Thursday, 5 January 2017

Asset Journal

Once I felt I was happy with the overall out come having changed a lot of things throughout its fair to say that I have come a long way. One of the biggest changes being switching from the hard to work with gravityapplication which I understand is good for certain things, but when it comes to trying to immitate gravity in a video game situation I feel like keyframing allows me to have full control of where something is at any given time and I felt like I had a lot more freedom.

Some smaller touches that I made were actually having some of my objects appearing to bounce off each other. This is something I forgot about on the change over as when applying a field and or solver which is where the gravity was, you make the assets such as my blocks all active or passive meaning that when they collide they use physics and actually have a cause and effect. This however was not the case with keyframing but wasn't much of a problem as I could simply go to the keyframe where they meet and change their paths. An example of my first export where I didn't do this can be seen below on the cube that manages to go through the wall!

Another thing I did was just re arrange some of my assets, this required me to re export the selected assets and then change its position as it still wouldnt let me move anything that was key frammed and so once I had moved it a little I re imported the assets and they were fine. The reason I did this was to give my room a slightly fuller look as originally I wanted the room to be spacious to appeal to the target audience as science fiction games I feel are usually modern and efficient with space but when it came down to it, it looked empty and so these adjustments still kept it clean but also more intresting.

 


Monday, 2 January 2017

Audience Research Analysis

In this post I will explore in detail my results from my recent survey on Video games and specifically genre and looking into campaign.

My research group were all within the same age bracket from 17-18 and had similar economic statuses as all were studying in the last year of sixth form. This age group was picked as it matches my target audience if I were to make an action adventure game. I got 14 Males and 6 females so when analysing I have to keep in mind that factor.

My first set of questions I created so that I could get an insight into the types of people my audience is without being prejudice being one myself and so some of the more basic questions allow me to review this. For example there is a very wide range in music genres varying from person to person and so this tells me that they all like music but have very different interests however in later questions I find out that some answers are heavily weighted telling me that there are some things that are enjoyed/ disliked by all. They all have high aspirations and want to venture far from where they are showing keen attitudes and outgoing natures when it comes to occupations which was interesting as i found that all of them have part time jobs as well. Furthermore, I can see that they are engrossed with technology as a large majority are on social media and technology but also social going out with friends as this takes up 70% of question 4s answers.




When it comes down to favourite games of all time and the last game that they played although there were games such as call of duty which is a popular FPS very conventional along with fifa coming up many times there was no real correlation showing that everyone has different preferences. However, the online section of a video game which also translates to the interactivity of the game is a clear winner in peoples faverouite parts of a game and I need to incorporate this in to mine as it really makes a game feel realistic and more of a group thing rather than just an isolated activity. 5 people which works out to 25% of people said that the climax was their best part and so I need to have a key turning point/ moment in my game that is spectacular ignorer to generate hype and keep people entertained.

One thing that I found out was from inferring this data. If you look at what games people are most looking forward to along with peoples favourite games then you can see that solid foundation games such as Call of Duty and Halo and Red Dead Redemption, games that have masses amount of money gone into them and high production teams, might just be popular as people know what they are buying and so games that are more secretive and less giving away such as some indie games might not be as popular. My question on what makes a game stand out had 7/20 people saying it was down to little details such as key events happening later on in the game that were foreshadowed earlier on and other simple details such as external games within them. A close runner up was the complexity of a storyline so games such as skyrim rather than simple games such as flappy bird are preferred by this target range. A lot of these games also have a lot of freedom and free roaming ability as it makes the player feel like they are more in control rather than being shepherd or forced down one route even though there might only be one route it gives that illusion.


On some of my questions I learnt a lot more than I asked for and this can be seen in my 13th question about protagonists. Okay so I got the idea that my audience are aware of the stereotypical protagonist and the majority do want to see change in it but the fact that from the graph I displayed it as male and female views so that you can see that they are still fairly childish. From having answers where people simply circled them all showing carelessness but I can take this into consideration as it shows that they can get bored very quickly and so my game needs to constantly be interesting. Moving on however, in terms of location, the most preferred by far was the idea of any urban location. FPS games were actually deemed as boring according to my survey even though the majority of mentioned games were FPS but none the less giving a game a different persecutive can decrease emotion or connection or at least is believed to but still accomplishable as the GTA series proves.

Some interesting things that I found out was that a large percentage of people actually are bored of 'happy ever afters' this tells me that the audience age group of late teens/ young adults have played lost of similar and too far fetched games and so some reality needs to be brought back. If I am allowed to do this and still make my game conventional then this is what I will do which is possible by leaving cliff hangers or just making up a more realistic ending so that when a game does end they are still shocked.

My final question was more of a self expressive question and this gave me an idea that a common thing that is enjoyed by people who play video games this that they like violence, maybe not too much for some people but more importantly they all by then end showed me they have good imagination as none of them simply chose a gun as their weapon of choice but instead thought outside the box... maybe too much at times with the sexual related items which once again reinforced the possible stereotype of gamers!

