Wednesday, 28 November 2012

Facts and Figures

Useful Facts and Figures for exam essays..

Essay terminology and phrases:
blanket bomb, cross-media convergence, technological convergence, financial backing, synergy, piracy, viral, diverse, franchise, crowd-funding, strategies, audiences, however, therefore, in contrast, in addition to, for example, overall, particularly, strengths and weaknesses, which shows that, I think that, whereas, to conclude..

General facts

  • 2/5 Gamers are women
  • Average age of gamer is 32
  • 65% households own a console, 75% own a computer device, in the UK
  • 33% of time on wii spent video streaming, 15% PS3, 14% Xbox 360
  • Chains of production:


Assassin's Creed 3

  • Created by Ubisoft
  • Made on engine AnvilNext
  • Target audience 18-40
  • Certificate 18
  • Platforms - Xbox 360, Wii U, PS3, PSP, digital download.
  • Protagonist is a girl on PSP
  • Fifth installment of the franchise
  • 1300 strong workforce
  • 3 months planning and 2 1/2 years production
  • Multi genre: action, adventure, sandbox, stealth
  • New setting, character, storyline, weapons, actions, graphics
  • Most pre-ordered game in history
  • Started making just after AC2
  • The franchise have lost money rather than making profit
  • £4 million spent on marketing in the UK
  • $52 million spent on marketing
  • Advertised: TV ads, youtube videos and documentaries, posters, magazines, buses
  • Distributed: Supermarkets, HMV, Game, amazon, play.com
  • Sold 3.5 million units in the first week
  • Released in time for Christmas and the end of the world
  • 3-D ever-improving graphics





Double Fine Adventure
  • 87,142 backers
  • Needed $400,000 and achieved this in under 8 hours
  • Got $3,336,371 in under a month
  • 2-D simple graphics, old-fashioned point-and-click genre, adventure
  • Tim Schafer runs the project
  • Backed using Kickstarter
  • Backers are rewarded with access to documentaries, t-shirts, artwork and 'gay lunch'
  • Currently in production
  • Being released on PC, Mac, digital download, android
  • Free Marketing - youtube, kickstarter and word-of-mouth
  • Over 100,000 youtube hits
  • More money meant better graphics, voices and music
  • Not aiming for profit - game isn't expected success of AC3
  • Not a big team of creators
  • Suitable for all ages
  • Audience are the capital and are very much involved in the production of the game


Wii/Wii U
  • Wii original price £179, considerably less than PS3 and Xbox 360
  • Wii U £249.99
  • Mario Kart and Wii Sports best selling games
  • Wii fastest selling games console
  • Wii U released November 30th 2012
  • Wii released 2006
  • Wii 97.18 million units shipped worldwide
  • Most of sales through supermarkets and Amazon
  • Not as much 'pre-hype' for Wii U as Wii
  • Took off the new generation of emersive by use of sensors for interaction, but the '2nd world' effect wasn't as obvious as with original PS3 and Xbox games
  • Released by Nintendo
  • Smallest home console
  • Includes more child-friendly games
  • Games like Just Dance are family orientated but aimed stereotypically at females
  • Games like Mario and Sonic at the Olympic Games use convergence of franchises
  • 512mb internal memory
  • Inspired by Playstation iToy
  • Developer Nintendo manufacturer Foxcon
  • Mario Kart originally on SNEZ


Independent games
  • Most successful include Farmville and Minecraft
  • A lot of genres include Sandbox, Survival or Adventure
  • Mostly free or really cheap
  • Online game websites, social networking sites, android apps, PC and Mac
  • Exception like Minecraft now released on Xbox 360
  • Usually no marketing costs
  • 241,920,000 logins to Minecraft a month.
  • 8 million copies sold on PC, 3 million on others



Sunday, 25 November 2012

Learning in Media

I enjoy the lessons in media studies, and find it easier when I 'steer my own learning; ' rather than being told a specific way to learn, which is good with this subject. When it comes to learning exam technique and practicing, I find it a lot better to learn how to answer questions, understand what to include in questions, and learn the facts and figures beforehand, which gives me more confidence when practicing, therefore more confidence when it will come to the exam, which I have found really useful in the video games unit, whereas in the previous topic I felt we rushed into an exam question too quickly without me fully understanding what techniques to use to improve which worried me a bit. I feel that I need more practice on time limit, because even with the essay techniques I feel I won't be able to answer everything in time when it comes to the exam. I have found the group work extremely useful because sharing ideas allows me to pick up on things that I myself may not have thought of, and it makes me more comfortable because I don't feel as under pressure. When I share my own ideas with people, it makes me feel confident that I understand things without worrying that I don't know or haven't learnt anything. Looking at different examples of questions for the exam has also been good because it gives me a wider range of what to expect. Overall, I think the lessons in media studies are useful and allow me to learn well. 

