Charlie Roberts
IMG Year 2 Portfolio
Research
During this project I will be required to carry out a range of research for a variety of reasons, in different shapes and forms.To begin with the genre, audience, and theme that we received will need to be researched. This is because we have a basic concept, but it will need to be adapted to suit these factors.
Research will also be carried out in a number of ways. There will be both primary and secondary research carried out. Examples of the research that I intend to carry out would be playing / watching relevant games and giving my own analysis (primary) and reading through published books or online articles as a source of research (secondary).
Research Plan
Theme Research
Before carrying out the main research, a research plan needed to be created. This is needed as it allows ideas to be noted down as they're thought of, so ideas aren't forgotten down the line.
My research plan is shown below.
For this research task we were required to pick and research three different themes. For this the three themes we chose were Comedy, Fantasy, and Romance.
Since the group I'm apart of is a group of 3, we each researched one of the themes. The research carried out by each of us is shown below.
Comedy - Jacob
Comedy is one of the most popular genres for media, this is due to how accessible it is to everyone, as everyone likes to laugh, and everyone has something that can make them laugh. The key to comedy is finding that one thing that your target audience has in common, that being the kind of humour that they enjoy, be it dark humour, slapstick, pun-based, etc.
I think comedy would suit the our target audience as a large number of 25-35 year old feminine people could have kids and/or a full time job, and might want something where they can unwind and laugh for a while, as laughing and having fun are very potent stress relievers.
Codes and Conventions
Bright Setting - Comedies are almost always set in brightly lit places, this makes the viewer/player feel safe and comfortable, as darkness brings a sense of a looming presence, and the fear of the unknown, which would cut out the comedy entirely. Instead the brightness brings on feelings of happiness, relaxation and warmth.
Naturalistic Camera - The camerawork for most comedies shows all the characters as equals, all on roughly the same height in the frame to show that no character is better than the others.
Sound - Sound is very important to the comedy genre, as bad sound can ruin a scene whereas good sound can create a scene all on its own. Diegetic sound such as dialogue needs to be loud and clear, so that jokes get across and can be caught by the audience. Non diegetic sound is also important, as it can put emphasis on a certain action, or a certain character if their sounds are exaggerated and more pronounced.
Lighting - The lighting is usually bright, giving the scene a happy and joyful feel, also giving the scene a more natural feel as well.
Props - Props are very important to comedy, as props are used to drive the comedy forward, being used to give characters something to use as a tool for a joke. They are doubly as important in slapstick, as it is all about using props to hurt themselves or others in cartoonish ways.
Character Types - Idiotic characters are usually used in contrast to “normal” characters, to highlight their comedic stupidity. A common attribute in comedic characters is sarcasm, as it is relatable and easy to convey.
Fantasy - Charlie
What is fantasy?
A genre of speculative fiction (an umbrella genre (covers a range of genres) encompassing narrative fiction with supernatural / futuristic elements) set in a fictional universe.
Fictional universe – A self-consistent setting with events, and often other elements, that differ from the real world. May be called an imagined, constructed or fictional realm. Meaning the characters and events that appear in the world are different from the real world,
Roots often from Oral Tradition / Oral Lore – “A form of human communication wherein knowledge, art, ideas and cultural material is received, preserved and transmitted orally from one generation to another.” Speech or songs, which may include folktales, ballads, chants, prose (everyday speech) and verses (poetry)
Distinguished from genres of science fiction and horror due to the absence of scientific or macabre (fear of death?) themes.
"Codes and Conventions
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High production values
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Younger target audience although significant older appeal
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Wide/saturated distribution (normally by an American Studio e.g. Warners or Disney). Mainstreamers and Aspirers
-
Dedicated, sometimes obsessive fan base
-
Convergence and Synergy – computer games, merchandising, forums and blogs, fan sites…
-
Emotive, often ‘romanticised’ narratives
-
Hyper real, idealised representations
-
Saturated primary colours
-
High key lighting
-
Significant CGI and FX e.g. green screen technology
-
Aspirational, escapist characters, often undertaking a quest
-
Occasional political narrative themes only understood by an older target audience with significant cultural capital (e.g. about minority groups)
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Reputation for being ideologically traditional e.g. Disney ‘teaching’ gender roles to young target audiences
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Positive narrative outcomes (happy endings)
-
Simplistic, linear narrative (e.g. a Hobbit travels across middle earth encountering danger)
-
Propps character roles can often apply
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Iconography includes magic, mystical creatures e.g. Elves and Fairies
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Often set in the past (King Arthur) or in an imagined time
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High production value costume design
-
Exhibited mainly in multiplex cinemas
-
Escapism as key audience appeal
The Fantasy Genre can be the subject of hybridisation often with Science Fiction e.g. Spiderman." (Miller, R. 2015)
Examples of fantasy – Games / Books/Movies:
Games: The Elder Scrolls V: Skyrim (Fantasy)
Books: The Lord of the Rings (Fantasy)
Movies: Wonder Woman, Harry Potter, How to Train Your Dragon, Spiderman.
​
Wonder Woman:
One example of a piece of fantasy media is the 2017 Fantasy / Science Fiction movie, Wonder Woman. In the movie, the story follows the protagonist, Diana Prince, an Amazonian warrior.
Early on in the film, the fantasy aspect is shown. This is apparent when the queen of the Amazons explains the Amazonian history to a young Diana. During this, a story of Greek Gods, such as Zeus and Ares is told to Diana, explaining why the very island they live on, and the tribe that they are a part of is important in the world.
