SlideShare una empresa de Scribd logo
1 de 19
Research
Fraser Hardwick
Existing Product
Syndicate was a game introduced in 1993.
where you played as a cybernetic squad that
is tasked with certain missions. Every mission
will increases your skill as well as allow you to
get new gear.
They went for a cyber punk theme with
tactical elements such as character
customization and skills that will help you
complete further missions.
The studio is “bullfrog studios” that was
based in the UK and was closed in 2001.
The music was an 8 bit techno punk themed
soundtrack that was later remastered in 2012
for the release of its rebirth title.
The reason this game was developed because
the fallout franchise had made a lot out of
there release and was there to fill that time
period in the market that was made when
this game launched.
The audience apple at the time was story
based games with lots of content. Although it
may look like a game for cyber punks that’s
really a smaller leaf on the tree of the game
as a whole.
Existing Product
Rainbow 6 siege is a Fps with an option of a spectator mode
where it changes the game entirely giving a new
perspective. And this is the perspective I want for my game
if I where to make a tactical top down simulation game. This
is a mode where you don’t play the game but merely
spectate a game that going on. You can watch a player in 1st
person or switch to the birds eye mode anytime that you
feel that you want to.you can not change the game in
anyway and only see what there doing. Where you see
where you breach and plan routes of attack.
The loadout menu is something I want to take out of this as
well making sure that every game can be different due to
the types of gear and game combinations you can come up
with. This means games will feel fresher and suit a play style
of your choice.
As well as and idea of scouting a room ahead and then
breaching in causing enemy's to panic and divert there
attention during combat.
Also the idea of a hostage scenario where you have to save
them and try not kill them in the process of a high caliber
gun fight.
The tone of the game is serious with lack of music and tense
gunfights where one well placed shot can kill you.
The lighting of the game is really based on what map you
play at what point. Every map has a night and day time raid
mode. Where attackers must push upon an objective with
the lack of light and scenery it brings with it.
The audience I tames to is the team playing simulation type.
With communication being key in a successful game.
Existing Product
SWAT 4 like siege is an FPS game based round
real world scenarios. Although in saying this
they ad in elements that create realism. Such
as the ability to shout “police put your gun
down” to make hostiles surrender instead of
fight. What I like about this is that it forces the
player to use non leather options and give a
large variety of options to do so.
Making lethal force a final option in a situation.
With your loadouts effecting the way in witch
you play the game. Having each bit of
equipment able to aid you as well as stats for it
so you can compare what maybe most
effective.
The gameplay is realistic so would step into the
same genre as the rainbow 6 games.
With the tactical aspects and teamwork.
Making the game suit a more mature audience.
That’s aimed at 18+ due to difficulty.
Existing ProductIts a RTS game developed and published by
KillHouse Games. The game was released for
Microsoft windows on October 20, 2014, and later
for the Ipad and Andriod on June 24, 2015
Kill House games was developed in 2012 and
unfortunately I was not shown an area in witch
the company was based.
Although looking at the themes it’s the closed
thing I want to my product with a top down view
of the map clearing out any hostiles in the area.
Main differences from my game compared.
They also made a platformer called “door kickers
action squad” now looking at it is a really good
way to make a plat former game in a tactical
aspect.
With both look and feel of both games being dark
and gritty with a theme that the game isn't really
family friendly and should be taken seriously.
With actions have consequences and in action
squad being able to shoot a hostage is a key
changing point in the combat. Making sure that
the gameplay is what comes 1st and how a
situation plays out.
Why people may want to buy it is that it’s a side
scrolling tactical shooter that hasn’t really ever
been done. As well as it being co-op that’s a key
thing to have nower days.
Research Analysis
• What common features do the researched products have?
• Most common features they all share are they are shooting type games
where the task involves eliminating targets or securing something. With a
lot of the main score from doing certain tasks or unlocking new content/
weapons for putting time into the game. As well as the psychographic
these people may fall into are the Achiever category mainly because of the
satisfaction of completing a hard objective. Or a belonger due to the team
play and listening aspect you need for each.
• What aspects of the research will you include within your on work?
• I want to try brig that tactical modern aspect we have for most of
them as well as a feeling that the planning fase will be the key part
of the game therefor repetitive trial an error tactics are
recommended. And maybe I will change my plan from a top down
to a side scroller because looking at the game (door kickers action
squad) it really made me re consider my approach to the game.
Interviews
Interview 1
• What this is is a video describing what you can
do on the game and a live 1st reaction to it
with one of the developers of the game.
• asking questions to them whilst they play.
https://www.youtube.com/watch?v=8mfreZwjE4c
Interview 1
• Observation:
– it was done in a layed back environment where both
people seemed confatable. In a game room just
playing the game side by side.
• What this says about my audience:
– That its going to be a heavily co-op game where you
an have abit of fun while playing it.
• How will your product appeal to this audience:
– Make Co-op an option for playing the game so people
can have fun playing it together than just alone.
Interview 2
Interview 2
• Observation:
– What were looking at is an eviloution in a game where it
