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
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.