First Video game
- Spacewar! (1962) First game on video screen
- Drafts (Nimrod Computer, 1952) First game technically although no video screen but instead with lightbulbs
- Computer Space (1971) First Commercial video game
- Pong (home version, 1974) First game available at home
Arcade
Japanese Arcade Boom - Game called Space invaders released in 1979
American Arcade Boom - Centipede and Asteroid
Bedroom coders and UK micros
1980s video game crash
Japanese console BOOM - Mario comes out and Street Fighter 2 (1991)
Playstation/Sony would advertise at Ministry of Sound
Doki Doki got talked about on the Sun about its extreme themes
Games are mainly digitally distributed
Specialised - does one thing very well
What makes it specialised?
- Exclusivity to certain platforms
- Has a specific audience of a core gamer
- Interactive form of media
- Often competitive
- Specific goals/achievements
- You can play with other people
- Immersive - provide escapism
- More expensive than other media forms
- Freemium games - "Free" game with micro-transactions
- Longer length spent on games
Pre production:
- Core concept of the game - target audience, gameplay mechanics, story
- Proving there is a market - making sure there is an audience for your game who would be interested in playing it
- Figure out the game mechanics
- Market Research
- Story planning
- Planning and designing
- Making a timetable - establishing a deadline for certain tasks
- A prototype is made - usually to show investors
Production and Post-Production:
- Source code is developed
- Character models are designed
- Voice actors are hired and assigned to roles
- Coding
- Use engines (Unreal, Premiere Pro, Unity)
- People get contracted in
- Animations are made
- Mo-cap (motion capture) make realistic movements in the game
- Game is tested for bugs
- Alpha and Beta builds are made
- Patches are released to fix certain issues
- Maintenance
- If a game is never finished... it gets stuck in development hell
Marketing and Promotion:
- Games are shown at trade shows like E3
- Teaser trailers
Assassins creed Valhalla:
- 17.2 million views on trailer
- Costumes connote viking theme
- Narrative of battle
- Binary opposition of how the king presents the vikings of how they actually are
- Dark lighting gives it a gritty feeling
- Fantasy setting - escapism and wish fulfilment - the opportunity for audiences to live out violent fantasies
- Historical references - appeals to history fans - history mode included
- Intense soundtrack, dark electronic pop music which allows the game to appeal to a larger audience
- Highly immersive using film techniques with a range of cinematic shots
- The king casted as the villain through dark lighting around him and their smug facial expressions
- The viking hero is represented as the underdog
- Makes many intertextual references to films - garners a larger audience
- No gameplay
Xbox one:
- Dashboard full of games
Assassins Creed Unity:
- Hybrid genre of science fiction and history
- Game gives several disclaimers
- Was developed by Ubisoft Montreal
- Lets the player know that it saves automatically
- Game starts off with a tutorial
- Provides settings allowing the player to adjust visuals, audio and other things
- Barriers to entry with people struggling to play
- Soundtrack is suitable for action
- HUD
- Stealth
- Uncanny valley of faces looking realistic but not quite
- High production value
- Escapist
- Multiplayer aspect
- Rated 18
Fallout 4:
- The pad vibrates to create tension
- Post apocalyptic game
- Offers character customisation
Video games are highly polysemic - offer a variety of responses
How does Ubisoft guarantee financial success?
