Tuesday 12 May 2009

Top 100 games developers announced...

...and the UK bags 21 entries!

CLICK HERE to find out who's hot and who's not.

5 Video Games Mock Exam Questions

1) Discuss the impact of new media technology on the audience and industry. Make detailed reference to your case study to help illustrate your points (50 marks; 45 mins)

2) "Media industries rely on new media technology to market and promote their products to their audience". Discuss this statement with detailed reference to your case study. (50 marks; 45 mins)

3) In what ways have new media technologies enhanced audience experience? (50 marks; 45 mins)

4) How has the industry you have studied embraced new forms of distribution and marketing and what impact has this had on the audience? (50 marks; 45 mins)

5) "Ideas take life when they are shared. That is why the web is such a potent platform for creativity and innovation" - Charles Leadbeater. Discuss Leadbeater's statement with detailed reference to your audience and industry case study (50 marks; 45 mins)

I am happy to mark any of your written responses to any of the above questions. Either drop your written scripts into G4 of the Lewis Building or email your responses to g1parkinson@ccn.ac.uk

Have a look at the TV Drama blog - there are some extra TV Drama mocks for you to tackle. Remember that failing to prepare is preparing to fail. Guy

Thursday 30 April 2009

Key Terms

Avatar:
The visual representation or embodiment of the game player on the screen.

Backstory:
Videogames often have a brief story section at the start of the game to justify the scenario that the player finds him/herself in.

Beat-‘em-ups:
A genre of videogame in which the key objective is for the player to beat up various opponents, the opponents can be defeated in a number of ways. This is a diverse and very popular genre, most beat-‘em-ups will have a multi-player mode on them.

Charles Leadbeater:
He created the idea of 'We-Think'; 'We-Think' is where people use the web to share ideas and knowledge; gamers use 'We-Think' because they set up blogs and forums to share tips and cheats.

Convergence:
In the context of videogames it is the way in which platform developers have moved towards consoles being multi-functional. For example, instead of having three or four different devices to enable consumers to browse the internet, play a videogame and watch a DVD all of these activities can now be done by one piece of technology such as the Wii which is a games console, social-networking tool and internet browser. The downside to this process is that with the increase of multiple functions many of the converged devices are not as good at the individual functions, for example a games console is not as good at playing DVDs as a standalone DVD player.

Cutscenes:
The term used to describe scenes in videogames in which the player doesn’t have any control over. They often contain narrative information to justify the forthcoming section or level of the game. Some cutscenes can be extremely detailed to help develop the narrative. Players can find that cutscenes obstruct the process of gameplaying.DevelopersThe teams that create the videogames (the software that runs on consoles, PCs and handhelds). Developers may be ‘first party’ (directly owned by a platform holder), ‘second party’ where there is some platform holder support or funding, or ‘third party’ who are unaffiliated with the platform holder.

Distributors and Retailers:
The role of the distributor is to get videogames to retailers in order to sell to consumers. As the majority of videogames are currently distributed in physical form (ie on CD, DVD or cartridge), this means getting game boxes onto retailers’ shelves or to warehouses. However, recent moves within the industry have pointed to the increased use of electronic distribution with extra levels or even whole games being downloadable.

First-person shooters:
A genre of videogame in which the player’s view is first person, this means that the player does not see his or her character during play sequences. The key gameplay element is to shoot things. Often the game will allow the player to use a light gun as a controller.

Interactivity:
A slippery term that is used in many contexts. In videogames, interactivity refers to the player’s ability to exercise control over the action presented onscreen by taking control of a character, piloting a spaceship or driving a car, for example. Interactivity is one of the defining features of videogames and they are often called ‘interactive entertainment’, although many parts of the games, such as cutscenes, do not allow such ‘interactive’ control over events.

Killer app (killer application):
The name given to a key piece of software associated with a particular piece of hardware that will help drive sales due to its popularity. An example of a killer app most recently is Brain Training on the Nintendo DS, which has boosted sales and attracted a new generation of older gamers to the console.

MMORPG:
This refers to Massively Multi-player Online Role Playing Games, for example, Second Life or Club Penguin.

Mod/ModderMods:
are literally ‘modifications’ to games that change their appearance, structure or level design, for example, but that usually leaves the underlying gameplay and mechanics intact. Most common in the world of PC games, the practice of modding relies on free ‘mod tools’ released by game developers. Most mod tools are distributed freely but their use is governed by End User License Agreements (EULAs), which usually prohibit modders or mod teams from selling their creations for commercial gain.

