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Research
Video Games
Existing Product Flow is a puzzle game for iPhones and iPads, created by Big Duck Games LLC in
2017.
To keep players engaged and not find the game too repetitive, there are over 2,000 free
levels available in Free Play mode, with 10 different board sizes, and new Daily Puzzles
available every day. Flow is very popular because it’s a simple distraction game, with
no WIFI needed to play the game, players can pull there phones out anyway and play
the simple addictive game.
Smooth, polished touch interaction, this intrigues a player because they're controlling
the flow themselves its not a touch button it’s a touch screen experience.
So that's the objective of Flow: connect all the dots to create matching pairs and fill up
the entire board. For most levels, filling up the board isn't an issue, but every once in
awhile you'll encounter a level where it's possible to create all the pipes without using
the entire board. By filling the entire board players gain an achievement in themselves
for overcoming a challenge that they could have been stuck on for sometime but also
its aesthetically pleasing to look at, the bright, illuminating, bold colours are attractive
and engaging to look at. Players will want to see the end colours all together and the
only way to do that is to connect the correct flows together.
Fun appealing sound effects, when interactive with that game, a sound effect of a
popping nice, almost like popping a bubble is heard. With each pop being slightly
different from the previous it doesn’t get irritatingly repetitive.
How to play - Players have to connect
matching colours with a pipe to create
a flow. The catch is that these pipes
will break if they cross or overlap, so
you must find the perfect paths that
allow all pipes to be created even
though some of them will not be
taking the shortest route.
Existing Product Jetpack Joyride is a 2011 side-scrolling endless
runner/action video game created by Halfbrick Studios. It
was released for iOS devices on the App Store on
September 1, 2011, and has been ported to other systems
such as android. How you play Jetpack Joyride is through
touch. You scroll with your finger up and down, controlling
your characters jetpack missing objects and collecting
coins.
The games story "Join Barry, a struggling gramophone
salesman, as he breaks into a secret laboratory and
commandeers experimental jetpacks. Strap on a bullet-
powered jetpack to dodge lasers, electric fields and all the
missiles that come your way."
Fun and child friendly sound effects for different actions
(e.g. jetpack, missiles, collecting coins etc.). basic
gameplay but with detailed and attractive illustrations it
adds more to the game and adds an appeal to
Existing Product
Fun and bright illustrations, child like. Most people relate eating copious amounts of sweets to their childhood days. This is another lure of Candy Crush,
everyone loves sweets, and this factored in with the very bright coloured graphics and smooth animation makes the whole experience fun and feel child
like.
To keep people interested, the game never ends, this adding a continuing fun for players. King, the developer are always adding new free levels. Another
factor to intrigue players is the social side to the game, whilst you don’t directly play against other players, when you're logged into your Facebook
account, you can see the progress of your friends. This helps the game become more competitive visually, as you'll want to beat your friends highest
scores.
Sound effects are used to make the game more engaging. An arcade like sound is used for the basic background and also fun quirky noises are heard
when players match up the right candy. A voice us an element in Candy Crush Sage present in all levels. The voice is always aided by onscreen text such
as "Tasty" or "Delicious" and announces when the player has done something worthy or congratulating, for example when one gets a large cascade or
completes the level's task.
Candy Crush Sage is a match-style puzzle game for iPhones and iPads, as
well as android and Facebook on the web. Created by King Entertainment
Limited, the game has become one of the most successful highest grossing
games in recent history. Much of that is due to the in-app-purchasing (IAP)
system.
Candy crush is know as one of the most addictive games in modern day
gaming, why is this? Candy crush limits there players to only 5 lives, with a
half and hour wait to gain another; 2.5 hours to replenish all 5 lives.
Although you can buy extra lives through IAP. By delaying regeneration of
lives you build the addictiveness quality by making players want what they
cant have, the ability to just replay. This also ensures players wont get
bored quickly or find it too repetitive, because you're forced to take breaks
from it, unless you spend your hard earned money on extra lives.
Another reason why the popularity of this game grew so quickly was the
very easy gameplay. The game has been designed to be very easy to play
with one hand, which means you can multitask whilst playing, or whilst
using public transport, or doing about anything. Because the game is so
easy to play you can start it up and play it pretty instantly for a quick little
game. The game is centred around touch and again adding toe the easy
quality of playing the game.
Interview 1
1. Question:
Would you prefer your side –scrolling game to be simple and colourful or complicated and simple
layout? And why?
Answer: I would prefer to have a a colourful and simple game because one that is complicated will
maybe crowed the screen too much and distract from the actual game its self.
2. Question:
Would you prefer having sound effects to you actions in the game or have a theme music constantly
playing? And Why?
Answer: I think a good mixture of sound effects and also theme music would work well. Because the
constant music will ensure the game doesn’t ever fall silent.
3. Question:
Would you prefer a point score or levels? And why?
Answer: I would prefer a points score and then leader boards so you can play against your friends and
compete for the best score.
