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Research
Patrick-Colman
X-Com (Original 1994)
The Game is exclusively in one camera angle
above the combat moving freely around the
map from a birds eye point of view. Each
character is moved separately one at a time
in a turn based order. The first screenshot
has the person moving the blue units out of
a helicopter and into a green field. The
colour of the green in this scene is very
bright and stands out from all of the other
colours. In the second screenshot the colour
that stands out the most is the red
contrasting with the silver and grey. The use
of one bold colour that overpowers the rest
means that the player is drawn to that part
of the map or area. The top down angle
means that the player can see all of the map
and plan their strategy accordingly while still
being able to see the individual units and
what they are experiencing.
FTLFaster Than Light is a top down game
similar to X-Com however the camera angle
is strait down from the sky at a 90 degree
angle. This means there is less detail in the
objects and the plain is only two
dimensional. This makes the hole art style
more simplistic, this may attract players
who are more interested in the micro
management and the game play over the
graphics. However some players may find
them too simple and prefer X-com. The
colours in this game are more subtle than
other games with no bold colours that stick
out or draw attention away from others.
The brightest colours used are the neon
green used to display the health of the ship
in the HUD and in the game the background
is the only thing with any bright colours.
The menus and HUD are very complex and
futuristic however are easy to read and
manage while playing the game by using as
little text as possible and using symbols.
Terraria
Terraria is a side scroller game, this is different to x-
com and FTL as it is from the side. It is 2D like FTL
however allows more detail as it can show characters
from the side as appose from being up or down. This
means the game has a lot more detail in its graphics
and pixel art. The colours in the game are extremely
different to the other games as they are very vibrant
and use a large amount of bright colours. This makes
the game look more cartoony and happy making it
appeal to younger audiences however it also makes
the game look more fantasy and fits well with the art
style and helps the game define a genre. The props in
this game are very large and exaggerated not being
realistic and often completely fictional. This means
the game has more exiting content. All of the
screenshots of the game are in one biome however
there are up to 8 different types of biome that
completely change the soundtrack and colour scheme
of the game. This keeps the game interesting by
adding types of weather and new sounds to keep the
player interested and engaged with the game play
that mainly revolves around exploration.
Research Analysis
• All of the products that I have researched are 2D games and do not
have any third dimensional content. This means that they are easier
to make and run faster on computers. Both things that help my
target audience. Furthermore The games all have a large amount of
on screen HUD, this is necessary to play most of the games as you
need to constantly be managing hit points and other stats that the
player needs to have access too. However each takes a different
approach to the location and style of the HUD. The colours in two of
the games are similar and have a mainly dull and dark colour
scheme while one (Terraria) has a very bright and colourful palet.
• I'm my own work I plan on using the same camera angle as X-com
as it allows detail found in a side scroller game such as Terraria but
has the tactical and informative capabilities of FTL. However it is the
most difficult to make.
Interviews
Interview 1
Q: Do you prefer 3D games or 2D games?
A: I prefer 3D games because they add more Depth
and more features than a 2D game.
Q: Do you enjoy colourful games or serious games?
A: I prefer darker games with more serious tones
Q: Do you prefer fantasy or realism?
A: i prefer games with unrealistic and fantasy
creatures and settings
Interview 1
• Observation:
Because 3D games usually have a high budget and a larger
development team they have more content usually than a 2D plat
former. This is especially true with indie developers. This cannot be
changed as I am limited to 2 demotions.
• What this says about my audience:
“I prefer darker games with more serious tones”. i prefer games with
unrealistic and fantasy creatures and settings” means that my
audience is of a mature nature and would prefer a realistic art style
and colour scheme with dark and gritty undertones.
• How will your product appeal to this audience:
My products narrative and colour scheme will be serious and without
bright colours or comedy, this means it will appeal to the mainly
mature audience.
Interview 2
Q: Do you prefer 3D games or 2D games?
A: I prefer 3D games to 2D games.
Q: Do you enjoy colourful games or serious
games?
A: I prefer colourful games as they are more
interesting and not too serious.
Q: Do you prefer fantasy or realism?
A: I prefer Realism as it is more immersive.
Interview 2
• Observation:
They prefer realistic themes to fantasy unlike the other interview, this
means that opinion changes from person to person and that my
target audience may only be some of the demographic. This means
I should not make the game too serious as to attempt to appeal to
both. Because 3D games usually have a high budget and a larger
development team they have more content usually than a 2D plat
former. This is especially true with indie developers. This cannot be
changed as I am limited to 2 demotions.
• What this says about my audience:
my audience does not only like mature content.
• How will your product appeal to this audience:
My Colour scheme should have bright colours but also have dark areas
of the game with shading and shadows, this way it will appeal to
both interviewees and more of my audiance.
Bibliography
Bibliography
1. Sam Schoettner. (2018) Target Audience Interviews (conducted on
10/12/17)
2. James Gannon. (2018) Target Audience Interviews (conducted on
10/12/17)
3. https://terraria.org/
4. https://terraria.gamepedia.com/Terraria_Wiki
5. http://store.steampowered.com/app/105600/Terraria/
6. http://store.steampowered.com/app/212680/FTL_Faster_Than_Light/
7. https://en.wikipedia.org/wiki/FTL:_Faster_Than_Light
8. https://subsetgames.com/ftl.html
9. http://ufo2000.sourceforge.net/
10. https://en.wikipedia.org/wiki/X-COM
11. https://www.reddit.com/r/Xcom/

