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Research
Alexander Sullivan-Cree
Existing Product
The game final fantasy was one of many huge
inspirations to me and my video game. The box art
contains the main character Cloud with his iconic sword
the buster sword. The game contains a large amount of
playable characters that the player is able to use. As you
can see the box contains a large amount of white with
Cloud being the main focus point. The Final Fantasy font
is also very iconic with it’s unique style. The gamers
producer Square soft or now known as Square Enix has
a large amount of experience with video games such as
the Final Fantasy Series of 15 main games with a dozen
spin offs and remakes. The main audience of the game
is teenage boys as the first thing you can see is a giant
sword, however a large amount of females did play it
too. Square Enix made the product appealing by again
the use of the buster sword and a unique range of
characters.
Existing Product
Earthbound was a classic SNES
game released in 1994 in Japan.
The pictures gathered are all very
bright with lots of green and
blues. This is because it’s a child
friendly game meant to be played
by a younger audience. I love the
art design of the game and wish
to make my game similar to the
level and characters design like
this.
Existing Product
Existing Product
Research Analysis
• What common features do the researched
products have?
All the video games I researched have a lot in common. They’re
all Role Playing games (RPG’s), they have a very simple art style
and they’re all from prier 2000’s.
• What aspects of the research will you include
within your on work?
In my own my own product I tried to recreate the classic retro
graphics and style.
Questionnaire Analysis
Audience research
• Observation: A large majority were male.
• What this says about my audience:
This tells me which gender the majority of the audience is.
• How will your product appeal to this audience:
To make the game suitable and enjoyable for both genders I can create the same
amount of both female and male character creations. E.g. hair, clothes, body.
Audience research
• Observation: The large majority of people were aged 16-19
• What this says about my audience:
The results show the audience for my game to be mainly 16-19 year old.
• How will your product appeal to this audience:
This information allows me to concentrate on the things teenagers aged 16-19 want
in a game, to make it more appealing to them.
Audience research
• Observation: The largest majority of the people play PlayStation and Xbox
• What this says about my audience:
This tells me that the PlayStation and Xbox are the most popular consoles to own.
• How will your product appeal to this audience:
My product will be published on mainly PlayStation and Xbox.
Audience research
• Observation: The story was most important thing in games.
• What this says about my audience:
This shows that the story is the most important thing gamers care about in games.
• How will your product appeal to this audience:
I will make this product appeal to my audience as I will focus mostly on the story more
the music and graphics.
Audience research
• Observation: People preferred in game customization.
• What this says about my audience:
This tells me that my audience would like the option for in game customization.
• How will your product appeal to this audience:
To make my product appeal to my audience I will include in game customizations in my
game.
Audience research
• Observation: upgradeable Armor, weapons and vehicles would be liked.
• What this says about my audience:
This tells me that my audience like the option to upgrade their in game items.
• How will your product appeal to this audience:
I will include upgradable items in my game to make it appeal to my audience.
Audience research
• Observation: A large majority liked medium as their difficulty ?
• What this says about my audience:
This tells me that my audience like a challenge but not to hard of a challenge.
• How will your product appeal to this audience:
I will make my product appeal to my audience by making to difficulty be chosen up to
the user when starting the game.
Audience research
• Observation: 100% chose frequent saves.
• What this says about my audience:
This tells me that my audience would like to opportunity to save the game frequently.
• How will your product appeal to this audience:
I will include frequent saves in my game to make it appeal to the audience.
Audience research
• Observation: more people prefer if the game was multi-player, Co-op and Single
player.
• What this says about my audience:
This tells me that my audience would like the opportunity to chose who they play with.
• How will your product appeal to this audience:
I will make it appeal by giving the player the opportunity to choose.
Audience research
• Observation: a custom soundtrack has the most votes.
• What this says about my audience:
This tells me that my audience would prefer a custom soundtrack to the game.
• How will your product appeal to this audience:
I will include a custom soundtrack to appeal to the majority of my audience.
Interviews
Interview 1
• What game genres do you prefer to play and why?
I prefer to play Fantasy Role-Playing games like Lord Of The Rings and Skyrim
because I enjoy being able to escape reality.
• what's your favourite gaming company. E.g. game Freak or Square Enix?
My favourite video game company at the moment would be Game Freak, the
makers of the Pokemon games.
• What would you look for in the story of a game?
I think the story of a video game should contain character development,
different and unique boss fights and a compelling story.
• What do you enjoy most about gaming?
Being able to escape the harsh reality of life.
