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Factual Research.
Daniel Morland
"The Story of Call of Duty" - theScore Esports
The documentary by theScore Esports is about the development from the first games of the fps genre, to the most recent game at the time
(2018) which was Call of Duty Black ops 4. 25 games up until this point have been released under the Call of Duty title. The documentary covers
the main changes in the development of the player base, development changes and the 3rd party Esport events that took place with the Call of
duty title.
The Subjects that the documentary covers:
• The introduction of the Call of Duty genre
• Call of Duty's rivalry between Activation and Infinity Ward developers.
• The release of online multiplayer CoD, and how it created a more competitive game and not just a player vs environment experience.
• Creating an Esports league.
• Exposing Call of Duty to the internet through Youtube and other streaming platforms.
• How Esports teams advertised their brand and skills.
• Other Esport teams step into the competitive market as well as the rivalry between Esports team Optic gaming and FaZe Clan.
• The divide between conventional movement compared to more advanced 3D movement.
• Call of Duty's shift from ordinary team deathmatch game modes to expanding into the Battleroyal genre.
• Making CoD more 'stream able' game.
From the points that the documentory by theScore Esports brung up, it summed up a consistent theme of Call of Duty changing its game to suit
the demand of their player base. But not always intentionally.
Being made in 2018. This documentory was probbaly created using the programm adobe premire pro. A video editing software with plenty of
potential to add and control different transitions and edits. You can see this in many parts of the video. For example
from https://youtu.be/rzaFhebgabI?t=245 4:05 seconds to 4:18 seconds where the video is illustrating the court battle between activation and
Infinity ward.
Context, style, techniques, content.
TheScore Esports uses modern techniques to Illustrate the development of Call of Duty and the different eras it went through to be the game it
is today. The content it includes in its short development documentary is created to give an idea to provide context to an outside viewer.
Someone who hasn't played any of the Call of Duty titles should understand the reward players get from Fps games like the Call of Duty
franchise
Call of duty.
Link it back to your project. Why are you looking at this? What are you learning from it? How will it affect your project?
Call of Duty is a well known franchise, and because of this many people know the brand and understand the topics that theScore Esports coverd.
This is not the case with Escape from tarkov which is what im covering. What I can learn from watching what theScore Esports covered is that
any game/ brand goes through many shifts in playerbase, media coverage and development. It is key to nail all the stages of production and
political developments which all impact how the next game in the franchise is produced. Mainly what I want to take away from this video, is that
theScore Esport doesn’t stick heavily to 1 point.
One thing I would like to mention, is that the video didn’t cover all the key points in my opinion. Mainly the hard dislike of the new movement
mechanics, which Call of Duty called "advanced movement." I link back to this discussion on reddit between players, who disagree that the
movement feels "too heavy" and "slow paced." But as you can see in the discussion; there are still people with their own opinions of the
movement. https://www.reddit.com/r/Infinitewarfare/comments/7zjk1t/the_movement_system_on_this_game_isnt_that_good/
https://www.youtube.com/watch?v=rzaFhebgabI&feature=youtu.be
3:36 – clash between developers.
11:11 Faze/Optic Rivalry
https://www.reddit.com/r/Infinitewarfare/comments/7zjk1t/the_moveme
nt_system_on_this_game_isnt_that_good/
"Project CARS 2 Review – Victory Lane" - IGN by Luke Reilly
IGN reviews the positive aspects that project cars 2 improved on from the previous game.
The first thing to stand out to me in this review is the sound design. I enjoy the rock style music in the
background, which has its voloum increased as the title card is shown. To emphasise the game and
review that is taking place. Next I noticed the language used reflects the review taking place. The new
handling is "tour-de-force" in reference to the biking championship; tour-de-france with the
competitive racing of the series in mind. "the sensation of grip is traffic."
From the first project cars, IGN listed many of the improments made by the developers Slightly Mad
studios. From the handling of the cars to the audio used in the second game.
Each topic is segmented in similar ways, with a beginning title card for each subject. Followed by
gameplay, illistraighting what the narrator is talking about. Providing context to the narration is key for
the viewer to understand the points that are brung up. For example at 0:45 the narrator talks about the
improvements in handling and it is shown to the viewer by displaying parts of tracks which are handling
intensive.
When I make my own project, it is key to illistraight the points I bring up for the reader/viewer. I can do
this in multiple ways, but from the examples in this video, I can use images/clips of the game I'm talking
about.
When I create my project, I want to take away how this example used content to add furthur
information as well as the narrators' voice. For example at 4:22 where the video talks about the sound
design of the game. The viewer is shown gameplay of someone driving a car with no narration. This is
to emphasize the point that the narrator was making about the sound design.
The last thing to note is the colours IGN used in the review. They used a colour scheme that
represented the brand of IGN; a red background with white font. These bold and complementing title
cards, break up each point that the narrator talks about. Otherwise, the narrator would go from one
point tot the next with no context like a title card.
https://www.youtube.com/watch?v=XksuuEgqubo&t=10s
PC Gamer's - world of warcraft
The magazine PC Gamer is a well know magazine in the gaming world. It
publishes magazines 13 times a year. And this is reflective of the gaming market. It
updates is website more often, but the magazine itself, contains information of that
period and in this example; its about the major update that world of warcraft released
this year. But the magazines also includes other information about other games.