started really and how its become one of the highest
grossing games this year. Talking about how its grown and
become so special.
• What this says about my audience:
– This says my audience is very loyal and know what they
want therefor a community shaping a game.
• How will your product appeal to this audience:
– I want the community to shape the game long term being
able to insert assets into the game. Or having options in
the menu so the game can be customized to there liking.
Questionnaires (Primary) 1
• What time era of tec / weapons would you prefer to see in a tactical shooter type game and why
(past, modern, future) ?
• I would prefer to see the tech/weapons to be set in the future. This is because I think it would give
the creator the least creative restrictions, as in no boundaries. This would give the creator a chance
to really use their imagination to create something that’s not been seen before and make their
game really unique.
• If you could design a character in a video game with special ability's what would they be and how
would these aid the player in combat?
• I would design my character to have the ability to go invisible. I think this would be a useful skill in
both combat and stealth. It would give them opportunities to look around and explore areas that
they wouldn’t have been able to if they could be seen.
• What's your view on a full multiplayer game?
• I personally don’t like multiplayer games, I would much prefer to play single player. However I do
think this is because I’m not experienced in playing games and would feel as though I would be
holding the ‘team’ back. Maybe if I had more skill in playing video games I would prefer to play
multiplayer.
Observation
• What it says about my audience:
– That they want to see innovative combat and
something new and risky by a developer, and making
as risk of having a future setting with tec and ability's
that are down to me to innovate in.
• How will I make it to suit them:
– Looking at most of these games / interviews I feel
multiplayer isn't the best bet although I could see a
co-op mode working out really well next to a single
player expernce.
Questionnaires (Primary) 2
• What era of tec / weapons would you prefer to see in a tactical shooter type game and why (past,
modern, future) ?
• I prefer a modern/past time era because you can relate more to the game as the events the game is
based on have happened or are happening.
• If you could design a character in a video game with special ability's what would they be and how
would these aid the player in combat?
• A special ability that I would find useful is a healing ability where the player can heal to a certain
amount of health over a certain amount of time. When playing games, I find that health
regeneration can sometimes be slow so if the player has the control to heal themselves then the
game would be more fast paced.
• What's your view on a full multiplayer game?
• It depends what the concept is. I think that having a multiplayer game would be great but some
player like to take a break from multiplayer as it can be quite frustrating after a while. If multiplayer
was the only mode and the player is easily frustrated then the game wouldn’t last long for that
particular person.
Observation
• What it says about my audience:
– A full multiplayer game can get frustrating and
that I should focus on gameplay most with a
modern era where I could get more realistic feel
to it.
• How will I make it to suit them:
– The healing ability will make the gamplay slower
and more tactical like I wanted to so will make a
fine addition to the game as a whole
Questionnaires (Primary) 3
• What era of tec / weapons would you prefer to see in a tactical shooter type game and
why (past, modern, future) ?
– I would personally like to see the game set in the Modern/Near Future, as whilst there would be some
restrictions on how creative it can be, at the same time by putting it in the near future there can still
be enough significant development that there can be some creative concepts added into the game.
• If you could design a character in a video game with special ability's what would they be
and how would these aid the player in combat?
– An ability that could be useful would be something like a shield that they could use to protect
themselves if they are in an open area, or if they have to push through a wave of enemies, as not only
would this help to reduce some of the possible damage taken, but it can also make for some
interesting level design with the mechanic.
• What's your view on a full multiplayer game?
– It honestly depends on what the players are like, as a game that looks and plays amazing can easily be
ruined by a toxic community like Call of Duty and Rainbow Six Siege have been.
Observation
• What it says about my audience:
– The modern genera is popular although the “near future”
aspect sound perfect with the best of both worlds meaning the
ability's can have somewhat of a advanced approach to them
meaning that gameplay will able to be 1st aspect of my game.
The team player with a shield seems to be the type of character
he's going for that is a key part for a good assault on a target
and great for team play.
• How will I make it to suit them:
– Set it in the near future where ability's aren't too fancy but
realistic more. Also that co-op maybe a good aspect because the
ability's mentioned are mainly team based. Although I could
have a team controlled by Ai that you command as well. So the
platform is mine to really play with now.
Bibliography
Bibliography
1. https://en.wikipedia.org/wiki/Syndicate_(video_game)
2. http://noonews.ru/watch/8QwHgTu79Ec/rainbow-six-siege-no-
commentary-stream.html
3. https://www.youtube.com/watch?v=e9g8hflglw0
4. https://www.youtube.com/watch?v=tlob0vEuwoY
5. http://www.mobygames.com/game/windows/swat-
4/screenshots/gameShotId,132061/
6. .... (2014). Door kickers . Available:
https://en.wikipedia.org/wiki/Door_Kickers. Last accessed 23/2/18
7. KillHouse games . (2017 ). door kickers review . Available:
https://www.youtube.com/watch?v=8mfreZwjE4c. Last accessed 23/2/18.
8. Mike Stubbs. (2018). rainbow six Esports . Available:
https://www.redbull.com/sg-en/past-present-future-rainbow-six-esports-
ubisoft. Last accessed 23/2/18 .
9.

