SlideShare ist ein Scribd-Unternehmen logo
1 von 8
RED DEAD REDEMPTION REVISION
This handout is to be used in conjunction with the Red Dead worksheets you filled
out and the Red Dead Prezi that can be found here http://tinyurl.com/6axflzk
It’s not the complete answers or completely exhaustive but hopefully it should give
you an idea what you should be talking about in you exam.
What you must do is push yourself to think of the significance or consequence of
each aspect of production and use of a concept.
So don’t just say ‘Rockstar used RAGE to make Red Dead’ – think why is this
significant. So ‘Rockstar used RAGE to make Red Dead which allowed them to
make incredible looking graphics, which in turn help them market the game and
make it stand out from the competition.’

TECHNOLOGY

Rockstar made use of:
Playstation3, Xbox 360
RAGE
Euphoria
The internet for gameplay, updates and for distribution (digital distribution only after
the main release, however).
Internet for marketing.
Innovative way of creating and recording the music.
Use of social media (Facebook) for the Gunslingers.

Technology not made use of by Rockstar
Online streaming (OnLive, Gaikai). What would be the implications to the business
model if they did?
Mass online distribution. The main launch was still a packaged good.

If you get asked a question about digital media technology remember that video
games are by their design a ‘digital technology’. However, the way they used to be
distributed (in carts, on discs) or marketed in ways that weren’t digital.


MEDIA OWNERSHIP

Who owns what in videogames? Licenses, brands, technology, software, hardware,
the intellectual property (IP). What effect does this have on the industry.

Rockstar are owned by Take Two. While Rockstar make the majority of their own
budgetary and creative decisions it is Take Two’s stock price that is effected by the
success of Rockstar’s games. Interesting fact that shows how dependent Take Two
on Rockstar, 2010 is the first time Take Two recorded a profit in a year that a Grand
Theft Auto wasn’t released – this was thanks to the performance of Red Dead.

Rockstar own the developers, Rockstar San Diego, so won’t have issues over who
owns the Red Dead IP and who can make money from it.

Rockstar own the Red Dead brand (after purchasing the name and original game
from Capcom) therefore they don’t have to pay any license fee to any other
company to use their IP.

Rockstar have created all the content within the game therefore there is no issue
regarding using other companies IP.

The technology Rockstar used to create the game was primarily RAGE, which is
their own game engine. This mean they don’t have to pay to license this software off
another company, however it would have cost them a lot of money to create RAGE
in the first place.

As Rockstar created and own RAGE, they have the RAGE support staff in-house,
therefore any technical problems can be solved quickly. This helps in development.
If Rockstar had to wait for outside support this could cause delays.

Rockstar did use NaturalMotion’s Euphoria animation engine, so would have had to
pay to license to use this software.

MARKETING
During the marketing phase Rockstar used their own website to continually update
potential consumers about the various features of the game. The cost of this would
have been relatively low unlike having to pay for coverage on other company’s sites.

DISTRIBUTION
Rockstar do not own the consoles Red Dead is played on – the PS3 and the Xbox
360 - Sony and Microsoft do respectively. Rockstar have to pay these companies to
use their systems to run their games. The actual cost isn’t known but it is between
$3 to $10 per game sold. So if a game is sold for $40 the console manufacturers
take a chunk of that.

EXCHANGE
Rockstar own their own online shop so they don’t have to split any revenue earned
from sales from that particular outlet. However, other retailers (HMV, Amazon) will
usually buy each unit for approximately £30, but taking into account the cost of
getting the product and point of sale marketing, the publishers will only see around
£16 of this. That’s why digital downloads are so attractive to publishers as they take
the retailer out of the equation.

CONSUMPTION
Once it is in the customer’s hands you could argue that they now ‘own’ the product.
However, they are not allowed to whatever they want to do to the product – for
instance those gamers who hacked Red Dead and unlocked all the feature were
banned from playing Red Dead online.
Consumers can claim ownership of the product in more theoretical sense by using it
to create other experiences – this could be through using it as inspiration for fan art
to creating Machinima movies with the game.

Some other issues with Media Ownership
Publishers have to pay for ‘licenses’ from other intellectual properties such as films
(Bond, X-Men, Spider-Man), sports stars and events (FIFA, Tiger Woods), car
designs (Gran Turismo), TV shows (X Factor), songs Guitar Hero. These all cost
money – more you spend on licensing that may attract sales, the less you have for
development.

Developers allow consumers to access their technological IP - Valve who make
Team Fortress and Half Life give fans access to their development tools so they can
create their own maps and games.

Apple allows developer to get the Apps Software Development Kit (SDK) for free so
they can make Iphone apps (but then take 30% of the revenue).

With OnLive or Gaikai publishers may not have to split the money with retailers as
consumers will just stream their games over the net ho
There can be disputes between developers and publisher about who owns the IP.
The developers may have created the game, but the publisher legally owns the
rights to the ideas. E.g. Infinity Ward created COD: Modern Warfare, but the
publishers Activision own the names and the game. They recently had a falling out,
the Infinity Ward wikipedia page explains it well.


MEDIA CONVERGENCE

What happens when different types of media come together? What new
experiences do we get? What are the advantages?

DEVELOPMENT
Rockstar created their own soundtrack for the game, one that used traditional
instruments, but is unlike other types of music (soundtracks, pop music) as it is
dynamic – changing tone and intensity depending what the games player gets the
games characters to do.

Due to the convergence of games and the internet Rockstar had to create a
multiplayer option for Red Dead Redemption. This means more work for the
developers and the support teams to monitor the online servers, but creates more
value for the consumer.

