The document provides information about conducting an interview for a fanzine project. It includes a list of interview questions, disclaimers, and closing statements. There are also three sample interviews provided with answers from different gamers on topics like their favorite games, how games make them feel, and if they prefer single-player or multiplayer experiences. The interviews are documented with the gamers' names and ages. The document emphasizes properly documenting the interview process and provides drafts of potential written pieces for the fanzine, including one on video game addiction and another listing upcoming 2018 games.
The document summarizes research conducted to inform the development of a new video game. Product research focused on the anime Attack on Titan to inspire art style and characters. An online survey distributed to classmates and through Twitter gathered information on demographics, game preferences, and design choices. Interviews with two gamers provided insight into what interests and motivates players. The research uncovered both consistent trends, like a preference for bright colors, and varying opinions on genres and difficulty levels. This research will help make design decisions to broadly appeal to different player types.
The document contains initial plans and ideas for a video game project from a student named India-Rain Harrison. In the first section, the student expresses confidence in their ability to create a video game due to experience playing games with their brother. They look forward to coming up with an original story and using GarageBand to create music and sounds. The second section describes an idea for a murder mystery game where the player discovers they are the murderer. The third section outlines a virtual reality game where the player creates an avatar and earns money to customize their home. The fourth section presents a lateral thinking puzzle game containing different difficulty levels. The final section combines elements of the previous ideas into one murder mystery game incorporating lateral thinking puzzles to identify the
The document discusses ideas for creating a video game review or advertisement. Idea #1 involves filming gameplay footage while talking about the game in front of a green screen to overlay the footage. Idea #2 is a longer video game review highlighting key aspects of the game. Research was also conducted through surveys and interviews to determine what information audiences want from a review, such as gameplay footage and whether the graphics are good. Competitors in the video game review space were also analyzed.
The document summarizes a consumer's research into purchasing The Elder Scrolls V: Skyrim Legendary Edition. The consumer already owns the original Skyrim game and wants to get the DLC bundles in the Legendary Edition. He researches prices at Amazon, GameStop, Best Buy, and Walmart and finds they are the same at $40 except Walmart which is $60. Though he finds the best price, he will wait until visiting a store in person to purchase it. The consumer's passion for video games, especially Skyrim, is evident throughout the document.
Elliot provides a detailed yet spoiler-free review of the critically acclaimed video game Bioshock Infinite. While his audio quality could use improvement, he thoroughly analyzes different aspects of the game's storyline, characters, and gameplay. The review gives viewers a good understanding of Bioshock Infinite without revealing too much, helping them decide whether to purchase the game. Though new to reviewing, Elliot demonstrates strong analytical skills and his review provides a useful overview for those interested in Bioshock Infinite.
The document outlines a video game review of Bioshock: Infinite. It will discuss various aspects of the game like story, weapons, companions, gameplay, value and graphics. The reviewer will play through the 10-12 hour game, record gameplay footage, and cut it down to the most significant parts to discuss. A face cam of the reviewer will be over the gameplay footage. The reviewer chose to do a video review because it can help people decide if they want to buy the game by showing gameplay and story, which written reviews cannot do. The reviewer is very interested in video games and looking at different parts of the games. Vibe Productions should invest in the reviewer because video reviews are important for customers to decide if a
Elliot Jones proposes creating a 10-15 minute video game review of BioShock: Infinite to show gameplay and content in order to help people decide if the game is worth buying. He will record gameplay footage using screen recording software and edit it down while recording himself discussing various aspects of the game in front of a green screen. The review will have an 18+ age rating to match the game. Research showed that while text reviews are common, video reviews are less frequent but in high demand, with only a few known for their quality, information, and entertainment.
The document proposes a video game review of Bioshock: Infinite for Vibe Productions. The reviewer will create a 10-15 minute review detailing the game's characters, storyline, weapons, combat, settings and more. Footage will be recorded using screen recording software and edited down while the reviewer narrates in front of a green screen. Research found that video game reviews are not widely produced on YouTube but are in demand. The target audience is 18+ due to the game's violent content. The goal is to produce an informative yet entertaining review on par with popular reviewer Angry Joe.
The document summarizes research conducted to inform the development of a new video game. Product research focused on the anime Attack on Titan to inspire art style and characters. An online survey distributed to classmates and through Twitter gathered information on demographics, game preferences, and design choices. Interviews with two gamers provided insight into what interests and motivates players. The research uncovered both consistent trends, like a preference for bright colors, and varying opinions on genres and difficulty levels. This research will help make design decisions to broadly appeal to different player types.
The document contains initial plans and ideas for a video game project from a student named India-Rain Harrison. In the first section, the student expresses confidence in their ability to create a video game due to experience playing games with their brother. They look forward to coming up with an original story and using GarageBand to create music and sounds. The second section describes an idea for a murder mystery game where the player discovers they are the murderer. The third section outlines a virtual reality game where the player creates an avatar and earns money to customize their home. The fourth section presents a lateral thinking puzzle game containing different difficulty levels. The final section combines elements of the previous ideas into one murder mystery game incorporating lateral thinking puzzles to identify the
The document discusses ideas for creating a video game review or advertisement. Idea #1 involves filming gameplay footage while talking about the game in front of a green screen to overlay the footage. Idea #2 is a longer video game review highlighting key aspects of the game. Research was also conducted through surveys and interviews to determine what information audiences want from a review, such as gameplay footage and whether the graphics are good. Competitors in the video game review space were also analyzed.
The document summarizes a consumer's research into purchasing The Elder Scrolls V: Skyrim Legendary Edition. The consumer already owns the original Skyrim game and wants to get the DLC bundles in the Legendary Edition. He researches prices at Amazon, GameStop, Best Buy, and Walmart and finds they are the same at $40 except Walmart which is $60. Though he finds the best price, he will wait until visiting a store in person to purchase it. The consumer's passion for video games, especially Skyrim, is evident throughout the document.
Elliot provides a detailed yet spoiler-free review of the critically acclaimed video game Bioshock Infinite. While his audio quality could use improvement, he thoroughly analyzes different aspects of the game's storyline, characters, and gameplay. The review gives viewers a good understanding of Bioshock Infinite without revealing too much, helping them decide whether to purchase the game. Though new to reviewing, Elliot demonstrates strong analytical skills and his review provides a useful overview for those interested in Bioshock Infinite.
