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Research
Kieran Beal
Rebuild 2
Rebuild 2 is a turn based strategy released o the 6th October 2011 on Armour games set in a
zombie apocalypse, your goal as the leader of the
Fenced off area of the city is to keep the survivors happy, scavenge for supplies, reclaim parts
Of the city and defend of zombie hordes and other raiding gangs as you make decisions that
could unlock a secret ending to the game, or bring your city crashing down, my game is largely
Based off the premise of this one with the goal and mechanics of the game being similar but
Slightly more complex, with different mechanics and graphics to rebuild 2.
https://www.youtube.com/
watch?v=LydQI2VClHA
Total war 2: Kingdoms
https://www.youtube.com/wat
ch?v=PFZhh9p22Iw
Total war 2 Kingdoms is additional content to the original game of ‘Medieval Total war 2’. This
game is set on more of a scale that I want my game to be, the difference is that this game
revolves around the player managing and expanding an entire kingdom/empire, while
fighting off opposing factions, both on the political and mercantile field, as well as the
battlefield, the goal is to capture a certain amount of regions in a limited amount of time, and
I may also use the idea of a limited time feature to keep the game interesting, but I will be
creating my strategy as an RTS (real time strategy) in order to make the animation of the
game more engaging.
Ancestors
https://www.youtube.com/wa
tch?v=1PH2celMBXE
Ancestors is set to be an RTS to be released in 2018, although not much is known about the
game so far what we have seen from the gameplay trailer it looks to be set during the
invasion of the Vikings in Britain, whether the game is strictly micro-strategy or macro-
strategy remains to be seen as of right now the game is only in it’s beta stages, but it utilises
similar combat functions that I may want to use for my game.
World in conflict
https://www.youtube.com/
watch?v=gxeWuwOXHbE
World in conflict is an RTS released on the 18th September 2007 and revolves around global
conflict of multiple countries, similar to total war in that regard except this game is given a
futuristic setting, this can be interpreted from the quadruple turret tank, something that
doesn’t quite exist in our world today, meaning I will likely take a lot of inspiration from this
as I’m also planning for my game to have a futuristic setting. I will likely use design ideas
from this game to acquire inspiration for art for different troops. (primarily vehicles)
Research Analysis
– All of the games listed above are aerial view strategy games focused
around combating an opposing force for expansion of your territory.
– They all require proper management of resources and a correct
assignment of tasks for success.
– There are features from each game that I would like to take, for
instance I would probably prefer to have a more simplistic design like
rebuild 2, while also taking ideas of a troop training system from Total
war 2. World in conflict however has designs for war machines that I
could use for help in troop design in my futuristic setting.
Interviews
Interview 1
• What kind of features would you want to see present in a
strategy game and why? I would like to be able to create and design my
own character so that I really feel involved in the game.
• What type of features do you believe would hinder/worsen
gameplay experience and why? If you had to watch replay’s of the
game and couldn’t fast forward.
• Would you prefer a game to be fast paced or have time
required objectives and why? Personally, I would prefer a game to be
fast paced as I don’t spend a lot of time playing games so when I do, I don’t want
to take ages playing.
Interview 1
• The answers would suggest that my audience
prefer fast and simple games such as mobile
games that like to have some degree of
personalisation in the game but don’t want
repetitive gameplay.
Interview 2
• What kind of features would you want to see
present in a strategy game and why? Good guns
• What type of features do you believe would
hinder/worsen gameplay experience and why?
Graphic violence
• Would you prefer a game to be fast paced or have
time required objectives and why? Required
objectives
Interview 2
• This would lead to suggest that my audience
wants a game that requires time dedication to
complete major objectives but like to have
minimal violence while still having it present.
A result from these answers would mean I
should try to make a game with some degree
of personalisation involved, being primarily
fast paced but giving the player optional, time
dedicated objectives.
Bibliography
Bibliography
1. Interview 1, Willis A. (2018) Target Audience Interviews (conducted on
12/01/18)
2. HAW R (2018) Target Audience Interviews (conducted on 1/12/2018)

