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Research
Joe manship
Existing Product
The mise en scene is
similar to mine as there are
‘creepers’ in the Minecraft
world. Creepers are the
equivalent to the enemies
in my game as they will be
strapped with explosives so
you cant go near them or
they will harm you. This is
appealing to my audience
as you will have to react
fast to what is happening
in the game and testing
your reactions bring an
element of excitement
which will keep the players
entertained and stop the
factor of the game
becoming easily tedious.
The third person view gives a wide
view of the game for the player so
that they can see what they’re
building. In my game the player
will be able to see the whole map.
This would appeal to the customer
more as they can see more of their
building and it also makes it
simpler to get a symmetric
creation which most Minecraft
players are looking for. The terrain
of the game is similar to mine as
the floor will be a dirt floor and
will not be a rural flooring such as
tarmac. The pixelated effect will be
used in my game as it shows the
players that it isn't the hardest
game and can be enjoyed as a
recreational game with not much
concentration needed
Existing Product
The mise-en-scene in the game works as
cover and defence for the players. The
trees are a big part of the game as people
would easily be able to see each other if
there were no obstacles in the way. It also
allows the players to sneak up on other
players which is equals the game out so
that if other player have better guns than
you, you can use the surroundings to get
up close and behind your enemy and then
take their loot. My game will have
barriers and cover lines so that the game
isn’t too hard, if the game was too hard
no one would want to play it as it would
be boring if your were always dying. The
location of my game will be the same as
mine as I think it will be more enjoyable
as players can try blend in with the
surroundings and use them to their
abilities the colours in my game will be
similar to fortnite as having dark
characters on a bright back ground helps
the player notice other characters more
so that the game does not become
tedious for the player making them not
want to play the game.
The game hub is very useful for the player
as it shows the players health, how much
shield they have, their weapons, a small
amount of the map (mini map) and a
compass at the top of the map so that it
makes it easier to communicate with team
when they spot an enemy as they can call
out where they are such as ‘enemy west
side’ and all the team mates would turn to
the compass sign west side and be able to
prepare for them, my game will not have
this feature in it as my game will be a single
player so there is no need to call out where
other players are, also the game is a side
scroller so there will be rotations needed.
There is no music in the game fortnite as
players have to listen out for each other
when running around because it gives the
player an advantage when you can hear
them before you see them because you
could switch to a shotgun in close quarter
combat if you hear them first. My game will
also have no sound as I think it creates
more suspense and will excite my audience
more as it makes the game seem more
realistic and gives the player an effect of
being in the an experiencing what it is like
being in war.
Existing Product
Although my game is going to be
third person I will be using a
different type of weapons in my
game as there will long range and
short range weapons so that the
player can prepare for all kinds of
scenarios. The pop up point system
will be the same as mine as I think it
is a good way to see how the player
is progressing through the levels
and they can also see how much
experience points they're getting
per kill so it will motivate them to
get more as it gives them a small
sense of achievement that will keep
them interested in the game as they
will always be achieving something
even if they’re not progressing
through the levels as quick as some
players. The idea of a map will not
be needed in my game as the player
will be able to see the full section of
the map and will not need to see
any thing else.
In call of duty there is a lot of places
to take cover from the enemy which
is going to be the same in my game
as teenagers tend to like the idea of
stealth and sneaking up on enemies
is a good way to eliminate players
with out loosing health as health in
combat games is very valuable to a
player as you need to save as much
as you can incase you get ambushed
which is a big factor in games such as
call of duty. My game will have lots
of places to take cover so that player
can rejuvenate their health and carry
on playing because it can be too hard
sometimes if there is no time to
regain health because if you have
lost health from one enemy and then
have to face another enemy with full
health there is a big disadvantage
and can make the game tedious.