The document outlines a video game review of Bioshock: Infinite. It will discuss various aspects of the game like story, weapons, companions, gameplay, value and graphics. The reviewer will play through the 10-12 hour game, record gameplay footage, and cut it down to the most significant parts to discuss. A face cam of the reviewer will be over the gameplay footage. The reviewer chose to do a video review because it can help people decide if they want to buy the game by showing gameplay and story, which written reviews cannot do. The reviewer is very interested in video games and looking at different parts of the games. Vibe Productions should invest in the reviewer because video reviews are important for customers to decide if a
Elliot Jones proposes creating a 10-15 minute video game review of BioShock: Infinite to show gameplay and content in order to help people decide if the game is worth buying. He will record gameplay footage using screen recording software and edit it down while recording himself discussing various aspects of the game in front of a green screen. The review will have an 18+ age rating to match the game. Research showed that while text reviews are common, video reviews are less frequent but in high demand, with only a few known for their quality, information, and entertainment.
The document proposes a video game review of Bioshock: Infinite for Vibe Productions. The reviewer will create a 10-15 minute review detailing the game's characters, storyline, weapons, combat, settings and more. Footage will be recorded using screen recording software and edited down while the reviewer narrates in front of a green screen. Research found that video game reviews are not widely produced on YouTube but are in demand. The target audience is 18+ due to the game's violent content. The goal is to produce an informative yet entertaining review on par with popular reviewer Angry Joe.
The document summarizes the presenter's experience playing Resident Evil 4. It discusses the game's history, story, gameplay, and how it compares to previous Resident Evil games. It also describes the presenter's emotional reactions to playing the game, including fear, anxiety and happiness upon completing challenges. The presenter felt they became more of a hardcore gamer based on the amount of time spent replaying Resident Evil 4 to expand their understanding of the story and gameplay.
Elliot's Reviews provides a detailed review of the video game BioShock Infinite that gives viewers an understanding of important aspects of the game without spoilers. While the audio quality is initially poor, it is later fixed. The review covers different elements of the game thoroughly but does not discuss all weapons, powers, or characters. Overall the review is informative for those considering playing the game but lacks some depth when compared to more established reviewers.
Games provide entertainment through play that follows rules and involves meaningful choices. They satisfy various human motivations like achievement, socializing, exploration and more. Games transport players to magical circles that are separate from reality through immersive experiences. While games are meant to be fun, they can also be used for serious purposes like teaching and promoting meaningful messages.
Video game rotation case study v1.3 (current state)Will Cave
Assassin's Creed Brotherhood is critically discussed based on criteria from a lecture. It is summarized that the game:
1. Uses terminology like game world, characters, feedback interface, and perspectives from the lecture.
2. Effectively uses audio like music, sound effects, and dialogue to create tone and mood.
3. Is representative of the wider open world action-adventure genre by sharing characteristics like customizable protagonists and side missions.
4. Had graphics that compared well to similar games from 2010 through the use of an in-game interface and background graphics.
5. Used game engines and console capabilities suitable for the time through balanced gameplay systems.
The document proposes a fantasy colony simulation game called "Village Game". The purpose is to entertain players through interesting mechanics, random events, and a story shaped by player choices. Players would build and maintain a fantasy village, engaging in activities like building, combat, farming, crafting, fishing, alchemy, research, hunting, and raiding. The game targets males aged 18-28 primarily but also females and those 14-18. It aims to be affordable and run on lower-end systems. The proposal considers legal and ethical issues like offensive content and ensuring the game does not alienate or infringe on other works.
The Golden Gamers: A 65+ Library Gaming GroupJohn Pappas
"The Golden Gamers" Equitable and Inclusive Gaming Events for the Elderly presented by John Pappas
Tabletop board gaming is a creative, multi-generational, social and fun activity. While there is a broad swatch of recreational activities for the 65+ crowd, generally gaming is left out. Conversations with the Senior Activities Board of the Upper Darby Libraries confirmed this with traditional video games providing an engaging experience but accessibility tends to be a challenge due to physical determinants (carpal tunnel, poor eyesight, arthritis) and experiential (with a large learning curve required for many video games). Tabletop board games provide an experience that is interactive, social, cognitive and engaging. With concerns over Alzheimer's and social isolation, this is an important subject for many seniors. The Primos Library instituted a series of programs "Tabletop Gaming at the Library" (intergenerational, weekly), The Game Designer's Guild (monthly, intergenerational) and the "Golden Gamers" (65+, Monthly-Weekly dependant upon interest) each providing a gaming experience for burgeoning and experienced gamers of any age.
In this talk, Pappas will discuss the initial planning, marketing, collection development and community engagement elements of the series as well as successes and challenges. A large portion of the talk will be on game selection for this age group including issues such as the level of social interaction inherent in the game, types of games, levels of complexity and iconography.
Who is Gaming in India and Why: Demystifying the Video Game LandscapeZatun
This document discusses video games in India. It begins by defining different types of gamers from casual to hardcore. It then outlines the popular gaming platforms in India which are mainly mobile phones, PCs for online/flash games, and some tablets. The bulk of gamers are aged 14-25 and come from major cities. Roughly 90% of kids age 8-14 play games online. Popular genres include music, sports, and action games. The document closes by suggesting ways for brands to connect with gamers through in-game ads, sponsored games, or integrating products within existing games.
This document discusses conventions in games, sci-fi games, FPS games, and conventions used for ancillary materials like box art, magazine covers, posters, and articles. It begins by outlining common conventions in games like protagonists, antagonists, and damsels in distress. It then examines specific conventions for sci-fi and FPS games. The document considers which conventions were used for the author's game and ancillary materials to appeal to their target audience of teenage and young adult sci-fi fans. Key conventions included sci-fi locations, aliens as antagonists, and violence for the game and standard elements like titles and images for the box art, magazine covers, posters and articles.
The document discusses features of existing games that could be incorporated into a new game being developed. It analyzes Minecraft, Fortnite, Call of Duty, Super Mario Brothers, and compares elements such as enemies, views, terrain, effects, maps, weapons, health systems, and obstacles. Common features identified across games are combat and enemies. The document discusses including combat and enemies in the new game to provide challenge, excitement, and prevent tedium. Interviews with potential players found they enjoy combat games with a variety of weapons to use strategically. Customization is preferred for cosmetic reasons only. The new game will include combat, a variety of weapons, and cosmetic-only customization to appeal to the target audience
This document is a 10 question questionnaire about video game habits. It asks for the respondent's age, gender, if they play video games and favorite genre. It also asks about hours spent playing per week, when they last played, if they've bought a game for its cover, who they play with, and what gaming platform they use. The questions cover basic demographic information and gaming preferences and behaviors.
Connor McGuire created a Jeopardy game board with categories including Food, Video Games, Movies, and Game Systems. The game board includes questions about popular online and computer games, movies, video game consoles, and foods. Some example questions are about the games Balloon Tower Defense and Cubefield, the movie My Bloody Valentine, game consoles like the PS3 and Xbox 360, and foods such as french fries and pizza rolls.
