Friday 22 May 2009

Quick Examples

A game that has limited means of distribution:
Wii Fit needs the Wii Fit Balance Board to play it. The need for this extra piece of hardware means that the game can’t be made available as a download – it has to be purchased from a shop or online store.

A game that was originally available digitally:
Alien Hominid – was a 2D shoot-‘em-up that was free to play on the Newsground website. Such was the popularity of the game that a full console version was created for the PlayStation 2 and GameCube.

A developer that has become vertically integrated
Valve Software, the developers behind the hugely successful Half-Life series, created an online content delivery system called Steam. Initially it was thought this would be for the distribution of updates and patches for Valve’s game, but it became apparent that it could be used for the distribution of whole PC games.
Valve can now distribute their PC games without the need to include retailers in the process – however, they do have a publishing deal with EA for their PS3 and Xbox 360 games.
Many other publisher use Steam to distribute their PC games (eg Rockstar with GTA4), but have to share the revenue taken with Valve.

A game in development that doesn’t have a publisher:
The Outsider – a 3rd person action game that is being developed by Frontier Developments for PC, PS3, Xbox 360. This project was started and has continued without publisher funding.

A publisher that does not develop their own games:
505 Games – a publisher that acquires games mainly created by Japanese developers. For example they made an agreement with developers CML to publish the game Cooking Mama in Europe, but other companies published the game in the US and Japan.

Games that don’t need publishers:
Developers creating games for the iPhone can self-fund development (as they are relatively cheap to make) and then use Apple’s existing distribution structure (the App Store) to get the product to the consumers. (N.B. Apple state that 70% of revenues from the store to instantly go to the seller of the app, and 30% go to Apple.)
E.g. Illusion Labs created the game Touch Grind for the iPhone. Games found on Face book.

Using controversy to publicise a game:
For the release of the racing game Burnout, the publishers Acclaim started a competition/promotion for gamers to send in speed camera photos of them breaking the speed limit. Acclaim would then pay the speeding fine for the entry clocking the highest speed. This of course caught the attention of the press who criticised the encouragement of such dangerous behaviour which in turn help spread the about game.

A game that changed publishers:
Developer’s Sports Interactive created the Championship Manager football management sim, this was published by Eidos. The game was hugely successful but Sports Interactive split from their working relationship with Eidos in 2004. The decision was that Eidos could keep the brand name “Championship Manager”, but Sports Interactive could keep all the game code and database.
Sports Interactive then took their game to another publisher, Sega, and released it under the name Football Manager – billed as from the ‘creators of the Championship Manager series’.
Eidos released another version of Championship Manager but had to create the game from scratch with another developer.

A game that changed developer:
Core Design were a development studio owned by publisher’s Eidos. It was Core Design that created Lara Croft and the Tomb Raider games. The series was hugely successful until the release of Tomb Raider: Angel of Darkness which was a commercial and critical flop.
Even though Core Design created the game, it was Eidos that owned the ‘intellectual property’ (the rights to use the Tomb Raider ideas and brand) and found another development studio to make Tomb Raider - another Eidos owned developer – Crystal Dynamics.

Key Definitions

Proliferation
Definition: A rapid increase in the number of a certain type of product.

Use: There are a number of different gaming formats, each with their own unique qualities - PS3, 360, Wii, DS, PSP, 360 and PC - subsequently Rockstar have to adapt their GTA experience to suit the format. So the PS3, 360 and PC get complete the GTA 4 experience, the DS, PSP and phone get GTA: Chinatown Wars.

Technological convergence
Convergence of technology occurs when multiple products come together to form one product with the advantages of all of them.

Use: The PlayStation3 is an example of technological convergence as it is machine that not only plays game, but can be used to watch Blu-Rays, surf the internet and organise and display digital content such as photos and music.

Media Convergence
When old and new media intersect in such a way that the way in media producers and media consumers interact changes.

Use: The consumption of GTA 4 is a good example of media convergence as consumers have used both old and new media to alter the way in which they experience the game. For instance GTA fans have used the internet to create fansites and communities to share tips, stories and experiences about the game. They have also developed their own modifications and shared them over the internet.