Thursday, 15 December 2016

Target Audience Actual Printed Questionnaire

THE FOLLOWING ARE A FEW EXAMPLES OF THE QUESTIONNAIRE I HANDED OUT TO MY TARGET AUDEIENCE. SOME OF THE RESULTS ARE HUMOURING AND THIS JUST GOES TO SHOW WHAT TYPE OF CHARACTERISTICS MY TARGET AUDEINCE HAS BY NOT TAKING IT SERIOUSLY, SOME MADE JOKES AND OTHERS DIDNT TAKE MUCH TIME TO DO IT TO A HIGH LEVEL OF DETAIL BUT NONE THE LESS THE MAJORITY OF PEOPLE DID ACTUAL DO THE SURVEY CORRECTLY










Deeper interviews back up

https://clyp.it/ay3csjam

https://clyp.it/lcyj344b 

https://clyp.it/2y0osswa

Thursday, 8 December 2016

Secondary Research Book + online articles

The Art of Storytelling in Gaming

This article was really trying to focus purely on how video games story telling is different and why it can't be/ trying to be the same as that of a film or other types of media. They explain how 'Games have done more work to pioneer best practises in interactive and participatory storytelling than any medium since the ancient theatre traditions' which is a very big claim but showed me just how big the industry is. They also explained how video games are often escapes for many people to get away from reality and don't have to deal 'the burden of the social dictate to be empathetic' which is why it is hard to create empathy within video games as there typically isn't that realistic connection and failing to do so will distance the gamer even further. The article got together many different storytelling experts from someone who made BioShock, to someone who made house of cards, to a film writer and even a theatre play writer and this allowed them to share techniques to make a story grow. When I am coming up with my own storyline I now know that I have to dig deep into the characters I create and if I do so and plan them well then the story should start evolving itself and the characters will start talking to me in their own voices rather than me trying to mould everything specifics. Additionally they talked about the fact that gamers are predetermined just like films or plays such as Romeo & Juliet and so a lot of the time the audiences don't feel guilt when they die... However, with a deep storyline I would be able to make cross roads or make it seem like there are cross roads in the story line that actually only end up with one outcome to make the gamer feel like it was their fault by facing them with a decision and outcome. They started to discuss setting on the last quarter of the article and they explained how having a location is simply not enough, you need to realise yourself how it got to that stage through human choices, supernatural occurrences, a jump in time or whatever it maybe and this will help to develop it and make it come into play more frequently with my storyline. Finally, in order to create high stakes and value in my game I need to give the gamer a sense of that value by realising how hard it might be or how easy it is to get certain things and so by completing actions and getting big rewards at stake then the gamer will be more likely to be immersed. These rewards must also develop as they used the analogy 'what was a reward as a child is not one as an adult'.



http://www.sundance.org/blogs/program-spotlight/the-art-of-storytelling-in-gaming


Are Video Games of the Future of Storytelling?

This article delves into the new era of games which are heavily based around storytelling to the point where he uses the game 'Gone Home' and explains how it is less of a game than we would recall and more of a visual and virtual fiction. He says how as the game progresses you start to find out more and more about the storyline as usual but do so by finding out about the history and piece together facts and information. It shows how detailed the game goes as it explains the significance of certain details such as 'Though there are nods to conflicts outside the home, the game’s primary territory – the map you light up as you play – is the human heart.' This links to the games actual meaning of love but also made me realise that when I'm coming up with ideas I need to really think about how it all links together and comes back round like story's in a book always end up tying all the lose ends and nothing is left unturned. One key point I got out of this article is that Ander Monson (the author) told me that a game doesn't shine through from graphics or having the most spectacular effects its all about its intimacy!





Video games are becoming increasingly anticipated due to the new advancements within technology

https://www.google.co.uk/amp/parade.com/301954/camayak/the-evolution-of-storytelling-in-video-games/amp/?client=safari


'Games and Narrative' by Diane Carr in Computer Games: Text, Narrative and Play editied by Diane Carr, David Buckingham, Andrew Burn and Gareth Schott.



These sources are fairly reliable due to their status within the video game comminity, a lot of these articles online however are just other peoples blogs and so although they may seem valid there is no clear roof that what they are saying is 100% ture. Furthermore the online articles are going to be very opnionated as a result of who is writing them being video game critics ect. Although I do feel like the book has a lot of validity as the person who wrote it has spent a lot of time and backed up their points by references.

Secondary research is valuable as it is a fast and efficient way of utilising the internet as a resources for information that has already been collected and reviewed by other individuals and so I personally don't have to spend the time and money doing it myself or at least on such a wide scale. By reading articles on storytelling in video games I am able to save myself lots of time and for a small company like slide, money, as if I had to look through hundreds of games to find a few specific examples I can simply gain a few from the internet. It also gives the opportunity of backing up arguments or justifying decisions to change my game.

Wednesday, 7 December 2016

Graphs










These results were very surprising for me to see as they were very varied and so this implies that there is a lot of repition within the video game industry and the only reason they continue to buy these games is because there are no truely original games out. However, the highest amount of people said that they are bored of FPS as well as happy ever afters and so for my game I might have to come up with a unique ending that maybe has a spin rather than just everyone lives happily and goes back to normal which should be fun to explore.
THE LACK OF SERIOUSNESS ON THE LAST QUESTION THAT TO BE FAIR WAS VERY OPENENDED GOES TO SHOW THAT MY TARGET AUDIENCE ARE FAIRLY IMMATURE AND LIKE TO CRACK JOKES. THIS IT ALSO SHOWS THAT THEY WERE NOT VERY FOCUSED BY THE END OF MY QUESTIONNAIRE AND SO WHEN IM WRTING MY GAME I MUST ENSURE THAT THERE IS ALWAYS SOMETHING HAPPENING SO MY AUDIENCE WOULDNT GET BORED.