Essay Tips

For a perfect essay, include:


  • Relate Everything to the Question - every single paragraph and every point should link to the question in some way.
  • Back Every Point Up with Evidence - throw facts and figures in everywhere after every point you make. 
  • Use Lots of Argument Words - However, Therefore, Also, But. These help compare the games and keep the argument going.
  • Don't Waffle - Write only what needs to be written and try not to repeat points over and over and over again.
  • Use Correct Terminology - Genre, Publisher, Distribution, Cross Media Convergence, Synergy, AnvilNext, 'point and click', "Crowd Funding". 
  • Structure The Essay - Always include Intro, Conclusion and linked paragraphs are vital for the perfect essay.
  • Give Authority - As well as including facts you need to sound authorative on the subject - this means not including phrases like "i think" and "it might be."










Monday, 19 November 2012

How is ‘crowd funding’ affecting the relationship between institutions and audiences at the Publishing, Design, Marketing, and Distribution level? Answer with specific reference to Assassin’s Creed 3 and Double Fine Adventure.
In the computer game industry, there are different ways of creating games on different levels for different audiences, which affects the role that the audience have in the making of the game and success of the game. The main usual way of doing this is through the big gaming institutions that spend huge amounts of money to make a game for a specific audience, whereas smaller scale individual companies, can use a technique called 'crowd funding'. This means an individual small-scale company think of a basic theme for a game, and then request for donations to make up a target fund in order to create it, whilst keeping the target audience and 'backers' or the game donations involved with the creation process. The money from donations is not taken until the target amount is met.
Traditionally in the computer game industry, the publishing layer is the people who put the money into the game. This means they have complete control because of the initial investment, over the game. The audience of the game can only really get involved when the game is released, and don’t have a strong relationship to the institution, or understanding of the full game whilst it is in production.  The investment into the game is an extremely large amount, to make sure it completely meets the popular standards they are looking for. An example of this is Assassin’s Creed 3, by Ubisoft, where the genre, graphics, storyline and actions in the game appeal to the audience and this is what brings their sales. This contrasts highly with crowd funded produced games, such as the in-process game Double Fine Adventure. The audience act as a capital for this game, where using something such as ‘Kickstarter’, they can donate money to the institution making the game, to reach the target budget; all money is only transacted though if the goal is reached. The audience can be persuaded to get involved by giving them different rewards depending on how much money they donate. The game creators keep all ownership of the game, and using the involvement from the audience means less publishing costs by an extreme amount compared with the traditional production chain. This means when the game is completed, a lot more profit could be made depending on its success. This shows that creation of a game in this way has a larger conneceted relationship with the audience, completely different than with games like Assassin’s Creed 3. Tim Schafer from Double Fine Adventures shows that although the game had only a $400,000 buget, it already reached this in 8 hours and overall reached $3,336,371, so the public must enjoy the rewards or involvement from being part of the production of a game, and also the game can be adapted with more money to create the most appealing game possible to their target audience.
The two types of game are also very different in the design aspect. In crowd funded games like Double Fine Adventure, the audience take more of an active role, where they can give opinions and suggestions for what they would prefer the game to be like. This particular game’s design is based on older traditional point-and-click games, which could appeal to an audience that prefer the simple games compared to the newer more complicated games that have become popular in the industry. Tim Schaffer (DFA) releases video clips of himself talking about the process of the game production, to keep the audience updated, for which the audience can respond to and put ideas forward from.  