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Research
Your Name
PokĂŠmon red and blue 8+ 100% for kids
(note most of these existing products will more show how its going to be more relating and
how they refences certain parts of my project.
PokĂŠmon red and blue was released in 1996 and were the first two games to ever introduce PokĂŠmon into world. These games
are turn based and role-playing games made by Game Freak and published by Nintendo which this game became a huge
success and would become one of the most popular franchise ever.
For the reason to why I using PokĂŠmon Red and Blue as an example is because the design for when you walk around in this
game, it will relate and be a refences toward my game. For design for the actual game (PokĂŠmon red and blue), its very dull
with its black and white design but this was because It was made in 1996, which at the time, some companies were just
getting used to what they could possibly do with what they had for technology and so there wouldn’t be that many amazing
special effects or stunning visual effects.
A good reason to why people have enjoyed this game in the past is because both the design in battle and not in battle were
actually really impressive at the time, and no one would have ever thought about a game to have over 100+ unique monsters
that battle it out in a world where its competitive sport. And just that idea alone is super impressive.
The reason to why I want to use this type of pixel art is because it's both A. Simple and a bit more Unique, and B. it will be
easier to animate and also show other types of art styles as well. Of course, however, it will have colour for my product not like
this game.
(57) Game Boy
Longplay [195]
Pokemon Blue -
YouTube
Here is gameplay of
the game, if you
watch it and look at
when the main
character walks, that’s
the type of animation
that will be used for
my project.
Deltarune 12+ For kids/teens
Deltraune is a turn based, role playing, bullet hell game made for PC/PS4/Switch and
created by Toby fox. The game follows the story of Kris who is a mysteries character
that doesn’t show much personality due to the fact that YOU are controlling Kris, who
probably has two sides, one being you and one being him (who is evil). But the main
point of the game is that you explore and go on this adventure with your monster
friends whiles you fight other monsters. This game was realised in 2018.
Reasons to why I want my product to relate to Deltarune is because for my interactive
project, I used this sort of style in that project and because I want my project to relate
to other projects, I also wanted it to relate to the game it was inspired by (and also
because I have a lot of cool ways to make it into my own idea as well). So I will be
using a similar design towards this product.
For reasons to why people enjoy Deltarune a lot is because the game really shows
character and how their relationships are towards Kris, not you. And its unique designs
of characters also brings out a charm with these characters and why it also has such a
huge fandom as well. (A Fandom is when a game has such a popular community that
the fans might make unique story's or different versions of said game.)
(57) DELTARUNE: Chapter 1 - Full Gameplay - No
Commentary – YouTube
Here is gameplay, if you watch more the battles, that’s the type of style ill
be doing when it comes to battles in my product but in my own style!
Danganronpa is a Visual Novel story game about Highschoolers being kidnapped and forced to
murder other victims by a bear named Monokuma to escape their demise but while also people figure
out who killed who. (pretty messed up but can funny as well). Game was realised in 2010 and made
by Kazutaka Kodaka and developed and owned by Spike Chunsoft.
The reason to why this product is similar to my FMP is because both products are a story based
game, and the interactions are very similar to how I want the interactions to be (when I mean
Interactions, I mean when characters are talking to each other).
A good reason to why people really enjoy this game is for both the “style” it has and its lengthy story
it holds as well. There's 2 more other games including this one so the story goes on for a long time
and its more for people who have an interest with Visual Novel type of games really. (this game will
also probably take you about weeks to complete)
One thing that I would like to point out that the Style that the characters have will NOT relate to my
product, and instead will have my style of drawing because I'm not a skilled enough drawer. But it
will still look effective
Danganronpa - Part 1 - Hope's Peak Academy -
YouTube
Here is gameplay, you don’t
really have to watch it since
the images explain enough of
what I'm trying to get at but
might as well since I've done
it for the rest.
Dragon Ball Z: Kyoushuu! Saiyajin
Dragon Ball Z: Kyoushuu! Saiyajin is another turn-based role-playing video game and the first ever Dragon ball z game to ever exist. Made
in 1990 and realised only in Japan by a group called Bandai for the Nintendo Famicom. The game just follows the same story for the
Dragon Ball Z Saiyan Saga (Saiyan Saga was a certain part in Dragon Ball Z where Goku battled multiple characters that were like him).