Mainly, this magazine is about the large content update that world of warcraft
released, so the magazines is themed around this central event. Page 4 and 5 contains
a double page spread which talks about the new content added into the world of
warcraft update. What to note is the image used is from the new content release. So PC
Gamer is showing the reader the new content. Its not gameplay but its still a teaser is
the reader hasn’t played it themselves. However, if the reader has already played the
new content, this page can be perceived as PC Gamers opinion of the new content. Its
key to understand who your writing for, and on pages 4-5, PC Gamer has thought of the
different people who could read this page and created an interesting read for both
groups.
When I talk about my project, I want to talk from an independent but established point
of view. I want to hopeful capture the attention of new and experienced players. As
well as the people who haven't even played the game before. Inspiring each group to
either perceive the game in a brighter light, or to understand the game at all. The
challenge is going to be writing for all groups. To make it an interesting read for the
people who know everything about the game, and making it an easy enough read for
the people who haven't even touched a PC before.
https://issuu.com/futurepu
blishing/docs/pcg349.issuu
Retro GAMER
This magazine is for the market of people who want to play older
game which they played as a child. It plays to the nostalgia that
people get when playing games which they did as a child.
The magazine continues a retro style which can be found in older
game. On the double page spread, the magazine uses a pixel art style
across both pages, as well as using pixilated fonts. The retro theme
appeals to the audience that the magazine is writing to. To people
who are looking to find older game on older consoles.
I might add, the text with content across the whole magazine is rather
small and unreadable. If I was the publisher, I would shorten down
the amount of text per page, and increase the font size.
The colours used are in reference to older games, with bright reds,
greens and yellows. Using these colors, the magazine can not only
make their magazine stand out, but it can also ponder to the
audience's appeal of retro colour schemes. However this market is
rather small.
I must also keep in mind the small text seen across the 2 double page
spreads. The text is barely readable, so what I need to do, Is not
approach the same size, to avoid making an unreadable magazine,
because that would be rather ironic to publish.
https://issuu.com/futurepublishing/docs/ret211.issuu
"the Book of Mario"
A magazine about super Mario is aimed at people who have played
the game in the past. This issue was published on September 3rd of
2020, nearly 35 years after the first Mario was released. This is
because it wasn't to reflect on the game, and not advertise it to more
people. If it wanted to attract a newer audience, looking to play a
newer game, then this issue wouldn’t have Mario as its main theme.
I enjoy the many uses of layering. To create the effect of Mario
popping off the page. On the front cover, Mario's arms are above the
layers of the champion symbol behind him. As well as his hat above
the title. This shows that his layer is above the 2 others listed, and it
brings Mario out from the page.
On both double page spreads, the magazine references the past, and
how Mario effected peoples lives. The magazine shows this by
quoting 5-6 people who all spoke of Mario impacting their lives.
When I look at my project, I might want to include other peoples
quotes, not its not just me, the narrator lecturing the reader.
Otherwise my magazine might come out pretentious and prolonged.
https://issuu.com/futurepublishing/docs/gab3041.issuu
Content Reasearch
Daniel Morland
Call of duty, modern warfare:
Call of duty has recently heavily invested into the battle royal gamemode, by relesing a free to play game: Call of
Duty Modurn Warfare, battle royal. It's not to be confused with the multiplayer, which you have to pay for. The
battle royal is free and acessable to anyone who can run it.
Call of Duty Modurn Warfare takes on a similar style of buildings when it comes to what I want to reasearch. Having
a mainstream title like Call of Duty take on an apocalyptic themed game shows that the market of players is shifting
from futuristic styles to a post war style. Some titles that took on the futuristic style are: apex legends, call of duty
black ops 3 & 4 as well as titan fall 2. these games were all released about 2 – 3 years ago, when consumers where
more leaning towards the futuristic styles of games. But now the market is more leaning towards more modurn
day, war ridden countrys; games have taken a style of broken and hijacked buildings.
Call of duty is a mainstream title which my generation has grown up around, creating memerable games like; Call of
Duty Black ops 1 and Call of Duty Modurn Warfare (the first one, not to be confused with the current title). For a
mainstream title to be delving into more survival-based gameplay shows that the market is moving from the basic
multiplayer matches that were popular in the past, to more hardcore survivle themed games like what im
researching.
What Call of Duty brings which other titles don’t is the consistent audience that it has. There is a market of people
that just play Call of Duty titles bucause its Call of Duty. The people who buy games in this manner understand that
they are paying for a game which is made by a huge production team with endless amounts of money to pump into
the game. The game im researching doesn’t have this, and that’s what makes it more unique. Because it doesn’t (or
shouldn’t) have this audience that expects a game to be perfect, it can make radical changes to mechanics, which
would otherwise be expected to be included in games like Call of Duty.
Understanding the amount of money it takes to create a tripple A game is what consumers need to understand.
Producers like Infinaty Ward who made call of duty, have a lot of money to invest into their next title. Whereas
Battle state games (the producer of the game im looking into) only has the investment of the original investers of
the game, as well as merchendice and the most important income; the people who buy the game itself. Unlike
Infinaty ward, battlestate games has not made other titles. The income of which, it could have invested into the
current title they are creating.
Call of Duty Modern Warfare gameplay:
https://www.youtube.com/watch?v=dKpL_h7va4w
Call of duty
https://callofduty.fandom.com/wiki/Call_of_Duty_(series)
• First person shooter created By Infinaty Ward.
