His career in games has stretched from the earliest home video games to the latest - now he wants to inspire youngsters to get involved and obtain the skills to ...
I wish that there were classes in standard school curriculum that taught
coding and stuff. I have to use things like Codecademy outside of school to
really learn anything useful, although there are some other things
available to me because I go to a charter school. And it really wouldn't be
that difficult to teach a class like this, I think. Also if there was a
class that talked about the kind of things on Computerphile, that would be
great also. Maybe introduce scratch in late elementary/primary school,
teach kids python, maybe basic HTML in middle school, and move on to more
advanced topics in high school and university...
By the way, I'm in 7th grade.
I remember that in some courses of computer science we had to make programs
to pass the exam. We had math exams and we were expected to know how to
solve math problems.
EDIT: Computer science must be taught at the right level. You can't make a
7 year old learn how to program a computer when the kid can't even read
properly. After you've reached exponentiation or powers and radicals or
square root you can start teaching computer science. Basically I think that
at high school kids should learn computer science because they should have
the mathematical skills.
I'm not a particularly smart guy either. If I could manage to pick it up,
I'm sure anybody who really wanted to learn definitely could with the
correct amount of effort. That's not to say everybody is interested enough
to try to learn on their own, and it's not to say school programs wouldn't
encourage students to try programming. I'm a major advocate of getting
programming into schools. I think everybody should know how to write code
to some degree. It's incredibly useful, and rather enjoyable.
Yeah, but i don't need to know how a brush is made or how a certain colour
is produced to understand basic ideas of painting. And i certainly do not
need to know how to write Java or C++ to decide if i should buy an iPhone
or an Android Smartphone. "How this stuff works" is very generic. To have a
basic idea what components a computer needs and what factors determine
quality is useful for almost everybody, but to know the differences between
architectures or how a cpu really works is not needed.
I agree with everything he said about education, and it applies much more
broadly than just games. Our schools take learning, the most exiting and
rewarding exploration a human being can undertake, and turn it into a dull
boring monotonous chore. The job of an educator is to help people's minds
develop, not to cram them full of facts and figures that will get them
through an arbitrary examination; that's lazy and immoral. Teachers should
rebel against this form of teaching, I know they hate it.
"my teacher does not know how to code" is both good and bad. The teacher is
showing you a method that is the most valuable to you in this day and age.
The ability to know how to take advantage of the resources available to
you, and how to get results on your own initiative. Whether you read books,
search the internet, or simply write snippets of code to understand why it
is, or isn't working (trial and error) is common practice. VB.NET is really
easy to understand and a good place to start. ;)
I'm inclined to agree with sunetulajunge. If you're interested in
something, you have the ability to study it, and learn how to do it on your
own. I taught myself programming starting with relatively simple languages
(BASIC, then Python) for the purposes of "automating my homework" in
highschool. I'll be honest, I'm in my second year of ECE in university, and
I don't think they've taught me anything I didn't already know. Children
can, and will, learn on their own if they're interested enough.
In the case of Empires of Steel, I wouldn't blame his failure on him being
indie, I'd blame it on a lot of other factors, ie doing the whole thing by
himself, as that was his biggest mistake by far. And his mentality, he
makes a lot of excuses for himself. I'm sure plenty of Indie projects go
south, but there are plenty of AAA titles that bomb as well, probably more
epically. Sure not everyone can be Notch or John Blow, but it seems like
they are more competitive than they used to be at least.
Programming is the most important skill I've learn in school, second being
math.. third language. It's important to me because it involves logic and
logic is important because everything is logical if you look at it in the
right light. Tests, papers, math, science or why your toast is burnt even
though the batch before it wasn't. Taking the words from my teacher,
everyone would benefit from a programming class because then they would
begin to think logically or at least learn to self teach.
Not to keep picking on you and sound even more cynical, but you could spend
fifty years learning the mechanics of game design with pen and paper; it's
not going to prepare you for a job in the industry, at all. Virtually
anyone can come up with cool ideas and design solid games on paper. What
Mr. Livingstone (and some in the comments) said was that there's too much
of that sort of thing and too little education about the skills needed to
actually turn a good idea into a shippable product.