The reason to why I chose this 1990’s product to relate to my upcoming product is because both products relate to Fighting, Storytelling
and Action. But only differences with mine is that it has other aspects of refences to other games while Dragon Ball Z: Kyoushuu Saiyajin
has his own unique battle system, storytelling and action. Which in this game, you choose from cards that determine your action.
A good reason to why people have enjoyed this game is because this was in the 1990’s and games like Super Mario World were released
and showed off how stylish you could really get with pixels and using the right colour pallets. And with this game, it's based off one of the
most popular shows/animes that was slowly becoming world famous, so of course people would try a game about a show they really
enjoy (which this audiences at the time would have probably been around 12).
(57) NES Longplay [770]
Dragon Ball Z: Kyoushuu!
Saiyajin (Fan Translation)
- YouTube
Here is gameplay, there
isn’t many English versions
so this is the best I could
find
12+ for a good mix of everyone
Research Analysis
• What common features do the researched products have? Each product
has their own unique storytelling and also how each game is mostly turn
based as well (Danganronpa kind of counts as a turn based due to the
fact you take turns talking and also investigating)
• What aspects of the research will you include within your own work? I will
list out what aspects of each product that I will use:
• Ill use Pokémon's walking animation for where my product doesn’t show
any fighting (meaning the style and animation will be similar to how
PokĂŠmon Red and Blue look.)
• I will use Deltarunes Battle Mechanics for where my product has to battle
another enemy (ONLY when people are fighting.)
• For Danganropna, it was more an example to show what I mean by hand
drawn cutscenes. So I will be using that for when there's talking but not in
the fighting part of the product.
• (I will later show what I mean.)
Questionnaire
Analysis
Survey Monkey Link:
https://www.surveymonkey.co.uk/r/
VBHYRMD
Audience research
• Observation: 8 Males and 2 Females (who know me) have taken part of this survey (there was
more but blogger shows only 10).
• What this says about my audience: That most of the people that will probably see my project are
going to be mostly males more than females.
• How will your product appeal to this audience: So now knowing that my audience is 80% male, I
can go to my heart content and making my ideas which are more mainly for a male audiences, but
also nothing is really stopping any of my 20% of female audience from playing my game.
Audience research
• Observation: One person is under 18, Six people are 18-24 years old and Three people are 35-44+.
• What this says about my audience: This shows that most of my audience are around the same age
as me (18).
• How will your product appeal to this audience: This is pretty handy to know because I do intend
for some of the characters in my project to swear for a bit of realism but of course be censored
(expect for one time because it would ruin the moment) but of course I wont say it too much for my
older audience.
Audience research
• Observation: Everyone liked my idea :)
• What this says about my audience: That they liked my first idea for the design of
the game.
• How will your product appeal to this audience: This makes me feel actually more
confident to make this product seeing this. Because now that I know that 100% of
my audience wanted this idea, it will officially be an idea for my project.
Audience research
• Observation: 4 people wanted my original idea and 6 people wanted more fantasy.
• What this says about my audience: This shows that my audiences would
appreciate a lot of effort and creativity to be put into this product.
• How will your product appeal to this audience: Seeing that this was nearly a
50/50, I think the best thing I should do with these results is to still do the original
idea and base it in college but at some point, bring fantasy like areas eventually
within the game.
Audience research
• Observation: 8 people liked the Mario and Luigi game mechanics, and 2 people liked the deltarune
mechanics.
• What this says about my audience: Shows that they want to be a lot more active than waiting for
turns.
• How will your product appeal to this audience: So I'm sure people read that this project is more
based around Deltarune but this is also good that people wanted this other game mechanic
because now I can actually included this into my product as well and it will make the game even
more unique since not a lot of games use these sort of mechanics.
There were
videos they got
to watch so if you
wish to see them
then go back to
the Analysis page
and click the link
Audience research
• Observation: 6 people wanted pixel art cutscenes and 4 people wanted non pixel art cutscenes.
• What this says about my audience: That they want to keep it more simple and possibly not have
that many designs shown within this product.
• How will your product appeal to this audience: So again, Nearly a tie with what everyone chose
but I think I'm still going to included Non-pixel art for cutscenes only because it shows that I've
learnt some over skills than just drawing/making in pixels.