• The Call of Duty serise was publised by Acivistion.
• On average, each year has 1 Call of Duty title reslease.
• Only Infinaty Ward and Trayarch had the right to produce Call of
duty titles, but now another developer: Sledgehammer Games has
also recivedthe rights to make Call of Duty titles.
• The first Call of Duty won over eighty game awards of the year in
2003.
• Call of duty 1 was set in world war 2, using authentic guns and
vehicles of the time.
https://callofduty.fandom.com/wiki/Call_of_Duty_(
series)
Among Us
• Among us is a Sci-fi murdue mystory game developed and
produced by innerslouth
• Among Us was innitally realeased on August 18th of 2018.
• It was first released with only 1 map: The skeld. However, in 2019
two more maps were released. The 2nd being Mira HQ and the 3rd
being Polus. Both maps were released around the same time, to
boost the player base.
• You can buy Among Us merchendice on the Innerslouth Website.
To support and Finance the game.
https://among-us.fandom.com/wiki/Among_Us
Hearts of Iron 4:
• Hearts of Iron 4 was the 4th itteration of the Hearts of Iron titles. It
was released on June 6th of 2016 by the developers Paradox.
• Hearts of Iron is a World war 2 grand stratergy title, focusing on the
build up and devastation which was the second world war.
• Hearts of Iron 4 is the 4th game of the hearts of Iron title. The first
being released by Paradox in late 2002.
• The first development diary for hearts or iron 4 was on Febuary the
4th of 2014 by the project leader of the game: Dan Lind.
• Development diarys kept being released until the final release of
the game.
• Development diarys are still continuing for Hearts of Iron 4 to this
day.
https://hoi4.paradoxwikis.com/Hearts_of_Iron_4_
Wiki
https://heartsofiron.fandom.com/wiki/Hearts_
of_Iron_IV
https://forum.paradoxplaza.com/forum/threads/hearts-of-iron-iv-
development-diary-1-our-vision.754427/
Spotify
• Spotify was launched in 2008 in response to the priacy problems
the music indestry was experienceing in the early 2000's.
• It innitally launched as a small business venture in stockholm.
• Spotify offered a free steaming service, hoping that people using
the service might buy the £10 a month subscription.
• If you were using the free service, adds would play between tracks.
• Spotify is used in 61 countries by 159 million people.
• It host a whopping 35 million independent songs on the streaming
service.
https://www.bbc.co.uk/news/newsbeat-43240886
Steam
https://www.quora.com/What-is-the-story-of-STEAM-The-biggest-gaming-platform-in-the-world
• Steam was initially created to host servers for the developers:
Valve.
• Valve then used steam for anti pirating purposes. So that people
wouldn’t steal their games
• Steam was also used for anti cheat in game as well.
• Valve approached multiple companies to set up steam with
them. But the offers were turned down.
• Steam began development in 2002.
• It was fully released in 2003.
Research summary:
• Referencing key stages of development.
• How the audience perceived changes.
• Breaking up points with images/title cards.
• Adding other information to give the reader further understanding of what my point it.
• Capturing the audience of new and experienced players (both markets)
• Not to just cave to one type of reader, for example the retro gamer, because it will push away other potential
readers.
• Quoting other players or maybe even developers.
Bibliography:
Anon (2020). Retro Gamer Magazine - Playing with Super Power. UK: Future PLC. ..
Anon (2020). Retro Gamer Magazine - the Book of Mario. UK: Future PLC. ..
Anon (2020). World of Warcraft - Shadowlands. UK: Future PLC. ..
Anon. (2018). The movement system on this game isn’t that good. Available:
https://www.reddit.com/r/Infinitewarfare/comments/7zjk1t/the_movement_system_on_this_game_isnt_that_goo
d/ . Last accessed 25/09/2020.
IGN. (2017). Project CARS 2 Review. Available: https://www.youtube.com/watch?v=XksuuEgqubo&t=10s . Last
accessed 25/09/2020.
theScore Esports. (2018). The Story of Call of Duty. Available:
https://www.youtube.com/watch?v=rzaFhebgabI&feature=youtu.be . Last accessed 25/09/2020.