This not only explains to the audience why the characters are important, and what roles they have in the story, but it also gives this fictional world its own history and representation.
Additionally, the world that the story takes place in is shown at different times. By this I mean that the story takes place in different years, which help show how the world has changed, alternately how the world has not changed. The story takes in a multiple time periods. The majority of the film is shown during the World War 1 period, so 1914 – 1918, but there are sections of the film that are in the present day. The world is portrayed similarly to how the real world actually is, with the same real world issues and events, such as World War 1, taking place. But it is the characters that make this film a fictional fantasy, such as the main protagonist herself, and the tribe that she is a part of, and the Gods that are described and appear in the story.
As well as being a media piece that is of the fantasy genre, it also relates to one of the other limiting factors that we have received for this project, being feminine. So might say that the movie is feminine as makes use of a female leading role / main protagonist. However the events occurring involving the character would stereotypically be that of a male (e.g. fighting), which is what makes this movie different, as the hero, and one with power is a female, and it’s not about a woman needing to be saved by a male hero (Stereotypical roles reversed).
Romance - Jake
​
Codes and Conventions:
In media such as TV, Film and Games, lighting is typically warm and bright but it tends to change depending on a specific character’s emotions at a given point in the narrative.
Music used is typically made up of string instruments with a few woodwind instruments and is often jazzy.
Books conventionally convey romance entirely through words alone so the author has to paint the scene with their fruity vocabulary.
A lot of romance media has a very common narrative where there’s an introduction, a romantic interest appears, a complication is thrown into the mix, said complication is overcome and the main character and their romantic interest love each other and live happily ever after. These are different though...
Romeo + Juliet
Romeo + Juliet is a tragic love story between two star-crossed lovers written by William Shakespeare during the early years of his career as a playwright. Back in the 16th century a lot of people believed that the stars told of people’s fates which is where the term “star-crossed” comes from. This is why Romeo + Juliet is tragic because it was this couple’s fate to take their own lives. Romeo and Juliet have become archetypal young lovers because they’re that recognised.
Titanic
Titanic is another tragic tale about a couple of lovers who find love on a boat which crashes into an iceberg and one of them dies. This is based off the real boat The Titanic which did indeed hit an iceberg and sink (and people died).
Games
Romance games are surprisingly varied but are often text-based RPGs. Games like Doki Doki Literature Club (PC) and H2O Footprints in the Sand (PS2 visual novel and also an anime) have romance in them but also have dark elements to them. Secondly, there’s games like Hatoful Boyfriend and Shark Dating Simulator XL (both for PC) where the romance isn’t even between humans. The final major part of the romance genre for games is NSFW for reasons obvious. A gaming company who makes these kind of games is Huniepot Studios. Romance games don’t usually focus on gameplay which is definitely something to consider.
Project theme
Upon completing a section of research for each of the three themes, we needed to decide upon a theme that we we would be using, and creating the world / level for.
At this time we decided to go with Comedy as out theme. However this was changed to Fantasy soon after. This was for a few various reasons.
At the time of us having to pick a theme, I had not got to the point of completing the research task for fantasy, so we didn't have a reason for picking the theme. However, once I had completed the research task we decided to use the theme Fantasy.
We decided that we would use Fantasy as our theme since many people, male and female, young and old can enjoy the theme as it can be shaped in various ways (For example, movies such as toy story have a different appeal than superhero movies such as Spider-Man. Not only that, but we felt that the theme allowed more freedom than comedy as for most people, it's a certain type of comedy appeals that appeals to them more than others, meaning that it would be hard to make a world that appeals to such a large ranged audience.
Fantasy Codes and Conventions
During the previous section of research I found a list which stated the codes and conventions of the fantasy theme. However, there were many points that were listed that are irrelevant for me during this project, and due to that I'll be going through this list and analysing the points that are / can be relevant for this project.
As a recap, the fantasy codes and conventions are shown below:
"Codes and Conventions
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High production values
-
Younger target audience although significant older appeal
-
Wide/saturated distribution (normally by an American Studio e.g. Warners or Disney). Mainstreamers and Aspirers
-
Dedicated, sometimes obsessive fan base
-
Convergence and Synergy – computer games, merchandising, forums and blogs, fan sites…
-
Emotive, often ‘romanticised’ narratives
-
Hyper real, idealised representations
-
Saturated primary colours
-
High key lighting
-
Significant CGI and FX e.g. green screen technology
-
Aspirational, escapist characters, often undertaking a quest
-
Occasional political narrative themes only understood by an older target audience with significant cultural capital (e.g. about minority groups)
-
Reputation for being ideologically traditional e.g. Disney ‘teaching’ gender roles to young target audiences
-
Positive narrative outcomes (happy endings)
-
Simplistic, linear narrative (e.g. a Hobbit travels across middle earth encountering danger)
-
Propps character roles can often apply
-
Iconography includes magic, mystical creatures e.g. Elves and Fairies
-
Often set in the past (King Arthur) or in an imagined time
-
High production value costume design
-
Exhibited mainly in multiplex cinemas
-
Escapism as key audience appeal
The Fantasy Genre can be the subject of hybridisation often with Science Fiction e.g. Spiderman." (Miller, R. 2015)
Analysis
The second point states "younger target audience although significant older appeal" .(Miller, R 2015) This alone is useful as our audience (being 25-35) would be classed as an older audience, and this allows us to know that there is interest from our audience, which enforces our plan to use the fantasy theme for this project.