There were
videos they got
to watch so if you
wish to see them
then go back to
the Analysis page
and click the link
Audience research
• Observation: 4 people wanted Stamina to be a thing and 6 didn’t.
• What this says about my audience: That they don’t want to hassle of dealing with Stamina whiles
they play.
• How will your product appeal to this audience: This was pretty interesting to hear since adding
Stamina to the game would of made it had a lot more thought into what attacks/actions the player
needs to do whiles also knowing how many times they can do this certain action. I wont add
Stamina but ill add some about certain Special ability's that could require a recharge or need time
to wait.
Audience research
• Observation: 6 people wanted more jokes and 4 people wanted reference.
What this says about my audience: That they want to have a good time
and laugh whiles playing this game.
• How will your product appeal to this audience: Actually, pretty good to
know about this question, since I was going to included refences, but I can
add a phew good new and old jokes within the project.
Audience research
• Observation: Half of my audience wanted voice acting and the other half wanted text voice.
• What this says about my audience: That they at least know certain games that have text voice and
games that just have voice acting for their cutscenes.
• How will your product appeal to this audience: In all honesty, this was more of a kind of question
that was seeing if people wanted this or not but because its ended up in a tie, I still wish to do Voice
Acting instead of text voice because I can then make some passionate work with the story telling.
There were
videos they got
to watch so if you
wish to see them
then go back to
the Analysis page
and click the link
Audience research
• Observation: Half wanted Already made sounds and songs but the other half wanted Custom made
songs and sounds.
• What this says about my audience: That they like the idea of me making some custom-made things
but also appreciate that already made songs (and with permission) are also a good option.
• How will your product appeal to this audience: And finally, the last question, this one is helpful to
know because I did intend in making some custom sound effects but with the custom-made song
part, I don’t have any experiences with music making so in some way, its help that this was a tie
vote because I can do a mix of custom and already made song and sounds.
Interviews
Everyone asked in this interviews are friends who are in my
project and also my audience as well
Interview 1: Sam 17 year old male
• What is the one aspect you enjoy about turn based games? And if you don’t know
any then what would you think it should have?
I like the theme that they play in the background also I like how there is a lot of action
in tur based games.
• Do you think a turn-based games should have some type of story? And if so why?
Yes because it makes the game more interesting.
• What is your opinion on Pixel styled games?
I like pixel art games there is a lot of detail.
• What do you think you should see in a final boss (example being how hard or new
mechanics into the game)
The boss having health bars, the boss being difficult to defeat and has a lot of stamina.
• And how do you like your character :)
I like my character, the colour looks amazing, I think the colours best fit my characters
robotic arms plus the clothing. I like my character's mask.
Interview 1
• Observation: Sam enjoys a lot of detail and finds that
Health should be an important improvement for
bosses.
• What this says about my audience: That they want to
see a lot of effort put into these characters.
• How will your product appeal to this audience: it was
nice to know from Sam's opinion with turn based
games but it was a bit clear that he didn’t 100% know
about turn based games that much, so this is a good to
know so I can make sure that my product is easy to
understand.
Interview 2: Hayden 18 year old male
• What is the one aspect you enjoy about turn based games? And if you
don’t know any then what would you think it should have?
the one aspect of a turn based game that i enjoy is where the players can take
turns to defeat the other team
• Do you think a turn based games should have some type of story? And if
so why?
yes i think that turn based games should have a story line because then you
can see how they have got to the position that they want to fight each other
• What is your opinion on Pixel styled games?
my opinion on a pixel styled games is that i think that they are good
• What do you think you should see in a final boss (example being how hard
or new mechanics into the game)
i think that you should see that it is just a bit challenging.
• And how do you like your character :)
i think that my character is really good.
Interview 2
• Observation: Hayden likes the idea of a good
story and also good design but for the boss to just
be only a ‘bit’ harder.
• What this says about my audience: that my
audience might enjoy the story telling in my
product.
• How will your product appeal to this
audience: it's good to know that people might
more enjoy a good story more than the actual
gameplay which now I will make sure that the
products story is exciting and enjoyable.
Interview 3: Leon 18 year old male
• What is the one aspect you enjoy about turn based games? And if you don’t know any then what would you think
it should have?
One aspect I enjoy about turn based game is the strategy that is involved, having only 1 attack and action a unit or
character can perform in only 1 move, i also enjoy being able to level up and get stronger after each battle.
