Reactions to an Open Letter
On November 13, John Hopson, a member of Microsoft's Games User Research group, and a former academic researcher, published an article on Gamasutra called We're Not Listening: An Open Letter To Academic Game Researchers. You can read the original article for yourself, but I wanted to recap some of the responses we saw on the IGDA Education SIG listserv.
(For the full conversation, check out the threads in November archives with "open letter" in the title.)
The initial, swift response from Joshua Gross was caustic:
J.R. Parker took a cynical stance:
(For the full conversation, check out the threads in November archives with "open letter" in the title.)
The initial, swift response from Joshua Gross was caustic:
Here's my translation: "We expect researchers to do high-risk development with very practical and applied results. We expect them to produce magic bullets. We aren't willing to support their work in any way, with information, access, money, etc. We will look at anyone trying to succeed as an academic with disdain. We won't offer any reward to anyone achieving what we want, not even acknowledgment. We don't get why researchers aren't producing what we want."He went on to note he felt that "the article was extremely one-sided. It was entirely a 'you know what your problem is'-type statement."
J.R. Parker took a cynical stance:
I see the game industry as much like the movie business was in the 30's and 40's. There's a studio system, stars, controlled funds, bright lights, and glitz. I no longer expect industry to be interested in my game technology work, and I care about that much less than I used to. One day they will lift their heads and look around. Either they'll be interested then, or not. There's little I can do to speed up the process of evolution.And Craig Lindley said:
I'm not really sure what the article is supposed to be about, other than providing advice to a small community of inexperienced researchers who would really rather be game developers.
My recommendation would be: quit research and join a game company.
Ian Schreiber brought a fresh perspective to the debate.
I'm the opposite of Hopson, a developer who's just starting to get his feet wet in academia [...] There is a surprising amount of condescending attitude on both sides. Industry workers think of academics as failed game developers who couldn't cut it in the "real world"; academics look at developers as uneducated brutes who couldn't even bother to get more than a Bachelor's degree. Both sides are wrong, but reality is less important than perception.At this point in the conversation, Susan Gold invited Hopson, the article's author, to the listserv. He expanded upon his arguments in the article, noting that
[s]ome parts of the industry are vastly more accessible than others. In particular, the “casual games” folks (web games, cell phone games, xbox live arcade, etc.) are in a much better position to experiment and try new things than most of the industry. Their projects are smaller and have more room for risks and experimentation than the AAA blockbusters[.]Frans Mäyrä chimed in:
I can only hope that we do not only have a single-sided responsibility of over-busy academics to try and find the extra time to learn to "speak industry", but we will also see equal efforts within the over-busy industry folks learning to understand the world of science and scholarship. After all, it is those working daily in games development who have the best possibilities of seeing what are the opportunities and consequences of research results[.]In the end, most participants in the discussion agreed that industry and academia need better communication. (Which is, incidentally, what the IGDA Education SIG is all about.)
Curriculum Knowledge Base