The sixth point states "Emotive, often ‘romanticised’ narratives" (Miller, R. 2015). This effectively means the story / media piece is capable of making the player / audience feel a particular emotion. It also says how the the narratives are often 'romanticised'. This means "to talk about something in a way that makes it sound better than it really is, or to believe that something is better than it really is" (Cambridge Dictionary). In this means that the narrative is often told / shown in a positive way.
This itself is present in a lot of fantasy movies where there are fewer negative topics covered compared to the positives. An example of this would be "The Avengers" (The Avengers, 2012) where the final battle takes place, but the large number of deaths that are most likely occurring from the alien invasion are not spoken of. However, you can argue that negative topics such as death are still covered, since you do see a character die in the movie (although its shown in a tv series that he doesn't actually die).
This knowledge can be put into use for this project, as it informs us that we most likely want to portray the world itself in a somewhat bright and positive way, to reflect that of the narrative. However, since we're not creating a full game, a full story / script won't be created, but this point help inform us that we'd want that to be positive.
This might be researched into further, but an example of fantasy taking a different approach would be the light novel, turned manga, turned anime series "Goblin Slayer" (Goblin Slayer, 2018) which shows the fantasy theme / world from a rather dark and grim perspective, where the world and the events that occur are shown to be all but perfect. This series has been receiving mixed feedback from the public after the first episode of the anime being aired, due to the fact of the topics covered (such as rape and murder), and the darkness of said topics.
However, as mentioned above, this might be researched into further, as I'll need to try and attempt to hunt down these reviews once again (whether this is on social media or online forums).
Back to the list of codes and conventions, the seventh point states "Hyper real, idealised representations" (Miller, R. 2015). This means that the representations are exaggerated. This most likely means that in terms of a story, the contents of the world or the characters are explained in detail, however, I argue that this could be shown in games by the use of models and their representations.
I believe that this could be used in my projects by making models that would be recognised by the audience, which would be a rather effective method, as there would be no text description for the object, like there normally is in a game
(e.g. models reflect that of reality, whether that's shape / colour of objects / models).
Point eight states "Aspirational, escapist characters, often undertaking a quest" (Miller, R. 2015) which is something that might not be able to be portrayed within our world, but would be something that we'd hope to portray within the games story (if this project was to be carried out further). This is because the characters (protagonist / antagonist) have goals which make them more interesting, especially if the characters receive development throughout the story, which makes them more and more interesting to the audience.
Point eight and nine state that fantasy makes use of "Saturated primary colours" (Miller, R. 2015), and "High key lighting" (Miller, R. 2015). This means that the colours are often / make use of red, green and blue (I'd imagine it also means the colours created from these colours are also important). Additionally, high key lighting is often used, which is a lighting that's used to make the content shown have less shadows, which could be used to make the world more bright and appealing. This can be shown in the world we're creating, as we're creating a forest, meaning that green, at least, will be made use of. Furthermore we could make the lighting of the world make use of little shadowing, to make the world seem more bright and appealing for the audience.
Point fourteen states "Positive narrative outcomes" (Miller, R. 2015) and point fifteenth states "Simplistic, linear narrative" (Miller, R. 2015). This is another source of information that would be more relevant if we were creating a full game, and the story to go with it, but it's still useful to understand how to narrative would be structured. This links back to what was mentioned in one of the previously, where the narratives are 'romanticised' to make them more positive. The narratives are most likely positive as it leaves the player with positive feelings, such as satisfaction once they complete the story. Otherwise, if a negative narrative was followed, in most cases the audience would likely feel disappointing if the story ended with the protagonist dying (not to say that this doesn't happen, and a story with this narrative would be bad).
Point seventeen explains what is often found within fantasy media. "Iconography includes magic, mystical creatures" (Miller, R. 2015). There are in fact many many media pieces, whether stories, movies or games, that make use of the magical theme. However, this isn't to say all fantasy stories / world need to include magic, since superhero movies are of a fantasy genre, and many of those don't include the theme of magic.
However, for our world we are creating, I believe it would be a good idea to try and find a way to show magic in the world itself.
Point eighteen, the final point, states "Escapism as key audience appeal" (Miller, R. 2015). This shows another important point that can be enforced by the story, but also the world itself, meaning that its something that we could make use of during this project. To make the world have escapist features, we'd need to have enough contents in the world to distract and interest the players from the real world.
The problem with this is that we're creating a forest setting, which is sometime quite a basic setting. However, we plan to fill the forest with assets such as chests and items that would make the player want to roam around and find the rewards of the world, which therefore distract them, and would make use of escapism.
Audience Research
Research lesson - PEGI
What is The Pan European Game Information (PEGI)
PEGI is an organisation that was formed in 2003 to allow the parents of Europe to have a better understanding of the games (or other entertainment content) that they are buying for themselves and / or their children. This is carried out by the use of age ratings (labels) and content descriptors.
PEGI Age Ratings
"Age ratings are systems used to ensure that entertainment content, such as games, but also films, tv shows or mobile apps, is clearly labelled with a minimum age recommendation based on the content they have. These age ratings provide guidance to consumers, parents in particular, to help them decide whether or not to buy a particular product for a child." (PEGI, 2017)
This effectively means that the buyers can tell if the content is suitable for those who will receive it. Meaning if they purchased a game that was PEGI 7, there may be reasons as to why the game wouldn't be suitable for their 4 year old child.
