2. Existing Product: Xcom
This product will be similar to my own because im planning to make a strategy game similar to the original xcom
Story- The story of Xcom is about a alien invasion that threatens earth, so Xcom, an organisation set up to defend against alien threats but wasnt
taken seriously enough to be granted enough funding before now. You as the commander, an experienced Military officer, are flown in to
command the Xcom Missions from the command centre. This idea is continued throughout the 2 remakes of the games.
Effects/graphics- This Game is an old Pixel Game, similar to what im going to make for my game, instead of a traditional 2D platformer like
mario, it goes for a 3D looking down approach to help it work more like a chess game. Thats how I want to try and design the looks of my game.
Sound Design- Xcom doesn't have much for sound design, it doesn't have a very good soundtrack and there is no voice acting and limited sound
effects
Gameplay- This Game plays like a game of 3 Dimensional Chess, but with guns and a much more open battlefield than a 8x8 Grid, with tactics,
cover, and an AI opponent controlling the enemy. you have to predict your enemies moves before they make them to get a good advantage, as
you are outnumbered and outgunned against a technologically superior opponent.
Audience appeal- The game targets players who like strategy games, But this is a Turn Based Strategy Game rather than a Real Time Strategy
Game, so it appeals to people who like chess, who people who like to put more thought into your moves than your standard Call Of Duty, mindless
running around like headless chickens gameplay.
Use Of Lighting and colour- in the first original game Xcom didnt have much use of lighting or colour and everything seemed to use bright
colours such as green blue, but in the remakes of the game (Xcom: Enemy Unknown and Xcom: 2) everything became darker, scenes were set
at night with only red lights or green lasers lighting up the areas, or old lampposts. The colour in the new Xcom games tends to be dark colours to
fit with the scary alien theme
Fonts- The xcom font tends to be thin, and shown as Blue or really light blue against black
Costumes- The Outfits are designed for combat, and look like they can absorb heavy damage
3. Existing Product: Mass Effect
My game will be similar to mass effect because it will have dialogue options that can change the path of the game
Story- The Story of mass effect can be altered based on what you choose. You start as a Systems Alliance (Humanities Military) Marine who has to hunt down a
rogue council Spector who is threatening humanity, along the way he or she finds allies who have their own reasons for fighting against the rogue Spector known as
'Seran' . As you progress you find yourself wrapped up in a conspiracy where you have to find a way to stop aliens known as 'Reapers' from invading/harvesting the
galaxy, but no one believes you.
Effects/Graphics- the effects in mass effect 1 aren't anything impressive, the game was released in 2007 as an xbox exclusive but was moved to PC audiences 6
months later, by the game of mass effect 2 EA bought Bioware and they put a lot of money into mass effect 2, in result the graphics improved from trying to look
realistic to having its own semi realistic style, which works with the style of the game.
Sound Design- The sound design in mass effect 1 was a confused mess as the universe wasnt established and the 2 top producers couldn't decide whether they
wanted a futuristic techno style sound track or a Epic Orchestra in the same style of Halo. In mass effect 2 they decided to go for a middle ground, producing a whole
new sound track which mixes Epic Orchestra with a backing of techno which combines to make fantastic music which can inspire the way you play, or even move your
emotions from happy to sad within a instance.
Gameplay- Mass Effect Is a Single Player Roleplaying Game, where your choices and dialogue options effect the outcome of how you play the game for example, at
the end of mass effect 1 a choice to sacrifice the council can make humans gain superiority over the galaxy and you can be called a racist for the next 2 games,
alternately you can sacrifice forces to save the council where humans stay oppressed under the councils guidelines and restrictions that treat humanity like 2nd
class
citizens. Along side its tree based story the game has Shooter combat manics that can be very fun, I like the idea about choices you make effect how the game plays
out and this could be a feature I want in my game. As for the combat, the combat in mass effect 3 is a masterpiece it flows amazingly well and can make you feel like
a bad ass or can make you feel desperate depending on the situation
Audience appeal- Mass effect appeals to audiences who like Roleplaying games, such as DnD where you can create and design your own character and create a
story around them, as well as appeal to audiences who like more modern shooter games, with its combat mechanics. The story can capture the hearts and minds of
people who only take a few steps into mass effect to make them play more.
Use Of Lighting- Mass Effect Uses lighting in a variety of ways of using light, in scary situations it darkens things to set the tone and on the citadel everything is
brightly lit
4. Existing Product: Ghost Busters The Video Game
This product will be similar to mine because they are both games about capturing ghosts
Story- The story is a continuation of the two original movies
Effects/graphics- The graphics arent anything special but they do make it feel like a ghost busters game with the look and feel, the style of the
graphics show off the ghosts well even better than the original movies, because the effects dont look as out of place
Sound Design- the sound design is great, using sound effects straight from the movies and even including the original cast for the voice actors
Gameplay- the gameplay is inspired by the original movies where you have to use your proton pack to try and get the ghosts into the traps,
Audience appeal- this game is made to appeal to fans of the 2 movies as it uses the scripted from the cancelled 3rd
movie
Use Of Lighting and Colour- The Lighting tends to be very dark to help set the scary and ominous atmosphere of the game
Fonts- the fonts are the same that were used in the movies to keep making this feel like its the 3rd
ghost busters movie
Costumes- Outfits are based on the exterminator like outfits used in the original movies
Locations- the locations tend to be reminiscent of the places from the original movies, even having some of the old ones to immerse the player into
the game
5. Research Analysis
• What common features do the researched products have?
− Good Story
− Sound Design
− Dark colours and dark use of lighting to create an ominous or scary feel
− AI opponents
− Outfits tend to be designed for combat
− The gameplay seems to be unique to each game
• What aspects of the research will you include within your on work?
– Strategy Based Gameplay
– Choice Driven Story
– Good Sound Design
– Turn Based Gameplay
– It will be about fighting ghosts
– Based in space
7. Audience Profile
Category Demographic Content to appeal to this audience
Age Range
14-25 This is the basic video game age demographic
Gender
Both Genders Because Gender doesn’t matter when talking about games
Psychographic
Turn Based Stratergy
games, and Roleplayers
who like to choose their
paths in adventure games
like DND
Because it will be a turn based strategy game with roleplaying
elements
Social Status
Anyone who wants to pick
up the game and play it
Because it will be simple and easy for beginners to play
Hinweis der Redaktion
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?
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?
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?