Existing ProductThe game Super Mario Brothers is
going to be similar to mine as my
game will be a side-scroller. My
game will have lots of different
obstacles that the character must
get past in order to get to the
enemies this is a good way to keep
the players interested as if the game
was just fighting enemies the game
could get quite tedious as there is no
variety in the game where as if you
have to get past non-lethal barriers
which is a fun task to complete as it
gives you time to relax from the
game if it is too intense. The terrain
of the game will be the same as
mine although I will not have it as
blocks of dirt, I will have it all as one
bit of land so that it looks more
realistic. This would appeal to my
audience more as Mario has a
childish effect it when it is sectioned
off by blocks.
The colours of super Mario brothers
will be slightly different to mine as
mine will be a little darker to add a
more serious effect to the game.
Having a more serious effect on the
game makes the game more realistic
which gives the players more
motivation to try harder as if the
game looked childish the customer is
more likely to not try as hard which
can make the game tedious for other
players when playing multiplayer
game modes. This could cause less
people to play the game if there isn’t
a serious and competitive reputation
on the game. Making the game
competitive will keep players
interested as there is always
someone to beat when people are
getting higher scores than you as
most video game player are
emulators so the competition to be
the best keeps them entertained.
Research Analysis
• What common features do the researched products have?
– All the games have an element of combat in them.
– An enemy the have to face.
– An end goal.
• What aspects of the research will you include within your
on work?
– I will include the element of combat in my game as it keeps the
game interesting as the customer has to face something that
could beat them and make them start again so it adds pressure
to the game bringing excitement to the game.
– I will include enemies to my game as if there was no one you
had to challenge the game would get tedious for my audience
because teenagers get bored when there is no variation in the
game.
Interviews
Interview 1
• Would you like to have combat in the game? And why?
Yeah I would because its fun but make it different so it
doesn't feel repetitive like most games.
• What weapons would you want to use in battle? And
why?
A mix of close quarter stuff and ranged stuff as it mixes
up how the game plays.
• Would you like to be able to unlock new attires for your
characters? And why?
Yeah cause it makes the character more personal.
Interview 1
• Observation:my audience like to have combat in their games with
a variety of weapons to use so that the game can be played in different
ways.
• What this says about my audience: this implies that
my audience enjoy combat games but like to have different ways to play
them, this could also suggest that my audience will easily get bored of
playing a game in the same way, so switching it up helps to keep the
interest.
• How will your product appeal to this
audience: my game will fit the criteria of my audience as there will
be a variety of weapons over the map so that you can play how you want,
this gives the players a sense of control over the game which makes the
overall experience better or the player.
Interview 2
• Would you like to have combat in the game? And why?
Personally yes as I feel games with combat elements are more
fun to play and can make the game more competitive.
• What weapons would you want to use in battle? And why?
Due to me liking first person shooters I would prefer to use
guns however I have also played medieval style games where
you use swords which I found enjoyable.
• Would you like to be able to unlock new attires for your
characters? And why?
Yes however I don’t think it should be the sole progression of
the game. Personally I think they should only be for cosmetics
and doesn’t change the gameplay unless it was armour.
Interview 2
• Observation: my audience like to customize their character but it shouldn’t
affect the in game experience. Guns are a good idea for my game as there is a wide
variety of guns that are short range, long range, semi automatic and fully automatic.
• What this says about my audience: the answers in my interview
imply that my like to customize their characters but also like use different weapons in
battle as when they're using weapons due to weapons abilities they have to switch up
their strategies and play the game differently which stops the chances of the game
becoming tedious.
• How will your product appeal to this audience: my product
will appeal to my audience as there will be a customization factor in my game
but only to improve the appearance of the character, I think that it is unfair
when attires affect the in-game abilities as the more you play the game the
more experience you get and better armour you have which means you're
harder to kill which means and if players get the game late have no armour
and no experience so it makes it considerably harder to get a good start on the
game which can make players not want to get the game because it is too
challenging for them. an example of this is the game Destiny, if you didn’t get
the game in the first month it was basically impossible to get kills as everyone
was much more prepared for combat than you which was a big downfall in the
sales of the game.