What Do The Age Ratings Mean?
There are a number of different age ratings that are used which consist of:
3, 7, 12, 16, 18.
PEGI 3 - "The content of games with a PEGI 3 rating is considered suitable for all age groups. The game should not contain any sounds or pictures that are likely to frighten young children. A very mild form of violence (in a comical context or a childlike setting) is acceptable. No bad language should be heard." (PEGI, 2017)
This effectively means that the game is suitable for all ages. This, however, does not necessarily mean that the game is a children's game, but means that the game doesn't include graphic violence, bad language, or any of the above. Games such as "The Legend of Zelda: Breath of the Wild", and "FIFA 18" are PEGI 3. "The Legend of Zelda: Breath of the Wild" is a PEGI 3 as it contains mild violence and no gore (also, since the art style isn't realistic, but more cartoon like). "FIFA 18" is PEGI 3 as it is a sports game, it is acceptable to the wider audience, as many enjoy the sport, being football, and due to the lack of violence it is also acceptable for all ages to play.
PEGI 7 - "Game content with scenes or sounds that can possibly frightening to younger children should fall in this category. Very mild forms of violence (implied, non-detailed, or non-realistic violence) are acceptable for a game with a PEGI 7 rating." (PEGI, 2017)
This effectively means that mild gore can now be used within games. However this would likely be with a cartoon style, and nothing realistic. Games such as "Mario + Rabbids Kingdom Battle", and "Super Mario Odyssey"are rated PEGI 7. Both of these games include violence of some sort. "Mario + Rabbids Kingdom Battle" includes violence with the use of guns / blaster like objects which may not be suitable for children below the age of 7. "Super Mario Odyssey" also has violence, but isn't as graphic, as it is mainly the player jumping on top of things do hurt them.
PEGI 12 - "Video games that show violence of a slightly more graphic nature towards fantasy characters or non-realistic violence towards human-like characters would fall in this age category. Sexual innuendo or sexual posturing can be present, while any bad language in this category must be mild. Gambling as it is normally carried out in real life in casinos or gambling halls can also be present (e.g. card games that in real life would be played for money)." (PEGI, 2017)
This effectively means that a higher level of violence is now acceptable within games. However, more graphic violence must only be within a game which makes use of non-realistic characters. An example of this is "The Legend of Zelda: Breath of the Wild. This game includes violence with weapons, such as swords. However, the game does not include blood or gore. When an enemy is killed / defeated, there body disappears with a puff of smoke. If blood / gore was implemented, it would be too graphic for children of this age, but would also show the action of taking a life in a positive light.
PEGI 16 -"This rating is applied once the depiction of violence (or sexual activity) reaches a stage that looks the same as would be expected in real life. The use of bad language in games with a PEGI 16 rating can be more extreme, while games of chance, and the use of tobacco, alcohol or illegal drugs can also be present." (PEGI, 2017)
This effectively means that the games of this rating can show a more real representation of violence (such as the conditions of war). An example of this would be "Call of Duty: Ghosts" as it shows a somewhat more realistic representation of war / violence. However, other game of the same franchise do commonly have a PEGI 18 rating, maybe due to the events of the story, or the gore within the game being of a higher level.
PEGI 18 -"The adult classification is applied when the level of violence reaches a stage where it becomes a depiction of gross violence, apparently motiveless killing, or violence towards defenceless characters. The glamorisation of the use of illegal drugs and explicit sexual activity should also fall into this age category." (PEGI, 2017)
This effectively means that the games of this rating have little boundaries to what they can include. Games such as "Mortal Kombat X" fall under this age rating, as the violence included is rather extreme (at least the character finishers, or 'fatalities' are, such as skulls smashing or spines being torn out).
However, this isn't to say that there are no boundaries as games are often required to change to be approved a PEGI rating.
My Projects PEGI Rating and Justification
The target audience for our project is feminine 25-35 meaning some might think the PEGI would be 18 as that's the closest age to our audience. However, that's not the case.
When thinking about the types of games the would appeal to our audience, the first thought would be PEGI 18 games, as that's the closest age rating to our audience. However, this can't be said for all.
As stated above, PEGI 18 games can include "a depiction of gross violence" (PEGI, 2017) which doesn't appeal to everyone. Going back to the example of the game "Mortal Kombat X", many would be deterred from this game due to the realistic art styled characters (and therefore the realistic gore), and then seeing these characters decapitated during the end of the fights.
However, there are other games that are PEGI 18 that are less graphic.
Linking PEGI back to my current project, the task isn't to create a game, but to create the world (a section anyway). However, we needed to come up with a brief concept for a story when we created a One Sheet during the pre-production section of the project. Because of this we can come up with a rough estimate for a rating, and the reasoning why.
We have decided that, if the world was implemented into a game, the game would be PEGI 7+, or PEGI 12 at most.
We decided that as it would be used for a section of world within a fantasy game, there would need to be some sort of combat / violence. Not only that but the art style of the world is low poly, which already means it would fall under PEGI 7, as it states "Very mild forms of violence (implied, non-detailed, or non-realistic violence) are acceptable for a game with a PEGI 7 rating."
PEGI 12 would only be reached if the low poly art style / models became more realistic and detailed, which probably won't happen as it's our first time creating 3D models.
