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Research
Sam Johnson
Legend of ZeldaThis classic Nintendo game from 1986 started off the
adventure game trend and along with its simple art style
and gameplay narrative, this is the most influential product
towards the creation of my own video game, with it
containing a plethora of elements which I find massively
enticing, of which I think would work well in alluring a wide
array of different audience members. Firstly, despite the
lack of advanced computing technology you would find
today in any gaming companies arsenal, Nintendo have
managed to create an 8-bit product with a fairly large and
attractive colour pallet, which within itself is an endearing
element and goes to show one doesn’t need much to
design and produce successful products as seen before
you. This portion alone is enough to drive me in the pursuit
of creating a game much like this, (with an obvious unique
spin for blatant copyright infringement purposes) every
aspect of this game is perfect in its own right and entices
both the old and new generation of gamers due to its
timeless appearance within the community; Of course
there are better looking games out in the world, but would
they even exist if this hadn’t started the domino effect?
Furthermore, the endless possibilities this game advertises
simply demands constant replay-ability from consumers
and that’s what makes it so great, it was one of the
original addictive games and its clear to see why. Each
playthrough massively differed from the last, enticing you
to play again and again and if in any way I can make my
product appear as though that is the case from the
beginning, I’m likely to attract my target audience.
Pokémon Red
This massively famous Nintendo classic is somewhat similar to
the previously reviewed ‘Legend of Zelda’ game, with a similar
exploration narrative and a top down viewing style. This series of
games have followed this same viewing style from the beginning
and throughout, allowing players to understand their
surroundings from a third person perspective and look out for
possible dangers and/or secrets lurking nearby. This design
choice is one which suits an 8-bit game like this perfectly, due to
the lack of pixels diminishing the quality of certain assets if it
were from a more in-depth, first person perspective throughout.
Therefore, with the little amount of space in which we have to
work with for this project, I would like to take on board this
viewing style and work it into my final product, allowing me to
create smaller less time consuming elements on screen, which
will support my less than admirable art prowess. On top of that,
the unique way in which Pokémon plays is a drawing factor for a
wide array of audiences. As you you play, your character sprite
moves around from a distanced third person perspective, though
when you come into contact with an opponent or enemy, you
are miraculously transitioned to a battle arena like setting,
allowing for more detailed character models during the course of
said bout. This is an admirable asset of the game and gives
players more material to enjoy, of which is always an enticing
positive of the product and is a possible feature for consideration
in my own video game; but aside from the massive similarities
this would bind between the two, I simply lack the artistic
qualities or the time to draw in such detail.
Shovel KnightThis game is a modern take on the classic 8-bit genre and
shows just how effective this basic art style and gameplay
concept can be in the modern era of gaming. They’ve taken the
fundamental elements of a retro side scrolling platformer and
put their own unique spin on it, making for a massively
successful product. Achieving critical acclaim from a plethora
of established reviewers and companies alike, with it even
managing to receive several awards, including ‘The game
award for best independent game’. The vibrant composition of
characters and settings makes for an enjoyable visual
experience and goes to show just how influential colour is on
the consumer, especially when initially attracting potential
buyers; therefore bombarding me with possible ideas for the
colour scheme during the production of my own game.
Furthermore the sound effects and music for this game is very
energetic and further follows the 8-bit trend, similar to the
games of old previously reviewed, appealing to those of an
older generation as well as modern gamers. On top of that, this
game differs itself slightly from standard side scrolling games,
in the fact that it contains some more mature themes like
blood and violence of which attracts older audiences. This is a
feature I would like to entwine in my own creation, as I’m
looking to appeal towards older teenagers between 16 and 19
years of age and I'm sure they’ll be more attracted to a game
which fits in more with their mature nature, over more child
minded elements which can be found in a sea of classic 8-bit
games as previously mentioned; like Mario, legend of Zelda
and Pokémon.
Research Analysis
• What common features do the researched products have?