The document provides information on existing game products and target audience interviews for a new game. It summarizes Candy Crush, Asphalt Nitro, Super Mario, and Mike and Milkbox, noting they have simple concepts and use colors effectively. It discusses interviews with two people, one who prefers multiplayer and rewards, and another who says preferences depend on genre. Research findings will inform setting, colors, timers, and rewards in the new game.
The document discusses three first-person shooter games - Overwatch, Team Fortress 2, and Borderlands 2. It analyzes how each game represents different social groups and follows or breaks from FPS gaming stereotypes. For each game, it examines the classes and characters, maps, and other key elements, noting similarities and differences between the games and how they approach diversity and representation.
The document discusses feedback received from testing a game with three different groups. Feedback was received from fellow media students, experienced gamers, and non-gamers. The media students provided expert feedback on improving the game's context and story elements. Experienced gamers critiqued gameplay elements like speed, dialogue, and NPC interactions. Feedback from non-gamers helped identify spelling errors. Testing revealed needed improvements to gameplay, story elements, and spelling errors to engage the target audience.
This document provides a list and descriptions of 12 fun board games suitable for parties and large groups. The games range from trivia games like Wits and Wagers to roleplaying games like One-Night Ultimate Werewolf to party games like Cards Against Humanity. Most games take 30-60 minutes to play and accommodate 4-30 players. The games are designed to be engaging for a wide range of players through creative gameplay elements like betting, bluffing, arguing, and meme creation.
7 things you didn't know about playing video gamesPanafrickSammy
1) The document discusses 7 things people may not know about playing video games, including benefits like stimulating the brain, developing problem-solving skills, and relieving stress.
2) It provides statistics on who plays video games, with over 200 million players in the US spanning all ages, genders, and backgrounds. Most common devices are consoles, smartphones, and PCs.
3) Reasons for playing include connecting with others, relaxing, mental stimulation, and entertainment. The document aims to change negative perceptions of video games.
This proposal outlines an Xbox gaming radio show called "Xbox Veteran Radio" that will provide recommendations for the top 5 single-player and multiplayer Xbox games. The host will explain their choices and provide guidance on how listeners should play the games. The target audience is Xbox players ages 18 and up, including both working and non-working adults as well as teenagers, and the show will discuss 18-rated games. Potential legal issues include restricting underage listeners and ethical concerns about opinions on game recommendations that listeners may disagree with.
Dead Rising is a third-person survival horror game released in 2006 by Capcom for the Xbox 360. The game takes place in a shopping mall overrun by zombies. Players control photojournalist Frank West, who must survive for three days by completing missions and saving survivors. The game was inspired by zombie films like Dawn of the Dead and includes horror, gore, and dark humor. It received a PEGI 18 rating for its graphic violence and references to cults. Players can get different endings depending on their choices and how many survivors they rescue. Effort is required to complete missions and find weapons/items to aid survival. Players become attached to characters and invested in Frank's goal of discovering the outbreak's cause.
The document discusses the respondent's video game habits and how they relate to uses and gratifications theory. The respondent lists GTA 5 and Club Penguin as games they play on PS4 and computer, respectively. They explain that for GTA 5 they enjoy being able to do illegal things without consequences, and for Club Penguin they like being able to own virtual pets. The respondent then answers questions about how long they play, whether they are a casual or hardcore gamer, money spent, and if they research games before playing.
The document discusses having students try the online game League of Legends to experience being part of a large online gaming community. It notes that League of Legends has over 70 million players and discusses features like cosplay and the Tribunal moderation system. Students are asked to play the game in class and consider questions about why the game is popular, whether it is a good game, and how it engages players through rewards while being a free game.
This document provides an overview of topics and assignments for a game design class. It discusses checking in on a game design document assignment due next class, the concept of immersion in games, problematic player behavior, and how psychological factors like anonymity, rewards, and escapism are important for game designers to consider. Students are asked to play and analyze the game Avengers Alliance, and consider how readings on gaming psychology relate to design work. The document reminds students that their game design documents are due in class on Thursday.
Here are some key points about evaluating your research:
- Consider the sample size - was it large enough to draw meaningful conclusions? Small samples can lack validity.
- Account for bias - did your questions lead respondents in any way? Were your interview subjects diverse?
- Triangulate methods - using multiple approaches helps validate findings by seeing corroboration across techniques.
- Note limitations - acknowledge where methods fell short, like unclear survey questions or a narrow interview pool.
- Interpret cautiously - qualitative data requires interpretation but avoid overstating what can reasonably be inferred.
Overall it's good you used different methods to explore the topic from multiple angles. For future work, focusing questions, expanding samples, and
The document summarizes the presenter's experience playing Resident Evil 4. It discusses the game's history, story, gameplay, and how it compares to previous Resident Evil games. It also describes the presenter's emotional reactions to playing the game, including fear, anxiety and happiness upon completing challenges. The presenter felt they became more of a hardcore gamer based on the amount of time spent replaying Resident Evil 4 to expand their understanding of the story and gameplay.
Elliot's Reviews provides a detailed review of the video game BioShock Infinite that gives viewers an understanding of important aspects of the game without spoilers. While the audio quality is initially poor, it is later fixed. The review covers different elements of the game thoroughly but does not discuss all weapons, powers, or characters. Overall the review is informative for those considering playing the game but lacks some depth when compared to more established reviewers.
Games provide entertainment through play that follows rules and involves meaningful choices. They satisfy various human motivations like achievement, socializing, exploration and more. Games transport players to magical circles that are separate from reality through immersive experiences. While games are meant to be fun, they can also be used for serious purposes like teaching and promoting meaningful messages.
Video game rotation case study v1.3 (current state)Will Cave
Assassin's Creed Brotherhood is critically discussed based on criteria from a lecture. It is summarized that the game:
1. Uses terminology like game world, characters, feedback interface, and perspectives from the lecture.
2. Effectively uses audio like music, sound effects, and dialogue to create tone and mood.
3. Is representative of the wider open world action-adventure genre by sharing characteristics like customizable protagonists and side missions.
4. Had graphics that compared well to similar games from 2010 through the use of an in-game interface and background graphics.
5. Used game engines and console capabilities suitable for the time through balanced gameplay systems.
The document proposes a fantasy colony simulation game called "Village Game". The purpose is to entertain players through interesting mechanics, random events, and a story shaped by player choices. Players would build and maintain a fantasy village, engaging in activities like building, combat, farming, crafting, fishing, alchemy, research, hunting, and raiding. The game targets males aged 18-28 primarily but also females and those 14-18. It aims to be affordable and run on lower-end systems. The proposal considers legal and ethical issues like offensive content and ensuring the game does not alienate or infringe on other works.