Platform Holders:
Platform holders manufacture the hardware on which videogames run. The three main companies at present are Sony who manufacture the PlayStation series, Microsoft who produce the Xbox series, and Nintendo who produce the Wii, GameCube, Game Boy and Nintendo DS.PublishersPublishers provide money and support for the development teams who create videogames. Ubisoft and SCI (incorporating Eidos) in the UK, as well as Sony Computer Entertainment, Microsoft, Nintendo and Electronic Arts are among the larger videogame publishers.

Ratings bodies:
Videogames, like other media, are subject to classification and age rating. While practice differs throughout the world, the UK operates a two-tier system within the voluntary guidelines of the European PEGI (Pan European Games Information) system and the mandatory BBFC regulations as determined by the Video Recordings Act of 1984.

RPG – Role Playing Games:
A role-playing game is a videogame where the player controls one or all of the characters, and wins the game by completing a series of quests. A key feature of the genre is that characters grow in power and abilities, and characters are typically designed by the player. Players explore a game world, while solving puzzles and engaging in tactical combat.SimulationThe deliberate artificial imitation of an experience, or a process, with the intention of making the imitation as close as possible to the ‘real thing’. Often used for training purposes where it is not possible to access the real experience.

Salen & Zimmerman (2004):
Stated that games create 'social groups'; this is true espcially with online gaming - the Playstation Network http://uk.playstation.com/psn/ offers gamers online social interaction; www.x-box.com offers X-Box Live online gaming and interaction. We live in a time of social networking and games developers and the games industry are responding to the changes in the way people communicate and interact with one another.

Synergy:
The basic definition of synergy is the interaction of two or more forces so that their combined effect is greater than the sum of their individual effects. In the context of the media it is the promotion and sale of a product (and all its versions) throughout the various subsidiaries of a media conglomerate, for example, films, soundtracks or video games. To give a detailed example the Spider-Man films had toys of webshooters and figures of the characters made, as well as posters and videogames, this resulted in the creation of more revenue for the creators of the Spider-Man franchise than if they had just released the one film.

Monday 27 April 2009

Hollywood V Video Games



Why Can't Hollywood do Videogames Justice?


40 video games being made into movies
(click above links for articles)





Is this true? Write a 600 word essay answering the question:


"Can there ever be a succesful marriage between videogames and Hollywood?"



Choose two case studies that you believe have been successful or have stunk!


They could either have been films which have been adapted into a video game or video games which have been made into movies. You decide!

What are the institutions?: film producers, game designers/distributors

Consider: whether each media faithfully follows the franchise (in terms of narrative/story and characters)


Consider realism: graphics, cut-scenes, game rules V big-screen action

Consider what effect the adaptation had on the franchise: did it lose credibility? did it boost sales? did the movie become bigger than the game or vice-versa? did it give the franchise a whole new lease of life?

Do not go against public opininon for this exercise. Personal viewpoints are valid but research what gamers, movie-goers & critics have said in forums/articles etc. Compare and contrast this with box office takings and games sales alongside any other spin-off merchandice

It will be peer marked (X2) so please be prepared to share your work with the rest of the class

Thursday 23 April 2009

Mock Exam Question

Answer the following question making detailed reference to your case study (Project One).
"Discuss the impact of new technology on the video games audience and industry"

Time: 45 minutes.

Aim for 3 sides of A4.


Ideas to help you answer the question:


Industry:
  • 7th Generation of games consoles and what they can do;
  • Hardware - PS3, X-Box, Wii - how are they different to previous games consoles?;
  • Software - sandbox gaming, development of Avatars, how have games developed? What can you do on your Project One game that is new?
  • Distribution - Where are the games available? In shops? On-line? Through X-Box Live?
  • Promotion - are the games promoted online; through You Tube cut scenes etc? How much of the publicity is generated through online forums and web sites like www.gamespot.co.uk
  • Exchange - where can customers buy the game?
  • The role of the BBFC

Audience:

  • What does your Project One game allow gamers to do?
  • In what ways is your game supported online?
  • Charles Leadbeater talks about 'user-generated content' in Web 2.0. Have people/gamers set up blogs, forums, discussion groups online to share tips and cheats for your Project One game?
  • Do people spend more time gaming now than they used to? Is this a good thing?
  • What possible effects might new games have on the audience?
  • Are too many young people playing violent video games?

