Thursday, 10 November 2016

Market Research - Competitor Analysis

Little Big Planet 

Little Big Plannet is a game that is aimed at practically everyone but on screen it definitely looks to be more aimed at younger audiences. This is a more softer approach to an action adventure game although it bares a similar story line of killing enemies and overcoming large obstacles that are in the way with the sense of discovery. I knew it was this genre due to its gameplay of jumping and discovering new levels and progressing in skill. It has discovery and events that aren't likely to have normal occurrences and is followed by danger and action. The illustration to the right shows how the game is very free moving and open as you can see that there is another media text of TV show Spongebob being displayed. This shows how the game might be very relaxed as the appearance doesn't matter too much in terms of game play and it also distances the audience from it too as they might be forever changing. 

The game shows a very playful mood due to the colours on screen and also the simplicity such as the controls almost acting as help meaning it might not be challenging and rather the developers want you to just explore what it has to offer. The colour scheme creates quite a childish representation however.
 You can customise your Sackboy making him unique to everyone else and this can be done by different clothing collectibles and stickers that you find throughout the game. There is also a ‘pod’ which is your home screen which you can further customise.



The story line seems to be very random and experimental, the game purposefully has a fairly simple story line which can be depicted in some images as you can play it in any order, replay levels over and over and choose where and what you want to do via the world selection map. This can be seen in the image below and the image to the left as the game appears to be more focused on giving the player the tools to express their imagination.

One way I think this game could be event better is if there are ways to actually improve your sackboy, by maybe improving his speed or strenght to do things with more efficiency and quicker. One thing I will include in my game however is having this diversity within the game. You can create and do almost anything and so in my game I will incorporate the option of going at a problem in as many ways as possible and really letting the gamer choose the storyline.


Thief


This game however can appear far more focused and in depth on the off hand due to its attention to detail first off. The first person view initially fully immerses the gamer into the game and due to the details such as lighting in the scene being low and dim with lots of shadows creates a sinister vibe. FPV is very conventional within action adventure video games as it immerses the audiences into a virtual reality and are the focus point of the story that have elements of danger throughout and a quest style campaign.
This image once again is very dark lit and so you know that it is very serious and the game might involve a lot of stealth. It also shows that it involves combat due to the bow and arrow. The fact that you are also out numbered and they are kitted out with armour in comparison to you who seems to have very little as you are trying to hide.
This shows how there is something much greater in the game which leads to its exploitative nature. It also shows how it has a very complex story line as it an external force that is going to have to be understood. It also looks very harmful like an explosion and so violence is shown.
This illustration shows that the story line is twisted and quite horrific as you see people who have been hung suspended in the air. This also shows that the storyline won't shy away from death and with death and murder comes mysteries and complex natures. It creates grim representations of a older generation style with secret underground cults which is rather frighting and something that I think is specific to a more magic filled game and something I wouldn't use in my game.
This is a screen shot of the home screen during campaign . Here you can see that there are ways to progress and therefore adapt to the difficulty. The fact there are different routes to take inclines that it is going to be difficult and so making the right choices might be good or make it easier but inevitably its the players choice. This is one thing that I would incorporate within my game as it acts as a way of attaching the audience and make them want to progress. One thing I could say that is highly appreciated and could be added to this game is customisation within your actual character such as costuming and accessories.
Finally, this first person view fully involves the viewer even if you are not the gamer as the characters staring at you and you life is dependant on their brutal decision. It also shows that this games storyline might not be easy to glide through but rather the enemies are powerful as a result of the framing of this shot. This game shows representation of a male dominant world that is evil and cunning and at times shows females in a more sexual manor. Another thing that is really well done in this game is its merges between cutscenes and interactivity which keeps the audiences involved at all times and something I too would like to incorporate.


The Last of Us

 This game is a third person view game where you mainly play as the male protagonist but at times you do get to play as the girl. The third person view in in the first image distances the audience from the game as they feel like they are more of a bystander or simply a watcher however from this angle you are able to see a lot and take in the scene which has been done purposely as the whole environment creates lots of questions and evaluations. The violence, combat, free moving environment and discoverability
 of this game instantly shows the genre of action adventure.

The next image has the same TP view however all of a sudden the audience are suddenly thrown into it by a whip pan and suddenly part of a car crash. You are distanced from the characters but still get this shock and this shows me that the game play is going to be intense and jumpy and so expect the unexpected.
 This angle puts you in distress as you are in control of the character but feel claustrophobic due to being enclosed. It is also quite disorientating you are upside down and so the storyline might be quite difficult to comprehend also.
 The wide angle allows you to take everything into account and it also maximises the effect of explosions as they appear bigger. The start of the game starts off with typical representations of female damsel in distress with a heroic male protagonist however, this soon changes and we see the female child actually grow strong and show lots of courage and other traits tht are prehaps not conventional within video games and something that I would also like to replicate.

The use of the cut scene draws the audience in in third person shooters as the fluid movements and angles add to no only the seriousness of the situation but also this view of actually being part of the game and connected as you have previously been distanced and so you know the story line will get deep. This showed me that cut scenes are vital in building relationships as it makes for a more realistic experience and so one that I would like to also include

This final image shows that their is going to be a lot of exploring within it. The mise-en-scene of a back alley with already this exploitation of wanting to explore just to see what might be round that corner, can you get up that ladder, can you open that door are what every engrossed gamer wants to explore and the dark alley and boxes makes you wonder. This allows for a game to be more complex and in depth as hidden treasures and hints can be achieved.


This research is useful as it allows me to evaluate and seek trends that game developers use when creating a specific type of game. One example of this is by using third person views or even in some wide angle first person views with limited HUD it allows for a wide angle and this projects discovery and also anticipation at times of shock or wonder. Furthermore, it also allows me to see where in my script to have gameplay and cut scenes in order to create the best effects. I found that platform games are very hard to get fully immersed emotionally into simply due to their un-realistic nature meaning the audience have a harder time communicating with.

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