Forgive me for saying so, but you sound quite young and naive. The truth is
there's absolutely nothing wrong with being motivated by money and success,
nor are those things mutually exclusive to creative expression. Your talk
about money being dirty and the ideal of not profiting greatly from your
work betray a rather simple black-and-white mindset. By what measure would
you consider profitable games "not good for the player?" You're going to
get a major culture shock in the industry.
OK, we're getting mixed up here. Those two are the ones responsible for
releasing half assed games and completing them with DLC, examples that also
shipped a lot of copies. I just remember an episode of Extra Credits about
indie developers I think where they talk about the horror stories and how
publishers have a bad habit of making sure they get everything they can and
the developers get very little out of a game's success. They never cited
specific examples though, I wish they did.
Plenty of companies are guilty of attempting that (I worked at one of
them), but they tend not to sell very many copies of their games, and they
aren't doing anything to hold back the creativity of other studios or
destroying their incentives to innovate. Larger companies making life
difficult for smaller startups is just competition, it happens in every
industry. And the bar has been raised so high that by definition it's
difficult to make *any* successful game with a small budget.
Knowledge is available by the truck loads in the world today, exams are
like trying to filter out those who could remember our knowledge the best,
in the past this might have been appropriate but now-a-days i think it's
more important to filter out those who can find the most relevant
information, show the methods used to filter through our vast knowledge
(problem solving), those who can remember all the answers to an exam will
be performing it as a trick at parties in the future..
To that I say Batman Arkham City and Assassin's Creed. True, they don't
hold back the creativity of others, but those companies also are the ones
responsible for screwing smaller startups though other dirty practices. Now
that I disagree with. Games like Slender and Angry Birds disprove that,
small indie companies are becoming more competitive with the advent of more
creative funding methods like crowdsourcing. Tiny budget, high creativity
games seem to be very competitive now.
One thing I wanted to comment on though, as someone in a game degree, in a
community college of all places, is that I feel as though my degree is
pretty well structured, among other things we actually learned about games,
not dumb history of game history, but actual mechanical concepts of
building a game, mostly with pen and paper. Honestly one of the most fun
semesters in my life. We learned about ancient games and figured out how
they work. That is something we need more of.
I agree with part of this I love games, and that's why I want to make them,
not so people can buy them. People should get into this because they like
designing games, not because they want to make games that make money. Those
games stifle creativity and aren't good for the player. If I could, I'd
sell my games for JUST enough to live, the game industry has gotten so
dirty anymore with money. It should be more about creating great art and
making something fun, not making money.
Well, heres why I feel a lot of the business aspect of the game industry is
a little dirty. I mean mainly the kind of business practices like shipping
(quite frankly) half assed games, charging the player $60 for it, then on
top of that making them pay for tons of DLC to essentially finish the game.
And I've heard it's rather commonplace for big publishers to screw over
smaller design companies. I dunno if it's always been that way, but I
suspect it's more commonplace today.
My teacher is more or less doing the same as his, the only difference is
that he is teaching us Java. Now there are 3 problems: 1. I think that Java
is very difficult in comparison to VB.NET or C#, so it's hard to teach. 2.
My teacher doesn't understand the language himself (like not understanding
basic concepts, eg public/private or inheritance). 3. He doesn't know the
terminology and marks them wrong although they are correct, thus making OOP
even more difficult to grasp.
It's very interesting to listen to someone who gave birth to the very genre
I want to make games in. It's very interesting to see how different
cultures have different and great game legacies. Everyone thinks of Japan
when they think of games, but Britain and America both have their own great
legacies, America with stuff ranging from Zork to Journey, and Britian from
Fighting Fantasy to Littlebig Planet. Ian is a classy individual from what
I've seen, and an inspiration.
