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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