• Do you think a turn based games should have some type of story? And if so why?
I do think turn based games should have a story, since that type of gameplay is mostly used in the RPG Genre. The story
should be long and more deep allowing for character interactions, and maybe showing the relationships between them,
but not too complex or confusing to the player, or being too dark and morbid.
• What is your opinion on Pixel styled games?
I love pixel styled games because it is a restrictive art style that still manages to look really amazing, I also feel they can
never age poorly, example why games like Super Mario World and Sonic Mania are some of my favourites.
• What do you think you should see in a final boss (example being how hard or new mechanics into the game)
I think a final boss should have more strong attacks, making the player use the skills he has learned through the game,
because i feel an easy boss does not feel as accomplishing or like you have truly used the skills and abilities you have
been learning through the game.
• And how do you like your character :)
I like my character, since I like the reference's to Touhou's Remilia Scarlet, with the wings inspiration, also i feel a bullet
hell type of attack would fit since i really like the Touhou bullet hell games (well the ones i have played so far, which is
6, 7, 8, 9, and the spin offs 9.5 and 12.8 because the creator just used decimals for spin off games... for some reason).
Interview 3
• Observation: Leon likes more the focus of the characters
story and their adventure they had with others while also
the skill they have learned throughout the adventure (so
basically the story of the character than more the games
story.)
• What this says about my audience: this shows that my
audience likes the aspect of knowing a lot more about a
character.
• How will your product appeal to this audience: Getting this
type of information is really good to know since the game
will be just introducing characters that don’t have an
explanation about them. So because of this, I plan to add a
info tab about their characters.
Audience Profile
Category Demographic Content to appeal to this audience
Age Range
16+ • This product will be really more suitable for 16+
because my product will contain swearing that
will be censored but its easy to understand what
they said.
Gender
Mostly Male • Males might tend to enjoy my product a lot more
than females because this product’s fantasy is
more appealing to the male fantasy than more
the women fantasy. And with every project I've
mentioned, nothing is still stopping females to
play my game. (they might enjoy the story).
Psychographic
Achievers/Emulators • The reason to why I put both Achievers and emulators into this
Demographic is because this product will be good for achievers
since they want to do a lot of things and if this was a FULL lengthy
game then they will want to play a lot more If they enjoy it. But
also, its cheap enough for the Emulators to also have a great
experience for my game.
Social Status
Working class • Because this product is based on a game, more the working class
would probably be best for this product since if this was a game, I
would at least put this for sale but cheap enough for people to buy
(like maybe around 4.99).
Research
Evaluation
Research Evaluation
• Give an overview of how you conducted your research. Discuss the strengths
and weaknesses of each method
– Product Research
It was helpful to know and find out that there was similar products that related to my FMP
but however, it was a challenge to produce specific ideas because this FMP is like a bundle
of ideas all in one. So, trying to find a game that is also like that is very hard and very
specific.
– Questionnaires
Questionnaires were nice to do because I got to hear from other people that weren’t from
college (because I sent it to other people as well) but I do feel like it’s a bit of a pain still to
do, since when I come up with all these questions, I do feel like it’s a bit unnecessary since
it's my product and it's what I want to do really and the answers were a bit restricting since
it didn’t explain everything I wanted as well but it's kind of hard to give questions to explain
about what they think if they don’t really know much about what its refencing.
– Interviews
Interviews are pretty much the better Questionnaires for me since I'm able to specifically
pick people who know what my product is or at least know its refences but that also withs a
problem if you're not sure on who to send this too as well, but this wasn’t much of a
problem since the people, I sent my interviews to are people who have seen and been in my
projects and PowerPoints.
Research Evaluation
– What sort of a response did you get?
Most of my responses I got were either very helpful responses or just good responses
to hear, however, there was a phew responses where it was a bit hard to understand
and didn’t say much but at the same time, it was a good enough response because it
shows that some things may need explaining within the product or it should be simple
to understand when they play the game.
– How did you distribute your survey? Give an advantage and a disadvantage.
I sent both my survey into teams and sent it to some of my online friends who have no
idea that I was doing a FMP (one of them thought I was trying to scam them). And this
was easy to do and send and I got my answers quick but the only disadvantage about
this is that sending my product to random people that may or may not know anything
about turn based games or even anything about my project and might of given me
answers that they just put down because they didn’t know how to respond to them.