A positive for games and internet converging for the developer is that they can
release new content and sell it to the fans enabling them to get more revenue rather
basically the same game (see Red Dead’s DLC).
Media convergence affects the way producers and consumers interact – this can be
seen in how Rockstar were able react to consumer grievances to the game by fixing
problems with the game with numerous downloadable updates.

MARKETING
Rockstar combined gaming and Social Networking to create their Gunslingers
game, that used Facebook to spread word of their game.

The viral marketing used convergence so you had information on old media
marketing (building mural, magazine articles) being spread by new media: fan blogs,
websites and social networking.

Rockstar collaborated with Hollywood movie director John Hillcoat to create a 30
minute film that used the games engine from the game. This is movie expertise and
storytelling, combined with videogame technology and eventually broadcast on TV.

CONSUMPTION
Media convergence affects the way producers and consumers interact. Consumers
can now create content from the game (mods, machinima) and share it with other
consumers thanks to the internet – therefore becoming producers themselves.

Consumers can play against the developer (Rockstar) thanks to the Social Club
events.

Great example of the power of cross media convergence – Farmville
When games and social media meet you get games such as Cityville, Farmville etc.
And they can only exist because of media convergence as they are:
Distributed via Facebook
Marketed via Facebook (predominately through Facebook paid for ads and viral
marketing)
 Consumed (played) on Facebook.
The gameplay is also dictated by social networking as it’s all about showing off your
farm to friends on Facebook. Proof that media convergence can change the
industry.



SYNERGY

The interaction of two or more agents (media organisations or products) to ensure a
larger effect than if they acted independently.
Synergy is primarily a marketing strategy designed to maximise the amount of
coverage and impact of any exposure the brand/product/game etc will get at specific
time, but it can also be seen in terms of distribution and production.

PRODUCTION
Rockstar had to develop two versions of the game – for the PS3 and Xbox360 – in
order for a simultaneous release. That meant they had to tweaked their game to suit
two system and get approval for their from two companies (Sony, Microsoft), this
would have created more work and cost more money than if they were making a
game for one console at a time. Releasing games simultaneously on different
formats is a costly process.

MARKETING
Synergy can be achieved in marketing by releasing information over a number of
different media types simultaneously – to maximize the impact. So for the first look
at Red Dead, Rockstar released a trailer, organized a weeks coverage with website
IGN and did a feature in the magazine Game Informer. These three different types
of coverage all came out at the same time.
Then for each new trailer or update on the official website new images and art work
allowing different news sources to produce coverage.

Rockstar used synergy by collaborating with other artist such as director John
Hillcoat for the short film and music artists such as Jose Gonzalez for the music. By
working together they both benefited – Rockstar get more ‘artistic credibility’ and
Gonzalez and Hillcoat have their work exposed to new audience. Also the press
coverage for the collaboration helps spread the word about Red Dead.

The short film was premiered on US and UK television at the time of the launch.

Rockstar used synergy with their marketing with the retailers, namely HMV, Amazon
and the US retailer Gamestop. All the voting for extra content that consumers got for
pre-ordering the game help promote not only the game itself but also the retailers. A
perfect example of two agents coming together and both benefiting.

DISTRIBUTION
Simultaneous release means that the distributers have to organise discs and
packaging for thousands of copies of the game, for the various formats. Logistically
and financially, this is a big undertaking. If successfully done it can lead to a big
opening weeks. If not it can lead to shortages (consumers frustration) or (if the game
is unpopular) masses on unsold discs.
 (Because of this, digital distribution
(downloads, OnLive) is an attractive option for publishers as they wouldn’t have to
create as much boxed copies.)

At the time of the launch Rockstar also main other products available for launch.
The official soundtrack was available to download from iTunes.
Rockstar launched the Red Dead clothing (T-Shirts, shirts ) on their own website.

Other issues with synergy
If games are released to coincide with the release of a film/TV show, this brings its
own problems: a strict deadline that can’t be avoided. You can’t have the Harry
Potter game coming out six months after the film.
Some examples of effective synergy
The Rio version of angry birds.
Coke and FIFA collaboration for the 2010 World Cup (see marketing powerpoint).
PROLIFERATION

What are the problems/positives of having loads of games and game machines?

Positives for institutions
Lots of different consoles give chance for innovation (DS, Wii, etc) – make different
type of games.
The fact that you can play games on the phone and internet mean smaller
companies can make different types of games and not compete with the console big
boys.
Games developers/publishers can create content for numerous different machines
and so not controlled by the console manufacturers. (like they were by Nintendo in
the 80s).

Negative for institutions
They have to spend more on marketing and advertising – as there’s so much other
similar content out there. (Just think of all the Call of Duty style games out there.)
This is particularly a problem for social games and iphone games as there’s so
much content out there.
Pressure to sell means that it could result in less risk and less innovation (give the
public what has sold before – just get loads of sequels).
Have to create different types of games for the different machines (GTA4, GTA
Chinatown War – also there’s over 9 different versions of FIFA 1, all have to be
created)

Positive for consumers
More choice.
Competition keeps the price down.
Can play games wherever you want – phone, home, on the go, on Facebook.

Negatives for consumers
Confusion – what console do I buy? Which motion controller do I get (Wii, Kinect,
PS3 Motion)? This can lead to consumers losing interest. 
 Have to buy several
machines to get all the different games.


Issues for Rockstar and Red Dead Redemption
Because Red Dead was such as big and technically complex game it could only be
produced for the two most sophisticated consoles the PS3 and 360. This means
they are not able to sell their product to a huge part of the games playing market
(DS, Wii, PC, PSP etc owners).