- Mainstream - high production values
- Cinematic cutscenes
- Open world
- High budget
- Advertising and promotion
- Pre orders
- Early copy reviews from streamers or influencers
- Pre-made audience
- First game was not a critical success but sold very well
- Genre: Historical, Action, Stealth, RPG, Open world, Sandbox, Sci-fi
- Offers escapist fantasy
- Social interaction (fomo)
- They all look the same except location changes and sometimes the character as well
- Continuation of the story
Ubisoft 90s
Rayman:
- Platformer
- Android, Atari Jaguar, iOS, Microsoft Windows,
- Children
- It was praised for level design
- Loved by fans
Assassins Creed Brotherhood:
- Action adventure, Open world, Stealth
Ubisoft are a conglomerate that focus on games
- Just dance is a family game that people who don't play games might play
- Output a variety of games for different audiences
David Hesmondhalgh - Cultural industries
- Ubisoft have minimised risk and maximised profit at every stage
- Horizontal integration is when a company acquires other companies in the same sector
- Ubisoft are highly specialised
- Their movie allowed them to diversify to a larger audience
Ubisoft facts:
- 4th largest company
- Established in France 1986
- Focus on producing AAA games
- Publishes game in variety of genres
- Horizontally and Vertically studio
Curran and Seaton - Power and media industries
- Media is controlled by small number of companies driven by profit and power
- Media concentration limits variety, creativity and quality
- More diverse patterns of ownerships can create more varied and adventurous media productions
Ubisoft suck
- Milk their games
- Provide high barriers of entry - limit competition
- Games are extremely similar
- Games are too big
- Ubisoft offer a standardised and generic product
Explain how ownership shapes media products. Refer to Assassins creed
- Ubisoft
- Ubisoft montreal
- Circulation
- Ideological implications
- Curran and seaton
- Funding
- Political bias
- Funding
- Hesmondhalgh
- Multiplatform
- Major, multinational publisher
How does Assassin's creed being made by a really big company make it what it is?
- Big budget means more money for resources
- High production value
- Brand loyalty from other games
- Extremely detailed open world offers audiences escapism
- English to appeal to international audiences
- Multiplatform release
- Iconography of assassin on front cover
- Extreme hybrid genre
- Appeals to many audiences
- Sold a million copies
- Game is bland
- Game is boring
The effective of regulation of media products is largely impossible due to digitally convergent technologies
PEGI is an advisory regulation:
- Not very effective regulation in the UK
- Can get parents to purchase game for you
- Can download it digitally
- Some game shops might sell it either way
- Pirate games to get the for free
Why is Assassins creed offensive:
- Depicts Christianity as the bad guy
- Actual racism in the game
- Discriminatory language
- Lots of killing
- Fantasy violence
- Sexualisation
- Sexual threat
- Blood (however audiences are given the option to turn it off)
- Swearing
- No choice to be male or female
- No options for non binary
- Imitable behaviour
Grand theft auto murder in Thailand
Manhunt game about snuff film
Doki Doki suicide cases
Moral Panic - story blown out of proportion
Hypodermic needle theory:
audiences were passive. One of the reasons for this is because of Albert Banduras. EEF media has a direct effect on audiences. Audiences accept whatever they see
- A doll is not a person. Its a toy]
- Children are watching a role model
- Children are more easily influenced
- Those with cognitive disabilities might be vulnerable
- Those with mental issues are more likely to be affected by certain depictions
Henry Jenkins - Fandom
George Gerbner - Cultivation
Stuart Hall - Reception - an assumption that there are many ways in which an audience can receive ideology of producer
Reception:
Preferred
- To be successful or powerful, you must kill
- To become powerful, you must become the strongest and most dominant
- Violence is normal
- That thinking and acting fast should be rewarded
- That violence is in fact essential
- Being an assassin is an acceptable occupation
- Sometime takes an anti-monarchy and anti-establishment ideology
- Story is complicated and involving and audiences should concentrate really hard to understand it
Oppositional
- Violence is bad
- Assassins are bad
Negotiated
- Violence isn't good but if it's to beat the monarchy then its acceptable
- I hate violence but I love playing the game for story
- I hate the story but I love the violence
Aberrant
- I play assassins creed to become an assassin in real life
- The game is actually real
Cultivation:
Seeing something over and over again reinforces an idea
Fandom:
People make video games a social interaction
Violence in assassins creed is fantasy violence
Fandom:
- Create their own media products from it such as fan edits
- Share their love for it on fan forums and discuss things about them
- Create their own fanfic of it
- Cosplay to find other people that like the thing they do and get to be their favourite character
- Textual poaching - when fans view a media product, they're taking it and doing something very different with it
- Deciphering secret language found in games. By including this language they are appealing to the super fans
- Fan music videos
- Fan pony edit of assassins creed genre hybridity
- Nintendo always takes down fan made things
- Allowing fans to interact with media products allows free promotion
Clay Shirky - End of Audience
argues there is no such thing as audience anymore as we create our own
- audiences writing their own version of the game's events
- creating weapons from the game
- Experts recreating parkour moves from assassins creed
- Reaction videos
- Create own fan trailer for a WW2 assassins creed. Borderline professional choreography with decent editing
A lot of fan created stuff lets them show off their artistic and editing skills