Thursday, 17 October 2013

Task 4 - Analysis of a Game Genre


The action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes diverse subgenres such as fighting games, shooter games, and platform games, which are widely considered the most important action games, though some real-time strategy games are also considered to be action games.
In an action game, the player typically controls the avatar of a protagonist. The avatar must navigate a level, collecting objects, avoiding obstacles, and battling enemies with various attacks. At the end of a level or group of levels, the player must often defeat a large boss enemy that is larger and more challenging than other enemies. Enemy attacks and obstacles deplete the avatar's health and lives, and the game is over when the player runs out of lives. Alternatively, the player wins the game by finishing a sequence of levels. But many action games are unbeatable and have an indefinite number of levels, and the player's only goal is to maximize their score by collecting objects and defeating enemies.
Shooter games allow the player to take action at a distance using a ranged weapon, challenging them to aim with accuracy. Although shooting is usually a form of violence, non-violent shooters exist as well. This subgenre includes first-person shooters and third-person shooters, as well as a plethora of other shoot 'em up games taking place from a top-down or side-view perspective.
The three games I have chosen to observe are Crysis 3, Call of Duty Ghost's & Medal of Honour Warfighter. Each of these games are excellent examples of first person shooter games as they provide an unforgettable experience in terms of story, multiplayer, layout and gameplay unlike some shooter games. 

Structure

Though there are many different types of video games, there are a few properties that are constants: Every game requires at least one player, every game gives the player at least one challenge, Every game uses a display, Every game has at least one method of input/control.

The User Interface
As described at the beginning of this chapter, the user interface is made up of sprites, menus and so forth. Its what the user is given to control the actions within the game. These graphics are defined as buttons' which can be pushed, or a character which can be moved by the arrow keys. All of these elements are a part of the user interface.


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The Main Menu
To start off with, just about every video game boots up to a main menu. This is usually a screen with some type of background, with an arrangement of buttons for actions such as new game or start gameoptionsload game and quit game.
This screen acts as a control panel for the game, allowing the player to change settings, choose modes, or access the actual game.
Sometimes, a game will use the main menu as the in game menu. The in game menu is usually accessed by the escape key or the start button during gameplay. The in game menu allows the player to access most of the main menu actions with additional ones such as displaying character stats, points, inventory and so forth.



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Starting The Game
When you first start up the game a series of splash screens are shown. A splash screen contains elements such as logos, movies, and so forth. This often is used to tell the player the companies that contributed to the game firsthand and sometimes gives part or whole introduction to the plot.
When the actual game has started there is often an introductory movie that gives the prologue to the plot. This is not a movie like you see in the theater but usually a better rendered use of the game's own graphics and sounds.
In most games, you will then be asked for your name and in some games you will be allowed to customize your character, settings and so forth.


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Saving/Loading

Considering the saving and loading of the game, usually this can be a basic menu action wherein the player types a save name and the game is saved. In some games though, more creative approaches are taken so that the player is not pulled out of the gaming experience.





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Interaction

 Interaction in games is essential as the player wants to feel he is a part of the game environment. This can be as simple as interacting with certain items around a map or even customizing items and characters. Without this players would seem the same, there wouldn't be as much originality uniqueness to how you complete the game. Interaction is mostly found in Role Playing Games for example Skyrim or Batman Arkham Origins. 

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Gameplay


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Themes

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Analyse Genre Characteristics 


Analyse Narrative Structures 


Analyse representation of characters 


Devise Audience Profile 

 

Draw Conclusions



















Tuesday, 8 October 2013

Task 3 - Creating Products for Audiences

The Last Of Us

Genre - The Last of Us is an action-adventure survival horror video game developed by Naughty Dog

The principal goal of a survival type computer and video games is to merely stay alive; defeating enemies or solving puzzles may be incidental. Some key elements include Resource conservation of health and ammunition and a hostile environment (typically post-apocalyptic or supernatural). The game is 3rd person allowing you to always peak over the shoulder of your main character Joel, allowing you to be aware at all times.