From this technique, the game would already be popular with the audience before it is even released, so the game creators can be confident of already having a fan-base for it, and with a wider amount of people being able to put ideas forward, for example with 2/5 gamers being women, the game appeals to a wide range of people and backers. However, the big institution of video games of companies such as Ubisoft who make Assassins’s Creed 3 can also be confident of a fan-base and target audience judging by the previous sales of the previous game in the franchise, despite the fact that Assassin’s Creed 2 actually lost money. A weakness of not having crowd funding for this type of game, is that the design of the game is very secretive, with a specific team of people designing the recent popular ideas of graphics and layout of the game, with no involvement of the target audience to give feedback until the buying of the game. This could be a useful technique however, because it builds suspense and excitement until the release date, and also with the element of mystery makes people want to buy it to see what it is about, regardless of whether they are pleased with the outcome or not.
Marketing is another factor that differs between games like Assassin’s Creed 3, and Double Fine Adventures. Assassin’s Creed 3 creators Ubisoft, spent millions of pounds just on the marketing and advertising. This included creating more graphical footage for a theatrical trailer on the internet and television, posters in magazines, shops, on buses and public billboards, internet side-ads and youtube clips about the making of the game.  The purpose of this is to convince people to buy the game, introduce new gamers to the franchise, inform people of the release date and create excitement for it's release. Double Fine Productions however, due to it's lack of money compared to institutions like Ubisoft, doesn't advertise their game much. They rely on releasing internet clips and the 3rd party, Kickstarter, to show their game ideas. Then once they have advertised it enough to encourage people to like the game idea and help contribute to the target fund, they rely on the 'word-of-mouth' technique from their backers to tell other people. The main difference to Ubisoft is that most small production crowd funded games like Double Fine Adventure are to be made free for people to play online, so their target isn't to make sales, but just to produce the game, therefore the marketing isn't much of a priority, which is an advantage because to produce the game, the money was donated, but with the Assassin’s Creed Franchise, a lot of money has been lost.  The fact that the game is only really marketed to the backers with persuasion of rewards such as free trials and t-shirts from the game, makes the backers feel it is personal to them, and therefore enjoy the relationship with the game compared to the relationship with the bigger popularly marketed games like Assassin’s Creed 3, where the audience know there are a lot more gamers playing the same game. To the people that aren't backers, who play Double Fine Adventure, may also appreciate the fact that it is available free online.
 In the normal level of distribution, Ubisoft released Assassin’s Creed 3 or will be releasing it on PS3, PSP, Xbox 360 and Wii U. Firstly, this means their target audience must need a games console in order to play it. Secondly, it means they have to go out and buy the game, and in some cases, save up their money before buying the game because of the expense. In contrast, Double Fine Adventures' major advantage to the audience is that it is free to play, and will be available to play in different computer formats, which is more accessible to the audience because 75% of UK households own a computer or laptop or other internet device, whereas 65% own games consoles. This is affecting the large scale institutions because now more and more people use the cheaper option, but also with games like Assassin's Creed 3 becoming more complicated, audiences like to also choose the simple adventure games that are 'easy going ', which could also be because a larger proportion of gamers are statistically showing they are spending more and more time on video games and not allowing their minds to logically think about other things, and with less thinking skills, may result into wanting simpler or more puzzle-based games.
 Overall, crowd funded games games have had a big impact into the computer game industry against the bigger institutions. Crowd funded games are becoming more and more popular and creating a stronger relationship with it's audience on each level of production. It is changing the way the audience get involved with a game and is also changing the inspiration for the themes of games, which is different to the way big gaming companies rely on their passive audience to gain profit, through their techniques of popular, modern themes, graphics and challenges within the game, which haven't proved as successful recently with the Assassin's Creed franchise actually losing money, whilst Double Fine Adventures were donated their target in under 8 hours, and extreme amounts more than that before the time limit was up.

