Here are the citations for the interviews in MLA format:
Beal, Kieran. "Target Audience Interviews." Conducted by Luke Ross, 12 Jan. 2018.
Willis, A. "Target Audience Interviews." Conducted by Luke Ross, 12 Jan. 2018.
2. Existing Product
Angle – This is a 2d monitor like view of the game giving you
clear visibility this makes it clear what the objective is and where
the HUD is, the objective to shoot and destroy the enemy ships
by moving to the left and right and pressing space bar. This angle
is very useful and adds a nice visual of where you are shooting
making a very clear and simple game.
Sound – the sound used in this game is a simple there is a ping
sound when you shoot and a separate ping sound when 1 of the
enemy's is hit and there would be a separate bi of sound when
you go up a level this is a nice touch and something that I think
that I would take it.
Music – the music that has been added into the background of
the space invaders is a 8 bit music and it fits very well with
overall game the music changes every level getting faster and
this makes it interesting to continue playing and ads more
tension to the game and each level as it gets harder and harder.
Effects – the effects is simply just pixel art moving towards the
enemy's and then exploding pixel art would appear when the
enemy’s explode and also when you explode from getting hit by
the enemy's.
Audience appeal – this appeals to the audience because it is a
simplistic game that doesn't’t involve much hard work its easy to
win but also easy to loose at points this makes it interesting to
the person playing and brings them back for more. I believe that
the general audience for space invaders is that of both genders
and of all social classes as all you need to have is a phone, this
makes it easy to play.
3. Existing Product
Angle – This is a 2d view again as most of these experiments
would be easy to control as everything on this game is easy
to see and this means that the game is simplistic and easy to
make and this is great because of the way its played it creates
its own unique play and this is a good touch for this game to
have as it doesn't’t have much else.
Sound – The sound that plays is not 8 bit music but it is in fact
normal music that has a theme there's an explosion sound
however it is not fit in with the explosion very well and is very
delayed which shows that not a lot of effort went in to
creating this game.
Music – the music in the background changes on the
different levels that doesn't’t speed up but instead it fits in to
The different backgrounds and scenery that is in the game.
Effects – there are different effects that are included in this
game that happen at different times there is a different affect
for each different type of item that has been picked up and
when the dune buggy is blown up by going upside down and a
moving upside down.
Audience appeal – this appeals to the audience because it is
fun to play and this is good because it keeps the audience
entertained and also I feel that the level system is a good
audience appeal as it gives the audience a reason to progress
in the game and to continue playing, and the reward for this
is that you complete and the fact that this makes you want to
keep playing represents that it’s a really good game.
4. Existing Product
Angle – this angle gives you direct vision of sight to see what
you are doing and has simple goal to the destroy the balloons
they give you a hud that is clearly visible from this angle with
places to put down the defenses, this is a commonly used angle
for games like this as it shows what needs to be showed in 2d
from a birds eye view.
Sound – the sound that plays varies for different parts of the
game for example when a normal balloon is popped it makes a
popping sound, and the popping sound increases dependent
on the balloons difficulty, each item that you choose in order to
create your defense they all make sound affects based on what
you choose for example the canon makes an explosion where
as the standard monkey makes a shooting sound.
Music – the music that is played in this is a soft soothing sound
of music that fits the game it matches to the different round
you are on for example if the round gets higher the music gets
faster until on the last round the music intensifies, this is in
order to intensifies the game.
Effects – it has explosion affects on it which show that
something is being blown up or that there is lots of explosives
being fired this example fits well with the image because the
image shows at the top section the balloons being blown up.
There is also popping effects and there is an effect on every
item that you spawn in and upgrades as each thing does
something else and I think this is a fine edition to the game as it
adds in multiple affects and different reason to play the game
just to see what each item and what each upgrade does.
Audience appeal – this appeals to the audience because it gives
them a game of tragedy and this is a good incentive being able
to find the best strategy that helps you win the game and all
the rounds to your suitable play style giving you the freedom to
play how you want.