Content, Construction, Conventions & Common Codes - 
The title of the game is presented boldly but worn out, this is to show the indulgence of a world being worn out. Throughout the game exploring the environment created can be of much importance as your character (Joel) relys on survival items. These can include Ammo for weopons, health kits to gain health back and also craft weapons or medical items by combining items scavenged in the world. The game is set post-apocalyptic United States in 2033, where Joels main quest is to escort the young Ellie to a resistance group called the Fireflies, who believe Ellie may be the key to curing an infection that has ravaged the world. throughout this adventure the player defends characters against zombie-like creatures infected by a mutated strain of the Cordyceps fungus, as well as hostile humans such as bandits and cannibals, employing the use of firearms and stealth aided by capabilities such as a visual representation of sound in order to listen for locations of enemies. The soundtrack used in the game can be described as deppressive, scary and tense. This is because of the idea of a dull apocalyptic city. Marshall Law had taken place killing everyone until 20 years later where it seems an unsatisfied solution has taken place. Looking around the environment it feels as though nature has taken over. Cars, Buildings, roads and paths are covered in soil, dirt or even plants have grown over them. It feels as though there is no leisure, electricity, fuel and food to survive on. The game features very dark areas that are explorable. The city has adapted rules from history for example ration cards are used for food, these were also used during the World War. Travelling on the game can seem tense as you never know what is about to jump out the corner. The game has a very emotional theme as many close characters throughout the game may fall behind or much worse. The characters show a deep thought of being hopeless which makes the player almost seem the same wanting to drive towards the completion of the story. Other Characters as well as Joel may seem tired as though they never catch sleep throughout their story. This comes back to the point of a world which has now changed. People turn on each other it is survival of the fittest for anybody, if you are to shut your eyes for a second you never know what might happen. This gives the player awareness throughout the game, making use of Joels ability, which is a very useful mechanic in the game, helps locate the positions and movements of enemys. The game is very solitary, it was made for a player to play and enjoy rather than a group of people. Of course there is a multiplayer mode which the game features however that too features a strong theme of survival. You are limited by ammo, teammates can choose to gift you with items however it is still a very self reliable game mode. The Last Of Us has a rich emotional story. Some movies can be linked similar to the game for example "I Am Legend" or even "World War Z". Both films feature apocalyptic cities and the idea of zombies/infection taking over. 
Joel can interact with items or people in the game. Some areas in building may contain ammo items or food items stashed/hidden away in office desks or shelves. The game shows text based tutorials that are easy to follow and help you adapt to the game. The controls are simple and easy for any person to use and are very similar to NaughtyDogs (The development team) previous series Uncharted. Uncharted is an action adventure and could almost be assumed as a young Indiana Jones. Nathan Drake trying to explore, discover and uncover truth about ancient artifacts and lost treasures fascinated by history however at the same time facing many obstacles such as enemies trying to discover the same but for personal gain. Uncharted and The Last Of Us feature the same layout in cinematics and loading screens. This is probably due to the success of the Uncharted series.  Tutorials are featured at the beginning of the game mainly throughout the first missions preparing you for the story ahead. There are many situations where you may need to react fast. For example you are low on ammo and enemies are approaching you, your in control of Joel and you have the decision to either hide and then sneak past them or stealth kill them or maybe even switch to melee weopon and fight back. Sneaking around in the game can be really tense. The idea of sneaking is to be silent and you can do this by gently pushing the L stick while in crouch. If you are to make even an inch of sound then the Clickers (a name in game for a certain type of infected person) will come after you as it is attracted to sound. A lot of patience is involved while doing this. Conversations between characters assist gameplay for example the player may not know what to do and the companion character your with on that mission may tell Joel for example giving a boost to reach the edge of a ledge or wheither to take out an enemy on the left or right. Other convesations you can overhear between enemies in the game. This is really interesting as you start to think that these mercenaries your listening to are individuals, they are not all the same they have a weakness a soft spot. Only people who are interested in gaming or the industry could understand the amount of effort studios and teams go to in order to make gameplay as realistic as possible.

Just Dance

Just Dance 4 is a music video game, developed by Ubisoft as the fourth main installment of the Just Dance series of dance games. Announced at E3 2012 by Flo Rida and Aisha Tyler, it was released on the Wii, the Wii U, the PlayStation 3 (for PlayStation Move), and the Xbox 360 (for Kinect) on October 9, 2012 in North America, and was released in Europe and Australia on October 2, 2012. The Wii U version was released on November 18, 2012 in North America and was released on November 30, 2012 in Europe and Australia, alongside the system.

Gameplay remains similar to other previous Just Dance games, as players are judged on their ability to mimic on-screen dancers performing a routine to a chosen song. New features in Just Dance 4 includes dance battle routines, expansions to the game's Just Sweat mode, unlock able bonus routines for songs, and a "Puppet Master" mode exclusive to the Wii U version, which allows a player to use the Wii U's controller to serve as a "Master" to manipulate the routine and visuals. Previous additional modes (Simon Says Mode, Playlists, Medley, Speed-Shuffle, Just Create, and 8-Player) have been dropped. Additionally, the "On Fire" motive (from mostly Goods and Perfects in a row) and effort ratings have been removed, leaving only difficulty ratings.
Players have "Dance Quests", six missions for each song, that can be completed. Each quest nets the player Mojo points. Downloadable songs do not have dance quests. Wii, Wii U, and PlayStation players can also create "Dancer Cards", which can display their favorite songs, best scores, challenges, and more. Personal leader boards are also available for the Wii version of the game.
 