The Golden Gamers: A 65+ Library Gaming GroupJohn Pappas
"The Golden Gamers" Equitable and Inclusive Gaming Events for the Elderly presented by John Pappas
Tabletop board gaming is a creative, multi-generational, social and fun activity. While there is a broad swatch of recreational activities for the 65+ crowd, generally gaming is left out. Conversations with the Senior Activities Board of the Upper Darby Libraries confirmed this with traditional video games providing an engaging experience but accessibility tends to be a challenge due to physical determinants (carpal tunnel, poor eyesight, arthritis) and experiential (with a large learning curve required for many video games). Tabletop board games provide an experience that is interactive, social, cognitive and engaging. With concerns over Alzheimer's and social isolation, this is an important subject for many seniors. The Primos Library instituted a series of programs "Tabletop Gaming at the Library" (intergenerational, weekly), The Game Designer's Guild (monthly, intergenerational) and the "Golden Gamers" (65+, Monthly-Weekly dependant upon interest) each providing a gaming experience for burgeoning and experienced gamers of any age.
In this talk, Pappas will discuss the initial planning, marketing, collection development and community engagement elements of the series as well as successes and challenges. A large portion of the talk will be on game selection for this age group including issues such as the level of social interaction inherent in the game, types of games, levels of complexity and iconography.
Who is Gaming in India and Why: Demystifying the Video Game LandscapeZatun
This document discusses video games in India. It begins by defining different types of gamers from casual to hardcore. It then outlines the popular gaming platforms in India which are mainly mobile phones, PCs for online/flash games, and some tablets. The bulk of gamers are aged 14-25 and come from major cities. Roughly 90% of kids age 8-14 play games online. Popular genres include music, sports, and action games. The document closes by suggesting ways for brands to connect with gamers through in-game ads, sponsored games, or integrating products within existing games.
This document discusses conventions in games, sci-fi games, FPS games, and conventions used for ancillary materials like box art, magazine covers, posters, and articles. It begins by outlining common conventions in games like protagonists, antagonists, and damsels in distress. It then examines specific conventions for sci-fi and FPS games. The document considers which conventions were used for the author's game and ancillary materials to appeal to their target audience of teenage and young adult sci-fi fans. Key conventions included sci-fi locations, aliens as antagonists, and violence for the game and standard elements like titles and images for the box art, magazine covers, posters and articles.
The document discusses features of existing games that could be incorporated into a new game being developed. It analyzes Minecraft, Fortnite, Call of Duty, Super Mario Brothers, and compares elements such as enemies, views, terrain, effects, maps, weapons, health systems, and obstacles. Common features identified across games are combat and enemies. The document discusses including combat and enemies in the new game to provide challenge, excitement, and prevent tedium. Interviews with potential players found they enjoy combat games with a variety of weapons to use strategically. Customization is preferred for cosmetic reasons only. The new game will include combat, a variety of weapons, and cosmetic-only customization to appeal to the target audience
This document is a 10 question questionnaire about video game habits. It asks for the respondent's age, gender, if they play video games and favorite genre. It also asks about hours spent playing per week, when they last played, if they've bought a game for its cover, who they play with, and what gaming platform they use. The questions cover basic demographic information and gaming preferences and behaviors.
Connor McGuire created a Jeopardy game board with categories including Food, Video Games, Movies, and Game Systems. The game board includes questions about popular online and computer games, movies, video game consoles, and foods. Some example questions are about the games Balloon Tower Defense and Cubefield, the movie My Bloody Valentine, game consoles like the PS3 and Xbox 360, and foods such as french fries and pizza rolls.
The document provides information on existing game products and target audience interviews for a new game. It summarizes Candy Crush, Asphalt Nitro, Super Mario, and Mike and Milkbox, noting they have simple concepts and use colors effectively. It discusses interviews with two people, one who prefers multiplayer and rewards, and another who says preferences depend on genre. Research findings will inform setting, colors, timers, and rewards in the new game.
The document discusses three first-person shooter games - Overwatch, Team Fortress 2, and Borderlands 2. It analyzes how each game represents different social groups and follows or breaks from FPS gaming stereotypes. For each game, it examines the classes and characters, maps, and other key elements, noting similarities and differences between the games and how they approach diversity and representation.
The document discusses feedback received from testing a game with three different groups. Feedback was received from fellow media students, experienced gamers, and non-gamers. The media students provided expert feedback on improving the game's context and story elements. Experienced gamers critiqued gameplay elements like speed, dialogue, and NPC interactions. Feedback from non-gamers helped identify spelling errors. Testing revealed needed improvements to gameplay, story elements, and spelling errors to engage the target audience.
This document provides a list and descriptions of 12 fun board games suitable for parties and large groups. The games range from trivia games like Wits and Wagers to roleplaying games like One-Night Ultimate Werewolf to party games like Cards Against Humanity. Most games take 30-60 minutes to play and accommodate 4-30 players. The games are designed to be engaging for a wide range of players through creative gameplay elements like betting, bluffing, arguing, and meme creation.
7 things you didn't know about playing video gamesPanafrickSammy
1) The document discusses 7 things people may not know about playing video games, including benefits like stimulating the brain, developing problem-solving skills, and relieving stress.
2) It provides statistics on who plays video games, with over 200 million players in the US spanning all ages, genders, and backgrounds. Most common devices are consoles, smartphones, and PCs.
3) Reasons for playing include connecting with others, relaxing, mental stimulation, and entertainment. The document aims to change negative perceptions of video games.
This proposal outlines an Xbox gaming radio show called "Xbox Veteran Radio" that will provide recommendations for the top 5 single-player and multiplayer Xbox games. The host will explain their choices and provide guidance on how listeners should play the games. The target audience is Xbox players ages 18 and up, including both working and non-working adults as well as teenagers, and the show will discuss 18-rated games. Potential legal issues include restricting underage listeners and ethical concerns about opinions on game recommendations that listeners may disagree with.
Dead Rising is a third-person survival horror game released in 2006 by Capcom for the Xbox 360. The game takes place in a shopping mall overrun by zombies. Players control photojournalist Frank West, who must survive for three days by completing missions and saving survivors. The game was inspired by zombie films like Dawn of the Dead and includes horror, gore, and dark humor. It received a PEGI 18 rating for its graphic violence and references to cults. Players can get different endings depending on their choices and how many survivors they rescue. Effort is required to complete missions and find weapons/items to aid survival. Players become attached to characters and invested in Frank's goal of discovering the outbreak's cause.
The document discusses the respondent's video game habits and how they relate to uses and gratifications theory. The respondent lists GTA 5 and Club Penguin as games they play on PS4 and computer, respectively. They explain that for GTA 5 they enjoy being able to do illegal things without consequences, and for Club Penguin they like being able to own virtual pets. The respondent then answers questions about how long they play, whether they are a casual or hardcore gamer, money spent, and if they research games before playing.