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Factual research pro forma

  • 2. "The Story of Call of Duty" - theScore Esports The documentary by theScore Esports is about the development from the first games of the fps genre, to the most recent game at the time (2018) which was Call of Duty Black ops 4. 25 games up until this point have been released under the Call of Duty title. The documentary covers the main changes in the development of the player base, development changes and the 3rd party Esport events that took place with the Call of duty title. The Subjects that the documentary covers: • The introduction of the Call of Duty genre • Call of Duty's rivalry between Activation and Infinity Ward developers. • The release of online multiplayer CoD, and how it created a more competitive game and not just a player vs environment experience. • Creating an Esports league. • Exposing Call of Duty to the internet through Youtube and other streaming platforms. • How Esports teams advertised their brand and skills. • Other Esport teams step into the competitive market as well as the rivalry between Esports team Optic gaming and FaZe Clan. • The divide between conventional movement compared to more advanced 3D movement. • Call of Duty's shift from ordinary team deathmatch game modes to expanding into the Battleroyal genre. • Making CoD more 'stream able' game. From the points that the documentory by theScore Esports brung up, it summed up a consistent theme of Call of Duty changing its game to suit the demand of their player base. But not always intentionally. Being made in 2018. This documentory was probbaly created using the programm adobe premire pro. A video editing software with plenty of potential to add and control different transitions and edits. You can see this in many parts of the video. For example from https://youtu.be/rzaFhebgabI?t=245 4:05 seconds to 4:18 seconds where the video is illustrating the court battle between activation and Infinity ward. Context, style, techniques, content. TheScore Esports uses modern techniques to Illustrate the development of Call of Duty and the different eras it went through to be the game it is today. The content it includes in its short development documentary is created to give an idea to provide context to an outside viewer. Someone who hasn't played any of the Call of Duty titles should understand the reward players get from Fps games like the Call of Duty franchise Call of duty. Link it back to your project. Why are you looking at this? What are you learning from it? How will it affect your project? Call of Duty is a well known franchise, and because of this many people know the brand and understand the topics that theScore Esports coverd. This is not the case with Escape from tarkov which is what im covering. What I can learn from watching what theScore Esports covered is that any game/ brand goes through many shifts in playerbase, media coverage and development. It is key to nail all the stages of production and political developments which all impact how the next game in the franchise is produced. Mainly what I want to take away from this video, is that theScore Esport doesn’t stick heavily to 1 point. One thing I would like to mention, is that the video didn’t cover all the key points in my opinion. Mainly the hard dislike of the new movement mechanics, which Call of Duty called "advanced movement." I link back to this discussion on reddit between players, who disagree that the movement feels "too heavy" and "slow paced." But as you can see in the discussion; there are still people with their own opinions of the movement. https://www.reddit.com/r/Infinitewarfare/comments/7zjk1t/the_movement_system_on_this_game_isnt_that_good/ https://www.youtube.com/watch?v=rzaFhebgabI&feature=youtu.be 3:36 – clash between developers. 11:11 Faze/Optic Rivalry https://www.reddit.com/r/Infinitewarfare/comments/7zjk1t/the_moveme nt_system_on_this_game_isnt_that_good/
  • 3. "Project CARS 2 Review – Victory Lane" - IGN by Luke Reilly IGN reviews the positive aspects that project cars 2 improved on from the previous game. The first thing to stand out to me in this review is the sound design. I enjoy the rock style music in the background, which has its voloum increased as the title card is shown. To emphasise the game and review that is taking place. Next I noticed the language used reflects the review taking place. The new handling is "tour-de-force" in reference to the biking championship; tour-de-france with the competitive racing of the series in mind. "the sensation of grip is traffic." From the first project cars, IGN listed many of the improments made by the developers Slightly Mad studios. From the handling of the cars to the audio used in the second game. Each topic is segmented in similar ways, with a beginning title card for each subject. Followed by gameplay, illistraighting what the narrator is talking about. Providing context to the narration is key for the viewer to understand the points that are brung up. For example at 0:45 the narrator talks about the improvements in handling and it is shown to the viewer by displaying parts of tracks which are handling intensive. When I make my own project, it is key to illistraight the points I bring up for the reader/viewer. I can do this in multiple ways, but from the examples in this video, I can use images/clips of the game I'm talking about. When I create my project, I want to take away how this example used content to add furthur information as well as the narrators' voice. For example at 4:22 where the video talks about the sound design of the game. The viewer is shown gameplay of someone driving a car with no narration. This is to emphasize the point that the narrator was making about the sound design. The last thing to note is the colours IGN used in the review. They used a colour scheme that represented the brand of IGN; a red background with white font. These bold and complementing title cards, break up each point that the narrator talks about. Otherwise, the narrator would go from one point tot the next with no context like a title card. https://www.youtube.com/watch?v=XksuuEgqubo&t=10s
  • 4. PC Gamer's - world of warcraft The magazine PC Gamer is a well know magazine in the gaming world. It publishes magazines 13 times a year. And this is reflective of the gaming market. It updates is website more often, but the magazine itself, contains information of that period and in this example; its about the major update that world of warcraft released this year. But the magazines also includes other information about other games. Mainly, this magazine is about the large content update that world of warcraft released, so the magazines is themed around this central event. Page 4 and 5 contains a double page spread which talks about the new content added into the world of warcraft update. What to note is the image used is from the new content release. So PC Gamer is showing the reader the new content. Its not gameplay but its still a teaser is the reader hasn’t played it themselves. However, if the reader has already played the new content, this page can be perceived as PC Gamers opinion of the new content. Its key to understand who your writing for, and on pages 4-5, PC Gamer has thought of the different people who could read this page and created an interesting read for both groups. When I talk about my project, I want to talk from an independent but established point of view. I want to hopeful capture the attention of new and experienced players. As well as the people who haven't even played the game before. Inspiring each group to either perceive the game in a brighter light, or to understand the game at all. The challenge is going to be writing for all groups. To make it an interesting read for the people who know everything about the game, and making it an easy enough read for the people who haven't even touched a PC before. https://issuu.com/futurepu blishing/docs/pcg349.issuu
