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.
EA Skate-Marketing
Below are various way in which EA Skate connect to their consumers.
We counted 12 EA Skate trailers. These trailers varied from showing actual gameplay to trailers showing professional skateboarders that feature in the game.
Official EA Skate Twitter feed |
Official EA Skate website |
Official EA Skate Youtube channel |
Official EA Skate Facebook page |
Football Manager Research
- Published by SEGA, original (1982)
- Originally devised by Eidos Interactive, now by Sports Interactive.
- Firstly only for PC use, however now available on consoles and their are branches of the game available for download on iphone and other mobile phones. Also can be played on PSP.
Online adaptation in Football Manager Live, create a team to play other peoples teams.
Unlike other games the main changes are with squad and rule updates, as well as some adjustments to the detail in terms of tactics and new feeds. Also the method in which you watch the games has changed and there are many ways you can now including 3d mode.
FM-BASE.CO.UK- huge fan-base forum where discussions include tactics, possible improvements and comparisons of teams.
starting price generally between 25 and 30.
Available at retail stores such as game, hmv and game station, as well as various supermarkets. Online stores such as play.com, eBay and amazon.
Trailer 2011:
various men giving their opinions in terms of tactics, players, formations etc, designed to induce debate and competition. Appeals directly to men, stereotype enhanced as only men featured in advert.
'everyone has an opinion, theres only one that counts-yours'- focuses on element of control and providing people with the power they have always wanted to make the decisions. Again an applicable characteristic of men stereotypically to be dominant and in control.
- Originally devised by Eidos Interactive, now by Sports Interactive.
- Firstly only for PC use, however now available on consoles and their are branches of the game available for download on iphone and other mobile phones. Also can be played on PSP.
Online adaptation in Football Manager Live, create a team to play other peoples teams.
Unlike other games the main changes are with squad and rule updates, as well as some adjustments to the detail in terms of tactics and new feeds. Also the method in which you watch the games has changed and there are many ways you can now including 3d mode.
FM-BASE.CO.UK- huge fan-base forum where discussions include tactics, possible improvements and comparisons of teams.
starting price generally between 25 and 30.
Available at retail stores such as game, hmv and game station, as well as various supermarkets. Online stores such as play.com, eBay and amazon.
Trailer 2011:
various men giving their opinions in terms of tactics, players, formations etc, designed to induce debate and competition. Appeals directly to men, stereotype enhanced as only men featured in advert.
'everyone has an opinion, theres only one that counts-yours'- focuses on element of control and providing people with the power they have always wanted to make the decisions. Again an applicable characteristic of men stereotypically to be dominant and in control.
Wednesday, 6 April 2011
Games Britannia
Th different genres discussed are social which is when the game can be played socially by people online and greed when people need to be God's when they play. Thriller games create the addictive part about the game as the bright colours and film scene cuts make the gamer want to play on. The morals are tested in games such as grand theft auto as merciless killing is the main priority of the protagonist/antagonist. The absurdity of the games such as little big planet, creates an escape from reality meaning that the players can have an escape from life.
Characters with more depth became more popular with the introduction of Lara Croft. Sh was able to create a relationship with the player, so they have more sympathy for them and want to play more.
Games Brittania Documentary
What different genres of game are discussed?
In the documentary many different genres were discussed. The main ones that were described in the film was the fantasy genre that was concentrating on board games such as dungeons and dragons where you were in control of the game and what happened. The second genre was racing games such as wipeout, burnout paradise and to some extent carmeggedon and the documentary was saying how these games started to change the audience. The third genre that was described was simulation games such as black and white and populas. The final genre that was discussed was the latest genre being the city roaming genre, this covers games like grand theft auto.
What does the documentary say about character development?
The film shows the advance from characters with no face or personality such as the minor in the popular game of the 1980's to characters with a personality, feelings and full bodily features like Lara Croft. This is mainly due to the 3D revolution so you can relate with the character more and in games like Lara Croft you are made to feel for the character and you are challenged with the task of looking after her like she is your daughter.
Does it discuss technological developments and advances in the industry?
The programme shows the change from board games to 3D video games. From the original ZX Spectrums to the BBC Micro that showed 2D games with annoying soundtracks and simple games to todays games consoles with 3D, relatable character. There was also the development of "God Games" that make you control a virtual planet such as Black & White where you are a big God-like hand that controls the happiness or destruction of villages, towns and cities. The packaging changed the audience from geeks to a more modern teenage audience, such as Wipeout that had a trance like packaging to promote their product. The film also showed the timeline from side scrolling games to 3D games like Grand Theft Auto and then it moves again to 3D side scrolling games like Little Big Planet that allows another form of 'bedroom programming'. Online play is also a major part of todays gaming society where large parts of the population take a new identity that can rival their current real life.
