Friday, May 13, 2011

Video Games and College

Video Games and College

Are they really that different?

By Zebulon Poe Doyle

Score one for the bizzare, the hard to imagine, and what some will call a waste

of time. This topic was concieved by a lifetime video gamer, who at thirty-two years of

age, finally began going to college. With a three decade memory of the best, worst, and

the average; this gaming enthusiast has seen, played, won, and lost a game within

every concievable genre. So, upon entering college, the author began to see familiar

patterns, tactics, and methods. Some of the most recent inventions in the field of

academics are surprisingly game-like.


The purpose of this passage is to open the reader’s eyes to a different viewpoint;

one which will become quite simple to see in the end. With a gamer’s perspective, we

will discover the similarities of these, at first glance, completely different entities. Using

examples such as modern homework vs. platforming games, role-playing games vs.

advanced classes, high scores vs. GPA’s, and even final exams vs. last bosses, the reader

will be given a unique perspective. With this fresh view, a new understanding of the

entire college experience will hopefully unfold.


Homework vs. Platforming Games


Homework, the dreaded killer of an evening, the scourge from which endless

stories are imagined, has long been the most hated result of taking a class. In today’s

classes, most of it is done on a computer with either multiple choice, or a single answer

with many chances to arrive at the correct solution. The first time this author atttempted

to complete an algebra assignment, a familiar pattern jumped off the screen. After

answering incorrectly, the author expected to move to another question; however, this

was not the case. Instead, a second, then third chance was given to answer the question

correctly. To most, this is just the reality of modern homework, but to the informed

gaming enthusiast, it resembles the lives in a platforming game.


Platforming games, usually considered to be one of the greatest genres within

the gaming world, is where most were first introduced to video gaming. For the author,

this game was Super Mario Brothers, which was first released in 1985, and has since

spawned many sequels, all of which are platformers. The genre is usually defined by a

single character running through a set course with various obstacles ranging from

enemies, pitfalls, walls, and many other things which must be navigated to arrive at

the end. If the player had only one shot at doing this, then the game would not likely

sell too well for being incredibly difficult. So, you are given a series of chances (lives).

If a player fails(dies), there is always another chance to succeed; however, if one expends

all of their lives, then the game is over. “GAME OVER” can be considered to be failing

a particular homework question.


Advanced Classes vs. Role Playing Games


Next, let us consider the ever increasing difficulty of most classes. In this

example, the choice will be Calculus, which has many degrees of difficulty. Beginning

with Pre-Calculus, one is introduced to the basic concepts that will be expanded upon

with the more advanced classes. These advanced forms are simply known as Calculus I,

Calculus II, and Calculus III. Each class revolves around the same basic ideas, which

form the foundations necessary for the next level, or difficulty. Once one has traversed

the world of Calculus I, then their skills are sufficent to enter Calculus II; once that is

completed, then the final challenge of Calculus III awaits.


The author chose to compare this to the dungeon crawler, which is a part

of the greater role-playing genre. Diablo, as well as its one sequel, fall into this catagory

of game, and serve as a great example as the author has fond memories of it. In this

game, the player begins with no knowledge on how to complete the challenges presented;

which after some introductions, revolves around defeating enemies of increasing

difficulty in order to secure items(weapons, armor, spells, and experience points). These

items, which allow the player to customize their character, form a foundation for which

the player will add stronger items. Throughout their journey, they gain experience points,

which allows the player to rise in rank, or level. Once a player has reached a high enough

level, they are often ready to advance to the next difficulty; which, in Diablo, is

normal(easy), nightmare(normal), and hell(very difficult). With this knowledge, it is

quite simple to see the similarities between advanced classes, and a core concept in the

gaming world. Unfortunately, between each difficulty lies a challenge to test the skills

of the hardened player.


Final Exams vs. Last Bosses


Once the college student has endured the hardships of a semester, completed

their many homework assignments, and is approaching the end; there awaits a final

challenge, the dreaded final exam. Most final exams carry enough weight to pass a

failing student, or fail the good student. A class can be described as a long preparation

period for this final test of a student’s abilities. Everything taught over the course of

the semester leads to this point. All the skills learned, the knowledge gained, and the

methods between will be tested. In the gaming world, this test is usually labeled as the

“last boss.”


In almost every gaming genre, there is always a final challenge, or, as in most

role-playing/platforming games, a very difficult, “last boss” character. Usually this

final opponent will require the player to utilize most, if not all, of the skills aquired while

playing the game. At times, for ill-equipped players, this will seem impossible; however,

for those players that learn from their mistakes, and complete the obstacles leading up to

this; it will actually seem to be rather easy. For players that truly excel at their game of

choice, there is usually a special place reserved for them.


Grade Point Averages vs. Leaderboards


If a student sacrifices the time required, and studies each night, completing all

of their assignments, as well as every oppourtunity for extra credit; then the possibility

of a high GPA becomes a reality. Some though, excel through all of college’s many

challenges, and are awarded with a title. A Valdictorian is the student that has shown

an extrordinary ability to complete almost every assignment with the highest possible

scores. Other designations are also given to those in a places below Valdictorian, but

none are quite as coveted. The Valdictorian, and these others, which make up the “top

of the class”, reflect what in the gaming world is referred to as a “leaderboard.”


Within almost every gaming genre, one staple has remained constant, that being

the “high scores” screen. Starting with the game “Starfire”, which the author remembers

playing in the early 1980’s, a chart showing the highest scores, along side the initials of

that player was devised to rank players by their tallied score. This score was the product

of a number of variables that exist within it, and all other games. It could be as simple

as enemies defeated, multiplied by a particular number, that leads to the highest

score. For years, the only way a player compare themselves to others, was to attain a

score high enough to be featured on the “high scores” screen. With the advent of the

internet connected home gaming console, such as Microsoft’s XBOX, players were

given a new way to compare skill levels. The “leaderboard,” which is a ranking system

of the best players either locally, or worldwide, began to appear in games. For most

gamers that devote a great deal of time to playing a single game, there is no greater honor

than taking the first position. Most gamers will attest though, that to have a score in the

top 10 would be satisfying enough.


Conclusion


So, over the course of this document, the similarities of two completely different

entities has been highlighted. The author intended for this to change the views of those

that view college as a difficult right of passage. Most people, in some way, shape, or

form, has played a computer/video game at some point in their lives, some more than

others; so to percieve college as a very complex game should not be too difficult. As

long as the student doesn’t expend all their lives on the many homework assignments,

continues to raid their classes for all the experience possible, and uses those skills to

complete the final challenge, then college will seem like any completed game. Like

The Legend of Zelda’s triforce of power, once a student reaches the end, their award

is an item that will unlock their future. GAME OVER.

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