Thursday, 8 November 2012

How do Franchises establish and develop continuing sales figures?

The computer game industry make a lot of money from franchises of games - a series or sequels of games related to each other. They can sustain sales from a number of techniques, for example, with the game Assassin's Creed 3 (made by Ubisoft on AnvilNext), the 6th game in the Assassin's Creed franchise. With the game in development since January 2010, by its release date, Ubisoft will have worked on the title for almost three years.
 This game is a follow-on from Assassin's Creed 2, but with a new character, a new setting, and new time period. It is based in 1775, The American Revolution, and the protagonist is Connor, an assassin who has sworn to secure liberty for his people and his nation. The aim is to hunt the enemy across the realistically created world, in quite a violent, chaotic manner, with a range of new weapons. The game also includes some well-known characters from the time it is set. Now, the character is stronger and more advanced than previous characters, and is able to move precisely through the aquatic world with enhanced animation. He is able to fight enemies on the high seas aboard his stalwart vessel, The Aquila, enabling the player to command your own Naval warship [This information about the storyline is from the official website].
 All of these new additional features of the game that are different from The 1st and 2nd games of the franchise are prompts to encourage people to buy the game. This is because the audience who already own the rest of the franchise won't bother to buy this game if it is very similar to the rest, so there needs to be a lot of differences. However the concept and overall story need to follow through from the last game so the the audience have a sense of security with the familiarity, but also it acts like a cinematic series of films, to keep the audience immersed into the game, which also encourages them to buy each game. For new audiences, the game is also made to appeal to them because of all the new features to create its own new storyline that is easy to follow, within the overall story, (Ubisoft UK MD Rob Cooper says the game is a good entry for newcomers to the series) which is another cinematic quality of series of films in the film industry, which relates to the rivalry between both industries for sales currently.
 The fact it is a franchise, gives the current audience (which Assassin's Creed has from the success of the previous games), a curiosity factor of what will happen to the storyline in the next part of the series, which also contributes to the sales of the newest release.
The genre is action/adventure/stealth, so already tries to give appeal for being a very active, involvement game, which shows that genre is a main factor in achieving sales. The target audience is male, which is reflected through the genre because violence and action is most associated with males. With the genre correctly appealing to their target audience, it increases the number of people in their target audience buying it. To widen their target audience range, the game has been designed for the PSP with a female protagonist, who female's can relate themselves to in the imaginary setting, so the game can appeal to both genders, and therefore make more sales.
 The age limit for the game is rated 18, higher than he previous ratings of 15, which could intrigue a player because of the reason the age limit has been increased. This would make them want to buy the game and find out, because it implies more violent or sexual content - something the male target audience would be interested in, which shows that age limits are important for franchises. A lot of the players are below the age limit anyway, and this rebellion that can be created from getting the game 'under-age' could be satisfying for the people buying the game, especially when the protagonist Connor is also rebelling in the game against society.


New gameplay additions include muskets and rifles, which can be fired at a considerable reload time, or used as a melee weapon. Hiding places can now be mobile, such as haystacks in wagons or moving carts, which can be used to sneak up closer to targets. Disguises can also be worn, fooling normal troops and only risking investigation by officers.
Free running has been modified to allow for more fluid, parkour-like movement over certain obstacles. Exploration has also been modified, allowing for map areas to be revealed without requiring a viewpoint synchronization.
Assassin's Creed III features new weather simulations such as snow, fog, and rain. Depending on the seasons, weather determines how the Templars and soldiers will move around with heavy winter snows making it more difficult to move swiftly.
Connor is able to hunt animals for skins in the wilderness while at the same time Connor himself might find that he is being hunted by other animals (bear, elk, cougars, etc.). The value of an animal's hide is determined by how, where, and with what weapon you kill the animal. Muskets, flintlock pistols, and multiple attacks will make the pelt less valuable while a single stab or shot with a bow will increase the value.
Another major change is the Homestead. Starting with a single house and a few outbuildings, Connor can perform missions for people in order to convince them to settle near the Homestead, which provides raw materials and simple craftsmen (such as a barrelmaker). Raw goods and crafts can then be used as part of a local economy, selling them at market by caravan. Depending on the goods in the caravan and the level of threat nearby, these goods can be attacked and stolen or sold at a profit. More varied methods of movement have been added as well, including climbing trees, cliffs, and other natural elements, alongside leaping over wagons, or sliding under obstacles.

 These are all other additional features that were involved in the development of the new game. These features are also things that intrigue players and convince them to to buy it, because it offers a lot more opportunities for the player than the previous games.
 The graphics have also improved, to be more realistic by using the game engine AnvilNext. Using this has also made the setting much larger. With this sense of being more realistic, the players have a better sense of escapism and feel more immersed, and will also give them more of a reason to play it. The theory that everyone wants better than they already have is a theory applied to the graphics, that will make people want better graphics than the previous.
This shows that the game engine a game is produced on, is something to be considered as an important factor in the sales of a game, because the way it is developed is something key to the target audience.

Ubisoft's senior vice president of sales and marketing, Tony Guy, said that the game would enjoy the biggest marketing commitment in company history. According to Wikipedia, script writer Matt Turner said the Benedict Arnold missions in the game were some of the most historically accurate missions in the game as some scenes have actual words spoken by key players in the events at West Point, according to the court proceedings following what happened. With quotes like this from people involved with the game, it may give players an incentive to buy the game if they know the accuracy of the game from a reliable source, and the more realistic it is to true events could persuade people to buy it from their interest in being immersed into an imaginary world as a form of escapism from the less interesting real world.