  • 5. Retro GAMER This magazine is for the market of people who want to play older game which they played as a child. It plays to the nostalgia that people get when playing games which they did as a child. The magazine continues a retro style which can be found in older game. On the double page spread, the magazine uses a pixel art style across both pages, as well as using pixilated fonts. The retro theme appeals to the audience that the magazine is writing to. To people who are looking to find older game on older consoles. I might add, the text with content across the whole magazine is rather small and unreadable. If I was the publisher, I would shorten down the amount of text per page, and increase the font size. The colours used are in reference to older games, with bright reds, greens and yellows. Using these colors, the magazine can not only make their magazine stand out, but it can also ponder to the audience's appeal of retro colour schemes. However this market is rather small. I must also keep in mind the small text seen across the 2 double page spreads. The text is barely readable, so what I need to do, Is not approach the same size, to avoid making an unreadable magazine, because that would be rather ironic to publish. https://issuu.com/futurepublishing/docs/ret211.issuu
  • 6. "the Book of Mario" A magazine about super Mario is aimed at people who have played the game in the past. This issue was published on September 3rd of 2020, nearly 35 years after the first Mario was released. This is because it wasn't to reflect on the game, and not advertise it to more people. If it wanted to attract a newer audience, looking to play a newer game, then this issue wouldn’t have Mario as its main theme. I enjoy the many uses of layering. To create the effect of Mario popping off the page. On the front cover, Mario's arms are above the layers of the champion symbol behind him. As well as his hat above the title. This shows that his layer is above the 2 others listed, and it brings Mario out from the page. On both double page spreads, the magazine references the past, and how Mario effected peoples lives. The magazine shows this by quoting 5-6 people who all spoke of Mario impacting their lives. When I look at my project, I might want to include other peoples quotes, not its not just me, the narrator lecturing the reader. Otherwise my magazine might come out pretentious and prolonged. https://issuu.com/futurepublishing/docs/gab3041.issuu
  • 8. Call of duty, modern warfare: Call of duty has recently heavily invested into the battle royal gamemode, by relesing a free to play game: Call of Duty Modurn Warfare, battle royal. It's not to be confused with the multiplayer, which you have to pay for. The battle royal is free and acessable to anyone who can run it. Call of Duty Modurn Warfare takes on a similar style of buildings when it comes to what I want to reasearch. Having a mainstream title like Call of Duty take on an apocalyptic themed game shows that the market of players is shifting from futuristic styles to a post war style. Some titles that took on the futuristic style are: apex legends, call of duty black ops 3 & 4 as well as titan fall 2. these games were all released about 2 – 3 years ago, when consumers where more leaning towards the futuristic styles of games. But now the market is more leaning towards more modurn day, war ridden countrys; games have taken a style of broken and hijacked buildings. Call of duty is a mainstream title which my generation has grown up around, creating memerable games like; Call of Duty Black ops 1 and Call of Duty Modurn Warfare (the first one, not to be confused with the current title). For a mainstream title to be delving into more survival-based gameplay shows that the market is moving from the basic multiplayer matches that were popular in the past, to more hardcore survivle themed games like what im researching. What Call of Duty brings which other titles don’t is the consistent audience that it has. There is a market of people that just play Call of Duty titles bucause its Call of Duty. The people who buy games in this manner understand that they are paying for a game which is made by a huge production team with endless amounts of money to pump into the game. The game im researching doesn’t have this, and that’s what makes it more unique. Because it doesn’t (or shouldn’t) have this audience that expects a game to be perfect, it can make radical changes to mechanics, which would otherwise be expected to be included in games like Call of Duty. Understanding the amount of money it takes to create a tripple A game is what consumers need to understand. Producers like Infinaty Ward who made call of duty, have a lot of money to invest into their next title. Whereas Battle state games (the producer of the game im looking into) only has the investment of the original investers of the game, as well as merchendice and the most important income; the people who buy the game itself. Unlike Infinaty ward, battlestate games has not made other titles. The income of which, it could have invested into the current title they are creating. Call of Duty Modern Warfare gameplay: https://www.youtube.com/watch?v=dKpL_h7va4w
  • 9. Call of duty https://callofduty.fandom.com/wiki/Call_of_Duty_(series) • First person shooter created By Infinaty Ward. • The Call of Duty serise was publised by Acivistion. • On average, each year has 1 Call of Duty title reslease. • Only Infinaty Ward and Trayarch had the right to produce Call of duty titles, but now another developer: Sledgehammer Games has also recivedthe rights to make Call of Duty titles. • The first Call of Duty won over eighty game awards of the year in 2003. • Call of duty 1 was set in world war 2, using authentic guns and vehicles of the time. https://callofduty.fandom.com/wiki/Call_of_Duty_( series)
  • 10. Among Us • Among us is a Sci-fi murdue mystory game developed and produced by innerslouth • Among Us was innitally realeased on August 18th of 2018. • It was first released with only 1 map: The skeld. However, in 2019 two more maps were released. The 2nd being Mira HQ and the 3rd being Polus. Both maps were released around the same time, to boost the player base. • You can buy Among Us merchendice on the Innerslouth Website. To support and Finance the game. https://among-us.fandom.com/wiki/Among_Us
  • 11. Hearts of Iron 4: • Hearts of Iron 4 was the 4th itteration of the Hearts of Iron titles. It was released on June 6th of 2016 by the developers Paradox. • Hearts of Iron is a World war 2 grand stratergy title, focusing on the build up and devastation which was the second world war. • Hearts of Iron 4 is the 4th game of the hearts of Iron title. The first being released by Paradox in late 2002. • The first development diary for hearts or iron 4 was on Febuary the 4th of 2014 by the project leader of the game: Dan Lind. • Development diarys kept being released until the final release of the game. • Development diarys are still continuing for Hearts of Iron 4 to this day. https://hoi4.paradoxwikis.com/Hearts_of_Iron_4_ Wiki https://heartsofiron.fandom.com/wiki/Hearts_ of_Iron_IV https://forum.paradoxplaza.com/forum/threads/hearts-of-iron-iv- development-diary-1-our-vision.754427/
  • 12. Spotify • Spotify was launched in 2008 in response to the priacy problems the music indestry was experienceing in the early 2000's. • It innitally launched as a small business venture in stockholm. • Spotify offered a free steaming service, hoping that people using the service might buy the £10 a month subscription. • If you were using the free service, adds would play between tracks. • Spotify is used in 61 countries by 159 million people. • It host a whopping 35 million independent songs on the streaming service. https://www.bbc.co.uk/news/newsbeat-43240886
  • 13. Steam https://www.quora.com/What-is-the-story-of-STEAM-The-biggest-gaming-platform-in-the-world • Steam was initially created to host servers for the developers: Valve. • Valve then used steam for anti pirating purposes. So that people wouldn’t steal their games • Steam was also used for anti cheat in game as well. • Valve approached multiple companies to set up steam with them. But the offers were turned down. • Steam began development in 2002. • It was fully released in 2003.