The document discusses having students try the online game League of Legends to experience being part of a large online gaming community. It notes that League of Legends has over 70 million players and discusses features like cosplay and the Tribunal moderation system. Students are asked to play the game in class and consider questions about why the game is popular, whether it is a good game, and how it engages players through rewards while being a free game.
This document provides an overview of topics and assignments for a game design class. It discusses checking in on a game design document assignment due next class, the concept of immersion in games, problematic player behavior, and how psychological factors like anonymity, rewards, and escapism are important for game designers to consider. Students are asked to play and analyze the game Avengers Alliance, and consider how readings on gaming psychology relate to design work. The document reminds students that their game design documents are due in class on Thursday.
Here are some key points about evaluating your research:
- Consider the sample size - was it large enough to draw meaningful conclusions? Small samples can lack validity.
- Account for bias - did your questions lead respondents in any way? Were your interview subjects diverse?
- Triangulate methods - using multiple approaches helps validate findings by seeing corroboration across techniques.
- Note limitations - acknowledge where methods fell short, like unclear survey questions or a narrow interview pool.
- Interpret cautiously - qualitative data requires interpretation but avoid overstating what can reasonably be inferred.
Overall it's good you used different methods to explore the topic from multiple angles. For future work, focusing questions, expanding samples, and
This document contains a questionnaire asking respondents about their video game habits, including whether they or their family play video games, how much time is spent playing per day, what consoles or computers they own, perceived disadvantages of video game addiction, a reasonable amount of daily screen time, and reasons for video game addiction. The questionnaire is to be filled out anonymously and returned.
You have 10 seconds: Understanding how to make your game pitch greatDevGAMM Conference
Mike Rose, tinyBuild Games
Here’s the big problem: When you finally get around to launching your game, tons of other games will pop into existence on the very same day. If your game doesn’t stand out, you’re going to get lost in a sea of pixels.
In this talk, Mike will explore a variety of examples, tips and tricks that should help you perfect your pitch. He’ll then open the floor and ask developers at DevGAMM to pitch their games at him… or take requests for pitches if people are too scared to try their luck.
This document discusses issues in the video game industry from the perspective of teenagers. It addresses common stereotypes about gamers, noting that the average gamer is now 34 years old, 45% are female, and most have been playing for over 12 years. It also discusses a lack of originality and overreliance on sequels in some popular franchises. Teenagers interviewed expressed frustration that developers continue making the same games each year because they are highly profitable, rather than creating new titles. The document advocates for more variety and innovation in the industry.
The document discusses several video games including The Last of Us, Prince of Persia, Braid, Far Cry, and provides analysis of common features and aspects that will be included in the creator's own work.
The Last of Us is an action-adventure survival horror game about smuggling a teenage girl across a post-apocalyptic America while defending against hostile humans and creatures. Prince of Persia is an action-adventure franchise focused on a Persian prince, known for its realistic animations achieved through rotoscoping. Braid is a puzzle platformer about rescuing a princess through puzzle pieces and storytelling text. Far Cry uses realistic environments, wildlife, and weapons for its first-person shooter
The document describes the student's initial plans and ideas for creating a horror and survival video game as part of a class project. They discuss their interest in the genre and inspiration from games like Resident Evil. The student outlines their idea to create a Resident Evil-style game where the player is trapped in a mansion with enemies and puzzles. They created mood boards and schedules to plan the dark tone and production timeline. The student researched existing horror games to inform their design and listed sources they will use for the project.
The researched products all featured tactical shooter gameplay with a focus on eliminating targets or securing objectives. Common elements included character customization, unlocking new weapons and gear, and team-based communication. Interviewees emphasized the importance of co-op gameplay and communities shaping games over time. Questionnaire respondents preferred modern or near-future settings to balance realism and creativity. They suggested healing abilities and shields to aid tactical combat. Overall, the research indicates a focus on realistic, team-oriented tactical shooters would appeal to the target audience.
The document summarizes research on existing basketball, space invaders, and racing games. It finds that most have high key lighting, competitive elements, and simple single-player modes. The document notes color themes, soundtracks, and graphics could be adopted for a new basketball game. Interviews find the target audience prefers modern multiplayer games over violent ones, and games that are fast-paced or strategic puzzles.
The document lists and briefly summarizes Retro Gamer's top 10 games of 2015. The number one game is Metal Gear Solid V: The Phantom Pain, praised for redefining stealth games and being Kojima's best Metal Gear game. Number two is Super Mario Maker, which allows users to create their own Mario levels. Number three is Bloodborne, a fast-paced action game that was appealing compared to the slower Souls games.
This document provides a case study analysis of The Legend of Zelda: Breath of the Wild game. It discusses key terminology from lectures and how they are used in the game. It analyzes the game's audio, including music, sound effects, and how it creates mood. It examines how the game represents the wider open-world adventure genre and how it develops gameplay. Graphics are compared to similar games from the franchise and time period. The game engine and system requirements are also outlined. Screenshots and box art are annotated. A paragraph discusses the issue of video game addiction and quotes an article on the subject.
It is Simply Scripted – Gamers Practices as a Form of Resistance: An Example ...Piotr Siuda
This document discusses gamers' practices in the popular soccer video game FIFA Ultimate Team as a form of resistance against the game's mechanics and marketing. It analyzes online discussions where gamers criticize aspects like the game being "scripted" against the player or too addictive due to microtransactions. Some gamers find ways to subvert the game, like trading coins or using bidding programs, while most still play despite the flaws. The research aims to understand this contradiction in gamer behavior and its implications for the relationship between game producers and communities.
The document discusses research conducted on the target audience for an indie horror game. It analyzes surveys that found the target audience is mostly ages 16-19 who enjoy psychological horror games. Inspiration will be drawn from games like Doki Doki Literature Club that start wholesome but get dark. Interviews found a preference for both fast-paced and slow-build up games, with a focus on story over design. Research shows the game should include subtle foreshadowing, darkness, and avoid repetitive jumps or plots.
The document discusses research conducted on the target audience for an indie horror game. It analyzes surveys that found the target audience is mostly ages 16-19 who enjoy psychological horror games. Inspiration will be drawn from games like Doki Doki Literature Club that start wholesome but become dark with subtle foreshadowing. Interviews revealed a preference for both fast-paced and slow-build up games, with equal importance on design and story. The game will focus on atmosphere, characters, and plot over repetitive jumps scares or repeating elements based on the audience research.
The document provides guidance on playtesting games during development. It discusses that playtesting involves gaining feedback from players to improve a game's experience. Playtesting is not the same as internal design reviews, focus groups, usability testing, or quality assurance testing. The goal of playtesting is to ensure a game is functioning as intended, complete, balanced and fun. It recommends conducting iterative playtesting as a game develops to catch design issues. Key aspects of playtesting covered include finding suitable playtesters, running testing sessions, collecting both qualitative and quantitative feedback, and dealing with feedback received.
