12Q2 - VIDEO GAMES 2011
Thursday, 28 April 2011
Eco-Warrior Game
Concept/Levels/Type
We have decided to create an adventure game where you take an active role in saving eco-systems all around the world. We found a gap in the market for a free roam/mission game for younger children based around an adventure theme. As well as being one of the only games on the market with this concept we are going to be using technological convergence by making the game 3D for the Xbox Kinect, meaning that the player puts on some free 3D glasses with an elasticated cord and then they move around the levels whilst seeing things pop out from the screen at them. We have designed 10 standard levels that you get for free with the game, these are:
- Jungle
- Underwater
- Volcano
- Space
- Ice land
- Desert
- African Plains
- Mountains
- Underground
- Mini-beast
These levels are based around the idea that you have to go around and save the environment and animals within the level from hunters and loggers etc. You start of with the choice of Jungle and Underwater, we decided to start with two because you wont get as bored and males would be more interested in the Jungle and females would be more interested in the Underwater levels. You have to complete missions to unlock the other environments. You can also free roam around the levels you have unlocked talking to characters.
There are also levels that we have created available to purchase online from the Xbox system, these are:
- Bubblegum world - you get stuck to everything
- Cookie World
- Candy land
- Theme Park
- Clouds
These are not to do with saving any eco-systems but by adding these we can make more money from selling them for £2.99 online plus it gives the players more choice if they are bored of saving animals and environments. Also online you are able to make, play & rate levels created by other people around the world, these can be made using our game.
Console/Interface
We will be using the Xbox console only because it is the only console with the Kinect system, we thought about using PlayStation move as well but we thought it wouldn't be as realistic because it doesn't pick up all movements, e.g. foot movement. We would include our own online interface in the game where players can see how they rate against their friends, their country and the world. This will also be the place to play and rate other peoples levels. Our in-game developing system allows players to create their own levels easily by simply moving objects to the correct place.
USP
Our unique selling point is the fact that it is the only game on the market that incorporates 3D visual effects along side a fun and educational storyline. The main point is that you work with animals and the environment to comically stop hunters and non-environmentalists.
Profile of Target Audience
Our target audience is 8-13 year old children.
The ways in which we are planning to attract children of this age is to use vibrant and lively colours and also to provide them with different sceneries that are fun for them to play on and will keep them interested.
There will be add on packs providing them with new surroundings and adventures and also when they complete certain levels they can unlock others that are fun and exiting. We figured if we do this they will then want to continue playing and will be setting themselves targets to meet.
Box Art
Poster
Media Convergence
To have media convergence we will be having articles or pages in the popular children's magazine "Cool Kidz" which is aimed at primary school boys which is what our target audience is. We will release the articles at the same time of the release of the game, this will keep demand high along with drip feeding distribution strategy.
Synergy
We would not use synergy but we would use the articles in the child's magazine as above.
Media Ownership
We would have complete media ownership of this gap in the market because we would be the only software company to create an online, 3D free roam/mission game based around the adventure world. This is good for us because we can control all aspects of distribution and pricing. We can essentially charge what we like for the product because it is the only one, but due to the price plateau in video games we cannot charge much more than £39.99 without being ridiculous.
Marketing Strategy
At first we will introduce our product into the market however only supply shops with a limited amount of product. Once demand has increased to a high enough amount for us to start making profits, we will blast the market with several copies of the game and by this point the game should be a sell out.
Once the product has sold out, we will then have a follow up game ready to produce, by the time this is out people will be ready for a new game release so this will provide them with many more adventures, even better than the first ones, in worlds of all different genres. If the first release was a success, this should also be very successful and should hopefully carry the same amount of demand the first game did, if not more.
We will advertise this product firstly on games websites which children of this age will play on, a few examples of this are Mouse-breaker, Mini-clip, Goochicoo. Once advertised subtly on these websites, advertisement will then be taken a step further and published on television. We will mainly target children's channels however will also advertise on regular channels, mainly ITV and Channel 4 because both children and adults watch these channels. This will also gain the attention of adults and they may recognise this game due to it's educational message alongside the fun.
Heidi, Chloe, Sam and Abi Video Game - Project 24
Project 24
For Xbox 360 and PC/Mac
Genre: Sci-fi RPG/FPS
Unique selling point - Fully customisable guns and unique abilities
You wake up after a 100 year long cryogenic slumber. All you remember is escaping a war-torn planet, and your last name. The only known human left from the destroyed colony is you - and people are willing to kill you to get the priceless prize of your DNA.
£39.99 (including VAT) Xbox 360
£29.99 (including VAT) PC/Mac
Concept
The player begins the game with a cutscene of the character running from gunfire to get to a spaceship, set to a contrapuntal soundtrack. After this scene is played, the player will then have the option to fully customise their character - they will be able to choose a first name, gender and customise the facial features of their character. After this, the player then begins the game in earnest. They will be randomly assigned a special ability.