Más contenido relacionado

La actualidad más candente

La actualidad más candente (20)

Fmp initial plans
Fmp initial plansFmp initial plans
Fmp initial plans
 
FMP initial plans
FMP initial plansFMP initial plans
FMP initial plans
 
3. research most recent
3. research most recent 3. research most recent
3. research most recent
 
Question one
Question oneQuestion one
Question one
 
Question one
Question oneQuestion one
Question one
 
7. evaluation(3)
7. evaluation(3)7. evaluation(3)
7. evaluation(3)
 
1. case study
1. case study1. case study
1. case study
 
A Short Workshop in Game Design
A Short Workshop in Game DesignA Short Workshop in Game Design
A Short Workshop in Game Design
 
Level design and devlopment part 2 stories and narrative
Level design and devlopment part 2  stories and narrativeLevel design and devlopment part 2  stories and narrative
Level design and devlopment part 2 stories and narrative
 
Question one
Question oneQuestion one
Question one
 
Cs9541 3 Game Development
Cs9541 3  Game DevelopmentCs9541 3  Game Development
Cs9541 3 Game Development
 
8. evaluation
8. evaluation8. evaluation
8. evaluation
 
2. research 2 (2)
2. research 2 (2)2. research 2 (2)
2. research 2 (2)
 
8. evaluation
8. evaluation8. evaluation
8. evaluation
 
2. proposal fmp l3
2. proposal fmp l32. proposal fmp l3
2. proposal fmp l3
 
Game Design Principles and Inspiration
Game Design Principles and InspirationGame Design Principles and Inspiration
Game Design Principles and Inspiration
 
LAFS PREPRO Session 5 - Narrative and World
LAFS PREPRO Session 5 - Narrative and WorldLAFS PREPRO Session 5 - Narrative and World
LAFS PREPRO Session 5 - Narrative and World
 
Game balance part 1
Game balance part 1Game balance part 1
Game balance part 1
 
LAFS PREPRO Session 2 - Game Concepts
LAFS PREPRO Session 2 - Game ConceptsLAFS PREPRO Session 2 - Game Concepts
LAFS PREPRO Session 2 - Game Concepts
 
7. evaluation completed
7. evaluation completed7. evaluation completed
7. evaluation completed
 

Similar a 3. research lvl3 Videogame (20)

FMP Research
FMP ResearchFMP Research
FMP Research
 
3. research
3. research3. research
3. research
 
7. evaluation(2) by jack morton
7. evaluation(2) by jack morton 7. evaluation(2) by jack morton
7. evaluation(2) by jack morton
 