Bibliography
Bibliography
1. Brownsword, Josh. (2018) Target Audience Interviews (conducted on
12/01/18)
2. Ward, Jack . (2018) Target Audience Interviews (conducted on 12/01/18)

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3. research most recent

  • 2. Existing Product The mise en scene is similar to mine as there are ‘creepers’ in the Minecraft world. Creepers are the equivalent to the enemies in my game as they will be strapped with explosives so you cant go near them or they will harm you. This is appealing to my audience as you will have to react fast to what is happening in the game and testing your reactions bring an element of excitement which will keep the players entertained and stop the factor of the game becoming easily tedious. The third person view gives a wide view of the game for the player so that they can see what they’re building. In my game the player will be able to see the whole map. This would appeal to the customer more as they can see more of their building and it also makes it simpler to get a symmetric creation which most Minecraft players are looking for. The terrain of the game is similar to mine as the floor will be a dirt floor and will not be a rural flooring such as tarmac. The pixelated effect will be used in my game as it shows the players that it isn't the hardest game and can be enjoyed as a recreational game with not much concentration needed
  • 3. Existing Product The mise-en-scene in the game works as cover and defence for the players. The trees are a big part of the game as people would easily be able to see each other if there were no obstacles in the way. It also allows the players to sneak up on other players which is equals the game out so that if other player have better guns than you, you can use the surroundings to get up close and behind your enemy and then take their loot. My game will have barriers and cover lines so that the game isn’t too hard, if the game was too hard no one would want to play it as it would be boring if your were always dying. The location of my game will be the same as mine as I think it will be more enjoyable as players can try blend in with the surroundings and use them to their abilities the colours in my game will be similar to fortnite as having dark characters on a bright back ground helps the player notice other characters more so that the game does not become tedious for the player making them not want to play the game. The game hub is very useful for the player as it shows the players health, how much shield they have, their weapons, a small amount of the map (mini map) and a compass at the top of the map so that it makes it easier to communicate with team when they spot an enemy as they can call out where they are such as ‘enemy west side’ and all the team mates would turn to the compass sign west side and be able to prepare for them, my game will not have this feature in it as my game will be a single player so there is no need to call out where other players are, also the game is a side scroller so there will be rotations needed. There is no music in the game fortnite as players have to listen out for each other when running around because it gives the player an advantage when you can hear them before you see them because you could switch to a shotgun in close quarter combat if you hear them first. My game will also have no sound as I think it creates more suspense and will excite my audience more as it makes the game seem more realistic and gives the player an effect of being in the an experiencing what it is like being in war.
  • 4. Existing Product Although my game is going to be third person I will be using a different type of weapons in my game as there will long range and short range weapons so that the player can prepare for all kinds of scenarios. The pop up point system will be the same as mine as I think it is a good way to see how the player is progressing through the levels and they can also see how much experience points they're getting per kill so it will motivate them to get more as it gives them a small sense of achievement that will keep them interested in the game as they will always be achieving something even if they’re not progressing through the levels as quick as some players. The idea of a map will not be needed in my game as the player will be able to see the full section of the map and will not need to see any thing else. In call of duty there is a lot of places to take cover from the enemy which is going to be the same in my game as teenagers tend to like the idea of stealth and sneaking up on enemies is a good way to eliminate players with out loosing health as health in combat games is very valuable to a player as you need to save as much as you can incase you get ambushed which is a big factor in games such as call of duty. My game will have lots of places to take cover so that player can rejuvenate their health and carry on playing because it can be too hard sometimes if there is no time to regain health because if you have lost health from one enemy and then have to face another enemy with full health there is a big disadvantage and can make the game tedious.