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2. Research (FMP).pptx

  • 2. PokĂŠmon red and blue 8+ 100% for kids (note most of these existing products will more show how its going to be more relating and how they refences certain parts of my project. PokĂŠmon red and blue was released in 1996 and were the first two games to ever introduce PokĂŠmon into world. These games are turn based and role-playing games made by Game Freak and published by Nintendo which this game became a huge success and would become one of the most popular franchise ever. For the reason to why I using PokĂŠmon Red and Blue as an example is because the design for when you walk around in this game, it will relate and be a refences toward my game. For design for the actual game (PokĂŠmon red and blue), its very dull with its black and white design but this was because It was made in 1996, which at the time, some companies were just getting used to what they could possibly do with what they had for technology and so there wouldn’t be that many amazing special effects or stunning visual effects. A good reason to why people have enjoyed this game in the past is because both the design in battle and not in battle were actually really impressive at the time, and no one would have ever thought about a game to have over 100+ unique monsters that battle it out in a world where its competitive sport. And just that idea alone is super impressive. The reason to why I want to use this type of pixel art is because it's both A. Simple and a bit more Unique, and B. it will be easier to animate and also show other types of art styles as well. Of course, however, it will have colour for my product not like this game. (57) Game Boy Longplay [195] Pokemon Blue - YouTube Here is gameplay of the game, if you watch it and look at when the main character walks, that’s the type of animation that will be used for my project.
  • 3. Deltarune 12+ For kids/teens Deltraune is a turn based, role playing, bullet hell game made for PC/PS4/Switch and created by Toby fox. The game follows the story of Kris who is a mysteries character that doesn’t show much personality due to the fact that YOU are controlling Kris, who probably has two sides, one being you and one being him (who is evil). But the main point of the game is that you explore and go on this adventure with your monster friends whiles you fight other monsters. This game was realised in 2018. Reasons to why I want my product to relate to Deltarune is because for my interactive project, I used this sort of style in that project and because I want my project to relate to other projects, I also wanted it to relate to the game it was inspired by (and also because I have a lot of cool ways to make it into my own idea as well). So I will be using a similar design towards this product. For reasons to why people enjoy Deltarune a lot is because the game really shows character and how their relationships are towards Kris, not you. And its unique designs of characters also brings out a charm with these characters and why it also has such a huge fandom as well. (A Fandom is when a game has such a popular community that the fans might make unique story's or different versions of said game.) (57) DELTARUNE: Chapter 1 - Full Gameplay - No Commentary – YouTube Here is gameplay, if you watch more the battles, that’s the type of style ill be doing when it comes to battles in my product but in my own style!
  • 4. Danganronpa is a Visual Novel story game about Highschoolers being kidnapped and forced to murder other victims by a bear named Monokuma to escape their demise but while also people figure out who killed who. (pretty messed up but can funny as well). Game was realised in 2010 and made by Kazutaka Kodaka and developed and owned by Spike Chunsoft. The reason to why this product is similar to my FMP is because both products are a story based game, and the interactions are very similar to how I want the interactions to be (when I mean Interactions, I mean when characters are talking to each other). A good reason to why people really enjoy this game is for both the “style” it has and its lengthy story it holds as well. There's 2 more other games including this one so the story goes on for a long time and its more for people who have an interest with Visual Novel type of games really. (this game will also probably take you about weeks to complete) One thing that I would like to point out that the Style that the characters have will NOT relate to my product, and instead will have my style of drawing because I'm not a skilled enough drawer. But it will still look effective Danganronpa - Part 1 - Hope's Peak Academy - YouTube Here is gameplay, you don’t really have to watch it since the images explain enough of what I'm trying to get at but might as well since I've done it for the rest.
