Showing posts with label Sahib Sohanpal. Show all posts
Showing posts with label Sahib Sohanpal. Show all posts

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.

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. 



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.

Wednesday, 6 April 2011

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.