Wednesday, November 25, 2020

ASSASSINS CREED 4 : Black Flag : Case study



 

Ownership and Franchise

 

Ubisoft Entertainment SA is a French video game company headquartered in Montreuil with several development studios across the world who owns Assasins creed. Ubisoft is the fifth largest publicly traded game company in the Americas and Europe in terms of revenue and market capitalisation. The most popular games from the franchise are Assassins creed II, Assassins creed black flag, Assassins creed Unity, Assassins creed Syndicate, and Assassins creed origins. With the latest instalment of the series being Assassins creed Valhalla which came out this year in 2020. The main story that links all the games in the franchise is that you are working for a big simulation company and each assassins creed game is a different simulation of a time period. The great thing about assassins creed is that you don't need to play the previous games to be able to play any of the recent ones as each in game story is different and follows a different protagonist. 


 Maximising income

 

During a certain period of time assassins creed became quite a success and so they created a movie adaptation of the franchise titled "Assassins creed" that was released in 2017. This  follows the character Callum and how, with the help of technology, he learns that he is a descendant of a society of assassins. He travels back in time to learn about his ancestor and acquire skills to defeat a evil organisation. Unfortunately unlike the success of the game the movie was not very successful with didn’t maximise their income like they would’ve hoped. It had ratings of 5.7/10 from IMDb and  the movie only made 240 million USD whereas blag flag made over 1 billion USD.


Marketing and advertising

 

Assassins creed uses a range of media to advertise their game, from trailers and adverts on the TV, to articles announcing the game in magazines or newspapers. A large part of the focus was the story in the game, which is what assassins creed is most popular for. The detailed and film like cinematics in this game are what makes assassins creed so special.. Assassins creed is also popular because of the history is shows, through correct representations of society in those time periods and a representative of how the scenery would off looked during that time period, using real places which is what people would’ve loved to see and it would appeal to a wider range of people. .

 

 

 

Maintaining and developing the audience

 

In the more recent games there is the addition of online multiplayer where people can complete challenges and quests together online and play with friends which makes it more interesting and fun to play. There is also a range of DLC's you can buy for your game to add additional content that doesn't come with the original game which would appeal to people. . This could include extra story missions to complete, extra clothes to customise your characters with, and sometimes the addition of new characters. These all help the player build a character they relate to or have fun creating. It also opens a world to a lot more possibilities.

 

 

 

Reception

 

Assassins creed black flag sold around 15 million copies to retailers and digitally as of 2020. While the assassin creed games usually have a good representation throughout each game and portray it well, one problem that still remains and the main issue is the game bugs. Ubisoft runs the games on Unity which isn't able to comprehend the graphics.

 

 

 

Regulation

 

Assassins creed black flag is a 13+ game because it contains scenes of violence, some strong language, and alcohol consumption.



Sunday, November 15, 2020

GAMES TIMELINE

COMPUTER GAME INDUSTRY 

 

key definitions:

  MMORPG - massively multiplayer online role-playing game

AUGMENTED
REALITY - The rendering of digital images or data onto real-world objects


PERSISTENT
WORLDS -  A virtual world


CRPG - Classical" Role Playing Game A subgenre of video games

AVATOR - an icon or figure representing a particular person in a video game

How have video games and consoles  changed through history?
Over time video games and consoles have definitely evolved over time, especially with video games over time they have become more realistic and When we compare the graphics of today’s games with the ones that existed in the 1990s and even the early 2000s it is a huge comparison. The games of those days do not have the sophisticated textures and the use of colour they used back then was very bold and colours that didn’t really go together. Video games have also changed in regards to graphics, as back then they didn’t have certain softwares to increase the quality and graphics so they were quite low. However,  today we have the necessary hardware that allows for greater pixels and shading on a massive scale. The increase of artificial intelligence has transformed the gaming experience. Back in the old days, in multiplayer games when you did not have anybody to play against and had to battle the computer, it was a dull and unpleasant experience. Nowadays, when you play these same types of games, the computer is much smarter and cunning trying to mimick human intelligence to make the gaming experience more realistic and better. 

Back then, certain games were either too easy that the audience would just get bored because the levels weren’t hard enough or too hard so that they would just quit. As time went on games and consoles evolved in appealing to the audiences pleasures and giving them a greater experience whilst playing the game. Various pleasures and experiences that games provide for the audience is the intense music which allows the audience to be interested and pay more attention to the game, the customisation of characters which allow the audience to choose what they want. Most of all the freedom of being able to do whatever they want and the use of multiplayer which adds to making friendships and making a game more exciting. Another aspect, is the completion of levels because it gives the audience a sense of accomplishment and encourages them to keep playing until they complete another level. 