An advantage for Rockstar was that there were very few (if any) cowboy games out
there, therefore Red Dead stood out in terms of originality. However, the draw back
was that this might suggest there wasn’t a demand or consumer appetite for a
cowboy game.
TECHNOLOGICAL CONVERGENCE

What is the significance of having digital devices/platforms that can play games and
consoles that have other uses.

Lets look at the main three consoles:
PS3 – DVD, Blu-Ray player, can store digital information (photos, music, films, TV),
BBC Iplayer, web browser, PS Home, PS Store.
360 – DVD, Xbox Live store (download, films, music, demos, new games), web
browser, connect to friends through facebook, Last FM,
Wii – Virtua Console (download old Nintendo games), online play, web browser,
Iplayer.

All these machines are now ‘home entertainment centres’ as they can play different
types of media this is significant: It opens up the market – consumers who might
want a Blu-ray player might get the PS3 as you can also play games in, while
otherwise they might not have invested in just a games machine.

It positions the games machine in the lounge (family room) rather than in the
bedroom. Now the console is a family possession and encourages family to invest in
family games (Mario Kart, Wii Sports, Singstar, Kinect).

The most significant part of technological convergence is fact that all these console
are online which allows for:
Online play
Online sharing of ideas
Downloading new content and new games.
Also it allows for most of the media convergence.

Now lets look at digital devices/platforms that now play games mainly i-Pod Touch,
i-Pad and Smart Phone.
This opens up a huge new market for games companies as there is a limited
amount of people who would buy a handheld machine that only plays games (DS,
PSP) but nearly everyone has a phone that can play games. Because of this
technological convergence everyone who has a phone is a potential gamer.

As mobile games are often simple and cheap to make (compared with console
games) this allows small, independent developers to make money from making
games without the need for publisher funding or worrying about the cost of
distribution. (This is much the same as developer creating content for Xbox Live
Marketplace and the PS Store).
CONSUMPTION

How have yours and others gaming habits changed due to the changes in the
industry?

Where do you get your games?
Still from the shop?
Do you download?
Stream online?
Get them through piracy?
Where you do play your games?
In the bedroom? On the bus? In the lounge?
Who do you play your games with? Your mates? Your mates online? Strangers
online? With your family? On your own?
What do you do you make the game your own (become a ‘prosumer’)? You could
customise the game (costumes, levels, types of games played)? Do you create
content and share it with others? Do you modify the game?

Other stuff to mention
 Machinima – making films from games e.g. Red vs Blue, the
contributions to Rockstar TV.
Cos-Play – dressing up as games characters, role playing and using games to
create fan fiction etc.
Modification – modifying game code to create new types of games.
Professional gaming – playing Starcraft has almost become a sport in Korea

Weitere ähnliche Inhalte

Was ist angesagt?

Game in progress new business models for the videogame industry
Game in progress new business models for the videogame industryGame in progress new business models for the videogame industry
Game in progress new business models for the videogame industryLuc Bourcier
 
Marketing mix Finalppt
Marketing mix FinalpptMarketing mix Finalppt
Marketing mix Finalpptsukesh gowda
 
soZZial Investor presentation
soZZial Investor presentationsoZZial Investor presentation
soZZial Investor presentationIlya Roitman
 
In Game Advertising
In Game AdvertisingIn Game Advertising
In Game AdvertisingStephen Dann
 
Newzoo games esports_cloud_metaverse_trends_2022
Newzoo games esports_cloud_metaverse_trends_2022Newzoo games esports_cloud_metaverse_trends_2022
Newzoo games esports_cloud_metaverse_trends_2022digitalinasia
 
Review of in game advertising
Review of in game advertisingReview of in game advertising
Review of in game advertisingLeeds University
 
Challenges and Oppotunities in the Videogame Industry
Challenges and Oppotunities in the Videogame IndustryChallenges and Oppotunities in the Videogame Industry
Challenges and Oppotunities in the Videogame Industrydiglondon
 
How have our favourite videogames changed since the 80s?
How have our favourite videogames changed since the 80s?How have our favourite videogames changed since the 80s?
How have our favourite videogames changed since the 80s?Liberty Games
 
Gaming industry part 1 - introduction
Gaming industry  part 1 - introductionGaming industry  part 1 - introduction
Gaming industry part 1 - introductionMotaz Agamawi
 
The Video Game Advertising Landscape
The Video Game Advertising LandscapeThe Video Game Advertising Landscape
The Video Game Advertising LandscapeKSM Digital
 
In game advertising
In game advertisingIn game advertising
In game advertisingemerica9597
 
Financial issues and market trends
Financial issues and market trends Financial issues and market trends
Financial issues and market trends Ham'zzah Mir-zza
 

Was ist angesagt? (20)

Minecraft
MinecraftMinecraft
Minecraft
 
4843148 games definitions
4843148 games definitions4843148 games definitions
4843148 games definitions
 
Game in progress new business models for the videogame industry
Game in progress new business models for the videogame industryGame in progress new business models for the videogame industry
Game in progress new business models for the videogame industry
 
04 TMID
04 TMID04 TMID
04 TMID
 
Marketing mix Finalppt
Marketing mix FinalpptMarketing mix Finalppt
Marketing mix Finalppt
 
In-Game Advertising
In-Game AdvertisingIn-Game Advertising
In-Game Advertising
 
soZZial Investor presentation
soZZial Investor presentationsoZZial Investor presentation
soZZial Investor presentation
 
Week 10 Game Design
Week 10 Game DesignWeek 10 Game Design
Week 10 Game Design
 
In Game Advertising
In Game AdvertisingIn Game Advertising
In Game Advertising
 
Newzoo games esports_cloud_metaverse_trends_2022
Newzoo games esports_cloud_metaverse_trends_2022Newzoo games esports_cloud_metaverse_trends_2022
Newzoo games esports_cloud_metaverse_trends_2022
 
Review of in game advertising
Review of in game advertisingReview of in game advertising
Review of in game advertising
 
Challenges and Oppotunities in the Videogame Industry
Challenges and Oppotunities in the Videogame IndustryChallenges and Oppotunities in the Videogame Industry
Challenges and Oppotunities in the Videogame Industry
 
How have our favourite videogames changed since the 80s?
How have our favourite videogames changed since the 80s?How have our favourite videogames changed since the 80s?
How have our favourite videogames changed since the 80s?
 
