Monday, 23 January 2017

Documentary of a video game with script

Script


Open with a relaxing intro of animals. Then cut to a Salford teenager rapping.

Lewis
Hi my name is Lewis, this is my rainbow six siege documentary.

Then intro with music and fast cuts of friends faces and the loading screens of the games.

Lewis
This game is made by Ubisoft, I've been playing this game for a long time with friends and i have found that this is a very exiting first person shooter with strategic plans and ideas. Or you can just kill your friends. This FPS is very different to the typical call of duty and battlefield its very realistic atmosphere brings a new emphasis to team work. The 3 different game modes are protect the hostage, defend the bomb and defend the zone, as you can guess if you are defending. Attacking you do the opposite extract the hostage, diffuse the bomb and secure the zone. This can make for intense situations as both teams have a plan or you have that one guy who just throws grenades everywhere, then is somehow the last alive on the team, stressing pulling your hair out..... and he kills the full team, wins and you sit there contemplating your skills and time wasted. 

While i speak game play will be shown with funky music.

Lewis
Now this game is already nail biting but its new Ranked Beta is incredible, i have never felt a stronger connection with my team mates than any other game before. this will take you back old school by pen and paper planning. Although i cant help but feel that Ubisoft have neglected this game  as there are a list of bugs that annoy the rainbow players, one is the lighting problem and its still not fixed, this makes the games lighting very unworldly as the lighting inside of the buildings are brighter than it is outside even though its the middle of the day. The last disappointment is the lack of single player options and you feel stranded when you have no one to play this game with, as it doesn't have a campaign compared to its predecessors Rainbow Six Vegas 1 and 2 it makes the game feel half finished.

Lewis
My last thoughts, this games is very fun and engaging when played with friends, you can spend hours of interesting planning and finding your role out of the 28 different operators along with 16 intoxicating maps. Call my crazy but if Ubisoft put more time into this game it could of rivalled Blizzard's Overwatch. I give it a strong 8/10.

Close video with a fade to black.
End




Spyro the Dragon

Spyro The Dragon is a child friendly plat-former made by Insomniac Games and published by Activision that started on the PlayStation in 1998,

The game originated because Sony needed more child friendly games for their console the first PlayStation. Insomniac games came to save the day, at the time five people worked at Insomniac and President Mark Cerny suggested they make a game that resembles to Nintendo's Mario series. This inspired Artist Craig Stitt to make concept art and he chose a dragon to be the main character because in his opinion "A dragon has all the best part of a creature".



This character was chosen and given the name Spyro. Spyro went through many changes including his color which was green but changed to purple because i was difficult to see him in the grass. The game would go on to be made by thirteen people.

Once released Spyro was a huge success being so popular with gamer's that Spyro became a mascot for the PlayStation one like Crash Bandicoot. Spyro The Dragons plot was simple so it could attract a younger audience. Spyro and his dragonfly friend "sparx" live in the Artisan world one of five realms in the universe. All live in harmony until Gnasty Gnorc an evil wizard traps all the dragons in a crystallized state apart from Spyro he is spared by Gnasty Gnorc because of his small size and lack of ability to fly. This leads Spyro to conjure up the courage to free his fellow dragons. Along this heroic path Spyro must fight Gnasty Gnorc's minions, spells and puzzles to defeat him and bring peace to the realms of dragons.
This plot fell positive in children's ever need to be entertained because many felt like Spyro themselves, older audiences we're interested in this story too because everyone likes an underdog.

Spyros game-play was simple too, his two attacks are breathing fire and charging with his horns. These moves had to be used strategically to defeat enemies as larger enemies wouldn't be affected by by charging at them but would take small amounts of damage from breathing fire. Charging is useful to brake enemies shields and armour or smash open crates, breathing fire on the crates would burn the contents inside like crystals used to buy lives. The fact that enemies were so strong you had the ability to run away but every time you beat a enemy it felt like a big accomplishment especially boss fights. This was a smart way to correlate the stories narrative into game-play.
Spyro can also glide across high castles and mountains to freely go wherever you want. To give the feeling of an open world Alex Hastings created one of the first LOD's (Level Detail Algorithms) to be used in video games, the game was given seven renderer's simultaneously working. This meant there could be more objects and buildings on larger levels. This revolutionary technique also meant surroundings you are closer to will be more detailed and as you grow closer to buildings in the distance they will become more detailed. To further elaborate lowering detail on environments farer away from the player means you can up the graphics in detail near the player. This also allowed more objects far away for a more immersive open world. Modern games today use this technique but with better rendering software.