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3. research

  • 2. X-Com (Original 1994) The Game is exclusively in one camera angle above the combat moving freely around the map from a birds eye point of view. Each character is moved separately one at a time in a turn based order. The first screenshot has the person moving the blue units out of a helicopter and into a green field. The colour of the green in this scene is very bright and stands out from all of the other colours. In the second screenshot the colour that stands out the most is the red contrasting with the silver and grey. The use of one bold colour that overpowers the rest means that the player is drawn to that part of the map or area. The top down angle means that the player can see all of the map and plan their strategy accordingly while still being able to see the individual units and what they are experiencing.
  • 3. FTLFaster Than Light is a top down game similar to X-Com however the camera angle is strait down from the sky at a 90 degree angle. This means there is less detail in the objects and the plain is only two dimensional. This makes the hole art style more simplistic, this may attract players who are more interested in the micro management and the game play over the graphics. However some players may find them too simple and prefer X-com. The colours in this game are more subtle than other games with no bold colours that stick out or draw attention away from others. The brightest colours used are the neon green used to display the health of the ship in the HUD and in the game the background is the only thing with any bright colours. The menus and HUD are very complex and futuristic however are easy to read and manage while playing the game by using as little text as possible and using symbols.
  • 4. Terraria Terraria is a side scroller game, this is different to x- com and FTL as it is from the side. It is 2D like FTL however allows more detail as it can show characters from the side as appose from being up or down. This means the game has a lot more detail in its graphics and pixel art. The colours in the game are extremely different to the other games as they are very vibrant and use a large amount of bright colours. This makes the game look more cartoony and happy making it appeal to younger audiences however it also makes the game look more fantasy and fits well with the art style and helps the game define a genre. The props in this game are very large and exaggerated not being realistic and often completely fictional. This means the game has more exiting content. All of the screenshots of the game are in one biome however there are up to 8 different types of biome that completely change the soundtrack and colour scheme of the game. This keeps the game interesting by adding types of weather and new sounds to keep the player interested and engaged with the game play that mainly revolves around exploration.
  • 5. Research Analysis • All of the products that I have researched are 2D games and do not have any third dimensional content. This means that they are easier to make and run faster on computers. Both things that help my target audience. Furthermore The games all have a large amount of on screen HUD, this is necessary to play most of the games as you need to constantly be managing hit points and other stats that the player needs to have access too. However each takes a different approach to the location and style of the HUD. The colours in two of the games are similar and have a mainly dull and dark colour scheme while one (Terraria) has a very bright and colourful palet. • I'm my own work I plan on using the same camera angle as X-com as it allows detail found in a side scroller game such as Terraria but has the tactical and informative capabilities of FTL. However it is the most difficult to make.
  • 7. Interview 1 Q: Do you prefer 3D games or 2D games? A: I prefer 3D games because they add more Depth and more features than a 2D game. Q: Do you enjoy colourful games or serious games? A: I prefer darker games with more serious tones Q: Do you prefer fantasy or realism? A: i prefer games with unrealistic and fantasy creatures and settings
  • 8. Interview 1 • Observation: Because 3D games usually have a high budget and a larger development team they have more content usually than a 2D plat former. This is especially true with indie developers. This cannot be changed as I am limited to 2 demotions. • What this says about my audience: “I prefer darker games with more serious tones”. i prefer games with unrealistic and fantasy creatures and settings” means that my audience is of a mature nature and would prefer a realistic art style and colour scheme with dark and gritty undertones. • How will your product appeal to this audience: My products narrative and colour scheme will be serious and without bright colours or comedy, this means it will appeal to the mainly mature audience.
  • 9. Interview 2 Q: Do you prefer 3D games or 2D games? A: I prefer 3D games to 2D games. Q: Do you enjoy colourful games or serious games? A: I prefer colourful games as they are more interesting and not too serious. Q: Do you prefer fantasy or realism? A: I prefer Realism as it is more immersive.
  • 10. Interview 2 • Observation: They prefer realistic themes to fantasy unlike the other interview, this means that opinion changes from person to person and that my target audience may only be some of the demographic. This means I should not make the game too serious as to attempt to appeal to both. Because 3D games usually have a high budget and a larger development team they have more content usually than a 2D plat former. This is especially true with indie developers. This cannot be changed as I am limited to 2 demotions. • What this says about my audience: my audience does not only like mature content. • How will your product appeal to this audience: My Colour scheme should have bright colours but also have dark areas of the game with shading and shadows, this way it will appeal to both interviewees and more of my audiance.
  • 12. Bibliography 1. Sam Schoettner. (2018) Target Audience Interviews (conducted on 10/12/17) 2. James Gannon. (2018) Target Audience Interviews (conducted on 10/12/17) 3. https://terraria.org/ 4. https://terraria.gamepedia.com/Terraria_Wiki 5. http://store.steampowered.com/app/105600/Terraria/ 6. http://store.steampowered.com/app/212680/FTL_Faster_Than_Light/ 7. https://en.wikipedia.org/wiki/FTL:_Faster_Than_Light 8. https://subsetgames.com/ftl.html 9. http://ufo2000.sourceforge.net/ 10. https://en.wikipedia.org/wiki/X-COM 11. https://www.reddit.com/r/Xcom/

Editor's Notes

  1. 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?
  2. 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?
  3. 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?
  4. List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.