 Special edition versions of the game that are on sale for a limited time include things like extra features in the gameplay, or come with free gifts like a steelbook case with cover art drawn by an award winning artist. This kind of thing can also be available to players if they pre-order the game - paying money for it before it is even released to get the extras on the game or to be one of the first people to receive it. If a player achieves these things, they can get a sense of satisfaction, which is what the marketing side of the game tries to achieve. By bribing the target audience with extras to the limited or before-hand sales of the game, there are more sales quicker within the limited time, and therefore more money from sales gets to the industry quicker, but also it gets a lot more people to buy it for the satisfaction of more opportunities.
 Another way of using marketing to get more sales is through the ways it is advertised, such as posters, magazine articles, official trailers on the internet and reviews. These are all forms of getting more people aware of the game and its release, therefore widening the opportunity for more people to buy it. On these ways of advertising there are usually positive things that promote the game, and give people reasons to buy it, or give people an insight into the storyline that sounds most interesting. This is the main way of boosting sales figures for people that are new to the franchise, or people familiar with it that are unsure whether to carry on with the next game.
 Youtube clips were released before the game release of how the game was made. Within these some details were revealed about the new game, but remained secretive about the rest. This technique creates anticipation for the release, but also makes people want to find out the rest of the details by buying the game.

 The game was released or is to be released on a range of consoles, such as Xbox 360, Playstation 3, PSP and Wii U. This means the game is more accessible to people who only own certain consoles, and therefore more of a target audience, and more opportunities for people to buy it. It was also sold in many places such as Game, Gamestation, Amazon and supermarkets like Asda, Sainsburys, Tesco and Morrisons. This also makes the game widely available to more people, which boosts sales, but also with all the shops all competing for their own sales against each other, they will lower their prices to be better value for the customer, and with prices getting lower, more people are inclined to buy it, which also makes more sales.

 The game was released near Christmas time, which is a big factor for the selling things in the computer game industry. This means the game can be bought as a Christmas present, especially for those who can't afford to buy it casually any other time. This means more sales in the computer game industry are made around this time compared to the rest of the year, so was the best opportunity to sell the game to make sales. Also, within the storyline, the mention of the world ending on 21.12.12 is included, and being close to Christmas, is also near the release date. This means it is something  a player can relate to, and if they are immersed into the game from the cinematic techniques, and effectively 'save the world from ending' in the game, they might have a bigger sense of achievement. When the game is advertised to show this, it can increased the sales.

 Overall, Assassin's Creed 1 sold 8 million copies. Overall, Assassin's Creed 2 sold 9 million copies. Within only the first week, Assassin's Creed 3 sold 3.5 million copies. This shows that franchises can be important, as a series of games that continually improve against the last, can increase more and more sales in the industry.




Monday, 5 November 2012

Notes

Assassin's Creed III

Marketing
Ways it is advertised:
- Posters
- Magazine articles or adverts in magazines
- Youtube clips about behind the scenes before game is released
- Video trailer
- Reviews
^
[MAKES PEOPLE WANT TO BUY IT]


Distribution
Ways it is distributed:
- Made for consoles Xbox 360, PS3, PSP, Wii U
- Sold in supermarkets (Asda, Sainsbury's, Morrisons, Tesco), HMV, Gamestation, Game, Websites like Play, Amazon

Gives people a range of places to get the game and things to play the game on, to give a bigger range of people the chance to get the game, therefore more people will buy it.