Video games serve many other purposes like:
Entertainment - people playing games and use consoles for fun
Competing - Competing in games on a high skill level typically for prizes and possible against friends which make it more fun
Socialising - Many gamers meet new people on games and interact with thousands of people and in many cases friends are made over gaming.
Youtube/Videos about certain games - People create content for others to watch on video streaming website like youtube and  people gain entertainment from watching them and so does the person making the video, they can also make money in some cases. Also they can gain tips and tricks on how to play the game which could make the game more enjoyable.

  
GAME TIMELINE-

1940 – The first “video game”
Edward U. Condon invents a computer that plays a game, “Nim”, against human competitors. The computer won 90% of the time.

1985 – The Nintendo Entertainment System (NES) launches
Nintendo, a company originally founded in Japan as a playing card company during the late 1880s, got into the video game business in the 1970s and revolutionized the industry with NES. NES games were graphically superior to their predecessors, and the extra memory allowed for multiple levels and storytelling.

1988 – Gaming meets the real world
Developers started looking to the real world for new series. One example, the “Madden” football series—named after legendary NFL coach and broadcaster John Madden—has gone on to become one of the best-selling and longest-running franchises in America.

1989 - Sega Genesis launches + Gameboy
The next generation of consoles launched in 1989, when Japan-based game company Sega released the Genesis. This introduced us to another classic character: “Sonic the Hedgehog”. Sonic was seen as a more mature counterpart to Mario, helping win over older gamers.

1991- The competing Super Nintendo (SNES) was released.

1994 – The PlayStation is born
CD-based games could store massive amounts of data compared to cartridges, allowing developers to create longer, more sophisticated games. Classics like “Final Fantasy VII”, “Resident Evil”, and “Metal Gear Solid” showed the console’s then-newborn abilities.

1999 - Online gaming
The Dreamcast console released by Sega although not a hit featured the first signs of online gaming.

2001 - Microsoft creates a console
In 2001, Microsoft decided to get into the gaming industry, launching its own console, the Xbox. The original Xbox upped the ante in the console wars, pushing out companies like Sega and pitting Microsoft against stalwarts Nintendo and Sony.

2006 - Wii was released by Nintendo 

2004-2009 - Other types
Outside of consoles, PC gaming fostered growth for massively multiplayer role-playing games (MMORPGs), including “World of Warcraft”. These games allow thousands of players to play at once, interacting with each other and even cultivate their own insulated economies.

2009 – present – Mobile games
Mobile gaming also started taking hold with the release and popularization of social and phone-based games like “Farmville” and “Angry Birds”. Later mobile games would start driving massive revenues, like “Clash of Clans”, “Mobile Strike” and “Candy Crush”.

2010 – present – eSports
Started in the early 1990s, eSports has exploded in popularity. In eSports, professional players compete against each other in popular games like “DOTA 2”, “League of Legends”, and “Counter-Strike: Global Offensive”. Like other sports leagues, eSport athletes earn big salaries from sponsors and spectators who pay to watch.

Present
Virtual reality and more realistic games are now becoming more popular where it feels as if you're in the game and have more control of what happens.



























Saturday, November 7, 2020

Exam Question

Analyse the representation of gender in the music videos for "The Man " by Taylor Swift and "Riptide " by Vance Joy      ( 30 marks / 800 words minimum)

In both of these music videos gender is represented in similar ways, in "Riptide" and “The man” portray women as having less relevance and having less acknowledgement than men. Also, in her music video she emphasises how if she was a man she would gain more respect and be more heard in society especially in business. Women are shown to be vulnerable, insignificant and as a victim in “Riptide”.

 In certain areas and scenes of the music video it challenges the typical stereotypes of women as being submissive and weak. An example of this is when we see the woman breaking free from the tree that she was tied to which may suggest to the audience that she was being tortured, representing men as aggressive figures and as a bully. Another aspect is the use of low camera angles to suggest how women have power and strength which challenges the stereotypical view of women as being passive. There wasn't many stereotypes about men as this video was solely focused on portraying women. 

This contrasts with "The Man" by Taylor Swift as the main message and ideas that she tries to portray is the double standards of men and women and comparing the two. In her music video she plays the role of a successful business man who has a daughter. In the opening frame we see the main character in his office staring out his windows in between the words 'the man' which could suggest that he's the man everyone looks up to and wants to be like. This asserts his dominance as a man which could also be inferred from how he's looking out into the world from the window which could show how because he's a man he has power in the world unlike women who are stereotypically insignificant.  

