Wednesday 12 May 2010

1) The issues raised by Media ownership in contemporary media practice

-If a company has ownership rights over a game, other companies can not copy the idea
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Mario Kart Wii

sims 3

Prompt Questions for Instituions and Audiences

Videogames Prompts decoded:

1) The issues raised by Media ownership in contemporary media practice

2) The importance of cross media convergence and synergy in production, distribution and marketing

3) The technologies that have been introduced in recent years at the levels of production, distribution, marketing and exchange

4) The significance of proliferation in hardware and content for institutions and audiences

5) The importance of technological convergence for institutions and audiences

6) The issues raised in the targeting of national and local audiences (specifically, British) by international or global institutions

7) The ways in which candidates own experiences of media consumption illustrate wider patterns and trends of audience behaviour

Tuesday 11 May 2010

Pokemon Yellow Version (1998-2000)

In wake of the recent flourishing of the Pokemon francaise in the mid 90's which started with two games intially concived by Satoshi Tajiri, (and his love of bug catching), called Pokemon Red and Green (Later changed to Blue for its European and US realease) and then the expansion pack, Yellow.

It was the first game to use the link cable adapter, other than in a competitive sence, and is infact one of the most basic, yet complex versions of future online and social playing services like X-Box Live. It also utilised the 4 sound channels in the Game Boy which was unusal for a potable game to go into such depth.

Nintendo were sceptical at first as they did not fully understand the concept of the game, however, after ential reactions Shurugu Myamoto surggested that they hype the series by producing different versions of the games, (and then a dominate one, eg Yellow, a couple of years later), to make use of the link feature, (also to make shed loads of cash). The games were developed by Gamefreak, (and they still develope the series), and published by Nintendo.

In terms of marketing stratagy, Nintendo shamelessly hit the world's youth with everything possible. After the success of the early games the cartoon series began showing, cards began to be printed at extortionate rates, films, t-shirts, cuddley toys, watches and other such merchandise. Of the most influencial on Yellow's success was the cartoon series of which the game was based upon, indeed featuring a simulair plot, (if there ever was one), in which a sprite of the series' mascot, an interactable Pikachu, followed the character around. Also, all 3 of the origanial starters in Blue and Red were availible. This made children, (and questionable adults), who had bought the originals, buy the new version which was pretty much the same minus about 6 characters.

The advertising wasn't very modest either as Japanese tornaments with the imfamously rare, Mew, for the winners, tv advertising, magazines (in particulair the Pokemon Cartoon strip) and the Cartoon series, which in itself was the advertisement and as most children were watching it every week on The Pokemon Channel in Japan, Fox kids in the US and Citv and SMTV with Ant and Dec for the UK, (9:25 every Saterday).

In a sense they took conventional methods and hit the diffcult Western Market with a tsunami on merchantdise to create "Pokemonfever" before releasing Yellow, offering a special edition Pikachu Game Boy. As a result Nintendo sold over 600,000 copies in its first week and over a million within the first fortnight. Also, Nintendo knew Yellow was going to be successful and made the ential copies on a fairly low stock bases to cause a panic and more desparte parents willing to pay full price to have the "must have" game. (Incidently, did anybody notice a lack of Wiis in 2006? I did).
They also spred the word of the new rare "Mew glitch" being availible within this particulair version of the game, which caused more fanbase eruptance and made the game have a secret, "Mystical" touch. (It was a flying pink mouse that was apparently featured in the same glitch in Blue and Red). Most importantly was the fact that it came out around the same time as the Stadium games, which ment that the game could be played on the N64 with upto 3x the speed. (This blew my 8 year old brain).

In terms of distribution, Nintendo made Yellow a prize at the end of a promotion heavy tornement in Japan and the USA. For those where quick enough, (or sad enough, you decide), they could buy the game at any game retailer or even super market with cash.

In terms of consuption, the new Yellow version featured an updated story, differnt pokemon in different locations, no "Misingo glitch", improved sound, improved visuals, animations and colour schemes as well as the "Mew glitch" rumor. You could also use a mini game involving Pikachu surfing and Pikachu itself could learn different moves than it would in the original.

Football manager

1. Production of Football manager

Up until 2003/4 ‘Championship Manager’ was the main football manager simulation game for the pc. Whilst the reasons for Sports Interactive and Eidos splitting it is widely thought that they split due to ‘Sports Interactive wanting things in the game that Eidos disagreed with’.

Although the split was amicable the two companies are now in direct competition. Sports Interactive partnered Sega to make Football manager. Eidos (the publisher of Champ. Manager) struck up a partnership with Beautiful Game Studios.

The two games are different to other types. It is a football manager simulation game.

2. In terms of marketing the Football Manager series used a different approach to the other gaming formats. The whole approach was based around the user becoming the manager and being able to control the game outcome. If you fail, then your team fail. In the trailer they show the best things about being a football manager. The marketing is very conventional although they don’t show you in game footage.

http://www.youtube.com/watch?v=5E0tmzwrxoY

Distribution wise they were very conventional as well. The game is available on disk from most retailers and can now be downloaded online as well.

Consumption:
Online player is available and the user can manipulate the data to make it more realistic and up to date.