  • 14. Research summary: • Referencing key stages of development. • How the audience perceived changes. • Breaking up points with images/title cards. • Adding other information to give the reader further understanding of what my point it. • Capturing the audience of new and experienced players (both markets) • Not to just cave to one type of reader, for example the retro gamer, because it will push away other potential readers. • Quoting other players or maybe even developers.
  • 15. Bibliography: Anon (2020). Retro Gamer Magazine - Playing with Super Power. UK: Future PLC. .. Anon (2020). Retro Gamer Magazine - the Book of Mario. UK: Future PLC. .. Anon (2020). World of Warcraft - Shadowlands. UK: Future PLC. .. Anon. (2018). The movement system on this game isn’t that good. Available: https://www.reddit.com/r/Infinitewarfare/comments/7zjk1t/the_movement_system_on_this_game_isnt_that_goo d/ . Last accessed 25/09/2020. IGN. (2017). Project CARS 2 Review. Available: https://www.youtube.com/watch?v=XksuuEgqubo&t=10s . Last accessed 25/09/2020. theScore Esports. (2018). The Story of Call of Duty. Available: https://www.youtube.com/watch?v=rzaFhebgabI&feature=youtu.be . Last accessed 25/09/2020.

Notas del editor

  1. Context affects what is produced, how it is produced and who can produce it. Technology is part of the context. Early fanzines were hand made because there was no InDesign or Photoshop. Web-series simply didn’t existing because the web didn’t exist. People who don’t have access to jobs in mainstream media, to become journalists or editors, might produce work independently of that system. People who don’t see themselves or their interests being represented in main stream media, might produce something that represents them or their social group. The political situation will influence what someone decides to make. The cultural situation will influence what people make. Every media text is a product of its environment, just like people. Style: The way in which something is said, done, expressed, or performed. The combination of distinctive features of literary or artistic expression, execution, or performance  characterizing a particular person, group, school, or era. For example, a podcast could be two people talking, it could be interviews and a voice over, it could just be a recording of a teaching session… how it is done, is the style. Techniques: How are these things being made? What methods are being used? Find out and also use your own experience. For example, is a fanzine being hand written or word processed? How do people making a web series set up their shooting spaces? The more you can find out about technique, the more you can get ideas for your own work. Content: The material, including text and images, that constitutes a publication or document. What is actually in this product? Break it down. Is it interviews, monologues, reviews, instructions… Identify the different types of content in the items you research, to help your own ideas.
  2. Context affects what is produced, how it is produced and who can produce it. Technology is part of the context. Early fanzines were hand made because there was no InDesign or Photoshop. Web-series simply didn’t existing because the web didn’t exist. People who don’t have access to jobs in mainstream media, to become journalists or editors, might produce work independently of that system. People who don’t see themselves or their interests being represented in main stream media, might produce something that represents them or their social group. The political situation will influence what someone decides to make. The cultural situation will influence what people make. Every media text is a product of its environment, just like people. Style: The way in which something is said, done, expressed, or performed. The combination of distinctive features of literary or artistic expression, execution, or performance  characterizing a particular person, group, school, or era. For example, a podcast could be two people talking, it could be interviews and a voice over, it could just be a recording of a teaching session… how it is done, is the style. Techniques: How are these things being made? What methods are being used? Find out and also use your own experience. For example, is a fanzine being hand written or word processed? How do people making a web series set up their shooting spaces? The more you can find out about technique, the more you can get ideas for your own work. Content: The material, including text and images, that constitutes a publication or document. What is actually in this product? Break it down. Is it interviews, monologues, reviews, instructions… Identify the different types of content in the items you research, to help your own ideas.