Each of these products shares the same 8-bit art style, along with similarly sounding 8-bit music, with both ‘Legend
of Zelda’ and ‘Pokémon Red’ sharing in these characteristics for lack of technological advancements at the time of
development, whereas ‘Shovel Knight’ differs in this respect, due to it being an artistic choice rather than one
which was due to technological restrictions. On top of that, Both Nintendo games share the same top down
viewing style and similar exploration narrative, with ‘Shovel Knight’ yet again differing from those games, by the
fact that it’s a side scroller which sticks to the given screen rather than following the character sprite.
• What aspects of the research will you include within your on
work?
‘Shovel Knight’ was a game I looked at more so due to the fact that it was a modern take on a classic 8-bit art style,
that had worked to great effect, rather than one which I had hoped to take great influence from. However, I did
find that the more mature themes within it appealed to my age group more so than those child suited features
found in other 8-bit classics, therefore to my surprise this is an element I would look to include in my own works,
hoping that it’ll appeal to our briefed audience demographic.
’Legend of Zelda’ is a game of high influence towards the creation of my product, from the art style, down to the
gameplay narrative. It was the first game I decided upon during this research phase and its proven the most crucial
as well. The idea of having countless different playthroughs and adventures is an idea that speaks to me in great
depth and is one I would very much like to implement into my own product, but as to actually achieve this feat will
be more of a challenge. I’ll have to give the illusion of replay-ability rather than actually giving them that option,
seeing as its just a video at the end of the day.
As for ‘Pokémon Red’, the top down viewing style is an idea I would greatly like to weave into my creation, it allows
for more viewing freedom and is crucial towards an 8-bit expletory video game that I have in mind, with ’Legend of
Zelda’ also following in this trend.
Bibliography
Bibliography
1. Nintendo (1986) Legend Of Zelda
2. Nintendo (1996) Pokémon Red
3. Yacht Club Games (2014) Shovel Knight

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Influential 8-bit Games Inspire Upcoming Video Game Project

  • 2. Legend of ZeldaThis classic Nintendo game from 1986 started off the adventure game trend and along with its simple art style and gameplay narrative, this is the most influential product towards the creation of my own video game, with it containing a plethora of elements which I find massively enticing, of which I think would work well in alluring a wide array of different audience members. Firstly, despite the lack of advanced computing technology you would find today in any gaming companies arsenal, Nintendo have managed to create an 8-bit product with a fairly large and attractive colour pallet, which within itself is an endearing element and goes to show one doesn’t need much to design and produce successful products as seen before you. This portion alone is enough to drive me in the pursuit of creating a game much like this, (with an obvious unique spin for blatant copyright infringement purposes) every aspect of this game is perfect in its own right and entices both the old and new generation of gamers due to its timeless appearance within the community; Of course there are better looking games out in the world, but would they even exist if this hadn’t started the domino effect? Furthermore, the endless possibilities this game advertises simply demands constant replay-ability from consumers and that’s what makes it so great, it was one of the original addictive games and its clear to see why. Each playthrough massively differed from the last, enticing you to play again and again and if in any way I can make my product appear as though that is the case from the beginning, I’m likely to attract my target audience.
  • 3. Pokémon Red This massively famous Nintendo classic is somewhat similar to the previously reviewed ‘Legend of Zelda’ game, with a similar exploration narrative and a top down viewing style. This series of games have followed this same viewing style from the beginning and throughout, allowing players to understand their surroundings from a third person perspective and look out for possible dangers and/or secrets lurking nearby. This design choice is one which suits an 8-bit game like this perfectly, due to the lack of pixels diminishing the quality of certain assets if it were from a more in-depth, first person perspective throughout. Therefore, with the little amount of space in which we have to work with for this project, I would like to take on board this viewing style and work it into my final product, allowing me to create smaller less time consuming elements on screen, which will support my less than admirable art prowess. On top of that, the unique way in which Pokémon plays is a drawing factor for a wide array of audiences. As you you play, your character sprite moves around from a distanced third person perspective, though when you come into contact with an opponent or enemy, you are miraculously transitioned to a battle arena like setting, allowing for more detailed character models during the course of said bout. This is an admirable asset of the game and gives players more material to enjoy, of which is always an enticing positive of the product and is a possible feature for consideration in my own video game; but aside from the massive similarities this would bind between the two, I simply lack the artistic qualities or the time to draw in such detail.