The document summarizes several existing survival games: Minecraft, Don't Starve, DayZ, Dying Light. It notes that they all require searching for resources to survive and are open world. Graphics range from simplistic 16-bit to realistic 3D. Music is used to create different moods - calm for Minecraft, tension for Don't Starve. The document also includes interviews that provide insights into target audiences - they enjoy the challenge of survival and social aspects of multiplayer, and prefer a balance of shooting and other mechanics.
This document contains a list of 6 items: Title Screen, Box Cover, Map, Magazine, Illustrations, and Developer's Logo. It seems to be listing different types of visual elements or assets that could be included in a video game or interactive experience. The list provides a high-level overview of graphical components without further description of each item.
This document provides an overview of the backstory and factions for a proposed video game called "Rome Gone Bad." It describes how Julius Caesar tasks his most trusted advisor to lead a legion north of Rome to protect Caesar's testament of strategic ideas. The advisor must choose a region to establish a new faction called the Order of the Testament. The legion then transforms into different factions to fulfill various roles, including the Divine Guard, Holy Guard, Shadow Guards, Shadow Priests, and Shadow Sisters. It provides details on the structure and purpose of each faction. The overall goal is for the advisor to lead the new faction and protect Caesar's testament while avoiding conflict with Rome for as long as possible.
The document provides an overview of existing products in different media that are relevant to the author's concept project. It summarizes several posters, magazines, pixel designs, and animations, noting elements like art style, use of color, positioning, and text-to-image ratios that could inform the author's work. Survey results are also presented, giving insights into the target audience's preferences around settings, narrative choices, and other aspects. Secondary research on the video game industry and best-selling titles provides context on market trends and successes.
The author chose not to focus on promoting their work because they lacked confidence in it, though it was published on their website. They could have set up social media to connect with younger audiences, pitched their work to games developers for feedback and potential partnerships, or shared it on game forums to connect with relevant audiences. While more promotion may have been beneficial, the author is still not proud of their work so they do not entirely regret the limited outreach.
The document provides a self-evaluation of a student's final project. It identifies several strengths, such as the initial concept idea and planning phases, but notes many weaknesses in the research, production, and visual elements of the project. Overall, the student felt the project had value as a learning experience but was not very successful due to weaknesses in time management, organization, and losing interest over time.
The student conducted market research on existing video game products to inform their concept design. They analyzed posters, magazines, pixel designs, maps, and animations, noting elements like use of color, spacing, and styles. A survey provided insight into preferences of the target audience. Secondary research on the gaming industry and best-selling games showed a lack of history-focused titles in top lists but diverse genres among best sellers. Overall, the research helped visualize and refine the concept but did not significantly alter the core idea.
This document outlines the products being created for a video game concept, including a title screen, box cover, map, magazine, poster, developer logo, and illustrations. Each product is given its own section to provide details on the concept for that piece.
The overall project had some strengths and weaknesses. The initial concept idea was a strength as it centered on the creator's interests to help maintain focus. However, the research lacked depth. The planning phase, including the copy and flat plans, helped structure production. Production had mixed results - the written pieces and magazine were strengths but illustrations and other works did not meet expectations due to time constraints and loss of interest in the concept.
- The document discusses and promotes an upcoming video game called "Rome Gone Dark" that is currently in the conceptual phase.
- It provides an excerpt from an interview with one of the game's creators who discusses why they chose to set the game in the period after Julius Caesar's assassination and their goal of allowing player choice to impact the narrative.
- The creator aims to explore an outsider's perspective of the Roman Empire and show it as an oppressive conglomerate, while also portraying Caesar in a more nuanced light through an alternate historical fiction.
Will Cave is seeking an opportunity to develop his career and skills in technology. He has strong organizational skills and can work independently or as part of a team. His past work includes private hire cooking, delivering newspapers, and studying creative media and production technologies in college. He has proficiency in Microsoft Office, Adobe Creative Cloud, and website design. In his personal time, Will enjoys video games, game and media design, keeping up with current events, history, and discovering new music.
This article provides an overview and interview about an upcoming video game called "Rome Gone Dark" that is currently in the conceptual phase. The game is set in ancient Rome around the time of Julius Caesar's assassination. It will focus on player choice and include fictional elements. In an interview, the developer discusses why this historical period was chosen and their goal to portray Rome from the perspective of outsiders opposed to the empire. They hope to show both Caesar and Rome in a complex light through the game's alternate history narrative.
FMP Lore - The Sigils and Their GuardiansWill Cave
The document describes mysterious sigils that were collected by Caesar and separated after his death. Each sigil was planted under a rapidly growing tree and guarded to prevent them from being reunited, as together they form a powerful orb. The player will have opportunities in a game to collect the sigils, but is warned not to trade them to be reunited due to the orb's dark power and high cost.
The Night Tree is located halfway up the Black Thorn mountain and is surrounded by beating white deer hearts impaled in its roots. It will share some of its knowledge with visitors for a personal cost, such as a grieving widower's wedding ring or a proud parent's child's life. For the player, the cost is one or more of the 10 Order Sigils that were discovered and scattered by Caesar. The sigils can either be traded to the Night Tree and absorbed into Caesar's still-beating heart for a technology path, or collected to piece together The Order's Puzzle in the High Fortress.
The document discusses implementing a skill/technology tree in a game concept. It would require the player to acquire a limited number of tokens to unlock parts of the expansive tree, similar to Total War: Three Kingdoms. This would force difficult choices in which technologies to pursue, reinforcing the theme of player choice and creating lasting consequences. Unlocking technologies could both help and hinder the player's progress, improving replayability and atmosphere by making decisions more impactful. The tree would be called the Night Tree and focus development in areas like science, strategy, stability, support, and suffering.
The developer John Williams was interviewed about his new game "Rome Gone Dark" which is set during the Roman Republic period. He chose this setting because of the high level of interest in Roman history and it was a pivotal point as the Republic transitioned to an Empire. The game allows the player to experience an alternate history where Caesar survives and the player can influence how events unfold after his death. The developer hopes to provide new perspectives on how the Roman Empire was viewed by outsiders and those opposed to its expansion.
This document provides an overview and early details about an upcoming game called Rome Gone Dark that is currently in the conceptual phase. It discusses the game's setting in the period after Julius Caesar's assassination and that it will include fictional elements mixed with real historical aspects. While sticking to history isn't the primary goal, the creators want the game to be fun first with strategic choice-based gameplay similar to Reigns. They have started sharing early illustrations and lore on their website to generate interest and support for fully producing the game.
This document provides an overview of pre-production material for an upcoming project. It discusses sourcing material from the author's own previous work and collecting additional material over the coming week. The material will primarily be used for the magazine component of the multimedia production. Most of the material will be accessed through the author's OneDrive storage.