The game was then turned into a PlayStation franchise with its next two games having celebrity influence from Stewart Copeland (The Police) who created the soundtrack for the first four games in the series, Stewart said he enjoyed the games and played each level over and over to get a feel for it before making the music. Then celebrity actor and gamer Elijah Wood voiced Spyro and still does now.

The second in the franchise Spyro 2: Ripto's Rage was then published by Electronic Arts who said the game needed a bigger world. So insomniac games create a new realm and the plot follows:
Spyro the Dragon and his dragonfly partner Sparx, feeling tired of it raining all the time, decide to take a vacation to Dragon Shores. Upon going through the portal, however, Spyro ends up in the fantasy realm of Avalar, having been summoned there by Elora the Faun, Hunter the Cheetah, and the Professor. They explain that whilst experimenting with a large portal device, they inadvertently summoned an evil tyrant known as Ripto, along with his minions Crush and Gulp. Pleased to find himself in a world without dragons, Ripto decided to take over Avalar, prompting Elora and the others to summon a dragon to fight against him. Currently stranded in Avalar because of Ripto destroying the portal he came in through, Spyro agrees to help fight against him, gathering up talismans from the various realms of Avalar in order to confront and defeat Crush and Gulp. Ripto then manages to steal a power crystal, which was used to power the large portal device, which he uses to create a new sceptre for himself, but Spyro manages to defeat him as well. With peace returned to Avalar, Elora and the others fix the portal device, allowing Spyro to take his long-awaited vacation to Dragon Shores.
In the game's epilogue, which is unlocked by completing the Skill Points list in the Guidebook, reveals what happened to various friends and enemies that Spyro encountered in Avalar, such as Spyro and Elora missing their chance to kiss, Crush being taught by the Professor how to spell, and a list of dummied enemies that didn't make it into the game. In the end, Spyro returns to the Dragon Realm, with Hunter joining him.

The gameplay was fairly similar once again you play the role of Spyro the Dragon as he fights against various enemies and obstacles using his flame breath, charge attack, and glide abilities. Like the previous game, Spyro's health is indicated by the colour of his dragonfly partner, Sparx, who can replenish his health by eating butterflies. Bottled butterflies will both completely restore Sparx's health and give Spyro an extra life. This time swimming was introduced this lets Spyro dive underwater to reach submerged treasure and hidden tunnels, climbing lets Spyro climb up certain surfaces, and the head bash lets Spyro perform an overhead smashing attack which can break rocks and certain cages. In addition, each level has a power-up gate, activated after defeating a specific number of enemies in a level, which grants Spyro a temporary super-ability. As well as flying and supercharging featured in the previous game, power-ups include super fire breath, ice breath, invulnerability, and a super jump for reaching high up areas. Insomniac used these new features to further progress Spyro's character development as well as making new and interesting game play. An example is in (1) which is the poster for Spyro The Dragon and picture (2) is the poster for Spyro: Ripto's Rage. In these posters you can see that Spyros wings have developed and his horns as well as head has gotten larger, Insomniac games did this because of the audience which it as aimed at children who found a character who they would grow up with. Until they decide to reboot the franchise and make Spyro look younger.... Pokemon! oops sorry.

Spyro 2 had very positive reviews with audiences and critics, the best review that summed up the second instalment was from Gamespot's Joe Fielder who gave the game a 8.6/10 as well as saying that the game "injected a dose of soul and variety into a game that was pretty fun to play". At this point spyro was head to head with Crash Bandicoot in sales.







Spyro went through many changes and platform including the Nintendo DS. Spyro even generated more popularity in 2009 when Activsion announced a Spyro film "The Legend Of Spyro" and then quickly cancelled it because of creative differences. This would be the downfall of the franchise, and Insomniac games left to series for good.

Now this is the part in my essay where I argue the point that the Spyro The Dragon games should be continued buy by Nintendo.


Activision made Spyro next title Skylanders (2011) which barely featured Spyro and simply made by Activision to sell toys this lead to disappointment with fans who grew up with the series. Although this cash out of the franchise meant disappointment the franchise continued but without Spyro. Skylanders sold 30 million copies. 80% of copies sold were for the Nintendo Wii. Dramatically dropping on the platform, it started on, the PlayStation.