Just Dance won the 2013 Kid's Choice awards for favorite video game. This shows the type of audience the game applies to. Children, family friends anyone can play the game as it is multiplayer. The games text uses a sort of funky font almost to the point that we think that even the letters are dancing. Many attractive colors have used to obviously attract peoples attention also to appeal to children and others.

http://86bb71d19d3bcb79effc-d9e6924a0395cb1b5b9f03b7640d26eb.r91.cf1.rackcdn.com/wp-content/uploads/2013/07/just-dance-2014-songs-list.jpg
http://gimmegimmegames.com/wp-content/uploads/2012/06/JustDanceScreenshot.jpg










http://www.videogamesblogger.com/interstitial.html?return_url=http://www.videogamesblogger.com/2013/07/01/just-dance-2014-songs-list.htm
http://gimmegimmegames.com/2013/06/just-dance-2014-coming-this-october/
http://logos.wikia.com/wiki/File:The-last-of-us-logo.jpg
http://www.pushsquare.com/news/2013/02/the_last_of_us_clickers_make_the_most_terrifying_noises_ever

Wednesday, 2 October 2013

Task 2 - Audience Response to products




Hypodermic Needle Model

The belief that people receive positive or negative information directly without any intervening variable, as in a vacuum and then act regardless of thinking whether the information was legitimate and honest.  


   


Innculation Model

Inoculation theory states that inoculation is used to describe the attribution of greater resistance to individuals.  Or, the process of supplying information to receivers before the communication process takes place in hopes that the information would make the receiver more resistant. 
The inoculation theory suggests that continued exposure to specific TV messages (like violence, for exam-ple) would lead to an audience becomingdesensitised so that real violence in this case is dismissed as beingtoo ordinary and unimportant.

 Picture


Two Step Model

This theory asserts that information from the media moves in two distinct stages. First, individuals (opinion leaders) who pay close attention to the mass media and its messages receive the information. Opinion leaders pass on their own interpretations in addition to the actual media content. 

The term ‘personal influence’ was coined to refer to the process intervening between the media’s direct message and the audience’s ultimate reaction to that message. Opinion leaders are quite influential in getting people to change their attitudes and behaviors and are quite similar to those they influence. 

The two-step flow theory has improved our understanding of how the mass media influence decision making. The theory refined the ability to predict the influence of media messages on audience behavior, and it helped explain why certain media campaigns may have failed to alter audience attitudes an behavior. 

Picture  http://lessonbucket.com/wp-content/uploads/2013/04/The-Two-Step-Flow-Theory.jpg




The Uses & ratification Theory




An approach to understanding why and how people actively seek out specific media to satisfy specific needs. UGT is an audience-cantered approach to understanding mass communication. Diverging from other media effect theories that question "what do media do to people?” UGT focuses on "what do people do with media?”

This communication theory is positivistic in its approach, based in the socio-psychological communication tradition, and focuses on communication at the mass media scale. The driving question of UGT is: Why do people use media and what do they use them for? UGT discusses how users deliberately choose media that will satisfy given needs and allow one to enhance knowledge, relaxation, social interactions/companionship, diversion, or escape



 



 The Reception Theory
 

 
Reception theory is a version of reader response literary theory that emphasizes the reader's reception of a literary text. It is more generally called audience reception in the analysis of communications models. In literary studies, reception theory originated from the work of Hans-Robert Jauss in the late 1960s. It was most influential during the 1970s and early 1980s in Germany and USA (Fortier 132), amongst some notable work in Western Europe. A form of reception theory has also been applied to the study of historiography; see Reception history (below).

The cultural theorist Stuart Hall is one of the main proponents of reception theory, having developed it for media and communication studies from the literary- and history-oriented approaches mentioned above. This approach, the Encoding/Decoding Model of Communication is a textual analysis that focuses on the scope for "negotiation" and "opposition" on the part of the audience. This means that a "text"—be it a book, movie, or other creative work—is not simply passively accepted by the audience, but that the reader / viewer interprets the meanings of the text based on their individual cultural background and life experiences. In essence, the meaning of a text is not inherent within the text itself, but is created within the relationship between the text and the reader.



 









 














 

Task 1 - Audiences & Products



Quantitative Data
 The use of sampling techniques (such as consumer surveys) whose findings may be expressed numerically, and are amenable to mathematical manipulation enabling the researcher to estimate future events or quantities. It is easy to analyse statistically, common forms of this are Surveys, questionnaires and experiments.



Qualitative Data

The term qualitative data is used to describe certain types of information. This is almost the converse of quantitative data, in which items are more precisely described data in terms of quantity and in which numerical values are used.