Game's key platforms
Game's key platformsGame's key platforms
Game's key platforms
 
Gaming industry part 1 - introduction
Gaming industry  part 1 - introductionGaming industry  part 1 - introduction
Gaming industry part 1 - introduction
 
P1 d
P1 d P1 d
P1 d
 
The Video Game Advertising Landscape
The Video Game Advertising LandscapeThe Video Game Advertising Landscape
The Video Game Advertising Landscape
 
In game advertising
In game advertisingIn game advertising
In game advertising
 
Financial issues and market trends
Financial issues and market trends Financial issues and market trends
Financial issues and market trends
 
Gaming The Game
Gaming The GameGaming The Game
Gaming The Game
 

Andere mochten auch

раціональне природокористування
раціональне природокористуванняраціональне природокористування
раціональне природокористуванняmashacoolll
 
атестація дип маг [восстановленный]
атестація дип маг [восстановленный]атестація дип маг [восстановленный]
атестація дип маг [восстановленный]ya_il90
 
Prezentatsia drogomiretska oksana
Prezentatsia drogomiretska oksanaPrezentatsia drogomiretska oksana
Prezentatsia drogomiretska oksanaoksi1234
 
Презентація на тему: "Значення води"
Презентація на тему: "Значення води"Презентація на тему: "Значення води"
Презентація на тему: "Значення води"vvbalanenko
 
презентація проект1
презентація проект1презентація проект1
презентація проект1Stanislav Ignatiev
 
вплив сівозмін на родючість грунту та продуктивність сільськогосподарських ку...
вплив сівозмін на родючість грунту та продуктивність сільськогосподарських ку...вплив сівозмін на родючість грунту та продуктивність сільськогосподарських ку...
вплив сівозмін на родючість грунту та продуктивність сільськогосподарських ку...lazursk
 
матеріали агрохімічної паспортизації земель сільськогосподарського призначення
матеріали агрохімічної паспортизації земель сільськогосподарського призначенняматеріали агрохімічної паспортизації земель сільськогосподарського призначення
матеріали агрохімічної паспортизації земель сільськогосподарського призначенняlazursk
 
Scanias globala sociala nätverk - en snabbare väg till kunskap
Scanias globala sociala nätverk - en snabbare väg till kunskapScanias globala sociala nätverk - en snabbare väg till kunskap
Scanias globala sociala nätverk - en snabbare väg till kunskapIntranätverk
 
земельні ресурси
земельні ресурсиземельні ресурси
земельні ресурси26071976sv
 
6381127 billy lair-character_study
6381127 billy lair-character_study6381127 billy lair-character_study
6381127 billy lair-character_studydavewilliamharrison
 
Effects of Early Literacy
Effects of Early LiteracyEffects of Early Literacy
Effects of Early Literacyjtev09
 
A&m pp
A&m ppA&m pp
A&m ppjtev09
 
JTevis Early Literacy Presentation- ENG 100
JTevis Early Literacy Presentation- ENG 100JTevis Early Literacy Presentation- ENG 100
JTevis Early Literacy Presentation- ENG 100jtev09
 
Adele Rolling in the Deep - Technical Analysis
Adele Rolling in the Deep - Technical AnalysisAdele Rolling in the Deep - Technical Analysis
Adele Rolling in the Deep - Technical Analysisdavewilliamharrison
 
Земельні ресурси України
Земельні ресурси УкраїниЗемельні ресурси України
Земельні ресурси УкраїниGalina Goncharova
 

Andere mochten auch (20)

раціональне природокористування
раціональне природокористуванняраціональне природокористування
раціональне природокористування
 
Roman Grushko
Roman GrushkoRoman Grushko
Roman Grushko
 
атестація дип маг [восстановленный]
атестація дип маг [восстановленный]атестація дип маг [восстановленный]
атестація дип маг [восстановленный]
 
Prezentatsia drogomiretska oksana
Prezentatsia drogomiretska oksanaPrezentatsia drogomiretska oksana
Prezentatsia drogomiretska oksana
 
Презентація на тему: "Значення води"
Презентація на тему: "Значення води"Презентація на тему: "Значення води"
Презентація на тему: "Значення води"
 
презентація проект1
презентація проект1презентація проект1
презентація проект1
 
вплив сівозмін на родючість грунту та продуктивність сільськогосподарських ку...
вплив сівозмін на родючість грунту та продуктивність сільськогосподарських ку...вплив сівозмін на родючість грунту та продуктивність сільськогосподарських ку...
вплив сівозмін на родючість грунту та продуктивність сільськогосподарських ку...
 