You play as one of the few survivors of a destroyed colony - all who of which were genetically modified to allow them to use special abilities. Your DNA is now priceless - the genetically modified code allowing these powers to be used is wanted by everyone, and the player will often be attacked. The main quest follows your character as they try to find out their identity, and understand how to use their abilities - more of which will be available as the player increases levels. Along with this main quest are side quests, which will allow the player to get money and guns. There will be a lot of focus on the weapons of the game, as they can be completely modded in order to create a truly unique gaming experience. Players will be able to share their gun concepts online.
The game will also focus heavily on the plot - each play through differs depending on the choices the player makes. The player will also pick up companions which affect the plot, and can become friends, rivals or even potential romances.
There will be a multiplayer feature - a virtual 'arcade' which will pick players and locations in order to create a level with varying goals.
Abilities
Examples:
Telekinesis (moving objects with mind)
When the player increases in level this power will lead to the ability to walk on walls and ceilings to get to inaccessible places
Superhuman strength
Level increase leads to slight invulnerability
Danger sense (know if someone is planning to attack you and from what direction)
Level increase leads to invisibility (timed — upgrades for it to last longer)
The abilities will 'mutate' to the player's style - if a player uses their telekinesis powers to get objects, it will mutate to let them get objects from further away - if they use it to throw people in combat, it will become more forceful in order to compliment the gameplay.
Marketing
We will distribute futuristic wanted posters in cities and towns - on telephone boxes, billboards and also stuck on the side of buildings, similar to Grand Theft Auto. We will also release the very first cutscene from the game as an advert on cinemas and tv . We will pay famous singers such as Lady Gaga and other bands to record and remix a futuristic soundtrack for the game. These will be gradually released before the game comes out. With the release of the game, the entire soundtrack will be available. There will be a pre-order bonus of one 'ability' of the players' choice which can be used in game.
Target Audience
The target audience would be for ages 16+ as there will be violence, gore and swearing. It can appeal to female or male gamers, especially those who enjoy first player shooters and RPGs. This mix of gameplay style means we will have hugely increased the audience for our game. The range in difficulties and the availability of a detailed guide will also mean first time players will also be able to get a lot out of the game, along with those more experienced.
Marketing Strategies
At first we will introduce our product into the market however only supply shops with a limited amount of product. Once demand has increased to a high enough amount for us to start making profits, we will blast the market with several copies of the game and by this point the game should be a sell out.
Once the product has sold out, we will then have a follow up game ready to produce, by the time this is out people will be ready for a new game release so this will provide them with many more adventures, even better than the first ones, in worlds of all different genres. If the first release was a success, this should also be very successful and should hopefully carry the same amount of demand the first game did, if not more.
We will advertise this product firstly on games websites which children of this age will play on, a few examples of this are Mouse-breaker, Mini-clip, Goochicoo. Once advertised subtly on these websites, advertisement will then be taken a step further and published on television. We will mainly target children's channels however will also advertise on regular channels, mainly ITV and Channel 4 because both children and adults watch these channels. This will also gain the attention of adults and they may recognise this game due to it's educational message alongside the fun.
Target Audience
Our target audience is 8-13 year old children.
The ways in which we are planning to attract children of this age is to use vibrant and lively colours and also to provide them with different sceneries that are fun for them to play on and will keep them interested.
There will be add on packs providing them with new surroundings and adventures and also when they complete certain levels they can unlock others that are fun and exiting. We figured if we do this they will then want to continue playing and will be setting themselves targets to meet.
Celebrity Swap Shop Pitch
Our idea was based on a popular kids play book, where you had to mix and match different body parts on a picture. We thought of making an iPhone app for the book, called celebrity swap shop. The game will have a point system for matching the correct bodies together. One point for matching 2 correct body parts and two points for a correct whole body
Our game is directed at casual gamers aged from 10-20 as the celebrities will be well known to this age group. The game is a simple idea and not to be played seriously making it perfect for this target audience.
Our Games unique selling point is our media convergence because we have exclusivity on the celebrities and characters we are using in the game.
Our product will have no packaging as it will be purchased of the online apple App store.
The poster shows the prototype of the game and how the app would work. It shows an example of what the game is capable of. The poster also contains some brief information about what the app is about and what console formats the app is for. The app has downloadable content where you can download different versions of the game in occurance to events, such as the royal wedding. One can transfer images from your iPod/iPad into the app so you can create your own personalised version of the game.
We would market our App through, teen magazines, and also through kids Tv channels.
Thursday, 7 April 2011
Flick Football- Case Study
There is a facebook page dedicated to the new Flick Football Game. On the information page, there is a mention given to the original version of Flick Football, where it is referred to as 'the hugely successful global smash'. This positive comment is a way of marketing the original Flick Football game.
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