Fifa 10

Pruduction:
FIFA 10 is the 18th title in Electronic Arts FIFA series. Developed by EA Canada, it was published by Electronic Arts worldwide under the EA Sports label.
In manager mode there is an optional new Assistant Manager which alters your team automatically before games. E.g if your next game isn't a big game it will change your team to start players that would usually start on the bench.
Pre-Season friendlies are introduced on the PS3 and Xbox 360 to see how strong your squad is and what changes you may need to make to your team.
Also you can set the Board difficulty now so that rather than being given loads of money from sponsors etc the board controls your funds.

Marketing:
One noticeable difference in the Fifa 10 marketing process is that they don't just have one new improved feature in gameplay that the focus on. E.g in previous Fifa releases they would usually focus on one new feature such as new improved headers, with Fifa 10 they didn't focus on one thing. They simply advertised it using real footballers for example running onto a pitch or playing and compared it to the game footage.
Also Fifa 10 is only the second game to sponsor an actual club, Swindon Town
The biggest thing with marketing Fifa is it's on going rivalry with PES (Pro Evolution Soccer) and the main advantage of Fifa is that EA have gone to the premier league and have got the license to use all the clubs real kits so that Konami (makers of PES) cannot do this. They therefore have more authenticity on there teams and game play.

Distribution:
Fifa is distributed world wide.
One main feature of distribution is the front covers. For example the front cover from the UK game shows Walcott, Rooney and Lampard. All these are English high profile players. Where as on the Spanish version it features Xavi and Karim Benzema. Xavi being a high profile player for Spain.

Consumption:
According to EA, the latest edition in FIFA series is the fastest selling sports game ever in Europe, selling 1.7 million copies in its first week. It is the biggest All Formats No1 launch since Grand Theft Auto IV, generating 48% more sales than its predecessor, FIFA 09 edging past Grand Theft Auto: San Andreas. FIFA 10 has received high critical acclaim, with a 91% aggregate rating at Metacritic[33] and a 90% aggregate rating on GameRankings.

Skate 3






Developers - EA Black Box

Publishers - Electronic Arts
Platform - PS3 + Xbox360

Production, Consumption, Marketing and Distribution:

  • New difficulty modes to create a more realistic feel.
  • 5 pushes instead of 3 to gain top speed.
  • There is now a create a park mode in online, free skate and career mode.
  • You now have the opportunity to create a skateboarding team, a clothing company, a shoe brand and a professional board.
  • There are a new wide range of fun online and offline achievements to achieve.
  • More complicated tricks such as underflips and dark slide catches, hippy flips and to make it that little bit more realistic you can now drop into transition.
  • A different range of skateboarding characters from the real world e.g Benny Fairfax, Jason Lee, Steve Berra but the filming will no longer be filmed by Reda :(
  • Multiplayer online and offline has been improved giving it more modes and funner events and challenges to do.
  • Hall O Meat has also been improved with more challenges to hurt yourself and a new mode that allows you to travel further and gain more points and break more bones.
  • The Marketing audience has been aimed at teenagers/adults or anyone aged 15+.
  • The distribution of the game is all over the world on the same date, available to buy online and in retail on May 11th.
  • There is a online mode called EA Nation and it allows gamers the upload footage from the actual game play that you can capture, watch and edit like you would in the real life of a skateboarder, it gives you the chance to watch other people's footage of their character at game play and it allows you to comment and become friends with other skate game players.

Tuesday 27 April 2010

Grand Theft Auto (GTA) Vice City

Developer: Rockstar North
Publisher: Rockstar Games
Release Date: 27th October 2002
Console/ Format: Originally released on PS2 then on Xbox and PC
Influences: Themes borrowed from the films 'Scarface' and 'Carlito's Way' and TV series 'Miami Vice'. Influenced by 1980's culture.

Rockstar presents Table tennis

Developer:
Rockstar: San Diego, for wii adaption Rockstar: Leeds
Publisher:
Rockstar games
Release date:
May 2006
Wii adaption - October 2007
Format:
Xbox 360, Wii
Influences:
Virtua Tennis 3

Max Payne II




Developer(s)
Remedy Entertainment (Windows)
3D Realms (producer)
Rockstar Vienna (Xbox, PS2) Publisher(s) Rockstar Games
Release date(s) October 14, 2003
Platform(s) Microsoft Windows, Xbox, PlayStation 2
Influences Max Payne 1



Midnight Club - Los Angeles

Developer: Rockstar San Diego
Publisher: Rockstar
Release date: October 21 2008
Console/ format: PlayStation 3 & Xbox 360
Influences: Fast and the furious

Red Dead Revolver

Developer: Originally Capcom, Rockstar San Diego purchased and developed in 2002
Publisher: Rockstar Games
Release Date: 11/06/04
Console: PS2, Xbox
Influences: Main character: Various clint eastwood films but mainly a film called The Man With No Name

Canis Canem Edit

Developer - Rockstar Vancouver (PS2)
Rockstar New England (Xbox 360, PC)[1]
Rockstar Toronto (Wii


Publisher- Rockstar games , Bethesda softworks
Release Date - 25th October 2006
Console / Format - Playstation 2
Influences - Grand theft Auto