  • 5. Dragon Ball Z: Kyoushuu! Saiyajin Dragon Ball Z: Kyoushuu! Saiyajin is another turn-based role-playing video game and the first ever Dragon ball z game to ever exist. Made in 1990 and realised only in Japan by a group called Bandai for the Nintendo Famicom. The game just follows the same story for the Dragon Ball Z Saiyan Saga (Saiyan Saga was a certain part in Dragon Ball Z where Goku battled multiple characters that were like him). The reason to why I chose this 1990’s product to relate to my upcoming product is because both products relate to Fighting, Storytelling and Action. But only differences with mine is that it has other aspects of refences to other games while Dragon Ball Z: Kyoushuu Saiyajin has his own unique battle system, storytelling and action. Which in this game, you choose from cards that determine your action. A good reason to why people have enjoyed this game is because this was in the 1990’s and games like Super Mario World were released and showed off how stylish you could really get with pixels and using the right colour pallets. And with this game, it's based off one of the most popular shows/animes that was slowly becoming world famous, so of course people would try a game about a show they really enjoy (which this audiences at the time would have probably been around 12). (57) NES Longplay [770] Dragon Ball Z: Kyoushuu! Saiyajin (Fan Translation) - YouTube Here is gameplay, there isn’t many English versions so this is the best I could find 12+ for a good mix of everyone
  • 6. Research Analysis • What common features do the researched products have? Each product has their own unique storytelling and also how each game is mostly turn based as well (Danganronpa kind of counts as a turn based due to the fact you take turns talking and also investigating) • What aspects of the research will you include within your own work? I will list out what aspects of each product that I will use: • Ill use PokĂŠmon's walking animation for where my product doesn’t show any fighting (meaning the style and animation will be similar to how PokĂŠmon Red and Blue look.) • I will use Deltarunes Battle Mechanics for where my product has to battle another enemy (ONLY when people are fighting.) • For Danganropna, it was more an example to show what I mean by hand drawn cutscenes. So I will be using that for when there's talking but not in the fighting part of the product. • (I will later show what I mean.)
  • 8. Audience research • Observation: 8 Males and 2 Females (who know me) have taken part of this survey (there was more but blogger shows only 10). • What this says about my audience: That most of the people that will probably see my project are going to be mostly males more than females. • How will your product appeal to this audience: So now knowing that my audience is 80% male, I can go to my heart content and making my ideas which are more mainly for a male audiences, but also nothing is really stopping any of my 20% of female audience from playing my game.
  • 9. Audience research • Observation: One person is under 18, Six people are 18-24 years old and Three people are 35-44+. • What this says about my audience: This shows that most of my audience are around the same age as me (18). • How will your product appeal to this audience: This is pretty handy to know because I do intend for some of the characters in my project to swear for a bit of realism but of course be censored (expect for one time because it would ruin the moment) but of course I wont say it too much for my older audience.
  • 10. Audience research • Observation: Everyone liked my idea :) • What this says about my audience: That they liked my first idea for the design of the game. • How will your product appeal to this audience: This makes me feel actually more confident to make this product seeing this. Because now that I know that 100% of my audience wanted this idea, it will officially be an idea for my project.
  • 11. Audience research • Observation: 4 people wanted my original idea and 6 people wanted more fantasy. • What this says about my audience: This shows that my audiences would appreciate a lot of effort and creativity to be put into this product. • How will your product appeal to this audience: Seeing that this was nearly a 50/50, I think the best thing I should do with these results is to still do the original idea and base it in college but at some point, bring fantasy like areas eventually within the game.
  • 12. Audience research • Observation: 8 people liked the Mario and Luigi game mechanics, and 2 people liked the deltarune mechanics. • What this says about my audience: Shows that they want to be a lot more active than waiting for turns. • How will your product appeal to this audience: So I'm sure people read that this project is more based around Deltarune but this is also good that people wanted this other game mechanic because now I can actually included this into my product as well and it will make the game even more unique since not a lot of games use these sort of mechanics. There were videos they got to watch so if you wish to see them then go back to the Analysis page and click the link
  • 13. Audience research • Observation: 6 people wanted pixel art cutscenes and 4 people wanted non pixel art cutscenes. • What this says about my audience: That they want to keep it more simple and possibly not have that many designs shown within this product. • How will your product appeal to this audience: So again, Nearly a tie with what everyone chose but I think I'm still going to included Non-pixel art for cutscenes only because it shows that I've learnt some over skills than just drawing/making in pixels. There were videos they got to watch so if you wish to see them then go back to the Analysis page and click the link
  • 14. Audience research • Observation: 4 people wanted Stamina to be a thing and 6 didn’t. • What this says about my audience: That they don’t want to hassle of dealing with Stamina whiles they play. • How will your product appeal to this audience: This was pretty interesting to hear since adding Stamina to the game would of made it had a lot more thought into what attacks/actions the player needs to do whiles also knowing how many times they can do this certain action. I wont add Stamina but ill add some about certain Special ability's that could require a recharge or need time to wait.