7. evaluation
7. evaluation7. evaluation
7. evaluation
 
3. research
3. research3. research
3. research
 
7. evaluation (hack & slash)
7. evaluation (hack & slash)7. evaluation (hack & slash)
7. evaluation (hack & slash)
 
7. evaluation game
7. evaluation game7. evaluation game
7. evaluation game
 
7. evaluation(2)
7. evaluation(2)7. evaluation(2)
7. evaluation(2)
 
Pod handler(1)
Pod handler(1)Pod handler(1)
Pod handler(1)
 
7. evaluation (interactive)
7. evaluation (interactive)7. evaluation (interactive)
7. evaluation (interactive)
 
7. evaluation
7. evaluation7. evaluation
7. evaluation
 
Unit 4 evaluation
Unit 4 evaluationUnit 4 evaluation
Unit 4 evaluation
 
7. evaluation(gaming)
7. evaluation(gaming)7. evaluation(gaming)
7. evaluation(gaming)
 
Video games
Video gamesVideo games
Video games
 
Gaming documentry for emma and neil
Gaming documentry for emma and neil Gaming documentry for emma and neil
Gaming documentry for emma and neil
 
Universal Design Lessons - Boston Games Forum
Universal Design Lessons - Boston Games ForumUniversal Design Lessons - Boston Games Forum
Universal Design Lessons - Boston Games Forum
 
8. Evaluation
8. Evaluation 8. Evaluation
8. Evaluation
 
2. initial plans (1)
2. initial plans (1)2. initial plans (1)
2. initial plans (1)
 
7. evaluation
7. evaluation7. evaluation
7. evaluation
 
3. research
3. research3. research
3. research
 

Más de Fraser Hardwick

podcast research presintation.pptx
podcast research presintation.pptxpodcast research presintation.pptx
podcast research presintation.pptx
Fraser Hardwick
 

Más de Fraser Hardwick (20)

podcast research presintation.pptx
podcast research presintation.pptxpodcast research presintation.pptx
podcast research presintation.pptx
 
References for collaborative
References for collaborative References for collaborative
References for collaborative
 
Med3293 professional practice task 2
Med3293 professional practice  task 2Med3293 professional practice  task 2
Med3293 professional practice task 2
 
Med3293 professional praqctice task 1
Med3293 professional praqctice   task 1Med3293 professional praqctice   task 1
Med3293 professional praqctice task 1
 
Age UK research
Age UK researchAge UK research
Age UK research
 
All our tomorrows magazine final
All our tomorrows magazine finalAll our tomorrows magazine final
All our tomorrows magazine final
 
List of things to do personal project
List of things to do personal project List of things to do personal project
List of things to do personal project
 
Initial ideas
Initial ideasInitial ideas
Initial ideas
 
Illustrator brief
Illustrator briefIllustrator brief
Illustrator brief
 
UK flooding
UK floodingUK flooding
UK flooding
 
Ugandan knuckles
Ugandan knucklesUgandan knuckles
Ugandan knuckles
 
Screening
ScreeningScreening
Screening
 
application form
application formapplication form
application form
 
Presenting
Presenting Presenting
Presenting
 
Fmp context portfolio
Fmp context portfolioFmp context portfolio
Fmp context portfolio
 
Fmp reserach 2019
Fmp reserach 2019Fmp reserach 2019
Fmp reserach 2019
 
Evaluation fmp 2019
Evaluation fmp 2019Evaluation fmp 2019
Evaluation fmp 2019
 
Fmp 2019 production reflection
Fmp 2019 production reflectionFmp 2019 production reflection
Fmp 2019 production reflection
 
Ual ucas pro forma (progression)
Ual ucas pro forma (progression) Ual ucas pro forma (progression)
Ual ucas pro forma (progression)
 
Crew fmp
Crew fmpCrew fmp
Crew fmp
 

Último

The basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxThe basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptx
heathfieldcps1
 
1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdf
QucHHunhnh
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
QucHHunhnh
 
Beyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactBeyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global Impact
PECB
 

Último (20)

IGNOU MSCCFT and PGDCFT Exam Question Pattern: MCFT003 Counselling and Family...
IGNOU MSCCFT and PGDCFT Exam Question Pattern: MCFT003 Counselling and Family...IGNOU MSCCFT and PGDCFT Exam Question Pattern: MCFT003 Counselling and Family...
IGNOU MSCCFT and PGDCFT Exam Question Pattern: MCFT003 Counselling and Family...
 