Audience Research - Questionnaire
Link to my questionnaire:
https://goo.gl/forms/PHgJfDEFEcsRCTc52
How have I researched my target audience?
One of the main ways that I had planned to research my target audience was by the use of a questionnaire. I have now carried this out, and have received some results that I can now analyse to further my research. The questions that were included on the questionnaire mainly reflected what is needed on the audience profile document that we need to create for the project (questions will be shown below).
What worked and what didn't?
To begin with, the questionnaire worked as I received replies from a relevant audience, as the replied consisted of individuals ages 26 – 40. Not only that, but the replies that I received were all serious, unlike other projects that I have carried out, where certain responses were submitted as a joke. This means that all of the responses that I have received can analysed as research, and will further help me during this research.
However, the main problem that I have now encountered is that there was a rather low response rate, as only 4 individuals replied to the questionnaire. This means that the data received isn’t the most accurate, as it most likely won’t reflect the wider audience due to the low response rate.
Question 1 was the basic question asking for the respondents age.
I felt that this was an important, and much needed question as it
would allow me to make sure the answers are coming from the relevant audience, and also see how the responses differ between ages if there were large gaps in the answers.
​Question 2 asked for the respondents gender. I felt as though this question was needed as my target audience is not only 25-35, but also feminine, which means that this question allows me to see how the answers differ between gender, which might allow me to see how the game world can be changed to suit a feminine audience more.
​I felt as thought this was an important question as if a sample of my audience followed a religion, I would need to make the game world also appeal to those of that religion. Otherwise if something was implemented into the world, or the game itself, (if it was to be created into a game that is) there could be features, such as being required to kill others (humans or animals) which may go against ones religion, and therefore deter them from playing the game.
However, since we are only creating the world, I feel as though this isn’t something that would limit us, but I felt that it was still something that was better to look into. Although, looking at the results to this question, it is apparent of the sample of results received, none of the respondents follow a particular religion.
Question 4 was a follow up question to question 3. This answer received no responses, as the four responses stated that they don’t follow a particular religion, which means that it doesn’t really help, nor create problems for me. However, I felt it was needed just in case a respondent did follow a particular religion, which would then mean this question would supply me with the religion they follow, which would then allow me to research into it.
Question 5 asked whether the respondents have any hobbies or leisure activates, and what they are. The main reason for this is so I can somewhat find out what interests my audience, which I might then be able to find a way to implement into my project / game world, depending on what the answer are.
For this question I received three responses. The first was “Football, socialising with friends”. This answer may not be helpful in terms of my game world, however there are parts that are useful if the game world was to be further developed into an actual game.
As the second part of the response states “socialising with friends”, the world could be implemented into a multiplayer game, such as an MMO / MMORPG.
The second response states “Writing, cooking, knitting, gaming, socialising with friends and family”. This response provides a possible idea for an object that could be located within our world. Some current existing games, such as “The Legend of Zelda: Breath of the Wild” (Nintendo, 2017) require the player to gather ingredients, and cook meals, using cooking pots in villages. This could be a possible idea for our world, where we model and implement some sort of fantasy cooking method (a pot and fire?) into out game. However, if the world was to be made into a game, we’d want this model to actually work, meaning the player could actually cook meals. Additionally, this respondent also stated that they enjoy “Writing” and “socialising with friends and family”. If the world was to be implemented into a game, another way to make the game appealing to this individual would likely be to make the game multiplayer (e.g. MMO / MMORPG) so the player is required to interact with other to complete tasks, and additionally, make the story writing as appealing and interesting as possible. As if they like writing, that possibly means that a well scripted game would appeal to them, and inspire them.
The third response states “Walking and art”. This can somewhat be implemented into the game world, as the current concept for the location is a forest. In the real world, most forests have paths (natural and man made) that are there as trails for people to follow when walking around. However, the second part of the response, being “art” is somewhat harder to implement, as we don’t know the style of art that interests them.
​Question 6 asked whether the audience has any motivators or inspirational sources.
This question provided results that are more difficult to implement and visualise within my
game world, but this information is needed for the audience profile, so I thought that it was still
best to include it, as it allows me to have a greater understanding of my audience.
However, the final response, being “music”, is another idea that would need to be developed if the world was in an actual game. This is because most games include some sort of soundscape for different locations of the game, which would mean the game could appeal to this individual by including an appealing soundtrack.
Question 7 was an important question as it allows me to see this age groups main source(s) of information. Additionally, I asked for the name of the source(s), as it could allow me to research further into those sources and gain a deeper understanding on my audience.
This would also allow me to look into these different sources, and maybe try to find why they appeal to my audience, which in turn would hopefully allow me to make my game more appealing and more relevant to my audience. However sources mentioned in response 2, being “Twitter, Facebook, YouTube” show information that is very different to each individual. This is as these websites show information on either what’s popular, who they follow or company advertisements, which also means that it will be difficult to research these sources effectively.
However, if a game was to be made, this is extremely useful research. This is as it shows me the different areas the game should be advertise, (in general) but also where advertisement would be needed to reach my intended audience. From looking at my responses, the most common results are radio, and twitter. However, I feel as radio would reach a more limited audience, as those of a younger generation don’t really listen to radio, which means if the game wanted to appeal to a wider audience, it would be smart to use other forms of media in conjunction with radio channels, such as Twitter and YouTube. YouTube is a particularly effective form of advertisement, as content creators can be reached out too to be asked if they’d play a specific game to advertise it to their audience. This is effective, as YouTube is an ever growing platform, with many growing, and popular content creators, which would mean if a specific audience was targeted, you could find a creator who's viewers are of that same audience.
