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Evaluation
Question 2.) how effective is the combination
of your main product and ancillary texts?
The main game or the first level of a game, and the ancillary text can combine to express the
conventions I have discussed in the last question. However there are several ways in which the game
and the ancillary’s bridge over hat make them all link and seem like three real media products.
I imagine my three texts as parts three islands and to link these three bridges, these bridges are the
conventions and the islands the designs that make it all the more realistic for the audience. To start the
main element in all of them is the portal; you see it in in every text. The portal is the main element of
the game because Time Assassin need a bold and recognizable way to time travel to the targets, any
piece of tech could of done these and many of been presented onto he cover for example a watch that
you press to time travel, the portal seems the most iconic though.
The portal is already in that game and you could consider the main text the main island, so the game
cover and the magazine needed to link to it directly. The magazine would be read my the audience
remember who would then want to play the game being persuaded by the text and graphics in the
magazine. They would then purchase a copy of the game which would catch any on-goers attention
when it is on the shelf, and then you play the game and would see the links between the texts.
The gaming magazine contains is one of the most important because it would persuade the reader to
play the game through the text that you’d see in a real media magazine, persuasive text written by
professional to make you want to read more. This is not what links the text other than the fact you want
to read more so you buy it and play it. Want links it; in fact what links all the text is the imagery. The
screenshots of the main texts, like real media products contains small glimpses of the real product that
attract the attention of the reader and make you want to play it. The screenshot I use, since I was
limited by the thee area in the first level are mainly if the street and the warehouse. I felt however since
when I was building the game I put all my effort into designing a realistic living breathing city and a
secretive and cluttered science fiction warehouse, somewhere hidden and compact that you’d have as a
base of operations. Theses screenshots capture some of the cool area of the street like the arcade the
teleport shop or the bar, these were my favorite parts of the street because they have the most detail
and make it look more real. Thus the audience may also want to play that game from the detailed
modelled screenshots.
The portal was used as the main picture on the gaming cover because it’s the main element of the game, however I still
did make some changes. Alone the screenshot seems quite empty, quite basic, the other screenshots were not edited so
they can be stated as real ‘in-game screenshot’ similar to those that are used in the real advertising of games, but again
the game cover was not in my option good enough alone to attract the whole of the target audience. The addition of a an
80‘s overtone, my favorite time for film game and pop culture made the game cover another creative part of my
coursework. The use of colour overlays and changes in the gradient of the real image made it into what could be seen as
an 80’s game cover, and I feel is used in making not only an awesome 80’s cover but something that if you saw in a
shop you’d pick it up.
The main elements I used to link my magazine and game cover and the game itself where the screenshot that represent
the main elements of the game. It’s important to link the text because if they weren’t linked then you wouldn’t know
they are all part of the same group. As the audience you wouldn’t know, if you didn’t read it that the game magazine
was reviewing the game, or the game cover contained my game. The link is very important so the audience can see how
the games are connect and it makes the whole project more realistic. I’ve explained how they are linked and it makes it
realistic like real media products that they are linked. I made the links because, imagine those three media text without
the links, you would think that they are for separate things. The game magazine and cover are for a different game
altogether. I made these links because it makes the game more realistic as a consumer product and as a contrast to real
media products.

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How the main game and texts are effectively combined

  • 1. Evaluation Question 2.) how effective is the combination of your main product and ancillary texts?
  • 2. The main game or the first level of a game, and the ancillary text can combine to express the conventions I have discussed in the last question. However there are several ways in which the game and the ancillary’s bridge over hat make them all link and seem like three real media products. I imagine my three texts as parts three islands and to link these three bridges, these bridges are the conventions and the islands the designs that make it all the more realistic for the audience. To start the main element in all of them is the portal; you see it in in every text. The portal is the main element of the game because Time Assassin need a bold and recognizable way to time travel to the targets, any piece of tech could of done these and many of been presented onto he cover for example a watch that you press to time travel, the portal seems the most iconic though. The portal is already in that game and you could consider the main text the main island, so the game cover and the magazine needed to link to it directly. The magazine would be read my the audience remember who would then want to play the game being persuaded by the text and graphics in the magazine. They would then purchase a copy of the game which would catch any on-goers attention when it is on the shelf, and then you play the game and would see the links between the texts. The gaming magazine contains is one of the most important because it would persuade the reader to play the game through the text that you’d see in a real media magazine, persuasive text written by professional to make you want to read more. This is not what links the text other than the fact you want to read more so you buy it and play it. Want links it; in fact what links all the text is the imagery. The screenshots of the main texts, like real media products contains small glimpses of the real product that attract the attention of the reader and make you want to play it. The screenshot I use, since I was limited by the thee area in the first level are mainly if the street and the warehouse. I felt however since when I was building the game I put all my effort into designing a realistic living breathing city and a secretive and cluttered science fiction warehouse, somewhere hidden and compact that you’d have as a base of operations. Theses screenshots capture some of the cool area of the street like the arcade the teleport shop or the bar, these were my favorite parts of the street because they have the most detail and make it look more real. Thus the audience may also want to play that game from the detailed modelled screenshots.
  • 3. The portal was used as the main picture on the gaming cover because it’s the main element of the game, however I still did make some changes. Alone the screenshot seems quite empty, quite basic, the other screenshots were not edited so they can be stated as real ‘in-game screenshot’ similar to those that are used in the real advertising of games, but again the game cover was not in my option good enough alone to attract the whole of the target audience. The addition of a an 80‘s overtone, my favorite time for film game and pop culture made the game cover another creative part of my coursework. The use of colour overlays and changes in the gradient of the real image made it into what could be seen as an 80’s game cover, and I feel is used in making not only an awesome 80’s cover but something that if you saw in a shop you’d pick it up. The main elements I used to link my magazine and game cover and the game itself where the screenshot that represent the main elements of the game. It’s important to link the text because if they weren’t linked then you wouldn’t know they are all part of the same group. As the audience you wouldn’t know, if you didn’t read it that the game magazine was reviewing the game, or the game cover contained my game. The link is very important so the audience can see how the games are connect and it makes the whole project more realistic. I’ve explained how they are linked and it makes it realistic like real media products that they are linked. I made the links because, imagine those three media text without the links, you would think that they are for separate things. The game magazine and cover are for a different game altogether. I made these links because it makes the game more realistic as a consumer product and as a contrast to real media products.