Ubisoft's senior vice president of sales and marketing, Tony Key, said the game would enjoy the biggest marketing commitment in company history. Ubisoft UK MD Rob Cooper has said that Assassin's Creed III is a good entry point for newcomers to the series, and that he thinks Assassin's Creed III will hold its own against this year's biggest releases. Ubisoft has collaborated with several retail outlets on pre-order bonuses available through several store chains throughout the world. Which of the pre-order bonuses the player received depended upon where they pre-ordered the game. A free SteelBook collectible featuring artwork by renowned comic book artist Alex Ross is available as a pre-order incentive.
On March 26, 2012, Ubisoft announced three collectors editions of Assassin's Creed III, The Freedom, Join Or Die and Special editions, exclusive to EMEA countries and Australia. On June 1, 2012, Ubisoft also announced another collectors edition of Assassin's Creed III, the UbiWorkshop Edition. Ubisoft and Sony partnered to offer the game as a bundle with the PlayStation 3 console, which was offered from the day of the game's release. On the day of its release, Assassin's Creed III on the PlayStation 3 received 4 exclusive single-player missions, titled The Benedict Arnold Missions. The gameplay revolves around Benedict Arnold and his connections with turning West Point over to the British. Script writer Matt Turner stated that the Benedict Arnold missions were some of the most historically accurate missions in the game, as "some scenes have the actual words spoken by key players in the events at West Point, according to the records from the court proceedings following what happened.
  • The Freedom Edition features a retail copy of the game, a steelbook case with cover art drawn by award-winning comic artist Alex Ross, George Washington's notebook, a 24cm high-quality figurine of the protagonist Connor and 2 exclusive lithographs. In-game content included is two exclusive single player missions (Ghost of War & Lost Mayan Ruins) and an additional multiplayer character (Sharpshooter). The Freedom Edition is a GameStop retail exclusive in the U.K.
  • The Join Or Die Edition features a retail copy of the game, Connor's medallion (The medallion of the Assassins with its high-quality curd ladle) and George Washington's notebook. In-game content included is one exclusive single player mission (Ghost of War) and an additional multiplayer character (Sharpshooter).
  • The Special Edition features a retail copy of the game and special packaging. In-game content included is one exclusive single player mission (A Dangerous Secret).
  • The UbiWorkshop Edition features a retail copy of the game, the second edition of the Assassin's Creed Encyclopedia, exclusive packaging, 5 rare prints, and a new graphic novel titled Assassin's Creed: Subject 4.
  • The Limited Edition features a retail copy of the game, a 24cm high-quality figurine of Connor, an embroidered 28" x 48" Assassin's Creed-inspired Colonial flag, a 3" x 3.25" metal belt buckle with the Assassin insignia and George Washington's notebook. In-game content included is an exclusive single player mission (Lost Mayan Ruins). Although not originally planned, George Washington's notebook was later included in the edition due to popular demand.This edition is not available in the UK or Europe due to perceived anti-British sentiment portrayed in the content.
  • The Digital Deluxe Edition features a retail copy of the game, George Washington's notebook and a collection of the best soundtracks from previous Assassin's Creed games. In-game content included is three exclusive single player missions, two skins (The Captain of the Aquila's uniform and The Colonial Assassin outfit) and two additional multiplayer characters (Sharpshooter and Redcoat). The edition is exclusive to PC.

Wednesday, 31 October 2012

Assassin's Creed: Brotherhood


Assassin's Creed: Brotherhood is a historical action-adventure open world stealth hybrid video game developed by Ubisoft Montreal. It was released for PlayStation 3 and Xbox 360 in November 2010, Microsoft Windows in March 2011 and Mac OS X in May 2011.

It is the third major installment in the Assassin's Creed series and the second chapter in the "Ezio Trilogy". The game is a direct sequel to Assassin's Creed II, with Ezio Auditore da Firenze and Desmond Miles returning as the main protagonists, and it takes place right after the conclusion of the previous game's story. It is the first game in the main series to feature a multiplayer mode. Assassin's Creed: Revelations is a sequel to the game, concluding Ezio's story as he travels to Constantinople.
The story involved the characters escaping and finding hidehouts, with missions such as finding the Apple Of Eden.
 In the gameplay, the player can invest in the city (primary setting Rome) and unlock rewards. The player has to conquer and destroy Borgia towers to free city zones from the family's influence.Completing this unlocks new missions and opportunities. Rome is the biggest city ever created after the first two installments.

It won best Action Adventure game in the Spike TV Video Game Awards 2010. The game has also been nominated for 7 British Academy Video Games Awards in 2011, including Best Game. It won an award in the Action category, losing to Mass Effect 2 in the category for Best Game. The multiplayer portion of Assassin's Creed: Brotherhood was generally well received by critics.

The game passed the one million sales mark in less than a week after its release. Assassin's Creed: Brotherhood has become Ubisoft's fastest-selling European title ever. It also had the best Ubisoft's launch in Europe and is the best-selling launch title ever as of November 2010. As of May 2011, Ubisoft announced the game had shipped 8 million copies and helped the entire Assassin's Creed series to achieve over 28 million units sold. It made around 1.87 billion dollars.

Sunday, 28 October 2012

The effect that changing technology is having on the computer game industry

Computer/video games have constantly changed and evolved in the way they are created due to the changing technology in our modern society. 

The first video games were arcade ones, on big screens on all-in-one gaming devices that could only be afforded in arcades and pubs, with very simple graphics from use of large pixels. These were mostly black and white games. As technology developed, a lot of these games began to be available in colour.

When computer technology became available for enough memory for online gaming websites, simple cartoon animated games were first created.

When the ability to store information on discs was founded, and a more micro technology could be used to enable a screen for the game and the information storer to be separate, then consoles were created.

Consoles developed to be able to store more information and support more applications on them when this technology was founded mostly through computers. Sensor technology was also developed which allowed consoles to be compatible with sensor-affected wireless gaming (Xbox kinect, Nintendo wii).