Question 8 asked my audience about their preference when it comes to video games, and why. This has allowed me to see what sort of themes and genres appeal to my audience, but it will also make the concept for my game more appealing to my audience.
The theme and genre for my project are Fantasy and open world. From response number three, being “Interesting/ exciting storyline, Strong, complex characters, Open world, opportunities to develop character, world building, farming/ city/ civilization simulators”, I can see that open world games appeal to at least some of my audience.
Response one states “Adventure, something with a story”. This can also be linked with my concept, as most Fantasy games include some sort of adventure within them, meaning this could also be apparent within my game world, or the game if it was to be created.
Response two states “Sports and Fighting”. The first part of the reply isn’t relevant to the theme and genre of my project, but the second part can be. This is because the second part of the response is “Fighting” which is apparent in many, if not all fantasy games, and is an important aspect. This is something my group and I have also thought about, but it is a feature that would only be apparent in an actual game. However models for weapons are being made, which we aim to include in the section of world we are making, to hopefully show what the actual game would be like / include if it was ever to be created.
Question 9 asked my audience for their views / opinions on Fantasy as a theme. I thought that this question would be one of the most important questions, as it would allow me to see if out project concept would actually appeal to my audience or not. All of the responses stated that they either like fantasy games, or they’d be willing to play a fantasy game if it included certain features, which means using fantasy as the theme for the project is acceptable and could be successful.
Response one states that “If It has a rich environment and a good story I will play it”. This is something that we can, and will need to do for this project, as we are only creating the environment, and not the game itself. However the story section of this game would only be a deciding factor if a full game was to be created, as currently there is only a very brief concept story, and that wouldn’t be enough to interest a wide audience.
However response two states that “A lot of hours of gameplay, huge quests, lots of levelling and text based gameplay”. This could be seen as good or bad points. However, from my point of view the more hours a game takes to complete, the better, as it means you’re getting your moneys worth form the game. Not only that but it means that development (characters / story) don’t need to be rushed, and can therefore be more effective. However, like most points, this isn’t really relevant for the project, as we’re only creating the world. However if the project was to be continued, a deep, interesting, and engaging story would ideally need to be created to implement into the game.
Response three states “I enjoy the escapism it brings to playing games, watching films and reading books”. This gives me another research area, which would be looking into popular fantasy books / movies (watching if there’s time / summary videos if there are any to save time) as this would give me an idea what is needed to appeal to my audience when using the theme of fantasy.
Response four states that “I like it” which is nice and simple, as it allows me to know that me to further know that my audience is interested in the theme of fantasy.
However, there wasn’t a question asking whether my genre, open world, appeals to my audience (like how this question asks of fantasy if is appealing), but thankfully a response from the last question has helped me find that the genre is relevant.
Question 10 asked the audience what appeals to them when playing fantasy games. This question was asked as if I can find out what appeals to my audience when it comes to fantasy
games, I can then hopefully implement those features into my project, if possible, and therefore hopefully make it appealing to them as well.
Respondent one stated that fantasy game appeal to them because of “immersive world and story”. The immersive part of this response can hopefully be carried out when creating the world, as we aim to make the interesting and appealing. However, as mentioned many times, a full on story would only be created if this project was to be further carried out, and a full game was to be created.
Respondent two stated that “I do not play them much, but the open world and side quests keeps them interesting”. This shows that not all of my audience currently play fantasy games, however it also shows that they are willing to play them if they interesting. Open world is the genre that we received for this project, however we will only be creating a section of the world for the project, as we do have a time limit / deadline. Once again, the use of quests would only be apparent within a full game (once again, if the project was to be further carried out), as we don’t have the time to do this. But this is still useful because it shows us what the audience finds appealing.
Respondent 3 stated that “Escaping to another world, breaking the rules of the world we live in with things such as magic and creatures that re not of our world”. This shows that the interest of this respondent comes the theme itself, being fantasy, as they’ve stated “magic and creatures that are not of our world” which is a common occurrence within the fantasy theme. However, not all fantasies are based in another world. Some make use of activities and creatures from fantasy, but still seem to be based in a world similar to our own. However, for most Fantasy media pieces (specifically games) the world itself isn’t always like ours, whether this is because of the features of the world, such as floating islands, or he characters / creatures located there, and the areas they inhabit.
For this project, we may be able to make the section of world that we’re creating appealing to our audience, as we’re creating the a world with the theme of fantasy in mind. However, the location that we’ve decided to go for isn’t really too unique. This is as we’ve decided to create a forest. Also, as this is our first time modelling, modelling creatures might be a task that is too difficult to carry out, but this can be discussed between the group.
Respondent 4 similarly stated that “It takes you to another world” . As mentioned above, the section of world that we’re creating could be seen as that of another world, as that’s what we’re aiming for. However, as the location we’ve chosen for the project is a similar to locations in the real world, this may not be achieved. However, if the project was to be developed further, and was to be made into a game, we’d plan to to have a variety of different regions in the world, all making use of different features.
Question 11 asked the audience what deters them from playing games of a fantasy genre. I thought that this would be an important question to include, as it would allow me to find out what I should try to avoid during this project, to allow my audience to have a higher interest in the world that’s going to be created.
