Sadly, while I agree that the best way to show them how much effort goes into a game is to get them to make some themselves, it''s not an option.
While you''re right that they didn''t grow up with games like Tetris or Pacman (and I did? gosh!), they still recognise them. Part of what makes such games ''classics'' is the fact that they still have a fairly strong fan-base. My brother, who may well be in the audience (if he has the time), still plays old games such as Pacman or Brick Bash fairly regularly. I don''t think I''ve influenced him to it much... While they might moan "aww, Pacman?" to start with, I''m pretty sure that once they sit down and try and find ways of improving it, they''ll wake up a little.

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Original post by BaShildy
They really can''t apply anything until they make a game. Maybe if the class manages to finish a game (read previous post), this could be important.
Well, I''m hoping to implement the game for them. Ultimately I''m not trying to get the creation of a game as I am trying to build their skills in creative thought and analysis of games.
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Their ideas on what should be in games will not work because they are game players and not developers.
WHOA! Back up there! Are you saying that developers are the only people who can design games properly? Given that those ''game players'' are our audience, surely they know what they want and can therefore ask for it?
However, yes, they do have a tendency to ask for too much. I''ll have power of veto over what goes into the ''final design,'' but many of the best ideas are both simple and easy to implement. Sure, if they want me to convert Pacman to a 3D realtime MMOG, I''ll hesitate (to say the least

), but adding things like a countdown timer or different maze layouts wouldn''t be a problem.
That''s why I''m giving them Pacman rather than a blank sheet; Pacman is a fairly simple base, so they *can''t* make it too complicated.
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They will better understand the concept part of the game after they have completed a cookie-cutter game and realize the work that goes into it. Otherwise your doomed to a class full of raised hands saying that there should be more swords in Final Fantasy, more/better cars in racing games, and even more crazier power-up ideas this side of Japan.
Agreed.
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The parents will also think that the class is a waste of time if they come back with nothing physical to show for their work. Have them come back with a character moving across the screen and doing something when you press a button and the parents will be proud, and the kids interest may be sparked enough to continue in this wonderful industry.
Well, no-one''s paying for the talk (I''m just trying to get people interested), so if they do waste an hour or so, it''s no biggie. I hope to send the kids away with a design document; at the very least, with ideas. I''m sure the parents won''t mind as long as their kids are having fun.
BaShildy, I have a feeling you didn''t read the rest of this thread properly

I still value your input, as I do hope that some of the more enthusiastic among them will want to get involved (and perhaps work with/for me), and so will probably be teaching them some programming at some point (perhaps in my gap year).
Unless anyone has anything more to say, I thank you all for your suggestions; I''ll let everyone know how it went.
Superpig
- saving pigs from untimely fates
- sleeps in a ham-mock at www.thebinaryrefinery.cjb.net