  3. Context affects what is produced, how it is produced and who can produce it. Technology is part of the context. Early fanzines were hand made because there was no InDesign or Photoshop. Web-series simply didn’t existing because the web didn’t exist. People who don’t have access to jobs in mainstream media, to become journalists or editors, might produce work independently of that system. People who don’t see themselves or their interests being represented in main stream media, might produce something that represents them or their social group. The political situation will influence what someone decides to make. The cultural situation will influence what people make. Every media text is a product of its environment, just like people. Style: The way in which something is said, done, expressed, or performed. The combination of distinctive features of literary or artistic expression, execution, or performance  characterizing a particular person, group, school, or era. For example, a podcast could be two people talking, it could be interviews and a voice over, it could just be a recording of a teaching session… how it is done, is the style. Techniques: How are these things being made? What methods are being used? Find out and also use your own experience. For example, is a fanzine being hand written or word processed? How do people making a web series set up their shooting spaces? The more you can find out about technique, the more you can get ideas for your own work. Content: The material, including text and images, that constitutes a publication or document. What is actually in this product? Break it down. Is it interviews, monologues, reviews, instructions… Identify the different types of content in the items you research, to help your own ideas.
  4. Context affects what is produced, how it is produced and who can produce it. Technology is part of the context. Early fanzines were hand made because there was no InDesign or Photoshop. Web-series simply didn’t existing because the web didn’t exist. People who don’t have access to jobs in mainstream media, to become journalists or editors, might produce work independently of that system. People who don’t see themselves or their interests being represented in main stream media, might produce something that represents them or their social group. The political situation will influence what someone decides to make. The cultural situation will influence what people make. Every media text is a product of its environment, just like people. Style: The way in which something is said, done, expressed, or performed. The combination of distinctive features of literary or artistic expression, execution, or performance  characterizing a particular person, group, school, or era. For example, a podcast could be two people talking, it could be interviews and a voice over, it could just be a recording of a teaching session… how it is done, is the style. Techniques: How are these things being made? What methods are being used? Find out and also use your own experience. For example, is a fanzine being hand written or word processed? How do people making a web series set up their shooting spaces? The more you can find out about technique, the more you can get ideas for your own work. Content: The material, including text and images, that constitutes a publication or document. What is actually in this product? Break it down. Is it interviews, monologues, reviews, instructions… Identify the different types of content in the items you research, to help your own ideas.
  5. Context affects what is produced, how it is produced and who can produce it. Technology is part of the context. Early fanzines were hand made because there was no InDesign or Photoshop. Web-series simply didn’t existing because the web didn’t exist. People who don’t have access to jobs in mainstream media, to become journalists or editors, might produce work independently of that system. People who don’t see themselves or their interests being represented in main stream media, might produce something that represents them or their social group. The political situation will influence what someone decides to make. The cultural situation will influence what people make. Every media text is a product of its environment, just like people. Style: The way in which something is said, done, expressed, or performed. The combination of distinctive features of literary or artistic expression, execution, or performance  characterizing a particular person, group, school, or era. For example, a podcast could be two people talking, it could be interviews and a voice over, it could just be a recording of a teaching session… how it is done, is the style. Techniques: How are these things being made? What methods are being used? Find out and also use your own experience. For example, is a fanzine being hand written or word processed? How do people making a web series set up their shooting spaces? The more you can find out about technique, the more you can get ideas for your own work. Content: The material, including text and images, that constitutes a publication or document. What is actually in this product? Break it down. Is it interviews, monologues, reviews, instructions… Identify the different types of content in the items you research, to help your own ideas.
  6. Context affects what is produced, how it is produced and who can produce it. Technology is part of the context. Early fanzines were hand made because there was no InDesign or Photoshop. Web-series simply didn’t existing because the web didn’t exist. People who don’t have access to jobs in mainstream media, to become journalists or editors, might produce work independently of that system. People who don’t see themselves or their interests being represented in main stream media, might produce something that represents them or their social group. The political situation will influence what someone decides to make. The cultural situation will influence what people make. Every media text is a product of its environment, just like people. Style: The way in which something is said, done, expressed, or performed. The combination of distinctive features of literary or artistic expression, execution, or performance  characterizing a particular person, group, school, or era. For example, a podcast could be two people talking, it could be interviews and a voice over, it could just be a recording of a teaching session… how it is done, is the style. Techniques: How are these things being made? What methods are being used? Find out and also use your own experience. For example, is a fanzine being hand written or word processed? How do people making a web series set up their shooting spaces? The more you can find out about technique, the more you can get ideas for your own work. Content: The material, including text and images, that constitutes a publication or document. What is actually in this product? Break it down. Is it interviews, monologues, reviews, instructions… Identify the different types of content in the items you research, to help your own ideas.
  7. Context affects what is produced, how it is produced and who can produce it. Technology is part of the context. Early fanzines were hand made because there was no InDesign or Photoshop. Web-series simply didn’t existing because the web didn’t exist. People who don’t have access to jobs in mainstream media, to become journalists or editors, might produce work independently of that system. People who don’t see themselves or their interests being represented in main stream media, might produce something that represents them or their social group. The political situation will influence what someone decides to make. The cultural situation will influence what people make. Every media text is a product of its environment, just like people. Style: The way in which something is said, done, expressed, or performed. The combination of distinctive features of literary or artistic expression, execution, or performance  characterizing a particular person, group, school, or era. For example, a podcast could be two people talking, it could be interviews and a voice over, it could just be a recording of a teaching session… how it is done, is the style. Techniques: How are these things being made? What methods are being used? Find out and also use your own experience. For example, is a fanzine being hand written or word processed? How do people making a web series set up their shooting spaces? The more you can find out about technique, the more you can get ideas for your own work. Content: The material, including text and images, that constitutes a publication or document. What is actually in this product? Break it down. Is it interviews, monologues, reviews, instructions… Identify the different types of content in the items you research, to help your own ideas.
