2. Existing Product
Zelda; a Link to The Past -
Gameplay: https://www.youtube.com/watch?v=Z6hjG6MCcZ8
Style: Being quite an old game, this follows the pixelated
format as standard for the time, however using quite a
cartoon-ish are style (on top of that) - outlining things and
giving them simplistic textures.
Setting: Like all Zelda games (in the running series of games,) -
Zelda is a fantasy game, this particular one set in forest, with
lots of greenery – meaning it uses a colour pallets bias
towards primarily greens and secondarily browns.
Colours: Again being an older game, means it was restricted
by storage and what would rum – means that they had a
smaller storage space – restricting the colour pallet – because
each shade and colour adds to the space.
Audience appeal: By using bright colours – this will make the
product more appealing to the eye, drawn in by the brighter
colours. On top of this, it provides a whole world to explore in
– adding an aspect of adventure for the audiecne to get
hooked to.
3. Existing Product
Pokémon; Sapphire -
Gameplay:
https://www.youtube.com/watch?v=aG7YB4SlMWY
Style: With a lot more space available to create the game,
they use bright colours, whilst not using black outlines to
outline things – instead using a dark tone of the colour
(apposed to the black colour) for the outline. On top of his
they use a lot quirky pixelated textures – with a purposely
pixelated - stylized look.
Setting: The setting for the game Pokémon is outside, in
nature and Pokémon (the animals of the world.)
Colours: Being made at later date to the Zelda game, means
more storage was available – thus more colours were possible
to store – allowing for a lot more tones and shades to be used.
On top of this, being heavily based outside, they use a lot of
green tones – whilst also implementing some of these colours
into other things – such as roof tiles and doors.
Audience appeal: Again, by using bright colours and stylized
look that is very child friendly – it appeals to appeal to family
friendly audience. Furthermore, the with the objective of the
game being to collect a range of the Pokémon, this will appeal
to an audience of achievers as it sets up a goal to collect all of
them.
4. Existing Product
Super Mario Bros -
Gameplay: https://www.youtube.com/watch?v=1qcTwuKozs8
Style: Being another earlier game, it uses simple graphics wil
the limiation fo colours provided – often reusing a lot of the
colours again – leaving the textures on the low and using
white and black as either a shadow or patch of light.
Setting: Being a sidescroller, the game doesn't require much
detail and thus the enviroment around them isn't really
required too much – however they have included the use of
clouds (in the empty blue sky,) a couple bushes and hills – are
all added to make game less plain and appear more intresting.
Audience appeal:
With Mario's brightt colours used in the games – this becomes
visually eye catching. On top of this, this game will again
appeal to achievers as it's a leveled paltformer – with a range
of levels to complete.
5. Existing Product
Bioshock -
Gameplay: https://www.youtube.com/watch?v=nFjMkFwB1ck
Style: In contrast to the previous three games I looked at, this
isn't stuck in the pixelated format – also going from 2D to 3D.
On top of this, this game is a much darker underwater action
adventure game – meaning stronger shadows and duller
colours.
Setting: Bioshock is set in a underwater city – like Atlantis,
with a steampunk twist to it and range of creative characters
to go with it.
Audience appeal: Unlike the previous three, this game will
appeal to maturer audience (as it's rated and 18,) whilst also
appealing to a male audience – through it's action and
voilence – which is a sterotypicall appeal to a male audience.
6. Research Analysis
• What common features do the researched products have?
– The majority of the poducts I look at use bright colours and family
friendly look to it, with the first 3 being pixelated.
– With the first two games, they're both mainly set outside in nature.
– A lot of these games would appeal to achievers (as all games tend to
have a goal and something to achieve,) it will reach out to the
achieving side of there personality, keeping them hooked to the game
to finale completed.
• What aspects of the research will you include within your on work?
– As I knew what kind of game I wanted to make, I found games tha
would fall into similar catogries – such as both Zelda and Pokemon are
both games to which are open world RPGs.
– On top of this, much like Zelda, I will be including bad guys through out
the world, whilst also going on series of quests and side quests to
completer the game.
8. Bibliography
1. Nintendo (21st November 1991) Zelda; a Link to The Past.
2. Game Freak (21st November 2002) Pokémon; Sapphire.
3. Nintendo (13th September 1985) Super Mario Bros.
4. 2K Games (21st August 2007) Bioshock
Editor's Notes
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.