-If a company has ownership rights over a game, other companies can not copy the idea
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Wednesday, 12 May 2010
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
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.
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.
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.
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