The franchise went on to earn 500 million in toys sales becoming the number one children's game of 2012. The sequels would then drop even more in comparison to the original Spyro The Dragon games, and in sales as competitive titles like Disney Infinity (2013) and Nintendo Amiibo (2015).


Meanwhile Nintendo saw massive loss in sales with their newest console the Nintendo Wii U which also had a lack of sales in units, worldwide the Wii U sold 9.3 million units a dramatic drop compared to the original Wii. Even with its recurring mascots Nintendo struggled to sell for example Mario Kart 8 sold 4.77 million where as the previous title sold 13.94 million units. This was a massive loss for Nintendo furthermore frightening fans of the company and game titles as Nintendo also saw a 61% drop in profits.



This is my hypothesis:

"Nintendo's recurring titles isn't enough to sell their new console".

To elaborate, now Nintendo have started from scratch once again with the anticipated release of the Nintendo NX in 2017. In its announcement trailer for the console it only shown two games on the platform its own ageless Zelda series and Skyrim. Skyrim was released in 2011 on the PlayStation, Xbox and PC, this gave me an idea from what i can understand Nintendo are struggling to make and find new games even crossing platforms seeking for popular titles to save it. Many seem to be excited because of Nintendo's decision to adventure off to cross platforming, but i see it as weakness in the company as to my understanding they are publicly expressing that their own titles can not sell their new console.


In my opinion they need a new mascot for their new console and it should be Spyro The Dragon. Nintendo should buy Spyro not only because it has been a successful series and a great addiction to their timeless characters, but because it will bring new creativity to Nintendo's games instead of its same old and over used titles. Spyro was intended to be PlayStation version of Mario, it has also shown to be popular with a young audience as well as selling tremendous amounts of toys and utilising this with Amiibo, this would generate more toys sales. To Conclude, if you imagine the creators of Mario to take on this young open world dragon game series i'm sure you would be excited as well as hyped for them to bring this classic back with their usual Nintendo twist, this would generate plenty of hype for their new console.


Sources:

http://spyro.wikia.com/wiki/Main_Page
http://www.insomniacgames.com/community/showthread.php?34970-New-Spyro-Wiki
http://forum.darkspyro.net/spyro/viewposts.php?topic=564
https://www.reddit.com/r/Spyro/wiki/fangames
https://spyro.neoseeker.com/wiki/Main_Page
http://skylanders.wikia.com/wiki/Skylanders:_Spyro's_Adventure
http://uk.ign.com/articles/2016/11/10/nintendo-officially-announces-wii-u-production-is-ending-in-japan

Monday, 21 November 2016

research methods

Quantitative data is any form of data that can measured numerically, it also comes in a form that can be easily organised into a category through a numerical method like a statistical form.
Getting quantitative data is easy i can simply make a questionnaire with (closed questions) this give the person a set of different answers and if they agree with a similar answer they put it, this is normally (Select A, B, C, or other style question). There are other forms of gathering quantitative data like how many likes does Conor Mcgregor's pictures get at a certain time or per day. Quantitative data is a necessity when a person needs for an indication of the likes and dislikes of a group which can be read from a statistical graph. An example is "how much fruit do you eat in a day?" the answer will be a number making quantitative numerical data.
  • Prevents abnormal data.
  • Answers can be initiated by-self.  
  • statistical graphs are easy to read. 
  • It is quicker than qualitative because its short answers are easier to analyse.
  • Feedback comes fast although, answers do not give a detailed description.
  • Can be spread through social media but this gives the risk of rushed answers.

Quantitative research when compared to qualitative data has the advantage of having a lower chance of receiving abnormal data because of the closed questions. Although by using quantitative research there is a risk of getting mistaken data from frustrated or careless people, who begin ticking random boxes to quickly finish it but this can also be prevented by giving the questionnaire to more people. This does not affect qualitative research as it is more engaging reducing this risk of mistaken data because they dont have (closed questions). This means qualitative data is more detailed compared to quantitative which is an advantage to get to learn more about the chosen criteria. This data is normally extracted through interviews for a more detailed answer which sacrifices more time to analysing data meaning fewer answers. Whereas quantitative data is easy to analyse and put in graphs making it the better method of research if needed large amounts of data in little time. Qualitative research will see different size comparisons in the amount of data as the information given is dependent of the person answering the question and how much is given. Analysing this data will be hard depending on the answer given to a question, like a situation where a person answers by one word and another answering the same question with detailed descriptions, graphs, charts, maps and diagrams... it gets complicated. Whereas quantitative data will always have the same amount of data because of (closed questions).