матеріали агрохімічної паспортизації земель сільськогосподарського призначення
матеріали агрохімічної паспортизації земель сільськогосподарського призначенняматеріали агрохімічної паспортизації земель сільськогосподарського призначення
матеріали агрохімічної паспортизації земель сільськогосподарського призначення
 
Scanias globala sociala nätverk - en snabbare väg till kunskap
Scanias globala sociala nätverk - en snabbare väg till kunskapScanias globala sociala nätverk - en snabbare väg till kunskap
Scanias globala sociala nätverk - en snabbare väg till kunskap
 
земельні ресурси
земельні ресурсиземельні ресурси
земельні ресурси
 
6381127 billy lair-character_study
6381127 billy lair-character_study6381127 billy lair-character_study
6381127 billy lair-character_study
 
Sample 10 page doc
Sample 10 page docSample 10 page doc
Sample 10 page doc
 
Videogames intro part 2
Videogames intro part 2Videogames intro part 2
Videogames intro part 2
 
Character design process
Character design processCharacter design process
Character design process
 
Effects of Early Literacy
Effects of Early LiteracyEffects of Early Literacy
Effects of Early Literacy
 
A&m pp
A&m ppA&m pp
A&m pp
 
JTevis Early Literacy Presentation- ENG 100
JTevis Early Literacy Presentation- ENG 100JTevis Early Literacy Presentation- ENG 100
JTevis Early Literacy Presentation- ENG 100
 
Workbook1
Workbook1Workbook1
Workbook1
 
Adele Rolling in the Deep - Technical Analysis
Adele Rolling in the Deep - Technical AnalysisAdele Rolling in the Deep - Technical Analysis
Adele Rolling in the Deep - Technical Analysis
 
Земельні ресурси України
Земельні ресурси УкраїниЗемельні ресурси України
Земельні ресурси України
 

Ähnlich wie 6077475 red dead revision

Research of red dead redemption’s marketing mix
Research of red dead redemption’s marketing mixResearch of red dead redemption’s marketing mix
Research of red dead redemption’s marketing mixTom Cartwright
 
Videogamesbible
Videogamesbible Videogamesbible
Videogamesbible mrsloan
 
Game industry
Game industry Game industry
Game industry TQais
 
Red dead redemption
Red dead redemptionRed dead redemption
Red dead redemptionizziescarlet
 
Video games bible
Video games bibleVideo games bible
Video games bibledpagoffs
 
Video games bible
Video games bibleVideo games bible
Video games bibledpagoffs
 
3 Do Case Analysis
3 Do Case Analysis3 Do Case Analysis
3 Do Case Analysissmehro
 
Introduction To Videogame Industry
Introduction To Videogame IndustryIntroduction To Videogame Industry
Introduction To Videogame IndustryMarlin Sugama
 
Idea for innovators (1)
Idea for innovators (1)Idea for innovators (1)
Idea for innovators (1)purnansh1
 
Wiem, że nic nie wiem - moja krótka analiza rynku gier na Łódź Game Summit 2014
Wiem, że nic nie wiem - moja krótka analiza rynku gier na Łódź Game Summit 2014Wiem, że nic nie wiem - moja krótka analiza rynku gier na Łódź Game Summit 2014
Wiem, że nic nie wiem - moja krótka analiza rynku gier na Łódź Game Summit 2014Tomek Kreczmar
 
Game Industry - trends
Game Industry - trendsGame Industry - trends
Game Industry - trendsVictory Media
 
5998958 technological convergence
5998958 technological convergence5998958 technological convergence
5998958 technological convergencedavewilliamharrison
 
2 convergence and audiences
2 convergence and audiences2 convergence and audiences
2 convergence and audiencesmrhoward12
 
2 convergence and audiences
2 convergence and audiences2 convergence and audiences
2 convergence and audiencesmrhoward12
 
Production of Red Dead Redemption
Production of Red Dead RedemptionProduction of Red Dead Redemption
Production of Red Dead RedemptionAlexanderHunt
 

Ähnlich wie 6077475 red dead revision (20)

Research of red dead redemption’s marketing mix
Research of red dead redemption’s marketing mixResearch of red dead redemption’s marketing mix
Research of red dead redemption’s marketing mix
 
5998960 media ownership
5998960 media ownership5998960 media ownership
5998960 media ownership
 
Videogamesbible
Videogamesbible Videogamesbible
Videogamesbible
 
Game industry
Game industry Game industry
Game industry
 
Red dead redemption
Red dead redemptionRed dead redemption
Red dead redemption
 
Video games bible
Video games bibleVideo games bible
Video games bible
 
Gamesmarketing 100504005255-ph
Gamesmarketing 100504005255-phGamesmarketing 100504005255-ph
Gamesmarketing 100504005255-ph
 
GTA IV
GTA IVGTA IV
GTA IV
 
The games industry
The games industryThe games industry
The games industry
 
Video games bible
Video games bibleVideo games bible
Video games bible
 
3 Do Case Analysis
3 Do Case Analysis3 Do Case Analysis
3 Do Case Analysis
 
Introduction To Videogame Industry
Introduction To Videogame IndustryIntroduction To Videogame Industry
Introduction To Videogame Industry
 
Idea for innovators (1)
Idea for innovators (1)Idea for innovators (1)
Idea for innovators (1)
 
Wiem, że nic nie wiem - moja krótka analiza rynku gier na Łódź Game Summit 2014
Wiem, że nic nie wiem - moja krótka analiza rynku gier na Łódź Game Summit 2014Wiem, że nic nie wiem - moja krótka analiza rynku gier na Łódź Game Summit 2014
Wiem, że nic nie wiem - moja krótka analiza rynku gier na Łódź Game Summit 2014
 
Game Industry - trends
Game Industry - trendsGame Industry - trends
Game Industry - trends
 
8 consumption
8   consumption8   consumption
8 consumption
 
5998958 technological convergence
5998958 technological convergence5998958 technological convergence
5998958 technological convergence
 