Game graphics have developed majorly, when 3-D technology was founded rather than just 2-D, by at first just from the addition of shadows. This aided the computer gaming industry by creating games that were more realistic and therefore more appealing.

When wireless internet was made available in society, this gave the gaming industry an opportunity to use it within their own technology. This allowed them to connect players to play online to make their games more competitive, which is appealing to a lot of their target audience. It also allowed them to add internet applications to their consoles, such as internet browsing and bbc iplayer. 

More microtechnology was invented which allowed the computer game industry to create small technology and portable gaming consoles which appealed to their audience if they wanted to carry them around or use them in an environment with no room for the larger consoles, and also showed more affordable to the players.

Bluetooth and camera technology could be added to smaller consoles for more appealing interactive features, to the actual consoles as well as the games.

With all these additional features, computer games and consoles were more appealing, interactive and realistic, which racked up sales and more companies are being made, meaning more jobs also, and more money is involved in the industry, making it one of the biggest industries in the world. As the technology is rising, so does the video game industry.

Upcoming Game Release

MARVEL Avengers: Battle For Earth
This game is based on the 'secret invasion' storyline and is to tie-in with the 2012 film 'The Avengers.' It will be released by Ubisoft Quebec for Xbox 360 on 20th October 2012 in North America and Nintendo Wii on 4th December 2012; no dates for the UK have yet been announced. The development of the game was announced after the cancellation of the original film-based game by THQ.
 The developers are confident for the success of the game because Marvel have a fanbase for Marvel Comics already, and with most households owning consoles, a lot of fans are likely to buy it if they have a suitable console. Also a lot of fans have been gained from the movie, and with the movie being a box office hit, the game is also likely to be a success. 
 The inclusion of most Marvel characters with features allowing you to play as most of them, could be an attraction for fans to want the game. Each character has 4 unique powers and on story mode different tasks need to be carried out for the overall aim of saving the Earth.
The game is being released towards the end of this year as a marketing scheme for Christmas, with the idea as a Christmas present in mind, which would get more sales.




Here is the trailer:


Most Important Video Games Of All Time


After researching several games, it was hard to choose only 5 games that are important to the industry, considering there are so many different ways to play games (consoles, computers, mobiles etc.) so instead, I chose 10. 

1. Space Invaders
Since the release of the first ever video game of ping pong, space invaders (1978) proved the next biggest hit in the video game industry. It used the binary opposites theory of good vs evil, which then became the stereotypical theme of most video games, which makes it very important. Because of it's wide success, it lead on to the success of games like Pac-man, and even with it's simple graphics and simple concept, it is still very popular today on a wide range of devices.


2. Snake
Snake was an arcade game developed in the 1970's, and gathered most success when it became the pre-loaded game on nokia phones, which launched the industry of video games for mobile phones. This became popular with the younger age group and encouraged more people with the sales of mobile phones. Due to its popularity it is now widely available in different styles on a range of different devices.



3. Super Mario bros.
The original Mario Bros was created in 1983 for Nintendo, about two Italian plumbers defeating creatures in the sewers of New York, later developed to a quest of Mario fighting to get back his kidnapped girlfriend, Princess Toadstool (in later games, Princess Peach). It is important because it is now one of the most popular games in the world today, and makes the most money for Nintendo. As well as using the concept of good vs evil, it is the major breakthrough in the industry of the hero rescuing someone as their mission, which is now a common theme in a lot of video games. It was also popular for being one of the first story mode themed games, where a 'walk-through' setting is used, rather than just the simple 'mini-game' types like Pac-man and Space Invaders. It is available on mostly just Nintendo devices.




4. Halo
Halo (2001) is a science fiction game created by Bungie and owned by Microsoft studios. It centres around an interstellar war between humanity and a theocratic alliance of aliens. It is important because it was a major breakthrough with the quality of graphics, and also as well as inspired by other game releases, is part of the start of popular war-type shooting games games such as the Call Of Duty series. Because of its success, it later released other sequels.



5. The Sims
The original Sims (released in 2000) was just for the computer, and gained most of it's success because it allowed the player to take control of the game and do what they want. It allows the player to create their own city of houses and families and get them to do day-to-day things like in the real world. This form of realism made it unique. Due to its success, many more games of Sims have been released - some with certain themes and stories, and has been released on many more devices. This form of player control later inspired the creation of popular games such as Minecraft, Zoo Tycoon and Animal Crossing.