5. Existing Product
Angle – the angle of dark souls changes based on how you set it to play
but mainly it’s a 3rd person view, this is great because you can change
the angle sensitivity and this means that you can fit your play style
through the game just like on call of duty and on battlefield however it
is a role playing game and this meant that you also build up the stats of
your character to fit the playstyle you choose and there different
options for this: sorcery, faith, knight, deprived (which allows you to
start with all stats equal and more souls so you can add in the
remainder yourself. And then there is the thief class which is low on
everything giving you a challenge when playing to get through the
game, you can change these at any time that you wish in playthroughs
but only 5 times per playthrough.
Sound – in dark souls there is a sound for everything for example hitting
the sword at enemy's or the wall which is different per enemy you hit
and what swords you use. There are also sounds for the different
enemy's in general as well as dialogue for the different npcs that are in
the game and this adds depth to the game.
Music – there is different music for each part there is the main title
music which you can also get as a theme for your console and then
there is music for every boss battle creating tension in the fight the
music is specific to each individual boss and the reason for this because
each boss has a theme that is memorable to its difficulty for example if
you have trouble with a boss you will remember the music that is
playing in the boss room which creates a great memorable track
however its not something you would listen to casually.
Effects – the effects on this game vary from different fight with
different bosses to different enemy's and this adds in different types of
hit and hot they respond to the hits as well as the different weapons
you use with different affects and this adds in reasoning to use
different weapons and keep playing to see what other weapons do.
Audience appeal – the reason that this game appeals to the audience so well is
because of how addictive it is to play for the first playthrough it is a frustrating
game where you die a lot, once you complete it there is an option to start new
game or journey 2 as they call it, and in this you keep all your stats you got on
that game and weapons but start it again like that and this time when you start
you are prepared so automatically you press start and then this tie when you
go through it you are focused on doing better and so it is easier as you have
better stats and you have played through it once and this time as your winning
your enjoying it in a different type of way then journey 1 and then once you
finish that there's journey 3 and this is harder then 1 and 2 but still easy your
stats are where they should be and this makes it addictive the ability to just
keep playing.
6. Research Analysis
• What common features do the researched products have?
• All of the researched products start off with a designed menu system that gives you options of what to choose and this makes it so that you have 3
basic option they all share, controls, start and quit these are common all the games that I looked at ranging from balloons tower defence to dune
buggy a classic like space invaders and a much more advanced game of dark souls 3. all of these menu options have music a theme that plays in the
background of the game and this is a really important feature I feel as it ads something to the menu screen so that it isn’t just plain and bland. The
menu options also have a colour scheme that is based upon the overall game for example dark souls 3 has a theme of dark orange and light yellow
and it sticks to these 2 colours for the majority of the game there are locations where these colours are no where to seen but at the end of the game
and all the major points there is dark orange and light yellow. For space invaders as another example the title/ menu screen is white yellow and
green and this correlates with the actual its self. Dune buggy's main colour scheme is that of the car you use throughout all of the levels. The games
play differently but something they do have in common is a level system check points of where you are or some form of rounds to keep track of
where you are on dune buggy you have levels and a checkpoint within the levels like on dark souls you have bonfires as checkpoint between bosses
which is the end level and once all bosses are done you have completed it and the bonfires save where your up till until that point as well as acting as
traveling systems to different bonfires you have in other locations. On balloons tower defence and space invaders it’s a round system where you
have to move up and each one it gets harder and harder but unlike dark souls if you fail it a round you have to start again with no more attempts.
• What aspects of the research will you include within your on work?