Or when two different media types combine to create a new experience.

Use: GTA4 uses licensed tracks for the radio stations in the games combining videogames and popular music to create new realistic experience and environment.

Synergy
Definition: The interaction of two or more agents to ensure a larger effect than if they acted independently.

Use: Rockstar used synergy in their marketing by timing the release of the first trailer to coincide with the release the first GTA 4 magazine preview which was in the US games magazine Game Informer.

Viral Marketing
Definition: A marketing technique aiming at reproducing "word of mouth", usually on the internet and through existing social networks.

Use: Rockstar used viral marketing to increase awareness of GTA 4 by setting up spoof websites designed to be ‘discovered’ by GTA fans who would then spread the word.

Guerilla Marketing
Definition: The use of unconventional and low cost marketing strategies to raise awareness of a product.

Use: To promote GTA 4, Rockstar used Guerilla marketing, putting up ‘wanted posters’ over New York, stickers up on notice boards and commissioning works of graffiti that featured characters from the game.

Vertical Integration
Definition: Absorption into a single firm of several firms involved in all aspects of a product's manufacture from raw materials to distribution.

Use: Rockstar Games have become a vertically integrated company by buying developers they have previously worked with, such as DMA Design who became Rockstar North and Angel Studios who became Rockstar San Diego. By doing this Rockstar have control over development, funding and marketing of their products.

Third Party Game
A game made by a company that is completely independent from the manufacturers of the console that the game is played on.

Second Party Game
A game created exclusively for a specific console through a contract agreement with the console manufacturer. (The console manufacturer may own a percentage of the studio, but not enough to give it a controlling interest.)

First Party Game
A game created by the console manufacturers themselves or by a developer in which the console manufacturer has a controlling interest (over 51% of shares).

Game Engine
A game engine is a software system designed for the creation and development games.

Developer
The software developers who create the game.

Publisher
The company that funds, market and distribute games that they have developed internally or have commissioned or acquired from an independent games developer. (NB even though most publishers also develop games as well, they are referred to as ‘publishers’ to differentiate them from the companies that just develop games.)

Machinima
Derived from the words ‘machine’ and ‘cinema’, Machinima is art of filmmaking created by using real-time recording of computer games, virtual worlds or any already-existing 3D digital worlds.

Modding
Modding is a slang expression that is derived from the word "modify” and refers to the act of modifying a game to perform a function or to include content not originally conceived or intended by the designer, and then usually shared via the internet.

Sandbox Game
A game that allows the gamer to ignore the main objectives of the game (usually the Story Mission) and engage in other non-goal orientate activities.

Thursday 21 May 2009

Videogames Quiz – April 09

1) Which companies were responsible for creating the following consoles?
a) GameBoy
b) PSP
c) Xbox360
d) Jaguar

2) What do the following initials mean?
a) FPS
b) MMORPG
c) DLC
d) RTS
e) TBS

3) Which individuals are regarded as being responsible for the creation of these games characters?
a) Solid Snake
b) Mario
c) Lara Croft
4) Who were the developers and the publishers for the following games?
a) Tony Hawk’s Proving Ground
Developer:
Publisher:
b) Halo 3
Developer:
Publisher:
c) Resident Evil 5
Developer:
Publisher:

5) Give three examples of games for each of the following genres.
a) Shooter
1.
2.
3.
b) Sports
1.
2.
3.
c) Driving
1.
2.
3.
d) Action/adventure
1.
2.
3.
e) RPG
1.
2.
3.

6) What is the difference between a game described as a simulator and one described as an ‘arcade’ game?

Wednesday 20 May 2009

"Red Dead Revolver" - Case Study

Released: June 2004
Developed by: Rockstar San Diego (formerly Angel Studios)
Published by: Rockstar Games

DEVELOPMENT
In 2002 Capcom, the hugely successful Japanese games publisher, announced that they were working on a Western themed shoot-‘em-up called Red Dead Revolver. Developing the game for them were US based company Angel Studios who previously had ported Capcom’s Resident Evil 2 to the N64.
The game was due for release in March 2003 and was an arcadey shoot-‘em-up that used a mythical vision of the west with a mix of pantomine villains and comic characters. This wasn’t gritty or realistic recreation of the Wild West.
Also the presentation of the game was bold and intrusive, with large health and ammo gauges cluttering the screen.