The document describes three experiments related to creating fonts and insignia for a game set in 44 BC Rome. The first experiment involved creating a Roman-inspired font with the right ratio to fit the concept of the game. The second experiment was to recreate an existing insignia design, which helped the creator gain confidence in their abilities. The third, last-minute experiment involved attempting to recreate a circular Roman shield design, which the creator felt they did an alright job with despite running out of time.
The document summarizes research conducted for a video game concept project, including:
- Existing product research on posters, magazines, pixel designs, and animations to inspire aesthetic choices.
- An 11-person survey finding that most respondents were ages 17-20 and had mixed views on player choice narratives.
- The research helped visualize the concept and understand potential audiences, but some intended research on the game setting was not conducted due to time constraints.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
2. Interview:You should document the process of getting your interview. You should produce a range of questions and also a list of interviewees.
You should provide an unedited transcript of the interview as well as at least one draft of it.
Interviews can be written in whatever style you prefer.
Disclaimer: No Questions in this Interview are targeting any certain person/persons besides gamers.
Questions:
1.What games are you looking forward to and why? (not yet released)
2.What system has the best exclusives and why? (Xbox, PlayStation, PC, Switch, etc...)
3.What’s your all time favourite game, how come?
4.Do you prefer to play with others or to play alone? why is that?
5.What’s the most money you have spent on a game, do you regret it? If so, how come?
6.What effect do you feel that playing video games has on you, why do you think that is? (Relaxed, calmed, angered, annoyed, etc)
7.Do you get competitive when playing multiplayer games? If so, why is that?
8.Has it helped you, how? (Escapism, relaxation, fun, etc...)
*End of interview*
Thank you for your time. You contribution will help immensely to creating my fanzine. If this interview is not used in the final version of
the fanzine, please know that it still helped during its production.
Key
= Interview questions,
disclaimer and closing
statement.
= Interviewee’s answers
3. Interview:
Disclaimer: No Questions in this Interview are targeting any certain person/persons besides gamers.
Questions:
1.What games are you looking forward to and why? (not yet released)
The games I am looking forward our fifa 19 as I've brought every fifa game for last how many years and it's one of my favourites also another I'm looking
forward to is black ops 4 as black ops is my fav call of duty franchise
2.What system has the best exclusives and why? (Xbox, PlayStation, PC, Switch, etc...)
All systems have great exclusives but I personally believe that Xbox has the edge on the other platforms
3.What’s your all time favourite game, how come?
My favourite game is most likely either the original spyro game from ps1 or command and conquer on ps1 as I played those games as I grown up so I've
grown to love them
4.Do you prefer to play with others or to play alone? why is that?
I prefer playing games with friends as it can be a real good laugh and it makes it unexpected with loads of people all playing the same game also it's fun
recording games together
5.What’s the most money you have spent on a game, do you regret it? If so, how come?
I spend £120 On the black ops 2 limited edition and it was a good decision as it came with juggernaught minifridge which looks amazing and it now
sells for double the price I I paid for the whole game edition
6.What effect do you feel that playing video games has on you, why do you think that is? (Relaxed, calmed, angered, annoyed, etc)
Playing video games is a rollercoaster of emotions from happy to sad to raging anger and frustration most definitely but with games I play it's usually
happy and anger and the games I always play our online games
7.Do you get competitive when playing multiplayer games? If so, why is that?
I get seriously competitive when playing online as I always want to win and never lose and not play to my best
8.Has it helped you, how? (Escapism, relaxation, fun, etc...)
Playing video games helps me relax and just to chill out when I'm feeling down or just in need of a pick me up
*End of interview*
Thank you for your time. You contribution will help immensely to creating my fanzine. If this interview is not used in the final version of the fanzine, please know that
it still helped during its production.
Name: Leah
Age: 18
4. Interview:
1.What games are you looking forward to and why? (not yet released)
Smash bros, Pokémon.
2.What system has the best exclusives and why? (Xbox, PlayStation, PC, Switch, etc...)
PC, because you can get so many more indie games that are free, or cheaper than every other and you can find new
developers.
3.What’s your all time favourite game, how come?
Sly Cooper 2:Band of Thieves. Because it is creative, uses many basic ideas, but expands on them throughout and lets the player
have fun. There is almost a side quest on every level of finding all the bottles, but it is a possible one unlike most as they make
the signature sound.
4.Do you prefer to play with others or to play alone? why is that?
Alone because I know few people who like to play the same games as me.
5.What’s the most money you have spent on a game, do you regret it? If so, how come?
Around £15. I do not regret it as I only buy games that I enjoy and do not buy in game purchases.
6.What effect do you feel that playing video games has on you, why do you think that is? (Relaxed, calmed, angered, annoyed,
etc)
to just play a nice game. I often feel annoyed as I keep dying or getting stuck in an area, although many times it is very relaxing
7.Do you get competitive when playing multiplayer games? If so, why is that?
Yes I do, as I have grown up with very competitive family that it makes me want to win the games.
8.Has it helped you, how? (Escapism, relaxation, fun, etc...)
It does generally help me, as it gives me some enjoyment and helps to distract me, and give me a little bit of an escape from
my daily life.
5. Interview:
Disclaimer: No Questions in this Interview are targeting any certain person/persons besides gamers.
Questions:
1.What games are you looking forward to and why? (not yet released)
I am looking forword (sc) to fallout 76 and also red dead redemptiom2 (sc)
2.What system has the best exclusives and why? (Xbox, PlayStation, PC, Switch, etc...)
PlayStation has the most exclusives because there are lots of games that are PS4 exclusive such as god of war.
3.What’s your all time favourite game, how come?
My faveruit (sc) game is fifa 19. people think that it is exactly the same but it isnt (sc) there is better graphics, and also they have just
made the game so much better. the game moads (sc) are better like squad battles and the new game moad devision rivles. (sc)
4.Do you prefer to play with others or to play alone? why is that?
I like playing on my own because you get a better game expirience. (sc)
5.What’s the most money you have spent on a game, do you regret it? If so, how come?
The most money i have payed for a game is £80 because i wanted to get the extra benifits. (sc)
6.What effect do you feel that playing video games has on you, why do you think that is? (Relaxed, calmed, angered, annoyed, etc)
Gameing (sc) makes me feel relaxed and calm if i am playing a game like fifa. but if I playing a game of call of duty it makes me angry if I
die.
7.Do you get competitive when playing multiplayer games? If so, why is that?
yes i do get really competitve (sc) when i play multiplater (sc) games
8.Has it helped you, how? (Escapism, relaxation, fun, etc...)
it relaxes me when i get angry or I dont (sc) want to talk to anyon. (sc)
*End of interview*
Thank you for your time. You contribution will help immensely to creating my fanzine. If this interview is not used in the final version of
the fanzine, please know that it still helped during its production.