2 convergence and audiences
2 convergence and audiences2 convergence and audiences
2 convergence and audiences
 
2 convergence and audiences
2 convergence and audiences2 convergence and audiences
2 convergence and audiences
 
Production of Red Dead Redemption
Production of Red Dead RedemptionProduction of Red Dead Redemption
Production of Red Dead Redemption
 

Mehr von davewilliamharrison

8429889 how to-prepare_fpr_a_film_shoot_presentation
8429889 how to-prepare_fpr_a_film_shoot_presentation8429889 how to-prepare_fpr_a_film_shoot_presentation
8429889 how to-prepare_fpr_a_film_shoot_presentationdavewilliamharrison
 
10333056 media and collective identity
10333056 media and collective identity10333056 media and collective identity
10333056 media and collective identitydavewilliamharrison
 
6381131 research on-brett_from_eden_lake
6381131 research on-brett_from_eden_lake6381131 research on-brett_from_eden_lake
6381131 research on-brett_from_eden_lakedavewilliamharrison
 
2967519 hoodies strike fear in british cinema
2967519 hoodies strike fear in british cinema2967519 hoodies strike fear in british cinema
2967519 hoodies strike fear in british cinemadavewilliamharrison
 

Mehr von davewilliamharrison (20)

Game design doc template
Game design doc   templateGame design doc   template
Game design doc template
 
Ten page document
Ten page documentTen page document
Ten page document
 
Mag workshop worksheet
Mag workshop worksheetMag workshop worksheet
Mag workshop worksheet
 
Black swan target audience
Black swan target audienceBlack swan target audience
Black swan target audience
 
Total film target audience
Total film target audienceTotal film target audience
Total film target audience
 
Brand eye
Brand eyeBrand eye
Brand eye
 
10428630 spy thriller
10428630 spy thriller10428630 spy thriller
10428630 spy thriller
 
10428627 crime thriller
10428627 crime thriller10428627 crime thriller
10428627 crime thriller
 
10428626 action thriller
10428626 action thriller10428626 action thriller
10428626 action thriller
 
10428629 psychological thriller
10428629 psychological thriller10428629 psychological thriller
10428629 psychological thriller
 
8476616 example questionnaire
8476616 example questionnaire8476616 example questionnaire
8476616 example questionnaire
 
8431539 pitch document
8431539 pitch document8431539 pitch document
8431539 pitch document
 
8429889 how to-prepare_fpr_a_film_shoot_presentation
8429889 how to-prepare_fpr_a_film_shoot_presentation8429889 how to-prepare_fpr_a_film_shoot_presentation
8429889 how to-prepare_fpr_a_film_shoot_presentation
 
10333056 media and collective identity
10333056 media and collective identity10333056 media and collective identity
10333056 media and collective identity
 
6381132 character research
6381132 character research6381132 character research
6381132 character research
 
6381131 research on-brett_from_eden_lake
6381131 research on-brett_from_eden_lake6381131 research on-brett_from_eden_lake
6381131 research on-brett_from_eden_lake
 
6381130 carty from-away_days
6381130 carty from-away_days6381130 carty from-away_days
6381130 carty from-away_days
 
6381129 misfits nathan-new
6381129 misfits nathan-new6381129 misfits nathan-new
6381129 misfits nathan-new
 
6381126 cook from-skins
6381126 cook from-skins6381126 cook from-skins
6381126 cook from-skins
 
2967519 hoodies strike fear in british cinema
2967519 hoodies strike fear in british cinema2967519 hoodies strike fear in british cinema
2967519 hoodies strike fear in british cinema
 