That is true, But I have also learned a lot of programming as well as
visual storytelling telling, and I still have 3D modeling and more
programming classes to come. I just think he also says that game design
isn't all programming either, and the artistic elements I'm learning I feel
have taught me a lot. Especially considering I'd like to be a designer, or
producer or director Is there a game degree you could recommend for me
instead with those parameters in mind?
What dirty practices do Ubisoft or Warner Bros. use to screw smaller
startups? I geniuinely hadn't heard anything like that. Rovio hit the
lottery with Angry Birds; there are dozens of indy devs coming and going
all the time who will fold before they meet with any success. I think we're
going a bit off-topic, but check out a post-mortem for Empires of Steel by
Atomicboy Software for a more typical (in my experience) result in indy
development.
I remember when I was 16 and told a good friend of mine that I've always
wanted to program or design. He basically threw me into C++ and from time
to time I'd get help. The main response I'd get would be, figure it out.
I'd be stuck there for hours on end trying to figure things out. Basically
it's learning a new and complex language. Nothing like learning your first
four loop or switch statements. cout " programming is interesting" endl;
Skillset (the standard talked about) was a good idea(as some universities
offer programming courses that don't even really result in programmers) but
it didn't necessarily fit each institution. I am lead to believe there was
a requirement that the curriculum didn't change for a number of years. To
what degree and what other 'rules' were there I am unsure. It still doesn't
stop people getting hired with degrees from other universities.
What I think is the hardest is not the different syntaxes or methods to
loop over things etc, but OOP. The syntax for the most languages are quite
similar. Classes, methods, class members, all that are just a mess in the
beginning. You just can get it, it's too much. I sat like for hours several
days reading, writing own code and test it before I somehow understood it.
If you want to learn how to program, be prepared for long nights!
You may think that now, so do I. However if I think back now when I was in
secondary school I struggled with quadratic equations. Yes, logic gates,
computer architechtures, x86 ASM and its concepts might seem quite simple
right now. But I am pretty sure when I was in school my mind would have
melted if I was trying to learn that. Although I do agree, we should AT
LEAST teach children computer science at a basic level in schools.
That's a poor argument against it. I found myself forced into doing
subjects I didn't care about. If I were allowed I wouldn't have gone to
school and just learnt the stuff I wanted to learn. If you're going to be
in education you should have the option to learn something that can lead
you onto doing the thing you want to do the rest of your life. Otherwise it
is just wasted time that would be better spent on having a childhood.
The concept of focusing on teaching code and programming at secondary
school level is something being put together by Ian Livingstone. A school
that addresses the shortfall in skills and experience in games
design/computing science/creativity in this country is to be established
near the site of the original Games Workshop in Hammersmith. Find out more
at online at dubyadubyadubyadotlivingstoneacademyhammersmithdot codotuk
His last thought, couldn't agree more. When interviewing candidates, i care
far more for techniques, actual coding, understanding concepts than
photographic memory. Dates and names are mostly useless (even in history
these are useful for cross reference, not as an end in themselves). When
interviewing, I think asking for an API reference is a good sign that the
candidate is adaptable.
But we need to learn a about boring facts too, history for example. It's
very important, you might not think so when you're a kid, but when you get
older you understand the importance of that knowledge. Imagine if we stop
teaching our children about the holocaust or slavery/racism. What if people
start believing WWII never happened etc. We would de-evolve into apes again
:P
I agree exams are not ideal, but I don't think individual 'tailored'
assessments is practical or the best way to produce clear bands of ability.
That's what exams are for, not merely a formal means of testing someone's
knowledge but also making candidates comparable to each other such that
their ability/knowledge can be compared to others claiming to own the same.
SKILLS SHOTS?! - Samurai Gunn - Husband vs Wife
A husband and wife challenge each other in different games! Today's game features: Samurai Gunn!! Who do you think will WIN?! What should we play next?
cs go: the auto-noob
THe auto is like OP for lower skilled players but if an lowskilled player
using the auto encounters an better player using an AWP, the awp will win
duh and the Low skilled player willl be forced to either learn to use the
awp or improve his skills with the auto
More to the point... sometimes it is more effective to just refine / adapt
a FOO strategy to cope with any situation than it is to try and adopt a
whole new "skilful" strategy.