  • 15. Audience research • Observation: 6 people wanted more jokes and 4 people wanted reference. What this says about my audience: That they want to have a good time and laugh whiles playing this game. • How will your product appeal to this audience: Actually, pretty good to know about this question, since I was going to included refences, but I can add a phew good new and old jokes within the project.
  • 16. Audience research • Observation: Half of my audience wanted voice acting and the other half wanted text voice. • What this says about my audience: That they at least know certain games that have text voice and games that just have voice acting for their cutscenes. • How will your product appeal to this audience: In all honesty, this was more of a kind of question that was seeing if people wanted this or not but because its ended up in a tie, I still wish to do Voice Acting instead of text voice because I can then make some passionate work with the story telling. There were videos they got to watch so if you wish to see them then go back to the Analysis page and click the link
  • 17. Audience research • Observation: Half wanted Already made sounds and songs but the other half wanted Custom made songs and sounds. • What this says about my audience: That they like the idea of me making some custom-made things but also appreciate that already made songs (and with permission) are also a good option. • How will your product appeal to this audience: And finally, the last question, this one is helpful to know because I did intend in making some custom sound effects but with the custom-made song part, I don’t have any experiences with music making so in some way, its help that this was a tie vote because I can do a mix of custom and already made song and sounds.
  • 18. Interviews Everyone asked in this interviews are friends who are in my project and also my audience as well
  • 19. Interview 1: Sam 17 year old male • What is the one aspect you enjoy about turn based games? And if you don’t know any then what would you think it should have? I like the theme that they play in the background also I like how there is a lot of action in tur based games. • Do you think a turn-based games should have some type of story? And if so why? Yes because it makes the game more interesting. • What is your opinion on Pixel styled games? I like pixel art games there is a lot of detail. • What do you think you should see in a final boss (example being how hard or new mechanics into the game) The boss having health bars, the boss being difficult to defeat and has a lot of stamina. • And how do you like your character :) I like my character, the colour looks amazing, I think the colours best fit my characters robotic arms plus the clothing. I like my character's mask.
  • 20. Interview 1 • Observation: Sam enjoys a lot of detail and finds that Health should be an important improvement for bosses. • What this says about my audience: That they want to see a lot of effort put into these characters. • How will your product appeal to this audience: it was nice to know from Sam's opinion with turn based games but it was a bit clear that he didn’t 100% know about turn based games that much, so this is a good to know so I can make sure that my product is easy to understand.
  • 21. Interview 2: Hayden 18 year old male • What is the one aspect you enjoy about turn based games? And if you don’t know any then what would you think it should have? the one aspect of a turn based game that i enjoy is where the players can take turns to defeat the other team • Do you think a turn based games should have some type of story? And if so why? yes i think that turn based games should have a story line because then you can see how they have got to the position that they want to fight each other • What is your opinion on Pixel styled games? my opinion on a pixel styled games is that i think that they are good • What do you think you should see in a final boss (example being how hard or new mechanics into the game) i think that you should see that it is just a bit challenging. • And how do you like your character :) i think that my character is really good.
  • 22. Interview 2 • Observation: Hayden likes the idea of a good story and also good design but for the boss to just be only a ‘bit’ harder. • What this says about my audience: that my audience might enjoy the story telling in my product. • How will your product appeal to this audience: it's good to know that people might more enjoy a good story more than the actual gameplay which now I will make sure that the products story is exciting and enjoyable.