6077475 red dead revision

  • 1. RED DEAD REDEMPTION REVISION This handout is to be used in conjunction with the Red Dead worksheets you filled out and the Red Dead Prezi that can be found here http://tinyurl.com/6axflzk It’s not the complete answers or completely exhaustive but hopefully it should give you an idea what you should be talking about in you exam. What you must do is push yourself to think of the significance or consequence of each aspect of production and use of a concept. So don’t just say ‘Rockstar used RAGE to make Red Dead’ – think why is this significant. So ‘Rockstar used RAGE to make Red Dead which allowed them to make incredible looking graphics, which in turn help them market the game and make it stand out from the competition.’ TECHNOLOGY Rockstar made use of: Playstation3, Xbox 360 RAGE Euphoria The internet for gameplay, updates and for distribution (digital distribution only after the main release, however). Internet for marketing. Innovative way of creating and recording the music. Use of social media (Facebook) for the Gunslingers. Technology not made use of by Rockstar Online streaming (OnLive, Gaikai). What would be the implications to the business model if they did? Mass online distribution. The main launch was still a packaged good. If you get asked a question about digital media technology remember that video games are by their design a ‘digital technology’. However, the way they used to be distributed (in carts, on discs) or marketed in ways that weren’t digital. MEDIA OWNERSHIP Who owns what in videogames? Licenses, brands, technology, software, hardware, the intellectual property (IP). What effect does this have on the industry. Rockstar are owned by Take Two. While Rockstar make the majority of their own budgetary and creative decisions it is Take Two’s stock price that is effected by the success of Rockstar’s games. Interesting fact that shows how dependent Take Two on Rockstar, 2010 is the first time Take Two recorded a profit in a year that a Grand Theft Auto wasn’t released – this was thanks to the performance of Red Dead. Rockstar own the developers, Rockstar San Diego, so won’t have issues over who
  • 2. owns the Red Dead IP and who can make money from it. Rockstar own the Red Dead brand (after purchasing the name and original game from Capcom) therefore they don’t have to pay any license fee to any other company to use their IP. Rockstar have created all the content within the game therefore there is no issue regarding using other companies IP. The technology Rockstar used to create the game was primarily RAGE, which is their own game engine. This mean they don’t have to pay to license this software off another company, however it would have cost them a lot of money to create RAGE in the first place. As Rockstar created and own RAGE, they have the RAGE support staff in-house, therefore any technical problems can be solved quickly. This helps in development. If Rockstar had to wait for outside support this could cause delays. Rockstar did use NaturalMotion’s Euphoria animation engine, so would have had to pay to license to use this software. MARKETING During the marketing phase Rockstar used their own website to continually update potential consumers about the various features of the game. The cost of this would have been relatively low unlike having to pay for coverage on other company’s sites. DISTRIBUTION Rockstar do not own the consoles Red Dead is played on – the PS3 and the Xbox 360 - Sony and Microsoft do respectively. Rockstar have to pay these companies to use their systems to run their games. The actual cost isn’t known but it is between $3 to $10 per game sold. So if a game is sold for $40 the console manufacturers take a chunk of that. EXCHANGE Rockstar own their own online shop so they don’t have to split any revenue earned from sales from that particular outlet. However, other retailers (HMV, Amazon) will usually buy each unit for approximately £30, but taking into account the cost of getting the product and point of sale marketing, the publishers will only see around £16 of this. That’s why digital downloads are so attractive to publishers as they take the retailer out of the equation. CONSUMPTION Once it is in the customer’s hands you could argue that they now ‘own’ the product. However, they are not allowed to whatever they want to do to the product – for instance those gamers who hacked Red Dead and unlocked all the feature were banned from playing Red Dead online.
  • 3. Consumers can claim ownership of the product in more theoretical sense by using it to create other experiences – this could be through using it as inspiration for fan art to creating Machinima movies with the game. Some other issues with Media Ownership Publishers have to pay for ‘licenses’ from other intellectual properties such as films (Bond, X-Men, Spider-Man), sports stars and events (FIFA, Tiger Woods), car designs (Gran Turismo), TV shows (X Factor), songs Guitar Hero. These all cost money – more you spend on licensing that may attract sales, the less you have for development. Developers allow consumers to access their technological IP - Valve who make Team Fortress and Half Life give fans access to their development tools so they can create their own maps and games. Apple allows developer to get the Apps Software Development Kit (SDK) for free so they can make Iphone apps (but then take 30% of the revenue). With OnLive or Gaikai publishers may not have to split the money with retailers as consumers will just stream their games over the net ho There can be disputes between developers and publisher about who owns the IP. The developers may have created the game, but the publisher legally owns the rights to the ideas. E.g. Infinity Ward created COD: Modern Warfare, but the publishers Activision own the names and the game. They recently had a falling out, the Infinity Ward wikipedia page explains it well. MEDIA CONVERGENCE What happens when different types of media come together? What new experiences do we get? What are the advantages? DEVELOPMENT Rockstar created their own soundtrack for the game, one that used traditional instruments, but is unlike other types of music (soundtracks, pop music) as it is dynamic – changing tone and intensity depending what the games player gets the games characters to do. Due to the convergence of games and the internet Rockstar had to create a multiplayer option for Red Dead Redemption. This means more work for the developers and the support teams to monitor the online servers, but creates more value for the consumer. A positive for games and internet converging for the developer is that they can release new content and sell it to the fans enabling them to get more revenue rather basically the same game (see Red Dead’s DLC).
  • 4. Media convergence affects the way producers and consumers interact – this can be seen in how Rockstar were able react to consumer grievances to the game by fixing problems with the game with numerous downloadable updates. MARKETING Rockstar combined gaming and Social Networking to create their Gunslingers game, that used Facebook to spread word of their game. The viral marketing used convergence so you had information on old media marketing (building mural, magazine articles) being spread by new media: fan blogs, websites and social networking. Rockstar collaborated with Hollywood movie director John Hillcoat to create a 30 minute film that used the games engine from the game. This is movie expertise and storytelling, combined with videogame technology and eventually broadcast on TV. CONSUMPTION Media convergence affects the way producers and consumers interact. Consumers can now create content from the game (mods, machinima) and share it with other consumers thanks to the internet – therefore becoming producers themselves. Consumers can play against the developer (Rockstar) thanks to the Social Club events. Great example of the power of cross media convergence – Farmville When games and social media meet you get games such as Cityville, Farmville etc. And they can only exist because of media convergence as they are: Distributed via Facebook Marketed via Facebook (predominately through Facebook paid for ads and viral marketing)
 Consumed (played) on Facebook. The gameplay is also dictated by social networking as it’s all about showing off your farm to friends on Facebook. Proof that media convergence can change the industry.
