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3. research

  1. 1. Research Jack Henderson
  2. 2. Existing Product Super Mario Bros. (SNES) Super Mario Bros. is a sidescrolling adventure game exploring the fictional world of the Mushroom Kingdom. You play as Mario, a fictional plumber who is tasked with saving his love, Princess Peach in a melodramatic tale of her rescue from the main antagonist Bowser. This game launched Nintendo’s famous Mario franchise which has survived over 30 years. The game set a precident upon its release in 1985 and changed the way gaming was thought about whilst being inspiration for so many other games and franchises. Genre/Setting/Gameplay The setting of the game is the fictional land of the Mushroom Kingdom in which the player journey through to rescue Mario’s love and kingdom royalty, Peach. The Mushroom Kingdom is represented through many different stages including in the clouds, underwater and in hellish castle boss battles. The game has a 4 directional movement system (up, down, left, right) and 2 buttons (jump and action). This is because it was made to fit the SNES controller which is also made by Nintendo. The game was fairly easy to play with its controls and the idealistic themes in the game which made it popular among children and cult classic for revolutionising the genre. Angle The angle of the game is a sidescroller which were extremely popular at the time of the games creation and featured heavily on the SNES console. You get to see the characters side profile . Colour The game’s colour palette is fairly simple due to the time and technological limits of the SNES. However this did not hinder the games ability to use colour to reflect atmosphere and alignment. For example, the evil castles are painted like dark hellish volcanoes whereas the overworld used lots of bright blue sky and greenery to show a happier environment. This also helped the appeal to children who could easily read the foreshadowing atmospheres Studio Japanese based company Nintendo are renowned for their adventure/rpg genre games set in fantasy worlds. Super Mario Bros. shot Nintendo’s reputation to from small time game developer to huge scale corporation. The company revolutionised video gaming at home with their Nintendo Entertainment System and the Super Nintendo Entertainment System which this game debuted on. Sound The audio of the game was created by Koji Kondo who unknowingly created the most recognisible video game music of all time. Sound effects such as the jump and collecting coins were created on the SNES system. All sounds replicated their respective trigger. For example, the jump sound effect has a phonetic representation of a rising then lowering pitch.
  3. 3. Existing Product Portal 2 Portal 2 is a first person puzzle game created by Valve. The game follows 2 robots who attempt to escape from a science laboratory whilst revealing secrets of the company who created them. Designed to be a co-op adventure, Portal 2 received huge amounts of praise on Valve’s PC game port, Steam, before moving to console. The game became a cult classic due to its dark wit and loveable characters. Genre/Setting/Gameplay The setting of the game is largely based in the fictional company of Aperture Science labs where we see the protagonist robots created and then escape the run down science laboratory that was also setting for the first installment in the Portal series. The game explores a post apocalyptic world form the first person view of a robot. The games co-op function allows 2 players (whether local or online) to work together to solve puzzles which made the game more enjoyable for parties and allowed for the extra challenge of teamwork and cooperation to the game. Angle The game is played from a first person perspective with only the main weapon, the portal gun, visible to the players. Players are able to see there character through various mirrorable surfaces which gives more relatable connection to the playable characters. Colour The games colour scheme is dark due to the setting being a post apocalyptic landscape of the Aperture science lab. The colours of the portals(blue and orange) created by the character carry over from the last game as these are very recognisible aspects of the game. Overall most levels of the game are very dark settings, however objects within the game such as boxes and buttons are exagerrated bright colours to reflect the nature of the original Aperture company and to show players what is an interactable object Studio Valve has created many pop culture and cult images through their many games projects such as the Half Life series and Portal. Valve launched their online game client and marketplace, Steam, in 2003 which through the years has become the biggest and primary game marketplace for most PC gamers. Some more of their games include: Team Fortress, the Left 4 Dead series and the competitive Counter Strike series. Sound The sound design for Portal 2 was created through a mixture of live and synthetic computer made sounds. Valve has an audio team which they have used for most of their games which includes voiceovers, sound designers and composers. The most recognisable sound of the game are the sound of creating a portal and the witty voices of the playable characters.
  4. 4. Existing Product Limbo Limbo is a side scrolling platformer which explores a dark forest world in which the playable character attempts to find his sister whilst getting past enemy creatures. The playable character does not exercise violence towards the enemy characters however when the character is attacked by enemy creatures in the forest, thw death scenes are graphically violent. Genre/Setting/Gameplay The game is set in a dark forest which the playable character awakens in. The sole objective of the game is to find the boy’s sister who is lost in the forest also. The art style of is completely black and white to reflect the horror aspect of the game. The controls are simple (up, down, left, right and jump, action.) and the playable does not have an attack except from performing an action which could harm like pulling a lever drops a rock. Limbo’s general backstory and premise are surrounded in mystery which inspired many fans to take tot the internet to try solve the many mysteries that are planted within the game. Angle The game’s perspective is sidescrolling platformer which allows the player to see in front and behind the player. This is a key mechanic of the game due to the character being a pacifistic so being able to plan an escape is very useful. Colour The entire game is exclusively black and white which adds to the aspect of horror and mystery within the game. The playable character and all NPCs (which include spiders and other humans) are all entirely blacked out whereas the playable character has glowing eyes to distinguish him from the rest. Studio Game developers Playdead have only made 2 games to date including Limbo and another named Inside, both which explore similar mysterious themes of humanity. Limbo was their breakout success which was initially released exclusively on Xbox 360 but due to the games success, it only took a year for the game to be opened to PlayStation, PC and even mobile ports. Sound The audio in Limbo is intentionally ambiguous to reflect the environment that the game is based on. Distinctive sounds as footsteps on the forest floor and trees cracking as they fall are almost ASMR when playing the game through headphones. Overall the sound is intensely added to heighten the dark atmosphere that is portrayed in the gam e
