by Chris Pruett <pruett@vvisions.com>
I started to play with computers when I was about 11 years old. My
school had a lab full of Apple //e machines with black-on-green
displays, 5 1/2 inch floppy disk drives, and amazingly noisy dot
matrix printers. I'd used computers a little bit before then, but
only ever to play educational video games like Math Blaster and
Number Muncher. In school, I found out that not only were there a
plethora of video games that were not designed to teach you math, but
that you could actually create primitive games on your own.
The old Apple machines had an operating system that supported the
BASIC programming language built in. BASIC really lives up to its
name: it is an extremely simple and easy-to-follow language. It was
straightforward enough that my friends and I were able to write
programs without really understanding anything about computers at
all. The commercial games on the market at that time were so simple
that we were able to approximate them without any formal training or
education, and I quickly realized that trying to write my own games
was more fun than playing somebody else's.
The rest of this story writes itself, of course. I spent all my time
in high school sitting in front of a screen, then I went to college
and got a computer science degree, and then I went and got a job in
the tech industry. The vector from the Apple //e machines in middle
school to my first job offer as a computer programmer is very
straight and well-defined. It would probably make for a very boring
TV movie.
The thing is, you could replace me for any number of people my age.
Some of the details might change; my counterparts in the UK were
probably cutting their teeth on Amstrad Spectrum computers instead of
Apples, and one of my main influences, an environment called
HyperCard, was only the weapon of choice for those of us who were
hacking on Macs. But the rest of the story is probably pretty much
the same, especially for males working in the game industry who are
between 25 and 35. There are a huge number of programmers in the
game industry with backgrounds startlingly similar to my own.
We are an independent army. We learned our skills alone at home in
front of our computers on our own time, and when we entered the
workforce we were surprised to find that our grassroots video game
programming educations were the norm. Though there was no Internet,
no TV network dedicated to our hobbies, and no academic programs
designed specifically for entertainment software, game programmers
who are about my age share a common lingo that is almost intrinsic
because most of us have very similar backgrounds.
It is interesting is that we chose to learn programming so that we
could make games. Many people go into the software engineering field
because they enjoy the process of working out logical and elegant
solutions to problems that programming entails. These sorts of
"pure" engineers see equal thrill in all programming applications
because it is logic puzzles, not the end product, that interests them.
But those of us in the game industry who started coding as kids
almost universally shared the same impetus: to make video games. We
were not interested in making word processors or databases because
those programs were boring. We wanted to make video games, and
though many of us enjoyed coding for the sake of it, it was actually
just a means to an end. In fact, the game industry itself knows that
we're not in it for pure logic problems: game programming pay is
typically much lower than programming in other sectors even though it
is highly specialized and is not taught in academia. We work in this
industry because we are heavily invested in the end result, and our
HR departments know that we are therefore less likely to quit and
leave the industry.
In Zen and the Art of Motorcycle Maintenance, author Robert
Pirsig calls his book a chautauqua, a work that is designed to
simultaneously edify and entertain the reader. I think that learning
how to program in order to write video games is probably a form of
this concept: the end goal is so entertaining and attractive that I
was willing to put far more energy into learning how to make games
than anything else. I suspect that many people in the industry felt
the same way.
Fast-forward twenty years and games have become big business. The
kids have grown up and gone to work and are now getting paid for
doing the stuff that they enjoyed as kids. The industry and the
audience for games has grown, and the development landscape has
changed from one- and two-person teams in the 1980s to groups of
hundreds of people working on a single project. As technology has
advanced per Moore's Law, the industry has suddenly realized that it
desperately needs "pure" programmers who have PhDs and extensive
experience solving problems that are not game-specific. In short,
the game industry is one of the most recent additions to the
corporate world.
While there is a new generation of kids making games in their
basements, the environment is has changed. On the one hand, the
invention of the Internet has made such endeavors infinitely easier
than they were before, as aspiring game developers no longer have to
work in a vacuum. In the place of BASIC or HyperCard, we now have
web pages, Flash, and javascript. On the other hand, commercial
games have now diverged dramatically from what a single person,
professional programmer or middle school student, is able to
accomplish on their own. It now requires significantly more effort
to make a simple approximation of the latest hit PS2 game on a home
computer. But I am sure that the thrill of making your own computer
game is the same now as it was when I was a kid; the chautauqua
concept still applies.
So I am keenly interested in what will happen when the next
independent army (or, perhaps thanks to the Internet, they may be the
amazingly-well-connected army) enters the game industry a few years
from now. I suspect that as programmers my age all intrinsically
operate on a common wavelength, so too will this younger generation
of game developers (though I am sure they will be on a very different
frequency). I also think that the kids that are in middle and high
school right now will approach video game development in a way that
is fundamentally different than industry veterans. If they can
inject some diversity and original thought into the game development
process, the industry will benefit as a whole.
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