6. Space Race
Space Race (1973) was one of the earliest video games to be made, and is important because some of the most successful games around today are racing games, which all evolved from the first. It involves a space ship racing against other space ships, either multi-player or against CPU. Racing games are easily one of the most competitive games, which keeps a person transfixed with the game and eager to play. Some of the most popular racing games around now are the Forzer series and Mario Kart.



7. The Legend of Zelda
The first of 'The Legend Of Zelda' series was released in 1986 for Nintendo and is one of the most popular Nintendo games alongside Super Mario. Like Super Mario, it involved a hero (Link) defeating several creatures in search of a Princess (Twilight Princess Zelda), and was successful because of the use f the popular theme. It is important because it launched the success of fantasy based games based in ancient times, where more controversial weaponry can be used such as swords and shields, and creatures like dragons and fairies can be used which are familiar to the audience. These type of games are successful today, such as games like Skyrim, World Of Warcraft, the Final Fantasy Series and Runescape. Due to the popularity of this theme, The Legend Of Zelda has released several sequels on many consoles.



8. I, Robot
I, Robot was originally an arcade game that became popular on computers, published in 1983. The object of the game is a 'servant bot' turning red squares to blue going through certain levels to defeat the 'big brother eye'. It was the first game that involved 3-D graphics, just by simple use of shadow to 2-D shapes, which is important because it launched the idea of 3-D to video games, which are now proved most popular today and are considered the best graphics, with even the original 2-D based games releasing 3-D versions of the new games. It's popular theme of robots has also influenced many new popular robot games.




9. Tomb Raider
The first tomb raider was released in 1996, and was one of the most major games to have a female heroin as the protagonist, subverting the female stereotype, which made it unique and controversial, which is important to the game industry as it lead to future games of female heroins against the stereotypical male heroes. The female character had a 'sex appeal' to the males that made the game more popular, and due to its success made several sequels on several consoles, and a film featuring Angelina Jolie, which made 'Lara Croft', the protagonist, a major recognised name, even to those who haven't played the game. This fame and global recognisation of the game in the media and in society brought a higher status to the video game industry.



10. FIFA
FIFA football and FIFA soccer were the first of the FIFA series of football games for EA Sports. It was developed from games in the 1980's, with the actual FIFA series starting in 1993. Many sports games had been developed in the past which FIFA was inspired by, but this is the main one that gained popularity because it has an official license from an official sporting event. Gamers who are familiar with the sport would be more inclined to buy the game. Basing it on a true event caused it to be more popular with how the players can relate to it or create their own outcome - an important breakthrough for the video game industry. It's success lead it to carry on creating FIFA games with improved graphics to make it seem more real, and inspire other games to be created from events such as the Olympics.



Wednesday, 24 October 2012

The Structure Of The Computer Game Industry


The Structure Of The Computer Game Industry


Computer games or video games are one of the largest industries around today, probably because of societies constant need for owning the newest technologies. The gaming industry has been a massive technological progression to society, and will continue to in the future. Most households in technology reliant countries today own a game console, PC or smartphone, and 49% of these households own at least two consoles.


The industry is made up of different layers. These include:
1. The Capital and Publishing Layer
This is using money to create or develop new titles and seeking returns through licensing of titles.
2. Product and Talent Layer
This includes the developers, designers and artist who actually made the game.
3. Distribution Layer
Working with retail and online shops to market and sell the game.
4. Hardware Layer
The people who create the hardware for the games to be played on. The 'major players' are console based such as Sony (Playstation), Nintendo (Wii) and Microsoft (Xbox), but hardware can include online media or mobile devices, and virtual machines like Java and Flash, and software platforms like internet browsers and facebook.

5. Consumer Layer
The people who buy, download or play the games.

The basic structure of how the industry works is the process it takes from concept to consumption:
Developer>Publisher>Marketer>Distributor>Hardware>Retail>Consumer.

A game normally takes a few years to create and complete and there are usually six main stages of the game development.
  • Prototyping: These are made fairly quickly in pre-production to test ideas and concepts before making the actual game.
  • Game Design: The designing of the actual game by a team of people such as producers, game artists, copyrighters, other programmers and artists.
  • Production: The games programmers work with the lead programmer, the art staff and 3-D graphics programmer to create the actual game.
  • Testing: Professional game testers test the game and the programmers fix bugs and errors.
  • Nearing Completion: The beta testing period where stress tolerance is measured for servers and final bugs are fixed. It is sent off to the publisher when it is complete.
  • Maintenance: The developers wait for enough feedback on bugs and the game goes through a patch which fixes bugs, alters game play and adds more features.