  • 4. Shovel KnightThis game is a modern take on the classic 8-bit genre and shows just how effective this basic art style and gameplay concept can be in the modern era of gaming. They’ve taken the fundamental elements of a retro side scrolling platformer and put their own unique spin on it, making for a massively successful product. Achieving critical acclaim from a plethora of established reviewers and companies alike, with it even managing to receive several awards, including ‘The game award for best independent game’. The vibrant composition of characters and settings makes for an enjoyable visual experience and goes to show just how influential colour is on the consumer, especially when initially attracting potential buyers; therefore bombarding me with possible ideas for the colour scheme during the production of my own game. Furthermore the sound effects and music for this game is very energetic and further follows the 8-bit trend, similar to the games of old previously reviewed, appealing to those of an older generation as well as modern gamers. On top of that, this game differs itself slightly from standard side scrolling games, in the fact that it contains some more mature themes like blood and violence of which attracts older audiences. This is a feature I would like to entwine in my own creation, as I’m looking to appeal towards older teenagers between 16 and 19 years of age and I'm sure they’ll be more attracted to a game which fits in more with their mature nature, over more child minded elements which can be found in a sea of classic 8-bit games as previously mentioned; like Mario, legend of Zelda and Pokémon.
  • 5. Research Analysis • What common features do the researched products have? Each of these products shares the same 8-bit art style, along with similarly sounding 8-bit music, with both ‘Legend of Zelda’ and ‘Pokémon Red’ sharing in these characteristics for lack of technological advancements at the time of development, whereas ‘Shovel Knight’ differs in this respect, due to it being an artistic choice rather than one which was due to technological restrictions. On top of that, Both Nintendo games share the same top down viewing style and similar exploration narrative, with ‘Shovel Knight’ yet again differing from those games, by the fact that it’s a side scroller which sticks to the given screen rather than following the character sprite. • What aspects of the research will you include within your on work? ‘Shovel Knight’ was a game I looked at more so due to the fact that it was a modern take on a classic 8-bit art style, that had worked to great effect, rather than one which I had hoped to take great influence from. However, I did find that the more mature themes within it appealed to my age group more so than those child suited features found in other 8-bit classics, therefore to my surprise this is an element I would look to include in my own works, hoping that it’ll appeal to our briefed audience demographic. ’Legend of Zelda’ is a game of high influence towards the creation of my product, from the art style, down to the gameplay narrative. It was the first game I decided upon during this research phase and its proven the most crucial as well. The idea of having countless different playthroughs and adventures is an idea that speaks to me in great depth and is one I would very much like to implement into my own product, but as to actually achieve this feat will be more of a challenge. I’ll have to give the illusion of replay-ability rather than actually giving them that option, seeing as its just a video at the end of the day. As for ‘Pokémon Red’, the top down viewing style is an idea I would greatly like to weave into my creation, it allows for more viewing freedom and is crucial towards an 8-bit expletory video game that I have in mind, with ’Legend of Zelda’ also following in this trend.
  • 7. Bibliography 1. Nintendo (1986) Legend Of Zelda 2. Nintendo (1996) Pokémon Red 3. Yacht Club Games (2014) Shovel Knight

Editor's Notes

  1. Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects Audience appeal- how does it make its audience want to buy/watch/play it?
  2. Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects Audience appeal- how does it make its audience want to buy/watch/play it?
  3. Choose a recent product similar to your own and annotate it- screenshot, GIF or gameplay video. Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Use of sound/ music/ effects Audience appeal- how does it make its audience want to buy/watch/play it?
  4. List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.