Observation – interview 1
Observation: I now know I want to keep to my original idea of a side-scrolling game with colour
being a big part of the game because like my interviewee said they don’t want to much going on and
should focus on the games aim itself. Leon also thinks theme music goes better, which in my opinion
depends on the game itself but I'm going to go off what Leon said and make a theme music and maybe
include sound effects if I have time. Leon thought a point score was better than levels because he liked
the idea of a leader board and playing against his friends.
What this says about my audience:
They like minimal and basic layout which is easy to follow but want the added colour and theme music to
make the game more exciting visually.
How will your product appeal to this audience:
My product will be a simple side-scrolling game with lots of colour therefore I think Leon would enjoy
my game due to the simple and easy to follow gameplay.
1. Question:
Would you prefer your game to be simple and colourful or complicated and simple layout? And why?
Answer: i think I would prefer it to be colorful with a simple layout therefore its more focused on the game rather
than the layout
2. Question:
Would you prefer having sound effects to you actions in the game or have a theme music constantly playing?
And Why?
Answer:​ I would prefer theme music on the game because I think it makes for a better side-scrolling game,
sound effects aren't needed as much in side-scrolling games
3. Question:
Would you prefer a point score or levels? And why?
Answer: levels so that you can mark your progress easier within the game and so that you can make each level
gradually harder.
Interview 2
Observation – Interview 2
Observation:
Emma, like Leon prefers a simpler layout and again colourful. She also thinks sound effects
aren't necessary but theme music would add an exciting asset to the game. Unlike Leon, Emma prefers
levels rather than a point score so she can gradually get better and the levels get harder and she gets
batter at the game.
What this says about my audience:
My audience likes colour and music to make a side-scrolling game more interesting, Emma
likes a game that gets harder and harder therefore she likes to learn and get better at
things.
How will your product appeal to this audience:
My product will be simple and colour therefore the layout will appeal to Emma, and there
will also be sound effects. I don’t think I'm using levels as I think for my game a point score
will work better, therefore Emma might not enjoy my game to the full extent.
Bibliography
Big Duck Games LLC, 2017, Flow.
Halfbrick Studios. Jetpack Joyride
King Entertainment Limited, 2012, Candy Crush Sage.
Daniel Engber. (2015 ). Why is Candy Crush So Addictive?. Available:
https://www.popsci.com/why-candy-crush-so-addictive. Last
accessed 22nd February 2018.
Interviewees, Boyce, L (2018) Target Audience Interviews (conducted
on 27/2/2018)
Interviewees, Garthwaite, E (2018) Target Audience Interviews
(conducted on 27/2/2018)

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3 .research video games

  • 2. Existing Product Flow is a puzzle game for iPhones and iPads, created by Big Duck Games LLC in 2017. To keep players engaged and not find the game too repetitive, there are over 2,000 free levels available in Free Play mode, with 10 different board sizes, and new Daily Puzzles available every day. Flow is very popular because it’s a simple distraction game, with no WIFI needed to play the game, players can pull there phones out anyway and play the simple addictive game. Smooth, polished touch interaction, this intrigues a player because they're controlling the flow themselves its not a touch button it’s a touch screen experience. So that's the objective of Flow: connect all the dots to create matching pairs and fill up the entire board. For most levels, filling up the board isn't an issue, but every once in awhile you'll encounter a level where it's possible to create all the pipes without using the entire board. By filling the entire board players gain an achievement in themselves for overcoming a challenge that they could have been stuck on for sometime but also its aesthetically pleasing to look at, the bright, illuminating, bold colours are attractive and engaging to look at. Players will want to see the end colours all together and the only way to do that is to connect the correct flows together. Fun appealing sound effects, when interactive with that game, a sound effect of a popping nice, almost like popping a bubble is heard. With each pop being slightly different from the previous it doesn’t get irritatingly repetitive. How to play - Players have to connect matching colours with a pipe to create a flow. The catch is that these pipes will break if they cross or overlap, so you must find the perfect paths that allow all pipes to be created even though some of them will not be taking the shortest route.
