opinion into their lectures?)
 
Why are you doing this.
Because it's a fun forum topic and I'm tired of reading and hearing about politics non-stop. :p

In all seriousness, I do think video and computer games are important parts of our culture. In 5-10 years, I wouldn't be surprised to see college classes on the history of video games (though I'm sure they would be called something like "A History of Interactive Media" or something similar) crop up across the US.

IMO it should be about design (style, user interface), gameplay (movement, controls) and interaction (characters, story). You can't really throw out a bzillion games and expect to make a good curriculum out of it. It is better to start with the base elements and fill in examples. Show how each element evolved, like say from text to audio and finally lip syncing. Within that you could throw in emotion and physical realism (or the lack of).
Maybe.

The purpose of the hypothetical course I'm suggesting isn't a game design course for future game designers, it's a cultural history course for a wider range of students.
 
non-stop.
seriousness,
important
surprised
something
Interactive
something
US.

Maybe.

The
hypothetical
suggesting
designers,
students.

I hate lots of quotes
 
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