This is not an exhaustive list. Just a few pointers to answer the question. The most important thing to remember is that you must always use your Project One case study to answer the question. Be specific. Be detailed.

Friday 3 April 2009

Recap of the Video Games unit

The examing board state that students should complete the following for the exam:

A study of the production, distribution and marketing of a specific game within one or across various gaming platforms, along with its reception by a variety of (British) audiences. This should be accompanied by study of the impact of next generation capabilities (HD, Blu-Ray, online services, etc) on the production, distribution, marketing and consumption of games. Publishing will incorporate UGC web uploading


Stuff we have covered in the Video Games Unit:

The range of computer games on the market;
The genre of various games and the typical codes and conventions (shoot-em-up, role playing etc;
The biggest selling games in the UK for 2008;
The history of videogames – from Pong to GTA4;
http://www.otn.co.uk/invaders/
http://www.pbs.org/kcts/videogamerevolution/arcade/game/game_flash.html

The range of video games on the market
http://www.pond5.com/stock-footage/58922/1970s-tv-tennis-pal.html
http://uk.youtube.com/watch?v=DQ8s8U7qbOU

Violence in video games:

Watch and listen to video clip:
http://uk.youtube.com/watch?v=hKSk1bW9qzw


Violence in video games – does it have any impact on young people?
Read ‘Social Effects of Video Gaming’ handout;

http://www.guardian.co.uk/technology/games
http://www.cbsnews.com/stories/2005/06/17/60minutes/main702599.shtml

Investigate the role of the BBFC; who are they? What do they do?

Women and games:
Representation powerpoints

Watch and listen to video clips:
Lara Croft: Tomb Raider: Edge of Darkness
http://movies.yahoo.com/movie/1808416901/video

Tomb Raider: Underworld
http://www.youtube.com/watch?v=hOfhtzyJjtA
http://www.youtube.com/watch?v=7lLN7m1qQeo

Find out the following about Lara Croft:

Who is the development and publishing company?
Who is the distribution company?
What were the classifications given to three of the games?
What is the scope of its availability; multi-platform? Retail? Play online? Downloadable – formats?
What messages does Lara Croft’s character send regards the representation of women? Are they typical of female portrayal in video games?
Video games & film:

Research the following games and their film adaptations.
Silent Hill,Resident Evil, Hitman, Doom, Mortal Kombat, Street Fighter, Final Fantasy

What stars were cast? Is the film faithful to the game?
http://news.bbc.co.uk/1/hi/technology/7709298.stm


The video game industry:

PC’s / consoles

Summary:

Verdict Research's latest reports, UK Music & Video 2008 and UK Video Games & Consoles Retailing 2008

Web resourses:

http://www.theinquirer.net/gb/inquirer/news/2008/11/05/computer-games-rise

http://news.bbc.co.uk/1/hi/technology/7709298.stm

http://news.bbc.co.uk/1/hi/technology/7706383.stm


LIST OF VIDEO GAMES COMPANIES

http://en.wikipedia.org/wiki/List_of_video_game_companies

Wednesday 25 March 2009

Cut Scenes from The Last Remnant

Remember that cut-scenes in video games are the parts which require the player to be passive and watch. The player cannot control the cut scenes. They are used to give narrative information. Cut scenes are often used between levels as the console loads the next level or next mission. Games designers and game players debate the merits of cut scenes - whether they help the player understand the gameworld or act as a distraction and obstacle that breaks the flow and immersion or the gamer.

Games Developers Conference, San Francisco 2009

Monday 2 February 2009

Tuesday 13 January 2009

The World's Top Five Video Games for 2008

The NPD Group, GfK Chart-Track Limited and Enterbrain have joined forces to release the Top Global Markets Report, the first report to combine point-of-sales data for video game sales in the world's largest games markets, aka the U.S., U.K. and Japan.

22 Million Gaming Consoles In UK Households


Gfk Chart Track media sales tracker reports that the total number of current generation gaming consoles in the UK has reached 22 million, which is slightly short of the 25 million or so households in the UK and Northern Ireland.

2008 ended with Nintendo's Wii console dominating the ranking with nearly five million consoles, followed by 3.2 million Xbox 360 and 1.9 million Playstation 3 gaming consoles (that's up from 900,000 the year before).

The handheld segment is another arena where Nintendo dominated the competition (AKA Sony's PSP) with 8.8 million units compared to 3.2 million for Sony's handheld console.