For teaching, it depends a lot on what you’re trying to teach. In some courses I’m involved in we’re intentionally using old, limited, obtuse or otherwise just strange tools and equipment for the sake of practicing debugging, reading specs approaching an unknown system. The point of those courses is not to learn the tool itself but to learn methodology that can be generalised.
As I said however, it depends on when in the timeline we’re looking. For 3-year bachelor’s programmes, there’s significantly more focus on producing graduates who can move straight into the industry, having already learnt the tools they will use. For theoretical 5-year master’s programmes, knowing specific hardware or software is secondary to the general reasoning, maths and planning that’s expected in research or R&D industry work.
Using more limited or restricted tools, if thought out well, can force students focus on the parts that matter. I haven’t actually used the Playdate, but for first-year students I would think the most important thing is to actually get to designing games. The core ideas you’d want to teach do not require fancy graphics or platform support, rather, that’d just be a time sink. Learning industry tools can be done in later courses or on the job. While being able to work efficiently is important - I don’t want to discredit the handiwork of the process, learning what buttons to push in eg. Unreal is arguably much less ephemeral than learning ”game design”.
However, using limited tools in teaching must be well motivated. Forcing old, obsolete tech onto students might be a learning experience just as well as a time sink.
As I said however, it depends on when in the timeline we’re looking. For 3-year bachelor’s programmes, there’s significantly more focus on producing graduates who can move straight into the industry, having already learnt the tools they will use. For theoretical 5-year master’s programmes, knowing specific hardware or software is secondary to the general reasoning, maths and planning that’s expected in research or R&D industry work.
Using more limited or restricted tools, if thought out well, can force students focus on the parts that matter. I haven’t actually used the Playdate, but for first-year students I would think the most important thing is to actually get to designing games. The core ideas you’d want to teach do not require fancy graphics or platform support, rather, that’d just be a time sink. Learning industry tools can be done in later courses or on the job. While being able to work efficiently is important - I don’t want to discredit the handiwork of the process, learning what buttons to push in eg. Unreal is arguably much less ephemeral than learning ”game design”.
However, using limited tools in teaching must be well motivated. Forcing old, obsolete tech onto students might be a learning experience just as well as a time sink.