  8. Context affects what is produced, how it is produced and who can produce it. Technology is part of the context. Early fanzines were hand made because there was no InDesign or Photoshop. Web-series simply didn’t existing because the web didn’t exist. People who don’t have access to jobs in mainstream media, to become journalists or editors, might produce work independently of that system. People who don’t see themselves or their interests being represented in main stream media, might produce something that represents them or their social group. The political situation will influence what someone decides to make. The cultural situation will influence what people make. Every media text is a product of its environment, just like people. Style: The way in which something is said, done, expressed, or performed. The combination of distinctive features of literary or artistic expression, execution, or performance  characterizing a particular person, group, school, or era. For example, a podcast could be two people talking, it could be interviews and a voice over, it could just be a recording of a teaching session… how it is done, is the style. Techniques: How are these things being made? What methods are being used? Find out and also use your own experience. For example, is a fanzine being hand written or word processed? How do people making a web series set up their shooting spaces? The more you can find out about technique, the more you can get ideas for your own work. Content: The material, including text and images, that constitutes a publication or document. What is actually in this product? Break it down. Is it interviews, monologues, reviews, instructions… Identify the different types of content in the items you research, to help your own ideas.
  9. Context affects what is produced, how it is produced and who can produce it. Technology is part of the context. Early fanzines were hand made because there was no InDesign or Photoshop. Web-series simply didn’t existing because the web didn’t exist. People who don’t have access to jobs in mainstream media, to become journalists or editors, might produce work independently of that system. People who don’t see themselves or their interests being represented in main stream media, might produce something that represents them or their social group. The political situation will influence what someone decides to make. The cultural situation will influence what people make. Every media text is a product of its environment, just like people. Style: The way in which something is said, done, expressed, or performed. The combination of distinctive features of literary or artistic expression, execution, or performance  characterizing a particular person, group, school, or era. For example, a podcast could be two people talking, it could be interviews and a voice over, it could just be a recording of a teaching session… how it is done, is the style. Techniques: How are these things being made? What methods are being used? Find out and also use your own experience. For example, is a fanzine being hand written or word processed? How do people making a web series set up their shooting spaces? The more you can find out about technique, the more you can get ideas for your own work. Content: The material, including text and images, that constitutes a publication or document. What is actually in this product? Break it down. Is it interviews, monologues, reviews, instructions… Identify the different types of content in the items you research, to help your own ideas.
  10. Context affects what is produced, how it is produced and who can produce it. Technology is part of the context. Early fanzines were hand made because there was no InDesign or Photoshop. Web-series simply didn’t existing because the web didn’t exist. People who don’t have access to jobs in mainstream media, to become journalists or editors, might produce work independently of that system. People who don’t see themselves or their interests being represented in main stream media, might produce something that represents them or their social group. The political situation will influence what someone decides to make. The cultural situation will influence what people make. Every media text is a product of its environment, just like people. Style: The way in which something is said, done, expressed, or performed. The combination of distinctive features of literary or artistic expression, execution, or performance  characterizing a particular person, group, school, or era. For example, a podcast could be two people talking, it could be interviews and a voice over, it could just be a recording of a teaching session… how it is done, is the style. Techniques: How are these things being made? What methods are being used? Find out and also use your own experience. For example, is a fanzine being hand written or word processed? How do people making a web series set up their shooting spaces? The more you can find out about technique, the more you can get ideas for your own work. Content: The material, including text and images, that constitutes a publication or document. What is actually in this product? Break it down. Is it interviews, monologues, reviews, instructions… Identify the different types of content in the items you research, to help your own ideas.
  11. Context affects what is produced, how it is produced and who can produce it. Technology is part of the context. Early fanzines were hand made because there was no InDesign or Photoshop. Web-series simply didn’t existing because the web didn’t exist. People who don’t have access to jobs in mainstream media, to become journalists or editors, might produce work independently of that system. People who don’t see themselves or their interests being represented in main stream media, might produce something that represents them or their social group. The political situation will influence what someone decides to make. The cultural situation will influence what people make. Every media text is a product of its environment, just like people. Style: The way in which something is said, done, expressed, or performed. The combination of distinctive features of literary or artistic expression, execution, or performance  characterizing a particular person, group, school, or era. For example, a podcast could be two people talking, it could be interviews and a voice over, it could just be a recording of a teaching session… how it is done, is the style. Techniques: How are these things being made? What methods are being used? Find out and also use your own experience. For example, is a fanzine being hand written or word processed? How do people making a web series set up their shooting spaces? The more you can find out about technique, the more you can get ideas for your own work. Content: The material, including text and images, that constitutes a publication or document. What is actually in this product? Break it down. Is it interviews, monologues, reviews, instructions… Identify the different types of content in the items you research, to help your own ideas.
  12. Write down a summary of the key things you have learned in this research, that will help you with your project. Short sentences and bullet points are acceptable.
  13. Harvard Referenced and in alphabetical order.