  5. 5. Existing Product Super Meat Boy Super Meat boy is a light hearted platformer that features the title character wall jumping around levels to rescue Meat Boy’s girlfriend which has been captured by the main villian. The game rose to huge popularity after featuring in the Indie Game Movie and then being released on the Xbox Live Marketplace for Xbox 360. Genre/Setting/Gameplay The setting of a game is a fantasy world with different themes for each level. The game explores the story of the titular character, Meat Boy in his quest to save his girlfriend from an evil villain who has kidnapped her. The mechanics are basic jump, sprint and move to navigate through complex puzzles and maps. The completion of each level relies on skill based jumps and movies but is also based on coordination and luck which makes it a controller smashing adventure game. Angle Super Meat Boy is set from a platform point of view in which most, if not all, is the level is visible throughout. This is due to the player relying on seeing where they are going throughout and coordinating their jumps. Colour Each level has a different colour scheme due to the settings of the worlds however the main character’s prominent colour of blood or “meat” red is a symbol and front for the entire franchise. Studio Super Meat Boy was the first installment in the Meat Boy franchise created by the aptly named Team Meat studio. The studio documented their development of the game in The Indie Game Movie which was made to show the real progression and struggles of indie game developers. The popularity of the movie subsequently inspired the popularity of the video game, turning it into a cult following. Sound The sound effects on Super Meat Boy include splats when Meat Boy hits the wall and slides along it. The music and soundtrack was crafted to reflect the different level environments that the player encounters.
  6. 6. Research Analysis My research has shown that successful puzzle game utilise an aspect of repetition and variation. For example, the games all use the repetition of the games main mechanic (whether it be jumping or creating portals) and then making variations through the levels of this ways that this mechanic can be used. Most puzzle games use a level based system in which each level is self contained and can be accessed from a chapter or level menu, however successful games such as Limbo use a continuous gameplay which doesn’t allow you to access previous levels. Most platformers have narratives or an overall objective within the game which is only comes to a conclusion in the final battle. In my personal opinion the main objective is easy to forget about when you are fully emerged in the gameplay however I believe a main goal for the player is essential to any narrative driven game.
  7. 7. Interviews
  8. 8. Interview 1 How important is character creation/personalisation to you and why? not very, I don’t care who I play as. As long as the character is interesting and has good development. If a level of a game seems tough (i.e. a boss battle or puzzle) does this deter you from finishing the game or make you want to work harder to finish? Work harder to finish, gives me a sense of accomplishment. When playing adventure style games, do you enjoy them more with context or back story to the playable character? I don’t mind as long as its an interesting game in what you can do.
  9. 9. Interview 1 • Observation: In my opinion this interview does not seem very helpful as it is not very detailed however this could be due to my phrasing of the questions. • What this says about my audience: From this I can conclude that the game being interesting is extremely important to the appeal of the game and things like character creation and personalisation are less important compared to the main drive of the game. • How will your product appeal to this audience: My product will be narrative driven which will, in this persons opinion, make the game interesting. I will focus heavily on character development and making the audience know and feel for the character.
  10. 10. Interview 2 How important is character creation/personalisation to you and why? It depends on the freedom of decision in the game but in general whether or not I can change how my character looks doesn’t bother me too much due to it usually not being something I notice that much. If a level of a game seems tough (i.e. a boss battle or puzzle) does this deter you from finishing the game or make you want to work harder to finish? It makes me want to work harder to finish the game even if it is time consuming as I believe difficulty makes a game more engaging. When playing adventure style games, do you enjoy them more with context or back story to the playable character? I prefer games with a rough backstory or context, but leaving the details of it up to the player to decide for themselves.
  11. 11. Interview 2 • Observation: This interview reflected the first but in more detailed. • What this says about my audience: This interviewee said the same few points that the first interviewer said however they elaborated more on their own personal opinion. This helped reinforce the needs of the target audience. Overall the audience want a narrative driven game with character customisation optional. The character development has been shown to be very important which is something I will focus on in the game.
  12. 12. Bibliography
  13. 13. Bibliography 1. Interviewees, Name: Ross. L (2018) Target Audience Interviews (conducted on DATE) – 2. Interviewees, Name: Kieran B (2018) Target Audience Interviews (conducted on 12th January)

Hinweis der Redaktion

  • Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video.
    Type of image- studio/location, angle, effects, post-production
    Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
    Use of sound/ music/ effects
    Audience appeal- how does it make its audience want to buy/watch/play it?

  • Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video.
    Type of image- studio/location, angle, effects, post-production
    Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
    Use of sound/ music/ effects
    Audience appeal- how does it make its audience want to buy/watch/play it?

  • Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video.
    Type of image- studio/location, angle, effects, post-production
    Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
    Use of sound/ music/ effects
    Audience appeal- how does it make its audience want to buy/watch/play it?
  • Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video.
    Type of image- studio/location, angle, effects, post-production
    Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
    Use of sound/ music/ effects
    Audience appeal- how does it make its audience want to buy/watch/play it?
  • List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.

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