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Nick8708

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Nick8708

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#1  Edited By Nick8708

That depends on how your school defines these majors and what courses fall under them, as well as their overlap.  Try to think of what role you'd prefer in the industry and pick the major that sounds like the closest match.  SWE is usually, especially at major universities (as opposed to "game" schools), a very diverse major in terms of what future career track you can take.  I imagine a CIS degree at your school would be the same (it is the nature of technology-related degrees).

I don't know anything about CIS degrees in particular, so I can only talk about my experience with a SWE degree.  If you enjoy programming, a  SWE degree is great because you'll learn a lot that you can apply to other industries and not just games.  This is very handy since it really opens up your potential job market (in case game development doesn't work out).  CIS is probably similar in this respect.  If you don't really enjoy programming, or haven't had much experience in it, I'd definitely take a few courses your first couple of semesters cause it's not for everybody.  It can be rewarding (intrinsicially as well as financially), but also "pull-out-your-hair" frustrating and boring if you don't enjoy it. 

Keep in mind, however, that the games industry is still very young.  You can get a degree in just about anything and find your way into the industry if you have something to offer.  Passion for games and the work you're willing to provide in creating them is far more important to just about every game company than your degree.  If you want to get yourself some attention when you start applying for jobs spend as much time as you can creating a portfolio of work to show.  If you want to program, program some games, write a small engine, create some graphic demos (whatever you're interested in doing).  If you want to design games, create some design docs, build some levels in your favorite editor, make use of some of free or cheap engines out there (like Torque...not that I recommend it but it is relatively cheap).  Figure out what you want to do and just start making these things.  They don't need to blow peoples' minds; they just have to show that you're seriously passionate about making games. 

Most companies won't care much about your degree (other than it does show you have follow-through).  No matter what degree you decide on or what university you attend, above all else spend as much time as you can teaching yourself more above and beyond what you're learning in school.  Whatever degree you decide on, always strive to learn as much as possible in your desired role as this will reflect your passion for games and hopefully show up in the work you create.  That sort of dedication is far more important to getting into the games industry than any college degree.

Sorry I can't answer your question more specifically, as whether a CIS degree or SWE is better really depends on what you would enjoy doing in the industry.  Still, I hope this helps.

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Nick8708

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#2  Edited By Nick8708

I loved the first game, so I'm really looking forward to this.  I really hope Dr. Strange is still playable and can turn people into crates.  God I loved doing that.

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#3  Edited By Nick8708

As soon as I have my box up and working again, I'll probably get this.

I understand why some people might be confused as to why there isn't a score associated with this since they said before they'd do proper reviews with DLC, but I actually like the absence of a rating.  If the rating and the review seem to match up well, then I don't have much use for the rating - the generally well written articles do a good enough job of informing me of the opinion of the writer as well as how I would relate to the experience.  If the rating and review don't seem to match up then I find it confusing and unhelpful.

Keep up the good articles Giant Bomb team!

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#4  Edited By Nick8708

Maybe I'll actually have to go and acquire my save file from my buddy's XBox and steal his copy of the game for a while.  At the time this came out his 360 was in the living room so I played on it...sadness overwhelming now that he's moved out and about half the games I bought since I lived with him have their save files on his harddrive. 

Anyways, good to know.  Also, to the people who like to point out they already knew this and that this is "non-news"...guess what, it is news to the people who didn't already know it.

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#5  Edited By Nick8708
I thought the term graphic novel originally stood for a series of individual comics reprinted as a single book instead of individual issues, like taking a bunch of Spiderman comics that follow the same story arc and putting them together so an indivdual didn't have to find and buy all the issues.  I don't know much about the origins of the Watchmen comic, so maybe it was always a single book so the term wouldn't technically apply, but since it is broken up into chapters the term novel seems applicable. 