 SYNERGY The interaction of two or more agents (media organisations or products) to ensure a larger effect than if they acted independently. Synergy is primarily a marketing strategy designed to maximise the amount of coverage and impact of any exposure the brand/product/game etc will get at specific time, but it can also be seen in terms of distribution and production. PRODUCTION Rockstar had to develop two versions of the game – for the PS3 and Xbox360 – in order for a simultaneous release. That meant they had to tweaked their game to suit two system and get approval for their from two companies (Sony, Microsoft), this
  • 5. would have created more work and cost more money than if they were making a game for one console at a time. Releasing games simultaneously on different formats is a costly process. MARKETING Synergy can be achieved in marketing by releasing information over a number of different media types simultaneously – to maximize the impact. So for the first look at Red Dead, Rockstar released a trailer, organized a weeks coverage with website IGN and did a feature in the magazine Game Informer. These three different types of coverage all came out at the same time. Then for each new trailer or update on the official website new images and art work allowing different news sources to produce coverage. Rockstar used synergy by collaborating with other artist such as director John Hillcoat for the short film and music artists such as Jose Gonzalez for the music. By working together they both benefited – Rockstar get more ‘artistic credibility’ and Gonzalez and Hillcoat have their work exposed to new audience. Also the press coverage for the collaboration helps spread the word about Red Dead. The short film was premiered on US and UK television at the time of the launch. Rockstar used synergy with their marketing with the retailers, namely HMV, Amazon and the US retailer Gamestop. All the voting for extra content that consumers got for pre-ordering the game help promote not only the game itself but also the retailers. A perfect example of two agents coming together and both benefiting. DISTRIBUTION Simultaneous release means that the distributers have to organise discs and packaging for thousands of copies of the game, for the various formats. Logistically and financially, this is a big undertaking. If successfully done it can lead to a big opening weeks. If not it can lead to shortages (consumers frustration) or (if the game is unpopular) masses on unsold discs.
 (Because of this, digital distribution (downloads, OnLive) is an attractive option for publishers as they wouldn’t have to create as much boxed copies.) At the time of the launch Rockstar also main other products available for launch. The official soundtrack was available to download from iTunes. Rockstar launched the Red Dead clothing (T-Shirts, shirts ) on their own website. Other issues with synergy If games are released to coincide with the release of a film/TV show, this brings its own problems: a strict deadline that can’t be avoided. You can’t have the Harry Potter game coming out six months after the film. Some examples of effective synergy The Rio version of angry birds. Coke and FIFA collaboration for the 2010 World Cup (see marketing powerpoint).
  • 6. PROLIFERATION What are the problems/positives of having loads of games and game machines? Positives for institutions Lots of different consoles give chance for innovation (DS, Wii, etc) – make different type of games. The fact that you can play games on the phone and internet mean smaller companies can make different types of games and not compete with the console big boys. Games developers/publishers can create content for numerous different machines and so not controlled by the console manufacturers. (like they were by Nintendo in the 80s). Negative for institutions They have to spend more on marketing and advertising – as there’s so much other similar content out there. (Just think of all the Call of Duty style games out there.) This is particularly a problem for social games and iphone games as there’s so much content out there. Pressure to sell means that it could result in less risk and less innovation (give the public what has sold before – just get loads of sequels). Have to create different types of games for the different machines (GTA4, GTA Chinatown War – also there’s over 9 different versions of FIFA 1, all have to be created) Positive for consumers More choice. Competition keeps the price down. Can play games wherever you want – phone, home, on the go, on Facebook. Negatives for consumers Confusion – what console do I buy? Which motion controller do I get (Wii, Kinect, PS3 Motion)? This can lead to consumers losing interest. 
 Have to buy several machines to get all the different games.
 Issues for Rockstar and Red Dead Redemption Because Red Dead was such as big and technically complex game it could only be produced for the two most sophisticated consoles the PS3 and 360. This means they are not able to sell their product to a huge part of the games playing market (DS, Wii, PC, PSP etc owners). An advantage for Rockstar was that there were very few (if any) cowboy games out there, therefore Red Dead stood out in terms of originality. However, the draw back was that this might suggest there wasn’t a demand or consumer appetite for a cowboy game.
  • 7. TECHNOLOGICAL CONVERGENCE What is the significance of having digital devices/platforms that can play games and consoles that have other uses. Lets look at the main three consoles: PS3 – DVD, Blu-Ray player, can store digital information (photos, music, films, TV), BBC Iplayer, web browser, PS Home, PS Store. 360 – DVD, Xbox Live store (download, films, music, demos, new games), web browser, connect to friends through facebook, Last FM, Wii – Virtua Console (download old Nintendo games), online play, web browser, Iplayer. All these machines are now ‘home entertainment centres’ as they can play different types of media this is significant: It opens up the market – consumers who might want a Blu-ray player might get the PS3 as you can also play games in, while otherwise they might not have invested in just a games machine. It positions the games machine in the lounge (family room) rather than in the bedroom. Now the console is a family possession and encourages family to invest in family games (Mario Kart, Wii Sports, Singstar, Kinect). The most significant part of technological convergence is fact that all these console are online which allows for: Online play Online sharing of ideas Downloading new content and new games. Also it allows for most of the media convergence. Now lets look at digital devices/platforms that now play games mainly i-Pod Touch, i-Pad and Smart Phone. This opens up a huge new market for games companies as there is a limited amount of people who would buy a handheld machine that only plays games (DS, PSP) but nearly everyone has a phone that can play games. Because of this technological convergence everyone who has a phone is a potential gamer. As mobile games are often simple and cheap to make (compared with console games) this allows small, independent developers to make money from making games without the need for publisher funding or worrying about the cost of distribution. (This is much the same as developer creating content for Xbox Live Marketplace and the PS Store).
  • 8. CONSUMPTION How have yours and others gaming habits changed due to the changes in the industry? Where do you get your games? Still from the shop? Do you download? Stream online? Get them through piracy? Where you do play your games? In the bedroom? On the bus? In the lounge? Who do you play your games with? Your mates? Your mates online? Strangers online? With your family? On your own? What do you do you make the game your own (become a ‘prosumer’)? You could customise the game (costumes, levels, types of games played)? Do you create content and share it with others? Do you modify the game? Other stuff to mention
 Machinima – making films from games e.g. Red vs Blue, the contributions to Rockstar TV. Cos-Play – dressing up as games characters, role playing and using games to create fan fiction etc. Modification – modifying game code to create new types of games. Professional gaming – playing Starcraft has almost become a sport in Korea