Does it make any criticisms of the industry?
It shows that story games already have a decided ending and the characters already have feelings for other people so the argument is whether there is any place for the gamer as they cannot decide the outcome just how fast it happens. Another criticism is that games challenge moral boundaries such as Grand Theft Auto invites the player to roam around a city and kill everyone they see and whether this will become a part of peoples real life and if this is how they will answer their problems in the future.
In the documentary many different genres were discussed. The main ones that were described in the film was the fantasy genre that was concentrating on board games such as dungeons and dragons where you were in control of the game and what happened. The second genre was racing games such as wipeout, burnout paradise and to some extent carmeggedon and the documentary was saying how these games started to change the audience. The third genre that was described was simulation games such as black and white and populas. The final genre that was discussed was the latest genre being the city roaming genre, this covers games like grand theft auto.
What does the documentary say about character development?
The film shows the advance from characters with no face or personality such as the minor in the popular game of the 1980's to characters with a personality, feelings and full bodily features like Lara Croft. This is mainly due to the 3D revolution so you can relate with the character more and in games like Lara Croft you are made to feel for the character and you are challenged with the task of looking after her like she is your daughter.
Does it discuss technological developments and advances in the industry?
The programme shows the change from board games to 3D video games. From the original ZX Spectrums to the BBC Micro that showed 2D games with annoying soundtracks and simple games to todays games consoles with 3D, relatable character. There was also the development of "God Games" that make you control a virtual planet such as Black & White where you are a big God-like hand that controls the happiness or destruction of villages, towns and cities. The packaging changed the audience from geeks to a more modern teenage audience, such as Wipeout that had a trance like packaging to promote their product. The film also showed the timeline from side scrolling games to 3D games like Grand Theft Auto and then it moves again to 3D side scrolling games like Little Big Planet that allows another form of 'bedroom programming'. Online play is also a major part of todays gaming society where large parts of the population take a new identity that can rival their current real life.
Does it make any criticisms of the industry?
It shows that story games already have a decided ending and the characters already have feelings for other people so the argument is whether there is any place for the gamer as they cannot decide the outcome just how fast it happens. Another criticism is that games challenge moral boundaries such as Grand Theft Auto invites the player to roam around a city and kill everyone they see and whether this will become a part of peoples real life and if this is how they will answer their problems in the future.
Games Brittania
What different genres of game are discussed?
- Fantasy e.g. World of Warcrafts
- Action e.g. Grand theft Auto (GTA) and Carmageodan.
What does the documentary say about character development?
- The players can relate to the characters and can be emotionally tied to them.
- The games tell a story and supply the players with background information on the characters life.
- Characters developed from fictional figures into 3D people, such as Lara Croft.
- The characters became more attractive in order to entice the 'nerds'.
- Players are now able to have more control over the characters i.e. they can change their clothing e.g. in Grand Theft Auto the player can change Nico's clothes.
Does it discuss technological developments and advances in the industry?
Yes. The documentary discussed the history of the gaming industry from the first ever gaming consoles to the current homing devices.
Games Britannia
This lesson we watched a documentary on different types of video games. We had to answer a range of questions.
1)What different genres of games were discussed?
- Fantasy, Action, Free to do what you want.
2)What does the documentary say about character development?
-The person playing the game interacts with the character and develops a 'relationship' with them so its almost like the person playing is in the actual game. Some games have a set storyline where the person playing is almost told what to do, they haven't any freedom within the game.
3)Does it discuss technological developments and advances in the industry?
-
4)Does it make any criticisms of the industry?
-
Games Brittania
What different genres of games are discussed?
- Sports games
- Fantasy
- Reality/Role play
- Action Games
What does the documentary say about character development?
Lara Croft was the first character to be created to be personal to the player. the player grew to care about the character, and learned how to look after that character. However, the game heavenly sword involved a female character who didn't connect with the controller personally.
The character in GTA can be manipulated to do what the player wants him to do. For example, at the end of the game, the player can decide for the character, whether someone lives or dies - it's all up to him whether he saves him or not.
Does it discuss technology development and advances in the industry?
Yes.
Games Britannia Documentary Questions (Sam)
1. What different genres of game are discussed?
Several generic genres are discussed such as RPGs (role playing games) spanning to MMORPGs as the gaming industry introduced online role playing games. Genres within these categories such as fantasy (eg. Heavenly Sword), Sci-fi, 'God Games', sport and racing games all played an important part in the development of games.
