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Research
Joe Duffy
Existing Product
Persona 5
2016 Atlus
The RPG battle takes place
with the protagonists stood
on one side while the villain
stands on the opposite.
The character options are placed
in a unique style, with bold
colours and fonts that appear
really interesting to look at.
The strong theming of the game
carries through all the art and
text, showing the audience what
kind of game they will be playing
right from the get go.
The character designs do a good
job at showing what kind of
personality each one has while
being unique enough to point out
distinct features when asked.
The music strongly conveys the
situation the characters are in,
having very head bobbing
techno jazz kind of music I think!
Existing Product
EARTHBOUND
1994
HAL Laboratory
EarthBound has a surreal yet
grounded world so the audience
can associate with the locations
but can be surprised by the
fantastical parts in the story.
The game’s battles take place directly in
front of the bad guy, allowing for a detailed
look at the character. The simple UI is easy
to comprehend for a slightly younger
audience to understand.
The audio shares the same peculiar style that the
visuals can have, with strange sounds being used
during the PSI moves used by the cast, expressing
their super natural theme. The battle music is
also quirky, relating to the game’s stranger style.
The characters have a decent
amount of back story and
personality to make the player
truly invested in their interactions.
Existing Product
The game makes full use of it’s 16
bit style, making each attack have
an interesting animation that really
gives an impact.
The game interface show’s the vital parts on it’s default
screen, with health, attack power and character to make it
easy to understand the next move.
The game’s design means that if a character is
taken out, they remain dead. This means the
player has to try much harder to make sure
they don’t lose a character who is good or they
genuinely care about.
The game keeps it’s thematic setting, set
in a fantasy type medieval time, never
going too far with it’s concepts yet keeping
the style exciting to go though.
Existing Product
The battle system of Undertale takes
parts of the system created in
EarthBound but adds it’s own style to
the genre, with it’s clear black and
white visuals being the key difference.
The main battle mechanic of fighting and sparing
enemies influences the story you are told, putting you
directly in the middle of game by the choices you make.
This puts you in a situation where every decision you
make is key.
Every “enemy” in the game has a unique
personality that you discover through the battle if
you choose to act, giving them depth which
makes it harder to hut them if you you choose to.
It makes you more connected to the story by
knowing how these characters work.
The music really suits each area or key
battle, with even the generic battle
themes being connected via beat, making
the world feel even more connected
without you perhaps even realizing.
Research Analysis
What common features do the researched products have?
Each game has a clear theme, with visual and audial links to
each part the game represents. They all go for a unique style,
trying to add or give a different view on their genre while
working within the limits of the design they have chosen to use.
What aspects of the research will you include within your on
work?
I will try to include a clear thematic presence in the visuals and
audio, with a style that makes the most out the restrictions set
by the appearance of the game. This should hopefully give some
investment for the player in the short time the action takes
place.
Bibliography
All of the games I mentioned in the research segment are directly taken from
the bibliography I wrote out on the previous PowerPoint, that being Initial
Ideas. I am not lazy, just efficient!!

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Video Game #3 Research Stylish!!

  • 2. Existing Product Persona 5 2016 Atlus The RPG battle takes place with the protagonists stood on one side while the villain stands on the opposite. The character options are placed in a unique style, with bold colours and fonts that appear really interesting to look at. The strong theming of the game carries through all the art and text, showing the audience what kind of game they will be playing right from the get go. The character designs do a good job at showing what kind of personality each one has while being unique enough to point out distinct features when asked. The music strongly conveys the situation the characters are in, having very head bobbing techno jazz kind of music I think!
  • 3. Existing Product EARTHBOUND 1994 HAL Laboratory EarthBound has a surreal yet grounded world so the audience can associate with the locations but can be surprised by the fantastical parts in the story. The game’s battles take place directly in front of the bad guy, allowing for a detailed look at the character. The simple UI is easy to comprehend for a slightly younger audience to understand. The audio shares the same peculiar style that the visuals can have, with strange sounds being used during the PSI moves used by the cast, expressing their super natural theme. The battle music is also quirky, relating to the game’s stranger style. The characters have a decent amount of back story and personality to make the player truly invested in their interactions.
  • 4. Existing Product The game makes full use of it’s 16 bit style, making each attack have an interesting animation that really gives an impact. The game interface show’s the vital parts on it’s default screen, with health, attack power and character to make it easy to understand the next move. The game’s design means that if a character is taken out, they remain dead. This means the player has to try much harder to make sure they don’t lose a character who is good or they genuinely care about. The game keeps it’s thematic setting, set in a fantasy type medieval time, never going too far with it’s concepts yet keeping the style exciting to go though.
  • 5. Existing Product The battle system of Undertale takes parts of the system created in EarthBound but adds it’s own style to the genre, with it’s clear black and white visuals being the key difference. The main battle mechanic of fighting and sparing enemies influences the story you are told, putting you directly in the middle of game by the choices you make. This puts you in a situation where every decision you make is key. Every “enemy” in the game has a unique personality that you discover through the battle if you choose to act, giving them depth which makes it harder to hut them if you you choose to. It makes you more connected to the story by knowing how these characters work. The music really suits each area or key battle, with even the generic battle themes being connected via beat, making the world feel even more connected without you perhaps even realizing.
  • 6. Research Analysis What common features do the researched products have? Each game has a clear theme, with visual and audial links to each part the game represents. They all go for a unique style, trying to add or give a different view on their genre while working within the limits of the design they have chosen to use. What aspects of the research will you include within your on work? I will try to include a clear thematic presence in the visuals and audio, with a style that makes the most out the restrictions set by the appearance of the game. This should hopefully give some investment for the player in the short time the action takes place.
  • 7. Bibliography All of the games I mentioned in the research segment are directly taken from the bibliography I wrote out on the previous PowerPoint, that being Initial Ideas. I am not lazy, just efficient!!

Editor's Notes

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