Holdier Curriculum Vitae (April 2024).pdf
Holdier Curriculum Vitae (April 2024).pdfHoldier Curriculum Vitae (April 2024).pdf
Holdier Curriculum Vitae (April 2024).pdf
 
Software Engineering Methodologies (overview)
Software Engineering Methodologies (overview)Software Engineering Methodologies (overview)
Software Engineering Methodologies (overview)
 
social pharmacy d-pharm 1st year by Pragati K. Mahajan
social pharmacy d-pharm 1st year by Pragati K. Mahajansocial pharmacy d-pharm 1st year by Pragati K. Mahajan
social pharmacy d-pharm 1st year by Pragati K. Mahajan
 
Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111
 
General AI for Medical Educators April 2024
General AI for Medical Educators April 2024General AI for Medical Educators April 2024
General AI for Medical Educators April 2024
 
The basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxThe basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptx
 
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
 
1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdf
 
Student login on Anyboli platform.helpin
Student login on Anyboli platform.helpinStudent login on Anyboli platform.helpin
Student login on Anyboli platform.helpin
 
Sanyam Choudhary Chemistry practical.pdf
Sanyam Choudhary Chemistry practical.pdfSanyam Choudhary Chemistry practical.pdf
Sanyam Choudhary Chemistry practical.pdf
 
Class 11th Physics NEET formula sheet pdf
Class 11th Physics NEET formula sheet pdfClass 11th Physics NEET formula sheet pdf
Class 11th Physics NEET formula sheet pdf
 
fourth grading exam for kindergarten in writing
fourth grading exam for kindergarten in writingfourth grading exam for kindergarten in writing
fourth grading exam for kindergarten in writing
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
 
9548086042 for call girls in Indira Nagar with room service
9548086042  for call girls in Indira Nagar  with room service9548086042  for call girls in Indira Nagar  with room service
9548086042 for call girls in Indira Nagar with room service
 
Z Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot GraphZ Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot Graph
 
APM Welcome, APM North West Network Conference, Synergies Across Sectors
APM Welcome, APM North West Network Conference, Synergies Across SectorsAPM Welcome, APM North West Network Conference, Synergies Across Sectors
APM Welcome, APM North West Network Conference, Synergies Across Sectors
 
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
 
Beyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactBeyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global Impact
 
Accessible design: Minimum effort, maximum impact
Accessible design: Minimum effort, maximum impactAccessible design: Minimum effort, maximum impact
Accessible design: Minimum effort, maximum impact
 