• Would you prefer DLC’s or a fully completed game?
I would prefer a fully completed game or free DLC’s to make the game more
enjoyable.
Interview 1
• Observation:
• What this says about my audience:
• How will your product appeal to this
audience:
Interview 2
• What game genres do you prefer to play and why?
I like games such as counterstrike and battlefield so I’d say I prefer First Person
Shooters and third person shooters.
• what's your favourite gaming company. E.g. game Freak or Square Enix?
My favourite video game company is easily Valve, the people who made
Portal, Counter Strike and Left 4 Dead.
• What would you look for in the story of a game?
I’m more interested on the online aspects of the video game where I can play
with other people.
• What do you enjoy most about gaming?
Being able to Kill people and things without getting arrested.
• Would you prefer DLC’s or a fully completed game?
I’d Prefer DLC’s so fresh content is always coming out.
Interview 2
• Observation:
• What this says about my audience:
• How will your product appeal to this
audience:
Audience Profile
Category Demographic Content to appeal to this audience
Age Range
16-19 This information allows me to concentrate on
the things teenagers aged 16-19 want in a
game, to make it more appealing to them.
Gender
Mostly male with
few females.
To make the game suitable and enjoyable for
both genders I can create the same amount of
both female and male character creations. E.g.
hair, clothes, body.
Psychographic
Belonger An enjoyable story to make the audience feel
happy and fun.
Social Status
Middle class Make the game understandable to everyone
and not one specific group by making the game
fun and detailed.
Research Evaluation
Research Evaluation
• Give an overview of how you conducted your research.
Discuss the strengths and weaknesses of each method
– Product Research
– Questionnaires
– Interviews
Research Evaluation
– What sort of a response did you get?
I got a mixed response which I expected however the majority of the participants
chose the same as I would have chosen.
– How did you distribute your survey? Give an advantage and a disadvantage.
I distributed the survey by posting it on social media and sending it to friends and
family. The Advantages of doing it that way is that you get a mixed response from
people of different genders, social status and age. There weren’t many
disadvantages I can think of.

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Inspired by RPG Classics: Research for a Retro-Style Game

  • 2. Existing Product The game final fantasy was one of many huge inspirations to me and my video game. The box art contains the main character Cloud with his iconic sword the buster sword. The game contains a large amount of playable characters that the player is able to use. As you can see the box contains a large amount of white with Cloud being the main focus point. The Final Fantasy font is also very iconic with it’s unique style. The gamers producer Square soft or now known as Square Enix has a large amount of experience with video games such as the Final Fantasy Series of 15 main games with a dozen spin offs and remakes. The main audience of the game is teenage boys as the first thing you can see is a giant sword, however a large amount of females did play it too. Square Enix made the product appealing by again the use of the buster sword and a unique range of characters.
  • 3. Existing Product Earthbound was a classic SNES game released in 1994 in Japan. The pictures gathered are all very bright with lots of green and blues. This is because it’s a child friendly game meant to be played by a younger audience. I love the art design of the game and wish to make my game similar to the level and characters design like this.
  • 6. Research Analysis • What common features do the researched products have? All the video games I researched have a lot in common. They’re all Role Playing games (RPG’s), they have a very simple art style and they’re all from prier 2000’s. • What aspects of the research will you include within your on work? In my own my own product I tried to recreate the classic retro graphics and style.
  • 8. Audience research • Observation: A large majority were male. • What this says about my audience: This tells me which gender the majority of the audience is. • How will your product appeal to this audience: To make the game suitable and enjoyable for both genders I can create the same amount of both female and male character creations. E.g. hair, clothes, body.
  • 9. Audience research • Observation: The large majority of people were aged 16-19 • What this says about my audience: The results show the audience for my game to be mainly 16-19 year old. • How will your product appeal to this audience: This information allows me to concentrate on the things teenagers aged 16-19 want in a game, to make it more appealing to them.
  • 10. Audience research • Observation: The largest majority of the people play PlayStation and Xbox • What this says about my audience: This tells me that the PlayStation and Xbox are the most popular consoles to own. • How will your product appeal to this audience: My product will be published on mainly PlayStation and Xbox.
  • 11. Audience research • Observation: The story was most important thing in games. • What this says about my audience: This shows that the story is the most important thing gamers care about in games. • How will your product appeal to this audience: I will make this product appeal to my audience as I will focus mostly on the story more the music and graphics.