I mean back in my Soul Calibur days I could have tried to get better at
using Ivy or Taki ... but no... I played as Kilik. I eventually learned (in
the later games) how to use Kilik's automatic Guard Impact moves... and
suddenly I was downright invincible with mr spam-stick, even against much
tougher players. It helped that they tended to take me lightly when they
saw me using scrub-tactics, only to try to attack around, smack my Guard
Impact and get wrecked.
Funniest thing I ever heard over the microphone was "Ohmigawd you can Kilik
for real!" ...
Shame none of that ever worked on that GaiaOnline guy who always played
Siegfried and could do the fancy guard stuff consistently better than I
could.
+Kroatowa What I meant is that Maxi's individual attacks are very short in duration and the combo can change direction very quickly (though it can be tough to stop attacking entirely). Most of Kilik's good attacks, on the other hand, commit to a particular direction. They don't combo automatically like Maxi's... but if the opponent sidesteps then Kilik is pretty much wide open to attack. Most of his spammables are primarily vertical in nature, leaving him quite open to sidestepping... and though he does have a few wide, sweeping horizontals, it can mean death for him if they don't connect properly.Of course there are ways around all of these weaknesses... but that is where the divide between Kilik-n00bs and Kilik-adepts starts. The irony is that I only started playing Kilik because he stole most of the good moves from Seung Mina somewhere between 3 and 4. Mina was my "Soul Mate" for the first few games... =p
+SotiCoto Very true. Every Character in that game has it's advantages and disadvantages in the game when it comes to fighting. And yea a Kilik noob could destroy a Maxi noob because of his range. Lol but if a maxi pro takes on a kilik noob. Oh boy do I feel bad for the noob...Also when has Kilik's moves ever dragged on?I seem to remember in most iterations of the game it was always Maxi who's combos were hard to stop when you played as him. I swear I'd press block like 50 times and he would just keep going lol.I do know most of Kiliks moves do chain together in every game, but I can't remember it ever being a problem to stop him from attacking when I played as him.Can you recall which Soul Calibur you were playing?
+Kroatowa Heh... Maxi was to Soul Calibur as Eddy Gordo was to Tekken... but with less range. Just button-mash city. A weak Maxi spammer could easily be beaten with Kilik's scrub-tactics simply due to Kilik's massive range advantage. On the other hand, a good Maxi player who knew what they were doing could quite easily beat a Kilik scrub because most of Kilik's cheap moves commit for a second or so, so if you can avoid being hit, you can get in close and shut him down. Most Kilik scrubs would only use his long-range "keep away" moves, and had no idea what to do in close range. I found that out playing Kilik-vs-Kilik matches.Still... anyone who could Guard Impact / Parry would pretty much beat anyone who couldn't most of the time... to say nothing of Just Impacts. The only exception, as I kinda hinted before... were tougher guys underestimating certain characters automatically.
So true Maxi and Kilik all day. And I guess this discussion from the video and your comment should go hand in hand in playstyles in that there should be nothing wrong in using "noob level" tactics as long as there is room for growth and understanding of how effectively you can use it in certain circumstances.Like going back to Soul Caliber. When I was 5 my Older Brother (at the time like 18) used to obliterate me in it so I hated the game because I could never win. I used to go from character to character each fight, button mashing and losing horriblyn til I found Maxi. And when I noticed my button mashing made my brother actually have trouble fighting me and I would win or atleast come close to winning I was in euphoria as a child and the game became fun (Shout out to Maxi's never ending combos lol). Til he discovered my weakness. I never blocked so he exploited that by stepping out of the way and hitting me out of combos. So naturally me now in the mindset of "Maxi's awesome!" Finally saw that it was I that needed to improve around my button mashing and so I learned to block and counter then button mash. Avoid attacks then button mash. Till button mashing suddenly became timed attacks and learned combos I wanted to execute and no longer just furiously pressing the button hoping to get the combo I wanted, due to once in a string of losses, button mashing never produced that combo I wanted that always wrecked my bro. In the end I got exceptionally good at playing with Maxi and as I got older I just applied the same concepts to other characters. And I found my second favorite to be Siegfried with my third favorite fighter being Kilik.