• I want to include a checkpoint and level system in my game like on dark souls and dune buggy as I feel that it makes the game more fair and less
annoying then a game without it or if I did add a restart on fail part in to it after so many attempts I would have a reward system to give incentive to
try it again like on balloons tower defence as on that game when you fail it you are able to access what you unlocked late game and get it early on
making it easier the next playthrough you get all the stuff early ad I think that’s a good incentive to not be worried of falling in the game, I would
represent this in the advergame by shaping it out to be one that shows the necessities of the game in all aspects not just how it is played but what it
will include being the main focus. I will include the paten of colour schemes making it so the menu correlates the scheme with how it is played I feel
this to a be a good idea to have it match to the other parts of the game. I would go for a dune buggy style game as I feel that is simple, fun and
addictive as well as interesting however I would change what you play as add in a customization menu to change what you play as have the same set
up change the colour scheme add in a story and have it play out differently with the same controls as they are easy enough to understand and use.
8. Interview 1
• Do you want there to be a difficulty option? – and Why?
A difficulty option would be good as it allows the player to progress should the game itself prove too difficult to new users.
• Do you want to choose the gender of your character? – and why?
As a player I’m not too bothered but it would be good to prevent any gender controversies.
• Do you want some sort of story? – and why?
A main story to follow would be good as I prefer games that set me with an objective but not mandatory, as it makes me feel like I have an end objective
and a reason to keep playing.
9. Interview 1
• Observation: they feel the game should have a difficulty option as it makes it so that the game is able to progress they
don’t care what gender the character is but would suggest it encase of controversy if it upsets people. They think a story
would be good as it gives them a reason to keep playing the game and get them interested.
• What this says about my audience: that they want to make sure the game doesn’t get in trouble or upset people with
gender controversy and they like the idea of a story as it adds depth to the game and in this case gets them a reason to
keep on playing the game after a long period of time as they say an “objective” to go for. And a difficulty option to make it
so that the game will not be to challenging to people and anyone can play it at how they want giving a player the ability to
create/ choose how they play.
• How will your product appeal to this audience: I will ensure that my game has an difficulty options menu to make that it
stays within reason of keeping people happy on what they can choose as an option on how to play for example if they do
want a challenge or if they want to easily play through it I will do this by making it so that the options are a simple easy,
normal and hard and maybe an extra option for crushing. I will make it so that you are able to choose the gender of the
character to avoid controversy and keep the game safe from a butchering encase people get upset. And I will add a story
into the game as I was going to do anyway but as they say it gives an objective at the end and a reason to keep on playing
it.
10. Interview 2
• Do you want there to be a difficulty option? – and Why? Yes, I feel like having a difficulty option enables players to challenge themselves and
therefore will most likely take an interest in the game for a longer time period.
• Do you want to choose the gender of your character? – and why? Yes, I like being able to chose the gender of the character because I then feel more
involved in the game and more personalised to myself.
• Do you want some sort of story? – and why? Yes, I feel like having some sort of story sets a good background and structure to the game.
11. Interview 2
• Observation: they think that a difficulty option would be good because it makes them want to keep playing for a longer
period of time as once they have done it on easy they can challenge themselves to a harder version and then so on if they
really enjoy the game but it gives a reason and purpose for a replay. They like the idea of character customizations on gender
as it makes it more unique to the playstyle of the game and to the person playing it. And a background structure for the
game is important some lore in there so they feel that I should include a story mode to add that.
• What this says about my audience: after taking both into account and what each of them have said it tells me that I should
include a story mode and character customizations based around gender as well as difficulty option so people will want to
keep playing the game.
• How will your product appeal to this audience: I will include all of the above as options in the game to make sure that I
appeal to the audience and keep them happy adding in a difficulty option is a good call as it does give a reason to keep
playing or play it again but then again if its difficult it could give incentive to push forward however I will include difficulty
options to make sure I appeal to a larger range of people and it will have a story as well as character customizations.
13. Bibliography
1. Beal, Kieran. (2018) Target Audience Interviews (conducted on 12th
january)
2. Willis A. (2018) Target Audience Interviews (conducted on 12/01/18)
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.