  • 12. Audience research • Observation: People preferred in game customization. • What this says about my audience: This tells me that my audience would like the option for in game customization. • How will your product appeal to this audience: To make my product appeal to my audience I will include in game customizations in my game.
  • 13. Audience research • Observation: upgradeable Armor, weapons and vehicles would be liked. • What this says about my audience: This tells me that my audience like the option to upgrade their in game items. • How will your product appeal to this audience: I will include upgradable items in my game to make it appeal to my audience.
  • 14. Audience research • Observation: A large majority liked medium as their difficulty ? • What this says about my audience: This tells me that my audience like a challenge but not to hard of a challenge. • How will your product appeal to this audience: I will make my product appeal to my audience by making to difficulty be chosen up to the user when starting the game.
  • 15. Audience research • Observation: 100% chose frequent saves. • What this says about my audience: This tells me that my audience would like to opportunity to save the game frequently. • How will your product appeal to this audience: I will include frequent saves in my game to make it appeal to the audience.
  • 16. Audience research • Observation: more people prefer if the game was multi-player, Co-op and Single player. • What this says about my audience: This tells me that my audience would like the opportunity to chose who they play with. • How will your product appeal to this audience: I will make it appeal by giving the player the opportunity to choose.
  • 17. Audience research • Observation: a custom soundtrack has the most votes. • What this says about my audience: This tells me that my audience would prefer a custom soundtrack to the game. • How will your product appeal to this audience: I will include a custom soundtrack to appeal to the majority of my audience.
  • 19. Interview 1 • What game genres do you prefer to play and why? I prefer to play Fantasy Role-Playing games like Lord Of The Rings and Skyrim because I enjoy being able to escape reality. • what's your favourite gaming company. E.g. game Freak or Square Enix? My favourite video game company at the moment would be Game Freak, the makers of the Pokemon games. • What would you look for in the story of a game? I think the story of a video game should contain character development, different and unique boss fights and a compelling story. • What do you enjoy most about gaming? Being able to escape the harsh reality of life. • Would you prefer DLC’s or a fully completed game? I would prefer a fully completed game or free DLC’s to make the game more enjoyable.
  • 20. Interview 1 • Observation: • What this says about my audience: • How will your product appeal to this audience:
  • 21. Interview 2 • What game genres do you prefer to play and why? I like games such as counterstrike and battlefield so I’d say I prefer First Person Shooters and third person shooters. • what's your favourite gaming company. E.g. game Freak or Square Enix? My favourite video game company is easily Valve, the people who made Portal, Counter Strike and Left 4 Dead. • What would you look for in the story of a game? I’m more interested on the online aspects of the video game where I can play with other people. • What do you enjoy most about gaming? Being able to Kill people and things without getting arrested. • Would you prefer DLC’s or a fully completed game? I’d Prefer DLC’s so fresh content is always coming out.
  • 22. Interview 2 • Observation: • What this says about my audience: • How will your product appeal to this audience:
  • 23. Audience Profile Category Demographic Content to appeal to this audience Age Range 16-19 This information allows me to concentrate on the things teenagers aged 16-19 want in a game, to make it more appealing to them. Gender Mostly male with few females. To make the game suitable and enjoyable for both genders I can create the same amount of both female and male character creations. E.g. hair, clothes, body. Psychographic Belonger An enjoyable story to make the audience feel happy and fun. Social Status Middle class Make the game understandable to everyone and not one specific group by making the game fun and detailed.
  • 25. Research Evaluation • Give an overview of how you conducted your research. Discuss the strengths and weaknesses of each method – Product Research – Questionnaires – Interviews
  • 26. Research Evaluation – What sort of a response did you get? I got a mixed response which I expected however the majority of the participants chose the same as I would have chosen. – How did you distribute your survey? Give an advantage and a disadvantage. I distributed the survey by posting it on social media and sending it to friends and family. The Advantages of doing it that way is that you get a mixed response from people of different genders, social status and age. There weren’t many disadvantages I can think of.

Editor's Notes

  1. Choose a recent product similar to your own and annotate it Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. 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 Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. 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 Type of image- studio/location, angle, effects, post-production Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to buy/watch/play it?
  4. Choose a historical product (pre-1990) similar to your own and annotate it Type of image- studio/location, angle, effects, post-production Use of lighting/composition/miseen scene/costume/props/location/colours/fonts etc. Audience appeal- how does it make its audience want to buy/watch/play it?
  5. Discuss the existing product research, surveys and interviews
  6. Discuss the responses you got from your survey Discuss distributing your evaluation digitally