2. What does the documentary say about character development?
The first character that was really identified with in video games was Lara Croft. As she had a backstory, a family and goals the player could engage more effectively with her character and actually care about the character. However, the character has to be 'hollow' enough to allow the player to create their own identity within the game. More modern games allow customisation of a character and definition of a set of personalities through speech choices, meaning that the character can become 'owned' by the player. This meant that the gameplay was more personal for the player and therefore more enjoyable. The relationship between player and character became more dynamic and the player would play the 'story' of their character, through the narrative of the game.
3. Does it discuss technological developments and advances in the industry?
The documentary shows how board games such as Dungeons and Dragons were inspired firstly by books such as the Lord of the Rings trilogy. They then led to fantasy genre games. 2d platform games led to more free, 3d games and soon the player could play online with other people. The transition from computer, to console to handheld was also discussed and this showed how gaming became a common activity, often for the family as well as simply playing alone and being stereotypically 'nerdy'. Games such as Little Big Planet encourage players to create their own 'game', making their own levels and sharing it with other players. This online, creative aspect has been seen as a new twist in the gaming industry.
4. Does it make an criticism of the industry?
The documentary does highlight the moral issues of gaming - such as is it acceptable to do morally questionable acts in a game that we would not do in real life? When does it push the boundaries too far, and how can we measure that point? Games such as Grand Theft Auto created a lot of controversy when they were first released, as the provocative and gory nature of the game allowed the player to commit acts that would be against the law and morally very wrong.
Several generic genres are discussed such as RPGs (role playing games) spanning to MMORPGs as the gaming industry introduced online role playing games. Genres within these categories such as fantasy (eg. Heavenly Sword), Sci-fi, 'God Games', sport and racing games all played an important part in the development of games.
2. What does the documentary say about character development?
The first character that was really identified with in video games was Lara Croft. As she had a backstory, a family and goals the player could engage more effectively with her character and actually care about the character. However, the character has to be 'hollow' enough to allow the player to create their own identity within the game. More modern games allow customisation of a character and definition of a set of personalities through speech choices, meaning that the character can become 'owned' by the player. This meant that the gameplay was more personal for the player and therefore more enjoyable. The relationship between player and character became more dynamic and the player would play the 'story' of their character, through the narrative of the game.
3. Does it discuss technological developments and advances in the industry?
The documentary shows how board games such as Dungeons and Dragons were inspired firstly by books such as the Lord of the Rings trilogy. They then led to fantasy genre games. 2d platform games led to more free, 3d games and soon the player could play online with other people. The transition from computer, to console to handheld was also discussed and this showed how gaming became a common activity, often for the family as well as simply playing alone and being stereotypically 'nerdy'. Games such as Little Big Planet encourage players to create their own 'game', making their own levels and sharing it with other players. This online, creative aspect has been seen as a new twist in the gaming industry.
4. Does it make an criticism of the industry?
The documentary does highlight the moral issues of gaming - such as is it acceptable to do morally questionable acts in a game that we would not do in real life? When does it push the boundaries too far, and how can we measure that point? Games such as Grand Theft Auto created a lot of controversy when they were first released, as the provocative and gory nature of the game allowed the player to commit acts that would be against the law and morally very wrong.
Games Britania
1. Fantasy was the first genre mentioned, and the evolution from board games to a video games experience in which there is no clear winner or loser but more a journey of adventure. this is replicated in games such as lord of the rings. Racing games were also mentioned and the competitive nature of them changed the games industry.
2. Character development has evolved over time, and the audience is supposed to form a relationship of care with the character to an extent at which they act in the interests of them. this has been taken to an extent at which you have the option to determine the appearance, clothing etc of your own character and make the decisions for their destiny.
3. There is technological development in the industry in that consoles have a variety of components, and within the games n that there are various things you can do in the game, an example of this is GTA which combines different aspects of many games in an urban dangerous world.
4. criticisms of the games industry include that the involvement in games and characters has become so much that people are influenced to an extent at which they can attempt to replicate the violent or criminal behaviour of characters in the game.
2. Character development has evolved over time, and the audience is supposed to form a relationship of care with the character to an extent at which they act in the interests of them. this has been taken to an extent at which you have the option to determine the appearance, clothing etc of your own character and make the decisions for their destiny.
3. There is technological development in the industry in that consoles have a variety of components, and within the games n that there are various things you can do in the game, an example of this is GTA which combines different aspects of many games in an urban dangerous world.
4. criticisms of the games industry include that the involvement in games and characters has become so much that people are influenced to an extent at which they can attempt to replicate the violent or criminal behaviour of characters in the game.
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