While
the first version of VU was far from perfect, as a couple subsequent
patches to the software illustrate, its release signified a number
of successes concerning the application of game and simulation design
as well as the partnering of game developers with academic simulation
veterans. The key highlights of this success include:
Strong
team produced a strong simulation
The biggest asset to Virtual U's success was that the key people working
on the project had a strong vision for what the model would accomplish
and success hinged on game development processes and programming skills.
A strong development team and a seasoned designer provided mutual
support, and the project was also properly funded which facilitated
the hiring of experienced developers. The result of this strong development
team was a strong product. Third-party reviews corroborated this and
fellow game developers recognized the product as one of the ten best
independently produced and developed game titles of 2000 at the Independent
Games Festival in San Jose, California. VU had a polished interface,
excellent user documentation, and professional packaging that, while
not directly contributing to the software itself, was a factor in
its overall impact and significance.
Software sported several novel ideas
Within the software itself a number of ideas were well executed. The
budgeting system for VU is one of the most advanced seen in such a
game. The economic underpinnings of VU are some of the development
and design teams' best work. Furthermore the program's ability to
simulate a wide variety of institutions -- from small rural to large
urban campuses -- is also, while not perfect, a great initial success.
The program is also successful at simulating the nature of large-scale
organization management itself. Many of the decisions don't produce
explicit reactions but instead initiate trends and behaviors that
evolve toward a desired result by the manager. While not as immediately
gratifying for players, this is a much more realistic portrayal of
large-organization management.
Distributed
development team worked
Another successful point for VU was its distributed development team.
While the team had its delays and organizational problems it still
managed to work well together with key elements of the project team
located in New York, Jackson Hole, Portland, Maine, Hong Kong and
Lawrence, Kansas. Periodic face-to-face meetings helped, as did diligent
use of reports and emails. It's important to remember that many game/simulation
projects outside the entertainment industry will need to work in this
same manner. VU shows that these projects can be as successful, if
a bit longer to complete, as their entertainment counterparts.
At
the grassroots level the great thing that happened with VU was that
an initial community has begun to form around the product. This includes
a group of higher-education professors who are using the product with
their classes and developing assignments, syllabi, and more around
the project. While the project has targeted these users, the first
adopters have mostly come from people who had read or heard about
the project on their own in various articles or from ads in educational
trade publications, saw a demo at a conference, or came across it
via the Internet.
Availability
of source code
At first the idea of publishing the source code to VU was not even
considered. When the idea came open for discussion, that fact hindered
the initial push to publish the source code because the developers
worried about both the intellectual property issue and how they might
feel compelled to provide support for the source code. The developers
also believed they hadn't commented or structured the source code
for public source use. Eventually these issues and fears were put
to rest and the source code was published in the summer of 2001. To
date, more than 200 people have downloaded the source code and helped
the project fulfill a sub-goal of providing as much documentation
of its model as possible.