The second shot is him giving orders to his employees and being praised by them which shows their admiration for him. This scene links to the representation of men because men are more likely to be praised in work areas whereas women have to work harder. Her music video links in with Stuart Halls theory of representation and emphasise his beliefs that stereotypes usually come about when there is inequality, for example between men and women and usually when there are people in power, typically from the hegemonic groups in society.


Next we see, when he is on the train and his legs are wide open and he is smoking whilst sitting in between two women not even caring. This shows the difference in men and women and how gender is represented because if a women did that it is seen as un-lady like and women have so much ideas to conform to and standards to uphold. This further contrats with the men because no one would even think any different if a male sat with their legs open and started smoking because of how society thinks. The passengers remained silent represent how society overlook many bad and dishonourable things that men do. In society and Taylor Swift’s music video men are represented as being under less pressure and can just do whatever they want and the women will be passive and let it slide. This compares with “Riptide” because throughout the video the audience notices that the women is being tortured which is conveyed though the horror like iconography and certain scenes. The women in this video fight back and help herself out of the situation which shows that women can stand up for themselves and be powerful.

We see how men are praised more than women as it is unexpected for men to carry out certain tasks for example, when the man was sat in the park with his daughter all he did was lift her up and he announced the worlds greatest dad but if a women was to do that it wouldn’t be anything special or something to congratulate. This again shows the audience society’s outlook on the two genders and how gender stereotypes play a key part in representation. 

Furthermore, in “The Man”, and in “Riptide” women are being sexualised particularly in the beginning scene of “Riptide”. In this scene the use camera angles play a key part as it is recording her body and her face isn’t being shown. This resulting in the fact that she potentially has no idea that she is being recorded. This gives the audience the impression that women aren’t valued or being respected within this video. Women are objectified  to a certain extent. This is also evident in a scene in “The Man” where women are sexualised which is when they are on the boat celebrating and the rich protagonist is surrounded by lots of women only dressed in bikinis and their use of flirtatious body language towards the camera as well as the male figure during the close ups emphasises women’s objectification. Also, with them laying on the floor and him standing amongst them shows how he holds greater status and power and is superior to them. Reinforcing stereotypes that the male gender is more dominate against females.

In both music videos they link to Van Zoonens theory that women are objectified as a result of western culture, but are shown in different ways in each video. In “The Man” women are objectified as not being appreciated for the work that they do and being less acknowledged then men. Whereas, in “Riptide” women are objectified as nothing but pure objects used for their bodies and for  others pleasures which intertwine with the ‘male gaze’ to send messages to a greater audience.


However, there are also aspects of representation of gender in both videos that differ from one another. In "The Man" Swift presents how men hold a stronger hierarchy than women and are more interesting. This is shown through the fact that throughout the whole video the main protagonist is a male character. Although there are still female actors in the video there are very minimal camera action towards them and is predominantly concentrated on the male character. Relating to society today this portrayal isn’t seen out of the ordinary because men are still seen as a more important gender in comparison to females. This follows the audiences expectations of the narrative because they already have an idea as to what the video would be based around due to the title of the music video. This relates to Halls Theory that stereotyping occurs when there is a representation of inequality of power, which in terms of “The Man” is completely true, as the stereotyping used in this video asserts full power to the male gender with more emphasis due to the use of the lyrics as well. 


On the other hand, “Riptide” show men as having no importance due to the lack of male characters used and the absence of them throughout the video. This  challenges the audience’s expectations because the lyrics imply that the narrative would be from a male perspective. Whenever a male character is shown it isn’t used in a positive representation. The absence of a male  portrays how women don’t need to have a man present in order to be/do certain things & in this aspect, to be objectified. This goes against Halls theory where stereotypes occur when there is an inequality of power because although a male character is absent from the video the director is still able to make women come across as weak and defenceless in the eyes of the media, through the theme of domestic abuse occurring repetitively throughout the video. The use of close up camera shots and dark, mellow lighting in certain scenes this emphasises how she would seem scared and afraid. This Contrats to “The Man” where both genders are used consistently in the video to portray the inequalities of power through stereotypes. 


PRODUCTION: Producer research

 BBC3 is best suited to my brief and the genre that I will be producing, especially as its target audience is 16-34. BBC3 was a british free...