Response 1 states “Too many fights not enough character interaction”. This is something that my group and I don’t need to worry about just yet, as we’re only creating the world. However, if the project was to be developed into a game, we’d want there to be more than just fighting. Many fantasy games use side quests as a major feature, but these do sometimes include combat.
Response 2 states “Lots of text and difficult to understand leveling and fighting system”. This is another thing that will not affect the project, as we are only creating a section of the game world. However if the world was to be implemented into a game, the combat system would need to be researched and discussed, as there a variety of different combat systems and mechanics that are used. However, this response states that the difficulty to understand the combat is a problem, meaning simple combat would likely be a good idea.
Response 3 states “Too much combat”. This will be avoided during the project, as we’re only creating the world. However, if this was to be made into a game, there would be combat, meaning my audience might be deterred. However, most of the time in fantasy games, there are different levels of combat. This is normally dependent on the type of game. This is something that would need to be researched further and talked about further with my group, if a game was to be created.
Question number 12 asked the audience whether they have a favourite game. I thought that this would be a good additional question, as it would provide me more research points. However these games / research points would be relevant to my audience, as they’re the games that interest my audience.
By researching these games, I will hopefully gain a better understanding of the type of games that interest my audience, which will therefore allow me to make a product that will appeal to my audience.
Evaluation
After carrying out and analysing this questionnaire I now have a better understanding on how I can carry out the current project and make it more appealing to my audience. Analysing thee questionnaire has allowed me to see important points such as what appeals to my audience within fantasy games, and also what deters them from them. This will allow me to make changes, and include certain features to the world that I’m creating to allow It to be as appealing as possible to my audience.
Questions 1 and 2 asked the respondents for their age and gender. This was to allow me to see if the people who had responded to my questionnaire were those of my target audience, but also to allow me how the results varied between them. Three of the four respondents were of my target audience, and the fourth was aged just over. This means that the results I obtained can be used to help me improve the product I am creating
Questions 3 and 4 asked my audience whether they follow a particular religion. All responses to this were that no particular religion is followed. However, this doesn’t mean that all of those in my target audience don’t follow a religion, as the sample used for the questionnaire consisted of only four people, meaning that there are almost definitely people from my target audience that follow a religion.
However, my group and I still wish to avoid features that could deter those that follow religion. This will be reasonably easy to carry out as we’re only creating the game world. However, if we were to create a full game, there would be features such as fighting (other characters / animals) which could deter some. This would need to be researched further though, as we’d need to make sure that it would appeal to our audience.
Question 5 asked my audience about the activities they enjoy doing / their hobbies. Most of the replies from this cannot be implemented into the current project (the section of world itself) but could, however, be implemented into a game, if the project was to be developed further. I say this because two of the responses related to socialising with friends, which can be carried out on multiplayer games (e.g. MMOs).
Question 6 asked what motivates and inspires my audience. This was asked mainly for the audience profile, but also as there might be some ways that these answers could be implemented into the game. From the responses, I can see the main motivator(s) of my audience are family and friends. However response 4 stated that “Music” is their main inspiration. This is another thing that could be included if the project was further carried out, as one of the main features that make a game great is the sound track. However, the music would need to appeal to my audience, meaning this would need to be researched.
Question 7 asked my audience about their main sources of information. This was asked as it would point me into the right direction for relevant research. Most of the replies stated named social media platforms, meaning the media shown is mostly different for each individual. However there were a few responses with named newspapers and magazines, and even radio stations. This not only gives me more possible areas of research, but also tells me where, if the project was to be continued and a game was to be made, the game would be advertised to be noticed by my audience.
However, the problem with this, as mentioned above is that the media shown is different for each individual when it comes to social media.
Question 8 asked my audience about their preferences when it comes to games. This was asked as it would allow me to see what features in games appeal to a relevant audience, which could then allow me to implement that into my own project in hopes to make it appealing to them. This question was useful as one of the replies “open world”, which is the genre that I am required to implement into my project. Because of this response, I now know that the concept will actually be of interest to my audience. However, “open world” was only the response from one person, meaning that it might now appeal to my whole audience. This is where another question should have been asked. Something like “Do you enjoy open world games” would have been a good question, as it would have allowed me to see how much of my target audience sample do enjoy the genre.
Question 9 asked my audience for opinions on the theme of fantasy. This was an important question, as it was the theme we had decided to base the project around, meaning that we needed to know if it would appeal to our audience, as if a game doesn’t appeal to the audience it’s aimed at, the game most likely wouldn’t be successful (not that we’re creating a game, but the same idea).From looking at the responses, I can see that a fantasy world / game (if further developed) wouldn’t be a bad idea., meaning that the theme will not need to be changed to appeal to the audience.
Question 10 asked the audience what appeals to them while playing fantasy games. This was asked so I could see what kind of features in games are appealing to my audience, which would allow me to see if they could be changed / implemented into my own game world.
However, the responses didn’t really give me much features that I can implement into a game world, but were more gameplay based answers. Although this information would provide useful if the project is further carried out.
Alternatively Question 11 asked them what deters them from playing fantasy games. This was asked so I could find what features deter my audience from fantasy games, so I could avoid them and therefore make my project more appealing.