To be honest i like both of these methods and both could easily coincide with each other to give more solid research.

Primary research:
Here is my primary research:

http://cdn.mos.cms.futurecdn.net/c8b6be020e726bd3692a76055b272b76.png


Secondary research is so simple it can be done by any group or person. The information include things like available sales figures and reviews. This research is instant making it very useful in a stretched time scale.  Although quick it is not as adventurous and genuine as primary research as well as its reliability compared to primary research as it may not be as consistent or up to date. This can lead to contingencies include bias data depending on the origin of the data or era it was developed in. This data is gathered from books, reviews and internet forums. The internet is one of the most easy and fast method of gathering data it is like a library for secondary research. it is normal to find related information on the internet through a search engine which is continuously updated. When there is a need for older historical information like Ubisoft's Assassin's Creed franchise which is centered on history but with a twist. A book is better and is easier to give reference as it will have the authors name, publisher and book number compared to the internet and giving the address to a website like Wikipedia, which is the combined information from a list of different parties, making it harder to reference which means wasting more time.


Audience research is crucial for big game developers to find or learn about a target audience to understand what they need, want or dislike and number so they can determine market value and sales to overall, make a profit and fan base, so they can start producing a sequel as soon as possible depending on the developers direction. Developers will have to find the awareness of the audience on the certain topic or particular media product like VR and what their general opinion is of that. As well as behaviours towards it. Personally i find it easy to go on forums to find out what people think, one i use is Common Sense Media as it has the reviews of people below 18 and the reviews from people above, as well as a review specifically from parents who bought a game for their child. Here is Audience research for Rainbow Six Siege from common Sense Media:



https://www.commonsensemedia.org/game-reviews/tom-clancys-rainbow-six-siege/user-reviews/adult
Market research in comparison audience research is like secondary research as it can see a group that is of already on board with particular aim or product then simply making better or easy to use. When looking to use market research for a project it is important to look on the reviews or general view on that market to easy the path towards a product in that sector and even make predictions on the project release. Even the economic status on the target audience is an advantage if known because this will give you the audience's average spending on a video game or product also helping you budget for the project. 
Production research all about TTM a term i have come up with meaning tech, time and management this involves; looking at all the possibilities that must be recorded into consideration when producing a new video game or product. This will include grabbing the best possible and creative people for the product and keep it on track and safe a role which can be managed by a Producer. The producers and team will look to include providing content from research and material like computers, a sustainable game engine ETC; after this production will be close to begin. Next will be looking into the survival of the chosen market sector and time of making the product recommended to be quick as possible as popularity could decrease in that time, so investigating in the possible fast and easy technology available to use and create the most perfect product finished product is crucial. This will be especially useful at time of distribution of the product. So researching, planning the production is important to making a product. This will also benefit post-production like toys, trailers and fan service or fixing bugs giving it more time but this can come after the products release.

Short research definitions:
  •        Qualitative data is data that is descriptive over numerical, it is used to find opinions, reasons or motivations. It helps provide hypothesis to problems.
  •        Qualitative Questions are questions that require a more detailed answer to a question, for example a question such as ‘Which sweet is your favorite?’ requires not only an answer but a reason why.
  •        Secondary research is finding out from the public or a general selection of people. It is mainly used by companies to find out what customers/consumers want from said company. For example if we are looking at a games company they would look at what type of game the players would rather play, whether that be MMO’s, RPG’s, adventure or action.
  •        Qualitative and Quantitative market research is widely used. Qualitative market research is used on smaller groups of people (focus groups) and is used for exploratory purposes whereas quantitative market research is used to form conclusions from the persons hypothesis and aimed at a much larger group of people.
  •        A real life example of market research would be looking at certain trends in the industry for example in the game industry if a certain type of game is doing very popular, you are more likely to produce that sort of game.
  •        Primary research is any communication research that is performed on specific people to find out their attitudesknowledge, interests or behaviors.
  •        Before any project is finished research is provided so that the producers get a better understanding on their target audience because there would be no point providing a product on people you know nothing about.
  •        A real world example of this would be a game company targeting a specific country with their game, therefore they would think about taboos in that country, for example if you portray a specific country as the villains they will likely ban it.