CAPCOM’S RED DEAD REVOLVER
*Loads of on screen information – cluttered in its presentation of onscreen information

As well as working on Red Dead Revolver for Capcom, Angel Studios were working on the Smuggler’s Run and Midnight Club for Rockstar. Then in November 2002 Rockstar bought Angel Studios for $28million and renamed them Rockstar San Diego.

Despite Rockstar’s purchase the team working on Red Dead continued with the development. Capcom then announced in August 2003 that they would no longer be publishing the game. In December of 2003 Rockstar announced that they had acquired the game from Capcom and would be releasing it in the summer of 2004.

Rockstar changed the tone of the game giving it a grittier look and feel, they altered the presentation to give it a cleaner look (in terms of on screen information and increased the amount of blood and violence, enough to warrant a 16+ PEGI rating.

ROCKSTAR’S RED DEAD REVOLVER
*Less intrusive HUD (Heads-Up-Display) and a much cleaner presentation.

MARKETING
It wasn’t just the look of the game that changed, the way it was marketed changed. Take a look at these two trailers of Red Dead – one from Capcom and one made by Rockstar.

Capcom’s Red Dead Revolver Trailer:

The music is typical of a spaghetti western, but used for almost comic effect rather than giving the game any authenticity. The focus is purely on the game’s action rather than environment or atmosphere, and it is frantic in its delivery.

Rockstar’s Red Dead Revolver Trailer:

This is much more like a movie trailer in pace and presentation. It lingers over the environments before showing some of the action. When the action is then presented it’s from a contrived and stylish angle rather than the perspective from which it would be played in the final game.

RECEPTION
Red Dead received a warm if not necessarily gushing critical response and has a 75% rating on Game Ranking. It was released for the PS2 and Xbox and sold 1.5 million copies.
It does however stick out from Rockstar’s other games, which tended to focus on cool, contemporary culture and relative realism.

“Rockstar acquired the partially-built bits of first game, Red Dead Revolver, from Capcom. So with Red Dead Revolver, Rockstar wound up polishing and completing the product, but the core wasn't what Houser termed a "Rockstar design." "It didn't fundamentally play like a Rockstar game," he said.”
Exert from Ign.com feature interview with Rockstar co-founder Dan Houser (08/05/09)


RED DEAD REDEMPTION
Red Dead Revolver sold well enough to warrant the production of a sequel, so Rockstar began work on a follow-up called Red Dead Redemption. The first glimpse of this came in 2005 during the unveiling of the PlayStation3 so it has obviously been in development for some time.
Unlike Red Dead Revolver this will be a ‘Rockstar game’ from concept to completion and so will be a very different game to the original.

"We loved the mechanic of Deadeye (a slow motion aiming gameplay feature) and thought it was executed very nicely for the time… so we wanted to keep that and keep the Wild West theme, but beyond that I don't think there's much that's being kept. I think the way we came to see Red Dead Revolver as being about the kind of myths and iconic images of the Old West, the cowboy with the scar on his face, the Indian, or the iconic set pieces put together in a somewhat linking story but it was really about trying to show off these very iconic myths about the Old West. Then what we wanted to do with Red Dead Redemption was to do something that felt more like the reality of the Old West…Story-wise we felt there was no point linking them because it wouldn't make any sense."
~ Exert from Ign.com feature interview with Rockstar co-founder Dan Houser (08/05/09)