  • 3. Existing Product Jetpack Joyride is a 2011 side-scrolling endless runner/action video game created by Halfbrick Studios. It was released for iOS devices on the App Store on September 1, 2011, and has been ported to other systems such as android. How you play Jetpack Joyride is through touch. You scroll with your finger up and down, controlling your characters jetpack missing objects and collecting coins. The games story "Join Barry, a struggling gramophone salesman, as he breaks into a secret laboratory and commandeers experimental jetpacks. Strap on a bullet- powered jetpack to dodge lasers, electric fields and all the missiles that come your way." Fun and child friendly sound effects for different actions (e.g. jetpack, missiles, collecting coins etc.). basic gameplay but with detailed and attractive illustrations it adds more to the game and adds an appeal to
  • 4. Existing Product Fun and bright illustrations, child like. Most people relate eating copious amounts of sweets to their childhood days. This is another lure of Candy Crush, everyone loves sweets, and this factored in with the very bright coloured graphics and smooth animation makes the whole experience fun and feel child like. To keep people interested, the game never ends, this adding a continuing fun for players. King, the developer are always adding new free levels. Another factor to intrigue players is the social side to the game, whilst you don’t directly play against other players, when you're logged into your Facebook account, you can see the progress of your friends. This helps the game become more competitive visually, as you'll want to beat your friends highest scores. Sound effects are used to make the game more engaging. An arcade like sound is used for the basic background and also fun quirky noises are heard when players match up the right candy. A voice us an element in Candy Crush Sage present in all levels. The voice is always aided by onscreen text such as "Tasty" or "Delicious" and announces when the player has done something worthy or congratulating, for example when one gets a large cascade or completes the level's task. Candy Crush Sage is a match-style puzzle game for iPhones and iPads, as well as android and Facebook on the web. Created by King Entertainment Limited, the game has become one of the most successful highest grossing games in recent history. Much of that is due to the in-app-purchasing (IAP) system. Candy crush is know as one of the most addictive games in modern day gaming, why is this? Candy crush limits there players to only 5 lives, with a half and hour wait to gain another; 2.5 hours to replenish all 5 lives. Although you can buy extra lives through IAP. By delaying regeneration of lives you build the addictiveness quality by making players want what they cant have, the ability to just replay. This also ensures players wont get bored quickly or find it too repetitive, because you're forced to take breaks from it, unless you spend your hard earned money on extra lives. Another reason why the popularity of this game grew so quickly was the very easy gameplay. The game has been designed to be very easy to play with one hand, which means you can multitask whilst playing, or whilst using public transport, or doing about anything. Because the game is so easy to play you can start it up and play it pretty instantly for a quick little game. The game is centred around touch and again adding toe the easy quality of playing the game.
  • 5. Interview 1 1. Question: Would you prefer your side –scrolling game to be simple and colourful or complicated and simple layout? And why? Answer: I would prefer to have a a colourful and simple game because one that is complicated will maybe crowed the screen too much and distract from the actual game its self. 2. Question: Would you prefer having sound effects to you actions in the game or have a theme music constantly playing? And Why? Answer: I think a good mixture of sound effects and also theme music would work well. Because the constant music will ensure the game doesn’t ever fall silent. 3. Question: Would you prefer a point score or levels? And why? Answer: I would prefer a points score and then leader boards so you can play against your friends and compete for the best score.
  • 6. Observation – interview 1 Observation: I now know I want to keep to my original idea of a side-scrolling game with colour being a big part of the game because like my interviewee said they don’t want to much going on and should focus on the games aim itself. Leon also thinks theme music goes better, which in my opinion depends on the game itself but I'm going to go off what Leon said and make a theme music and maybe include sound effects if I have time. Leon thought a point score was better than levels because he liked the idea of a leader board and playing against his friends. What this says about my audience: They like minimal and basic layout which is easy to follow but want the added colour and theme music to make the game more exciting visually. How will your product appeal to this audience: My product will be a simple side-scrolling game with lots of colour therefore I think Leon would enjoy my game due to the simple and easy to follow gameplay.
  • 7. 1. Question: Would you prefer your game to be simple and colourful or complicated and simple layout? And why? Answer: i think I would prefer it to be colorful with a simple layout therefore its more focused on the game rather than the layout 2. Question: Would you prefer having sound effects to you actions in the game or have a theme music constantly playing? And Why? Answer:​ I would prefer theme music on the game because I think it makes for a better side-scrolling game, sound effects aren't needed as much in side-scrolling games 3. Question: Would you prefer a point score or levels? And why? Answer: levels so that you can mark your progress easier within the game and so that you can make each level gradually harder. Interview 2
  • 8. Observation – Interview 2 Observation: Emma, like Leon prefers a simpler layout and again colourful. She also thinks sound effects aren't necessary but theme music would add an exciting asset to the game. Unlike Leon, Emma prefers levels rather than a point score so she can gradually get better and the levels get harder and she gets batter at the game. What this says about my audience: My audience likes colour and music to make a side-scrolling game more interesting, Emma likes a game that gets harder and harder therefore she likes to learn and get better at things. How will your product appeal to this audience: My product will be simple and colour therefore the layout will appeal to Emma, and there will also be sound effects. I don’t think I'm using levels as I think for my game a point score will work better, therefore Emma might not enjoy my game to the full extent.
  • 9. Bibliography Big Duck Games LLC, 2017, Flow. Halfbrick Studios. Jetpack Joyride King Entertainment Limited, 2012, Candy Crush Sage. Daniel Engber. (2015 ). Why is Candy Crush So Addictive?. Available: https://www.popsci.com/why-candy-crush-so-addictive. Last accessed 22nd February 2018. Interviewees, Boyce, L (2018) Target Audience Interviews (conducted on 27/2/2018) Interviewees, Garthwaite, E (2018) Target Audience Interviews (conducted on 27/2/2018)