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video game research

  • 2. Rebuild 2 Rebuild 2 is a turn based strategy released o the 6th October 2011 on Armour games set in a zombie apocalypse, your goal as the leader of the Fenced off area of the city is to keep the survivors happy, scavenge for supplies, reclaim parts Of the city and defend of zombie hordes and other raiding gangs as you make decisions that could unlock a secret ending to the game, or bring your city crashing down, my game is largely Based off the premise of this one with the goal and mechanics of the game being similar but Slightly more complex, with different mechanics and graphics to rebuild 2. https://www.youtube.com/ watch?v=LydQI2VClHA
  • 3. Total war 2: Kingdoms https://www.youtube.com/wat ch?v=PFZhh9p22Iw Total war 2 Kingdoms is additional content to the original game of ‘Medieval Total war 2’. This game is set on more of a scale that I want my game to be, the difference is that this game revolves around the player managing and expanding an entire kingdom/empire, while fighting off opposing factions, both on the political and mercantile field, as well as the battlefield, the goal is to capture a certain amount of regions in a limited amount of time, and I may also use the idea of a limited time feature to keep the game interesting, but I will be creating my strategy as an RTS (real time strategy) in order to make the animation of the game more engaging.
  • 4. Ancestors https://www.youtube.com/wa tch?v=1PH2celMBXE Ancestors is set to be an RTS to be released in 2018, although not much is known about the game so far what we have seen from the gameplay trailer it looks to be set during the invasion of the Vikings in Britain, whether the game is strictly micro-strategy or macro- strategy remains to be seen as of right now the game is only in it’s beta stages, but it utilises similar combat functions that I may want to use for my game.
  • 5. World in conflict https://www.youtube.com/ watch?v=gxeWuwOXHbE World in conflict is an RTS released on the 18th September 2007 and revolves around global conflict of multiple countries, similar to total war in that regard except this game is given a futuristic setting, this can be interpreted from the quadruple turret tank, something that doesn’t quite exist in our world today, meaning I will likely take a lot of inspiration from this as I’m also planning for my game to have a futuristic setting. I will likely use design ideas from this game to acquire inspiration for art for different troops. (primarily vehicles)
  • 6. Research Analysis – All of the games listed above are aerial view strategy games focused around combating an opposing force for expansion of your territory. – They all require proper management of resources and a correct assignment of tasks for success. – There are features from each game that I would like to take, for instance I would probably prefer to have a more simplistic design like rebuild 2, while also taking ideas of a troop training system from Total war 2. World in conflict however has designs for war machines that I could use for help in troop design in my futuristic setting.
  • 8. Interview 1 • What kind of features would you want to see present in a strategy game and why? I would like to be able to create and design my own character so that I really feel involved in the game. • What type of features do you believe would hinder/worsen gameplay experience and why? If you had to watch replay’s of the game and couldn’t fast forward. • Would you prefer a game to be fast paced or have time required objectives and why? Personally, I would prefer a game to be fast paced as I don’t spend a lot of time playing games so when I do, I don’t want to take ages playing.
  • 9. Interview 1 • The answers would suggest that my audience prefer fast and simple games such as mobile games that like to have some degree of personalisation in the game but don’t want repetitive gameplay.
  • 10. Interview 2 • What kind of features would you want to see present in a strategy game and why? Good guns • What type of features do you believe would hinder/worsen gameplay experience and why? Graphic violence • Would you prefer a game to be fast paced or have time required objectives and why? Required objectives
  • 11. Interview 2 • This would lead to suggest that my audience wants a game that requires time dedication to complete major objectives but like to have minimal violence while still having it present. A result from these answers would mean I should try to make a game with some degree of personalisation involved, being primarily fast paced but giving the player optional, time dedicated objectives.
  • 13. Bibliography 1. Interview 1, Willis A. (2018) Target Audience Interviews (conducted on 12/01/18) 2. HAW R (2018) Target Audience Interviews (conducted on 1/12/2018)

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.