Here are Red Dead Redemption’s key features:
  1. Different time period to Red Dead Revolver, a different lead character and different style of gameplay.
  2. Redemption is set in an open world in which you are free to explore, take on missions, hunt wildlife, play mini-games, shoot at whoever you want, and progress through the story. It’s a sandbox game.
  3. The lead character is John Marston a former bandit turned lawman who is trying to lead ag conventional life until his past catches up with him.
  4. For transport there will be horses, trains, and stagecoaches all around the game world for you to hop into. You can buy horses in town or use your lasso to break ones in the wild. On trains and stagecoaches you can either stay on in real time or, if you just want to get somewhere quickly, can just take a nap. When you wake up, you'll be at your destination.
  5. Missions include helping or robbing the characters you come across, you can take on jobs for the Marshall and there’s even gambling in the local saloon.
  6. While you’re allowed to shoot at anyone, just like in GTA if you shoot innocent citizens the locals will form a posse to hunt you down. Act too recklessly and you’ll be unwelcome in certain towns.
  7. Just like GTA 4 it will use the RAGE game engine and Natural Motion’s Euphoria.
  8. The game already has an 18+ PEGI rating which suggests it will have violent and mature content.
The Trailer:

See how it’s very similar to the GTA 4 trailers by focusing on the environment and the world in which the game is set. Again there’s a voice over to convey that the game is story led and it also feels like film trailer.

Tuesday 12 May 2009

GTA - Brief History Poster (PDF)

Thursday 7 May 2009

Exhibition


Exhibition is another key term to understand in the context of videogames, there is some crossover between exhibition, consumption and marketing.
This diagram should give you an idea of some of the things you could discuss if you were asked to talk about exhibition in the context of videogames.




S2 - Rockstar Games Case Studies

Case Study - Manhunt by Chris & Emily
Case Study - Max Payne by John & James
Case Study - Midnight Club LA by Tom & JJ
Case Study - Body Harvest by Sam & Alice
Case Study - Bully by Ed, Charmaine & Connor
Case Study - Warriors by Gerald & Josh

Wednesday 6 May 2009

Video Games Regulation

Videogames in the UK are classified by two regulatory bodies. The BBFC (British Board of Film Classification) classify approximately 10% of all videogames released. PEGI (Pan-European Game Information) classify the other 90%.

  • Are a non-governmental regulatory body
  • Their age classifications are enforced by law.
  • They classify videogames which contain video footage of, or depictions of the following:
  • Human sexual activity
  • Acts of gross violence towards humans and animals
  • Criminal activity
  • Drug use

  • Are a self-regulatory body (set up voluntarily by the videogame industry to regulate their own products)
  • Their classifications are guidelines for parents and retailers and are NOT enforced by law.
  • If any game contains depictions of human sexual activity, acts of gross violence towards humans or animals, criminal activity or drug use, by law the game is exempt from PEGI classification and must be classified legally by the BBFC before sale.
Go to the website: http://www.pegi.info/en/index/id/28/

PEGI ratings:

Distribution, Exhibition and Consumption

Read the following articles for some views on Distribution, Exhibition and Consumption around GTAIV and the Video Games Industry as a whole.

OnLive could threaten Xbox, PS3, and Wii (Cnet)Video Game Makers Seeing Red (The New York Times)
Grand Theft Auto IV release will re-ignite console battle (Telegraph)
GTA 4 Music Distribution Model Unveiled (Digital Battle)

Tuesday 5 May 2009

Production - RAGE & Euphoria

All videogames made by Rockstar today use RAGE and Euphoria.

Click on Euphoria for a demo of this technology and a direct comparison between Euphoria and RagDoll Physics.

In 2006 Table Tennis was the first game that Rockstar developed using RAGE (Rockstar Advanced Games Engine) and Euphoria, all subsequent Rockstar games use this technology, including GTA IV. The thing that makes Euphoria interesting is the naturalistic movement of the characters, the use of artificial intelligence and it ensures that the characters act and react differently everytime. Before Euphoria a lot of games developers used Ragdoll Physics.

Before Rockstar developed their own games engine (RAGE) they used to use a games engine called RenderWare, which was made by an external company called Criterion. Rockstar stopped using RenderWare and decided to develop their own games engine after EA, a rival games company, bought Criterion.

Distribution Case Study

Friday 1 May 2009

The Origins of Rockstar Games

R1 Rockstar Case Studies


GTA IV - Marketing

Presentation on Rockstar Games' marketing for GTA IV...
 
© 2009 Institutions & Audiences (G322). All Rights Reserved | Powered by Blogger
Design by psdvibe | Bloggerized By LawnyDesignz