Anyways, I'm about 6 or so chapters into the Watchmen graphic novel, comic book, whatever term you want to attach to it.  Point is, it's really good so far and I'm now actually looking forward to the movie, whereas before I didn't have much interest in it.  I doubt I'll get the game though.  Despite how much I'm enjoying the book, not once have I thought to myself while reading it, "Somebody should totally base a game off of this!" 
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#6  Edited By Nick8708

I would really like a coop mode, for both the single player and multiplayer.  It was pretty disheartening when my roommate and I both brought home copies one night and invited a few friends over and we could only play with them on a lan.  It was still fun, but with only the 4 of us playing at a time it wasn't nearly as much fun as it could've been that night.

I also agree with larger player counts for the console version.

I think it'd be cool if there were something of an online, persistent campaign mode.  Sort of like Chrome Hound's, if anybody is familiar with that.  You'd have the various maps scattered across their real world locations with various paths inbetween them and players would jump in whenever they could on different fronts and duke it out till one side takes control and owns that location.  Then you either fall back to a different controlled territory, if you lost, or push on to one of the forward fronts to continue the battle, if you won.  The details of how they could implement that are beyond me at this point, but I think it'd be fun because one of the coolest things about the first Modern Warfare was the persistent online character and this would add another layer of persistence to the game.  It'd be like fighting a large, ongoing war with an overall goal instead of just random, unconnected skirmishes.

Edit:

Oh and this came to mind reading what worknman said:

It's cool that everybody gains experience no matter what, but you do run into that problem where simply plugging along long enough will get you a really high rank, but may not be reflective of your actual skill.  The problem I have with that is that it can be hard when it comes to matchmaking to determine what overall skill level people have, and thus you can end up with very unbalanced teams.  Maybe there's something going on behind the scenes that tries to account for that (such as setting up teams based on kill/death ratios, average experience earned/game, adjusting for level acquired vs. overall time played online), but I can't really say.  It'd be nice to have a similar scheme to Halo where there's a division between skill-reflected rank and earned-over-time rank so as to better determine the quality of players when building teams.  Of course, like I said, maybe it's already going on behind the scenes and the games with unbalanced teams are just flukes.  If it is, it'd be nice to see it up front so we know that the system is working correctly, or have it implemented so as to make the game more enjoyable.

Also, I'd like to see the ability to customize the kill bonuses we get instead of just UAV->Air Strike->Helicopter.  Maybe add a smoke screen, where everybody has a slightly reduced visibility distance, but the enemy's is reduced slightly more.  Or perhaps one that temporarily negates some or all of the perks the enemies have (like 15 seconds, too long would be way too powerful).  Or perhaps one that calls in a small group of AI controlled paratroopers to temporarily assist in the fight.  I don't really know about these, but just new kill bonuses and customizability (able to choose which ones you get at each level of kill when you make your class, just like choosing what perks you have) would be kind of cool.

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#7  Edited By Nick8708
I'm excited for both these games because Diablo II and the original Starcraft were both pretty solid and I really enjoyed playing online with my friends.  Gaming is a lot more fun when I can play with a buddy.  Otherwise mundane games can be enjoyable if I have a friend along for the ride, so I'm really looking forward to having another couple of high quality games that my friends and I can spend playing together for hours on end.  I know they're pretty pumped too because most of them are huge fans of both series.
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Nick8708

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#9  Edited By Nick8708

I think "Title Update" is more accurate than simply "patch".  Patch implies bug fixes to the current game, whereas Title Update can include bug fixes as well as adjustments to gameplay, rebalancing, new content (or in this case, just new achievements), etc.

Well, I haven't played GoW2 and don't really have any interest in playing it, but I know my roommate will be happy to hear about this update.  I'll let him know if he hasn't already figured it out himself.

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#10  Edited By Nick8708

@Meowayne

Did you read Jeff's post about game reviews?  I think that, if nothing else, ought to be evidence enough that when a topic comes along that needs to be discussed frankly they can do so without trouble.

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