3. research lvl3 Videogame

  • 2. Existing Product Syndicate was a game introduced in 1993. where you played as a cybernetic squad that is tasked with certain missions. Every mission will increases your skill as well as allow you to get new gear. They went for a cyber punk theme with tactical elements such as character customization and skills that will help you complete further missions. The studio is “bullfrog studios” that was based in the UK and was closed in 2001. The music was an 8 bit techno punk themed soundtrack that was later remastered in 2012 for the release of its rebirth title. The reason this game was developed because the fallout franchise had made a lot out of there release and was there to fill that time period in the market that was made when this game launched. The audience apple at the time was story based games with lots of content. Although it may look like a game for cyber punks that’s really a smaller leaf on the tree of the game as a whole.
  • 3. Existing Product Rainbow 6 siege is a Fps with an option of a spectator mode where it changes the game entirely giving a new perspective. And this is the perspective I want for my game if I where to make a tactical top down simulation game. This is a mode where you don’t play the game but merely spectate a game that going on. You can watch a player in 1st person or switch to the birds eye mode anytime that you feel that you want to.you can not change the game in anyway and only see what there doing. Where you see where you breach and plan routes of attack. The loadout menu is something I want to take out of this as well making sure that every game can be different due to the types of gear and game combinations you can come up with. This means games will feel fresher and suit a play style of your choice. As well as and idea of scouting a room ahead and then breaching in causing enemy's to panic and divert there attention during combat. Also the idea of a hostage scenario where you have to save them and try not kill them in the process of a high caliber gun fight. The tone of the game is serious with lack of music and tense gunfights where one well placed shot can kill you. The lighting of the game is really based on what map you play at what point. Every map has a night and day time raid mode. Where attackers must push upon an objective with the lack of light and scenery it brings with it. The audience I tames to is the team playing simulation type. With communication being key in a successful game.
  • 4. Existing Product SWAT 4 like siege is an FPS game based round real world scenarios. Although in saying this they ad in elements that create realism. Such as the ability to shout “police put your gun down” to make hostiles surrender instead of fight. What I like about this is that it forces the player to use non leather options and give a large variety of options to do so. Making lethal force a final option in a situation. With your loadouts effecting the way in witch you play the game. Having each bit of equipment able to aid you as well as stats for it so you can compare what maybe most effective. The gameplay is realistic so would step into the same genre as the rainbow 6 games. With the tactical aspects and teamwork. Making the game suit a more mature audience. That’s aimed at 18+ due to difficulty.
  • 5. Existing ProductIts a RTS game developed and published by KillHouse Games. The game was released for Microsoft windows on October 20, 2014, and later for the Ipad and Andriod on June 24, 2015 Kill House games was developed in 2012 and unfortunately I was not shown an area in witch the company was based. Although looking at the themes it’s the closed thing I want to my product with a top down view of the map clearing out any hostiles in the area. Main differences from my game compared. They also made a platformer called “door kickers action squad” now looking at it is a really good way to make a plat former game in a tactical aspect. With both look and feel of both games being dark and gritty with a theme that the game isn't really family friendly and should be taken seriously. With actions have consequences and in action squad being able to shoot a hostage is a key changing point in the combat. Making sure that the gameplay is what comes 1st and how a situation plays out. Why people may want to buy it is that it’s a side scrolling tactical shooter that hasn’t really ever been done. As well as it being co-op that’s a key thing to have nower days.
  • 6. Research Analysis • What common features do the researched products have? • Most common features they all share are they are shooting type games where the task involves eliminating targets or securing something. With a lot of the main score from doing certain tasks or unlocking new content/ weapons for putting time into the game. As well as the psychographic these people may fall into are the Achiever category mainly because of the satisfaction of completing a hard objective. Or a belonger due to the team play and listening aspect you need for each. • What aspects of the research will you include within your on work? • I want to try brig that tactical modern aspect we have for most of them as well as a feeling that the planning fase will be the key part of the game therefor repetitive trial an error tactics are recommended. And maybe I will change my plan from a top down to a side scroller because looking at the game (door kickers action squad) it really made me re consider my approach to the game.
  • 8. Interview 1 • What this is is a video describing what you can do on the game and a live 1st reaction to it with one of the developers of the game. • asking questions to them whilst they play. https://www.youtube.com/watch?v=8mfreZwjE4c
  • 9. Interview 1 • Observation: – it was done in a layed back environment where both people seemed confatable. In a game room just playing the game side by side. • What this says about my audience: – That its going to be a heavily co-op game where you an have abit of fun while playing it. • How will your product appeal to this audience: – Make Co-op an option for playing the game so people can have fun playing it together than just alone.
