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3. research lvl3 Videogame

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3. research lvl3 Videogame

  1. 1. Research Fraser Hardwick
  2. 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. 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. 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. 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. 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.
  7. 7. Interviews
  8. 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. 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.
  10. 10. Interview 2
  11. 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. 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. 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. 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. 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. 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. 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.
  18. 18. Bibliography
  19. 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

  • 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?

  • 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?

  • 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?
  • 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?
  • List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.

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