Name: Luke
Age: 17
6. Copy:
All the other written elements of your fanzine are up to you but should be documented here. If you decide to write a
review, a polemic, an article or anything else, it needs to be documented here.
Drafts are good so it is worth writing a first draft then producing a second which not only checks for spelling and grammar
errors but also ensures that your work has a consistent style, quality and structure.
Recording your research, as and when it happens, is also a very strong idea. If you need to look up a fact or read an article,
record that.
7. 10th page: Video Game Addiction
Video game addiction is a very real issue. It comes in the form of
excessive use of Video games. I think its probably more common
then you might think. The hard part is realizing when you have the
reacted the point of being addicted. Some people ae just spend a
lot of their time playing games. This isn’t video game addiction,
the difference is your priorities. If someone's finds that they would
prioritize video games over responsibilities and other important
things, they might be addicted. This can be hard to notice
happening, as it can be such a slow and gradual shift.
It can seem simple, if some plays then a game a lot then they are
addicted right? As far I can tell, a fair few people seem to think
this. I think it is primarily set in someone’s priorities. Hopefully this
issue will come into the spotlight more, and get the attention it
needs. In my opinion, I don’t think it should be a mental disorder,
as it can go away. But this can take a lot of time, patience and
persistence.
I think it’s something you have to monitor yourself, like other
things that can lead to addiction. This could be Alcohol, drugs,
social media, Television, etc. Sure, others might be able to see a
difference in their friends and relatives, but a some addictions can
sometimes be well hidden. Hopefully giving it more of spotlight
will help remind people of the struggle it can bring.
8. 6th Page: Games coming in 2018
Assassin’s Creed Odyssey - October 5th
This is going to be an action role-playing game (RPG), developed
by Ubisoft Quebec. It’s set in Greece, in the year 431 BCE. You
get to play as either Alexios or Kassandra, fictional descendants
of king Leonidas. The features but is not limited to; stealth,
combat, exploration, collecting, looting, player choices and a
morality system.
Forza Horizon 4 – October 2nd
This is going to be an open world racing game, developed by
Playground Games. Your character is custom made, using the in-
game character creation. The game features but is not limited to;
over 450 licensed cars, route creator, online shared world of 72
players, offline mode, purchasable properties, weather system
with changing seasons.
The Occupation – October 9th
This is going to be a single-player stealth game, developed by
White Paper Games. It’s set on the 24th o October 1987, it starts
at 3:27pm. You play as a private detective/investigator. Its set
completely within a British government building. The game
feature but is not limited to; gathering information, dynamic
artificial intelligence, time punishment, stealth system. You only
get 4 hours to piece it all together.
7th page: Games coming in 2018
Just Cause 4
This is going to be an open world action-adventure game,
developed by Avalanche Studios. As far as I know its set in the
present day, could be near future though. Its set in a fictional
country, called solis. You play as Rico Rodriguez, aka the scorpion.
The game features but is not limited to; a decent armory of
weapons, intricate grapple system, fluid wingsuit system and
chaos causing tornadoes.
9. 3rd page/ 4th page: Game review
Deus Ex: Mankind Divided
-Spoiler warning for the following review for this game-
Deus Ex: Mankind Divided is a action-roleplaying game. The game starts off by showing you a
introduction called the Mechanical Apartheid. This sets up the story so well, as It was so well made. It
shows the adoption of augmentations into humanity, a huge cyber attack on the augmentations, and
the rejection of people with augments or, Augs for short. It sets up the Naturals vs Augs theme that is
centered throughout the game.
The game starts in the year 2029, following the events of the previous game, Human Revolution. You
start the game in Dubai, intercepting a illegal weapons trade. Mysterious gold-masked operatives
appear and kill almost everyone there. This event worked so well to set up this mysterious opposition.
This combined great with the speech and story choices. As you can take different stances in a
conversation, this might make the character attack you or maybe relax around you. The choices can
directly affect other characters as well. A great example of this is when I came across a character
called Olivie. She was being smuggled by a criminal family, if you choice to confront the family then
she doesn’t get to leave, if you leave the smuggler she does. Many of the games choices play on your
morals, these get harder as the game goes on.
I have to really commend the developers for the level/world design. The use of vents and other useful
paths is great. The way they are weaved most of the game, so well laid out. This sort of multiple paths
and methods to get around the game world helps you grow as you play. You learn pretty soon that
you have to think of possible alternate paths, and challenge the options that are in the foreground.
In summary, I really liked the game’s use of choices and different outcomes, level/world design,
setting, you vs them mentality, environmental storytelling. Edios Montréal made such a good game,
they should proud of their creation.
10. 2nd page: Gaming news- October
Sept 21st
Telltale games is beginning the process of shutting down,
already terminating 275 employees. They are set to finish and
release the last two episodes of the Walking Dead. This is added
to the list of now 10 major game studios that have closed over
the past year.
Sept 26th
Hitman: Blood Money headlines Xbox games with gold for
October. Available from October 16th-31st.
Oct 26th
Friday the 13th headlines PlayStation plus for October, quite
fitting. Available from October 2nd.
Oct 1st
Andrzej Sapkowski, Witcher author, demands $16 million and
6% of revenue of Witcher franchise from CD Projekt Red. He
sold his rights to them quite a few years back for $4000. His
demands are empty, as he has nothing on them, he has already
sold the rights.
3rd page: Gaming news- October
Oct 1st
More features have been revealed for Red Dead Redemption 2. These
are; fishing, robbing banks and trains, collecting money as a loan
shark, holding up stagecoaches, play dominoes, play poker and more.
Oct 1st
Fifa 19 physical launch sales are down by 25% from the previous
game, Fifa 18. For Fifa 19’s sales 64% were on through PlayStation,
35% were through Xbox, and 1% was through the Switch.
Oct 2nd
Seattle police introduce system to help prevent swatting. This has
been a real issue in the gaming/streaming community. The system
works by having streamers register themselves as possible targets for
swatting. If a report is made the streamer can confirm if the report is
real or not. Hopefully preventing tragic deaths due to swatting.
Oct 2nd
Under wraps video of a Harry Potter game was leaked, through a
reddit account called “VapeThisBro”. The video has been taken down
due to warner bros putting out a copyright claim on it.
11. 1st Page: Contents
1st page: Contents
2nd page: Gaming News- Sept/Oct- Part 1
3rd page: Gaming News- Sept/Oct- Part 2
4th page: Game Review: Deus Ex Mankind Decided- Part 1
5th page: Game Review: Deus Ex Mankind Decided- Part 2
6th page: 1st Interview
7th page 2nd Interview
8th page: Games Coming in 2018- Part 1
9th page: Games Coming in 2018- Part 2
10th page: Video Game Addiction
Back page: Content for next issue