Many league champions are based in this sort of realm. Sure You can spam a
move that you know works but after playing and understanding the character
you start to use better tactics and such. This does not apply to all
champions.
Call of Duty without it's noob tube.. There is one game that is a perfect
example of what happens if you don't have something like the noob tube.
Dust 514 is a free to play first person shooter for PS3, created by CCP
games. This game had not only a skill tree system that gave percentile
increases to some stats, but also had three level tear system for it's
items. As people played, they got more skill points, higher levels, and
better gear as intended. Unfortunately as more and more people could use
the end game gear on a regular basses, new players just couldn't keep up.
As soon as they took a step out of their safe zone, they would be
annihilated in less then a second by a player with end game items, in fact,
it's possible to still get killed even before leaving the safe zone. That
type of scenario happens on a regular bases in Dust 514. Almost all new
players quite the game within a day because the game simply leaves them
feeling defeated and powerless. When in the forums of this game, the long
term players who blow away the new ones on a regular basis say that the new
players just need to except the challenge. This isn't challenging, It's
punishing.
+G_glop The same happened to the unreal tournament and quake series. It became completely impossible to even learn the games when newbies would be destroyed without any chance of figuring out whats getting them killed, so they'd quit and never return. You'd see servers with a small group of extremely skilled veterans cutting newbies to pieces with such skill levels as to even make some new players think they were cheating but were not. Even being in between a raw newbie and a veteran would result in said newbie mistaking you for a cheater in Ut2k4 with the sheer movement speeds a player could move around the map. Of course I also feel it doesn't help that at the time of UT2k4 there was a lot of people cheating and it caused a witch hunt in which even legitimate players were accused of cheating 90% of the time and it was quickly apparent to anyone with skill that they were not.
OMG I HAVE A THE FUNNIEST DOGGY IN THE WORLD AND HER NAME IS COCO SHE IS SO CUTE AND FUNNY AND CRAZY SHE'LL BE RUNNING AROUND THE HOUSE EVERY MORNING. SHES CRAY-CRAY. AND SHES A CHAWAUWA
+David Bradley This is fake channel her real one is this ihascupquake not i hascupquake don't support her shes ruining REAL ihascupquakes youtube life.
Hi Tiffy not sure u are reading this...i really really like you cuz u look
super pretty..dont worry i am a girl and i sent you a request on facebook
and a message!pls reply!-Sincerely Ivory who is 13
+Ivory roy not really, just had to go back and forth between the two channels to compare them. it was hardwork, saving then deleting ur comment just to go to the back and forth the channels. (bcuz im on mobile) :/
+Ivory roy the real video was uploaded 18 hours ago.the real ihascupquake started youtube in year 2010 NOT 2014.the real ihascupquake has over 3,000,000 subscribers.one does not simply edit their username just to add a space.if her username having a space is just an accident then she would've removed it by now.one does not simply use an old profile picture.the real ihascupquake does not simply spam her username in the titles of her videos.yeah, there are a lot of people saying "maybe ihascupquake changed something in her channel"yeah you can change the profile pic, and the videos. but you cant change the amount of your subscribers, it is the subscribers who change that.you cant change the number of likes or views and you cant change the date and year you started a channel.if you want you can open two tabs and search on youtube the two different usernames.IHascupquakeandI HascupquakeI honestly thought that people would figure it out right away, since this has happened to many popular and successful youtubers such as Pewdiepie, CutiepirMarzia, Aphmau, RclBeauty101 and much many more.
i dont think she was able to read this. since this is not the real channel. a faker is copying tiffy
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