  • 23. Interview 3: Leon 18 year old male • What is the one aspect you enjoy about turn based games? And if you don’t know any then what would you think it should have? One aspect I enjoy about turn based game is the strategy that is involved, having only 1 attack and action a unit or character can perform in only 1 move, i also enjoy being able to level up and get stronger after each battle. • Do you think a turn based games should have some type of story? And if so why? I do think turn based games should have a story, since that type of gameplay is mostly used in the RPG Genre. The story should be long and more deep allowing for character interactions, and maybe showing the relationships between them, but not too complex or confusing to the player, or being too dark and morbid. • What is your opinion on Pixel styled games? I love pixel styled games because it is a restrictive art style that still manages to look really amazing, I also feel they can never age poorly, example why games like Super Mario World and Sonic Mania are some of my favourites. • What do you think you should see in a final boss (example being how hard or new mechanics into the game) I think a final boss should have more strong attacks, making the player use the skills he has learned through the game, because i feel an easy boss does not feel as accomplishing or like you have truly used the skills and abilities you have been learning through the game. • And how do you like your character :) I like my character, since I like the reference's to Touhou's Remilia Scarlet, with the wings inspiration, also i feel a bullet hell type of attack would fit since i really like the Touhou bullet hell games (well the ones i have played so far, which is 6, 7, 8, 9, and the spin offs 9.5 and 12.8 because the creator just used decimals for spin off games... for some reason).
  • 24. Interview 3 • Observation: Leon likes more the focus of the characters story and their adventure they had with others while also the skill they have learned throughout the adventure (so basically the story of the character than more the games story.) • What this says about my audience: this shows that my audience likes the aspect of knowing a lot more about a character. • How will your product appeal to this audience: Getting this type of information is really good to know since the game will be just introducing characters that don’t have an explanation about them. So because of this, I plan to add a info tab about their characters.
  • 25. Audience Profile Category Demographic Content to appeal to this audience Age Range 16+ • This product will be really more suitable for 16+ because my product will contain swearing that will be censored but its easy to understand what they said. Gender Mostly Male • Males might tend to enjoy my product a lot more than females because this product’s fantasy is more appealing to the male fantasy than more the women fantasy. And with every project I've mentioned, nothing is still stopping females to play my game. (they might enjoy the story). Psychographic Achievers/Emulators • The reason to why I put both Achievers and emulators into this Demographic is because this product will be good for achievers since they want to do a lot of things and if this was a FULL lengthy game then they will want to play a lot more If they enjoy it. But also, its cheap enough for the Emulators to also have a great experience for my game. Social Status Working class • Because this product is based on a game, more the working class would probably be best for this product since if this was a game, I would at least put this for sale but cheap enough for people to buy (like maybe around 4.99).
  • 27. Research Evaluation • Give an overview of how you conducted your research. Discuss the strengths and weaknesses of each method – Product Research It was helpful to know and find out that there was similar products that related to my FMP but however, it was a challenge to produce specific ideas because this FMP is like a bundle of ideas all in one. So, trying to find a game that is also like that is very hard and very specific. – Questionnaires Questionnaires were nice to do because I got to hear from other people that weren’t from college (because I sent it to other people as well) but I do feel like it’s a bit of a pain still to do, since when I come up with all these questions, I do feel like it’s a bit unnecessary since it's my product and it's what I want to do really and the answers were a bit restricting since it didn’t explain everything I wanted as well but it's kind of hard to give questions to explain about what they think if they don’t really know much about what its refencing. – Interviews Interviews are pretty much the better Questionnaires for me since I'm able to specifically pick people who know what my product is or at least know its refences but that also withs a problem if you're not sure on who to send this too as well, but this wasn’t much of a problem since the people, I sent my interviews to are people who have seen and been in my projects and PowerPoints.
  • 28. Research Evaluation – What sort of a response did you get? Most of my responses I got were either very helpful responses or just good responses to hear, however, there was a phew responses where it was a bit hard to understand and didn’t say much but at the same time, it was a good enough response because it shows that some things may need explaining within the product or it should be simple to understand when they play the game. – How did you distribute your survey? Give an advantage and a disadvantage. I sent both my survey into teams and sent it to some of my online friends who have no idea that I was doing a FMP (one of them thought I was trying to scam them). And this was easy to do and send and I got my answers quick but the only disadvantage about this is that sending my product to random people that may or may not know anything about turn based games or even anything about my project and might of given me answers that they just put down because they didn’t know how to respond to them.

Hinweis der Redaktion

  1. Choose a recent product similar to your own and annotate it Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to buy/watch/play it?
  2. Choose a recent product similar to your own and annotate it Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to buy/watch/play it?
  3. Choose a recent product similar to your own and annotate it Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to buy/watch/play it?
  4. Choose a historical product (pre-1990) similar to your own and annotate it Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to buy/watch/play it?
  5. Discuss the existing product research, surveys and interviews
  6. Discuss the responses you got from your survey Discuss distributing your evaluation digitally