Thursday, 17 October 2013

Task 4 - Analysis of a Game Genre

Task 4 - Analysis of a Game Genre
Use one post on your blog to write an illustrated critical article on a category of game of your choice for the Games Magazine, Edge:

1. Select a genre of game and specific titles (3 minimum).

2. Play and observe the games (take notes, use screen capture/grabs, voiceover or embedded video where possible).
3. Describe structure/interaction/gameplay/themes.
4. Analyse genre characteristics (production technology, distribution method, generic codes and conventions).
5. Analyse narrative structures (closed, open, single strand, multi-strand, linear, non-linear, enigma, climax, equilibrium).
6. Analyse representation of characters (negative, positive, stereotyping, presence and absence of social groups).
7. Devise audience profile (consider rating).
8. Draw conclusions (positive/negative effects).

Apply the information gained from carrying out Tasks 1-3 to help you unpack the genre.


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We will be looking into the dark as we find out why horror makes us tense on are seats. For this chilling fear genre we will look into Resident Evil, Silent Hill: Downpour and Zombiu to help explain why we think they are horrors.

 In horror game we don't expect the unexpected and can help what are dark places in horror game the darkness can be very effective as it can hide are most feared creatures. Being in the dark means you can see anything but it doesn't make it that that anything can’t see you there has been darkness in a lot of horror game even if it was a shadow moving across a room or maybe a pitch black room where you can hear noises from all around. In the games I have chosen they use a good use of darkness, In Zombiu there is a point in the game where you fall though the floor and everything you relay on disappears. the Wiiu game pad is your everything in this game your equipment, health, torch life, map and radar they all completely go into a fuzzy screen leaving you with an blinking torch, a melee weapon or a gun with bullets if lucky in a dark room with terrifying screams coming from the other room. When I got to this bit all I did was hid in the corner and hope that my game pad screen would come back. I did because of the unknowing of what was out there and the darkness helped with that. In Silent Hill: Downpour darkness isn't really a problem unless you go inside or go to hell world there is a flash light that you can use in the game the only scary thing when being in the dark is the camera angles for example the monster can be behind you and it would be hard to move the camera and so you won’t know where the monster is hitting you because of the angle of the camera making the play unwary of what is attacking them. In Resident evil they use a great lighting effects there isn't really much of dark areas but in resident evil 6 they use it in the first part of Leon's story to make the player unknown of the situation they are in which is a party in a collage where the president is the main guest but he turn into a zombie. In the main party hall the player is given a flash light and they make their way thought the hall and thunder would show showing how big and what is in the room which is a scary moment because you don't know if there is lots of zombie on the other side of the hall but soon it lead into an elevator where you escaping with two survivors and the lights go out then then you turn on your flash light one of them is eating the other and jumps at the player making the player go on a button bashing time and after you have eliminated the zombie you head in a car park filled with them with only a gun, flash light and your partner.

 Each of these horror games are set in the modern time each is set in different locations. Resident evil has passed from location to location but where is all started in a city called raccoon city but in the woods there is a mansion that the protagonists take shelter from zombie dogs. Here the player is faced with an empty hall which is alone creepy. Soon after you meet a zombie and kill it you find that your friends have gone exploring without you and now the player is alone in this huge and scary mansion. The mansion itself is has a cemetery that would keep the player on their toes as the atmosphere is misty and dark, the player would think the last place they would be is in a gave yard as they know the dead is coming back to life making the player feel on edge as there trying to move across the grave yard. The mansion is also filled with traps, giant spiders, underground labs, failed experiments and sharks. Silent Hill: Downpour is set in Silent Hill a creepy little town in the woods filled with fog and showing ash. As the player continues thought silent hill they will see original town places like stores and schools but later into the game the player will be placed in a world that resembles the stores and schools into metal cages and metal walls. This makes the player feel unsecure because they were once in a location they would remember and now they can’t seem to find their way thought the new path that has been made from them. Zombiu is set in London and London is just scary.

The characters in Resident evil are just normal specially trained people and have no stereotypical characters there is one British guy in the team but he does nothing like drink tea. the female role in the game is also fully clothed but further into the games, resident evil has given the player the option to customise the characters clothing into some less clothed characters In Silent Hill: Downpour all the characters are all American and just act normal. All the characters are all remember able even if you only see them only once in the game because seeing a friendly face in the game is a rare thing in the game making the player feel relief when the meet this character they have travelled or passed. In Zombiu there is a large scale of stereotypical characters everyone on the game talk posh or cockney but seeing that this is a game set in London it makes the player not really feel they are in the game unless there from London as the responses the characters make are very British indeed. Apart from that you get connected with the character also as the player collects ammo and supplies they have come a very long way with the character as but brings a tear to the eye of the player when they see the character get eaten by zombies because that would be the last time they see the character outthought the whole game and start a new journey to like the zombie of the last character and collect the supplies.