  • 11. Interview 2 • Observation: – What were looking at is an eviloution in a game where it started really and how its become one of the highest grossing games this year. Talking about how its grown and become so special. • What this says about my audience: – This says my audience is very loyal and know what they want therefor a community shaping a game. • How will your product appeal to this audience: – I want the community to shape the game long term being able to insert assets into the game. Or having options in the menu so the game can be customized to there liking.
  • 12. Questionnaires (Primary) 1 • What time era of tec / weapons would you prefer to see in a tactical shooter type game and why (past, modern, future) ? • I would prefer to see the tech/weapons to be set in the future. This is because I think it would give the creator the least creative restrictions, as in no boundaries. This would give the creator a chance to really use their imagination to create something that’s not been seen before and make their game really unique. • If you could design a character in a video game with special ability's what would they be and how would these aid the player in combat? • I would design my character to have the ability to go invisible. I think this would be a useful skill in both combat and stealth. It would give them opportunities to look around and explore areas that they wouldn’t have been able to if they could be seen. • What's your view on a full multiplayer game? • I personally don’t like multiplayer games, I would much prefer to play single player. However I do think this is because I’m not experienced in playing games and would feel as though I would be holding the ‘team’ back. Maybe if I had more skill in playing video games I would prefer to play multiplayer.
  • 13. Observation • What it says about my audience: – That they want to see innovative combat and something new and risky by a developer, and making as risk of having a future setting with tec and ability's that are down to me to innovate in. • How will I make it to suit them: – Looking at most of these games / interviews I feel multiplayer isn't the best bet although I could see a co-op mode working out really well next to a single player expernce.
  • 14. Questionnaires (Primary) 2 • What era of tec / weapons would you prefer to see in a tactical shooter type game and why (past, modern, future) ? • I prefer a modern/past time era because you can relate more to the game as the events the game is based on have happened or are happening. • If you could design a character in a video game with special ability's what would they be and how would these aid the player in combat? • A special ability that I would find useful is a healing ability where the player can heal to a certain amount of health over a certain amount of time. When playing games, I find that health regeneration can sometimes be slow so if the player has the control to heal themselves then the game would be more fast paced. • What's your view on a full multiplayer game? • It depends what the concept is. I think that having a multiplayer game would be great but some player like to take a break from multiplayer as it can be quite frustrating after a while. If multiplayer was the only mode and the player is easily frustrated then the game wouldn’t last long for that particular person.
  • 15. Observation • What it says about my audience: – A full multiplayer game can get frustrating and that I should focus on gameplay most with a modern era where I could get more realistic feel to it. • How will I make it to suit them: – The healing ability will make the gamplay slower and more tactical like I wanted to so will make a fine addition to the game as a whole
  • 16. Questionnaires (Primary) 3 • What era of tec / weapons would you prefer to see in a tactical shooter type game and why (past, modern, future) ? – I would personally like to see the game set in the Modern/Near Future, as whilst there would be some restrictions on how creative it can be, at the same time by putting it in the near future there can still be enough significant development that there can be some creative concepts added into the game. • If you could design a character in a video game with special ability's what would they be and how would these aid the player in combat? – An ability that could be useful would be something like a shield that they could use to protect themselves if they are in an open area, or if they have to push through a wave of enemies, as not only would this help to reduce some of the possible damage taken, but it can also make for some interesting level design with the mechanic. • What's your view on a full multiplayer game? – It honestly depends on what the players are like, as a game that looks and plays amazing can easily be ruined by a toxic community like Call of Duty and Rainbow Six Siege have been.
  • 17. Observation • What it says about my audience: – The modern genera is popular although the “near future” aspect sound perfect with the best of both worlds meaning the ability's can have somewhat of a advanced approach to them meaning that gameplay will able to be 1st aspect of my game. The team player with a shield seems to be the type of character he's going for that is a key part for a good assault on a target and great for team play. • How will I make it to suit them: – Set it in the near future where ability's aren't too fancy but realistic more. Also that co-op maybe a good aspect because the ability's mentioned are mainly team based. Although I could have a team controlled by Ai that you command as well. So the platform is mine to really play with now.
  • 19. Bibliography 1. https://en.wikipedia.org/wiki/Syndicate_(video_game) 2. http://noonews.ru/watch/8QwHgTu79Ec/rainbow-six-siege-no- commentary-stream.html 3. https://www.youtube.com/watch?v=e9g8hflglw0 4. https://www.youtube.com/watch?v=tlob0vEuwoY 5. http://www.mobygames.com/game/windows/swat- 4/screenshots/gameShotId,132061/ 6. .... (2014). Door kickers . Available: https://en.wikipedia.org/wiki/Door_Kickers. Last accessed 23/2/18 7. KillHouse games . (2017 ). door kickers review . Available: https://www.youtube.com/watch?v=8mfreZwjE4c. Last accessed 23/2/18. 8. Mike Stubbs. (2018). rainbow six Esports . Available: https://www.redbull.com/sg-en/past-present-future-rainbow-six-esports- ubisoft. Last accessed 23/2/18 . 9.

Notas del editor

  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.