Showing posts with label ollie montique. Show all posts
Showing posts with label ollie montique. 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

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.

Wednesday, 6 April 2011

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.