  • 5. Existing ProductThe game Super Mario Brothers is going to be similar to mine as my game will be a side-scroller. My game will have lots of different obstacles that the character must get past in order to get to the enemies this is a good way to keep the players interested as if the game was just fighting enemies the game could get quite tedious as there is no variety in the game where as if you have to get past non-lethal barriers which is a fun task to complete as it gives you time to relax from the game if it is too intense. The terrain of the game will be the same as mine although I will not have it as blocks of dirt, I will have it all as one bit of land so that it looks more realistic. This would appeal to my audience more as Mario has a childish effect it when it is sectioned off by blocks. The colours of super Mario brothers will be slightly different to mine as mine will be a little darker to add a more serious effect to the game. Having a more serious effect on the game makes the game more realistic which gives the players more motivation to try harder as if the game looked childish the customer is more likely to not try as hard which can make the game tedious for other players when playing multiplayer game modes. This could cause less people to play the game if there isn’t a serious and competitive reputation on the game. Making the game competitive will keep players interested as there is always someone to beat when people are getting higher scores than you as most video game player are emulators so the competition to be the best keeps them entertained.
  • 6. Research Analysis • What common features do the researched products have? – All the games have an element of combat in them. – An enemy the have to face. – An end goal. • What aspects of the research will you include within your on work? – I will include the element of combat in my game as it keeps the game interesting as the customer has to face something that could beat them and make them start again so it adds pressure to the game bringing excitement to the game. – I will include enemies to my game as if there was no one you had to challenge the game would get tedious for my audience because teenagers get bored when there is no variation in the game.
  • 8. Interview 1 • Would you like to have combat in the game? And why? Yeah I would because its fun but make it different so it doesn't feel repetitive like most games. • What weapons would you want to use in battle? And why? A mix of close quarter stuff and ranged stuff as it mixes up how the game plays. • Would you like to be able to unlock new attires for your characters? And why? Yeah cause it makes the character more personal.
  • 9. Interview 1 • Observation:my audience like to have combat in their games with a variety of weapons to use so that the game can be played in different ways. • What this says about my audience: this implies that my audience enjoy combat games but like to have different ways to play them, this could also suggest that my audience will easily get bored of playing a game in the same way, so switching it up helps to keep the interest. • How will your product appeal to this audience: my game will fit the criteria of my audience as there will be a variety of weapons over the map so that you can play how you want, this gives the players a sense of control over the game which makes the overall experience better or the player.
  • 10. Interview 2 • Would you like to have combat in the game? And why? Personally yes as I feel games with combat elements are more fun to play and can make the game more competitive. • What weapons would you want to use in battle? And why? Due to me liking first person shooters I would prefer to use guns however I have also played medieval style games where you use swords which I found enjoyable. • Would you like to be able to unlock new attires for your characters? And why? Yes however I don’t think it should be the sole progression of the game. Personally I think they should only be for cosmetics and doesn’t change the gameplay unless it was armour.
  • 11. Interview 2 • Observation: my audience like to customize their character but it shouldn’t affect the in game experience. Guns are a good idea for my game as there is a wide variety of guns that are short range, long range, semi automatic and fully automatic. • What this says about my audience: the answers in my interview imply that my like to customize their characters but also like use different weapons in battle as when they're using weapons due to weapons abilities they have to switch up their strategies and play the game differently which stops the chances of the game becoming tedious. • How will your product appeal to this audience: my product will appeal to my audience as there will be a customization factor in my game but only to improve the appearance of the character, I think that it is unfair when attires affect the in-game abilities as the more you play the game the more experience you get and better armour you have which means you're harder to kill which means and if players get the game late have no armour and no experience so it makes it considerably harder to get a good start on the game which can make players not want to get the game because it is too challenging for them. an example of this is the game Destiny, if you didn’t get the game in the first month it was basically impossible to get kills as everyone was much more prepared for combat than you which was a big downfall in the sales of the game.
  • 13. Bibliography 1. Brownsword, Josh. (2018) Target Audience Interviews (conducted on 12/01/18) 2. Ward, Jack . (2018) Target Audience Interviews (conducted on 12/01/18)

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