Out of these 3 horror games I would recommend an audience of 18 and above as there is lots of killing and jump scars but I can also see someone from a lower age wanting to play this as feeling the horror that something could jump out and get you is a lively adventure for a player and could have fun doing this.



http://www.cheatmasters.com/blog/wp-content/uploads/2012/09/resident-evil-remake.jpg

http://www.google.co.uk/imgres?start=330&hl=en&biw=1366&bih=566&tbm=isch&tbnid=b10yNmTsoQeZgM:&imgrefurl=http://www.gametech.ru/games/2418/&docid=9XjM8hdVR21osM&imgurl=http://www.gametech.ru/sadm_images/2009/01/zombiurev/18.jpg&w=1887&h=1060&ei=0RZ4UsK-IoSf0QX32oDYDQ&zoom=1&iact=rc&page=18&tbnh=126&tbnw=221&ndsp=23&ved=1t:429,r:45,s:300&tx=103&ty=61
http://bulk2.destructoid.com/ul/222115-Silent-Hill-Downpour.jpeg

Tuesday, 8 October 2013

Task 3 - Creating Products for Audiences

Task 3 - Creating Products for Specific Audiences

1. Produce a report that compares how the producers of the games The Last of Us and Just Dance have constructed their products in terms of:


Genre, content, construction, narrative conventions, common codes and target audience

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Last of us
Genre - Horror, Survival, Adventure
Content - Dark, Gritty, Gloomy, Gory, realistic, gravelly text
Construction - 3rd person, like resident evil and uncharted
Narrative Conventions - The last of us is a tale between two survivors, one holds the cure to the infection and the other must protect her through the terrors.
Common Codes - multiplayer, looking for fun
Target Audience - People who are looking for adventure and an good story

Just dance
Genre - Family, Entertainment, Active
Content - Lively, Colourful, Japanese pop, bold, jumping out
Construction - 3rd person, the game controls the players movements
Narrative Conventions - Just dance is a game where you want to dance to music.
Common Codes - Multiplayer, looking for fun
Target Audience - For families

Tuesday, 1 October 2013

Task 2 - Audience Responce to Product

Task2 - How Audiences Respond to Media Products
Use your blog to produce a profile on the following theories relating to audience response:

1. The Hypodermic Needle Model

2. The Inoculation Model
3. The Two-Step Flow Model
4. The Uses & Gratifications Theory
5. The Reception Theory

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Hypodermic Needle Model
The hypodermic needle model makes the audience believe what they hear infecting there brain with believes and theory’s. The audience would usually read or view on news making them know what happens, which makes them trust what the news and making them react to this Intel. An example of this would be if on the news it would say that the year 2013 would be the end of the world as the audience would believe this and panic. 

Inoculation Model
Inoculation Model is when the audience is immune to the news they hear making them not shocked by the media. This could result into violent acts as it doesn’t seem like an ordinary act for them. An example of this would be at man who dressed up as batman to see the dark knight rises and kill some people in the theatre.

Two-Step Flow Model

The Uses & Gratifications Theory

The Reception Theory

Task 1 - Defining Audiences for Product

Task 1 - Defining Audiences for Products

Use your blog to produce a profile on the following research techniques within the games industry:

1. Quantitative Research
2. Qualitative Research
3. Audience Profiling


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Quantitative Research
Quantitative Research is use to tally the range of people to ask simple things about it like if they have played it or did the enjoy it. 




Qualitative Research
Qualitative Research is more of a formal question type. For example here is a statement about how well resident evil 2 did, which was asked by a reviewer.

Retrieved January 25, 2012. "Resident Evil 2 from Capcom Entertainment sold more than 380000 units in its debut weekend – more than 60% of its initial production. It made more than $19 million, surpassing the revenue of all but one Hollywood movie for the same weekend. The game was released on January 21, 1998 for the Sony PlayStation, and broke records set by some of the industry's biggest video games, including Final Fantasy VII and Super Mario 64. Resident Evil 2 was supported by a $5-million advertising campaign"

Audience profiling
Audience profiling is finding the profile of the audience to make sure you get the right audience you search there profiles that suit your research. For examples if you have a questionnaire about what games go girls play you can search for females that play games making the best results.