Question 12 asked the respondents for any other games that they have / are enjoying. I asked this as it would give me a better idea of what games are being played by my audience, which would also allow me to see what they find appealing. These games listed can be researched, if not already, which may provide me with ideas that could then be implemented into the section of game world that is being created.
In conclusion, I feel as though carrying out this questionnaire and analysis has been useful, as it has and will allow me to further my understanding of my audience. I feel as though the questions included were relevant and useful, and provided valuable feedback. Not only that
, but before carrying this research out, I had very little, to no audience research, meaning that this has given me the bare minimum research needed.
However, I feel as though I missed the opportunity to include more direct questions which relate to my project, such as “Would an open world fantasy game with a forest setting appeal to you?”. Questions like this would have been useful, as I could have found if the concept for my project (and then the concept for the project if it was carried out further) actually appeal to my audience or not. Although you could argue that some of this question can be somewhat answered by looking at my current answers, as open world games were mentioned by my audience as a point of interest, and the fantasy theme was a question in itself, which by analysing the answers, I have found does appeal to my audience.
However, even after carrying out this piece of audience research, there’s still one major problem that I currently face, which is that I still don’t have enough audience research, as carrying out this questionnaire, and receiving four responses is not nearly enough research to base my project around.
To get around this issue I plan to look further into the games that are appealing to my audience (which I have been able to find thanks to question 12 of my questionnaire), to try and find why they are appealing. I also plan to look at reviews for different relevant media products (whether they’re open world games or fantasy books, games, or movies) from my target demographic, so I can see the general opinion on somewhat comparable products, which will hopefully allow me to have enough audience research to shape my game world a little bit more.
Audience Research - Media Reviews
In this section of my research, I will be using websites such as 'Common Sense Media' to look at the reviews (specifically from my audience) for media products that are comparable to my own (Comparable to the theme and genre). This website in particular will be used, as there are two different section for reviews. One section being adult reviews (which I intend to look at) and the other section being reviews by children (those under 18).
To begin with, I decided to look into the reviews shown for "The Lord of the Rings: The Fellowship of the Ring" (The Lord of the Rings: The Fellowship of the Ring, 2001). I felt as though this would be a good media product to look into, as it is a very popular and well known fantasy media piece.
One review I found stated that "This movie should be okay for kids and adults of all ages! It really depends on how much your kid can handle. When I watched this movie i fell in love with it."(Commonsensemedia, 2008). From this I can tell that this media piece, and most likely the fantasy theme as a whole, would appeal to them / is appealing to them. This is helpful as it further reinforces my idea that the fantasy theme that I plan to use will in fact be appealing to my audience.
However, the main problem is that they haven't stated why they "fell in love with it" (Common Sense Media, 2008). Although just knowing that there are those in my audience who are interested by the fantasy theme is a good start.
The second review that I found / looked at included more useful and in depth information.
"This movie is great. Not very close to the book, because of how epic the book is. However, the characters are well developed, the battle scenes are enjoyable without being too gory. Very good fantasy movie. Not for preteens and younger." (Common Sense Media, 2008) From this review, I can see that this individual was not only interested in the movie, but also the original book, meaning that I feel that it's safe to say fantasy appeals to them. Additionally they also stated why the movie was appealing to them. They stated that "the characters are well developed, the battle scenes are enjoyable without being too gory." (Common Sense Media, 2008) From this it is evident that a game / movie is appealing to this individual if there is sufficient character development, which often relates to the story of the game / movie, which in turn means that a rich story would also be appealing to my audience.
They also mentioned that the movie includes enjoyable battle scenes that don't include too much gore. I feel as though this information is important as it shows that just because my audience is over 18, it does not mean that gore and extreme violence is the way to appeal to them. Additionally I know that certain aspects, such as the combat, would be an appealing factor to my audience.
Although this information is useful, the only problem is that very little, to none of it can be implemented into my world. However, if a game was to be created / the project was to be further carried out, I feel as though this information would be extremely valuable as it tells me what parts of the games would need to be developed to interest this particular audience.
The third review that I looked at stated that
"This is a fantastic movie. The fighting scenes are not graphic, and there's no idiotic sexual content. There a lot of good elements in this movie. If you can handle violence in a movie, than I would certainly recommend it." (Common Sense Media, 2008). This gives me some insight into the sort of features that appeal to them and deter them. They stated that "The fighting scenes are not graphic" (Common Sense Media, 2008) which suggests that overly detailed gore is not appealing to them, and would deter them. This individual also goes on to state that "there's no idiotic sexual content." (Common Sense Media, 2008) which could mean that an overuse / unneeded addition of sexual content deters this individual. However, it is unknown as to what they mean by idiotic.
As well as looking into "The Lord of the Rings: The Fellowship of the Ring" (The Lord of the Rings: The Fellowship of the Ring, 2001) I have also decided to look into the reviews of a fantasy open world game, being "The Legend of Zelda: Breath of the Wild" (Nintendo, 2017). I have talked about this game in other sections of my research, but this section will be different, as it will consist of how others (more importantly, my audience) view this game, which will in turn hopefully help me find what my audience feel of games that have a similar theme and genre.
One review stated that"I havent played this game myself, but watching my son playing , I love it. It is beautiful and fascinating. It makes me wonder at the time it must have taken and the commitment and size of the development team. Zelda is such a wonderful franchise anyway. I love the insight it gives to eastern culture in a subtle way. The art style and characters that you wouldnt find in a western game or movie. I love adventure and freedom and here the adventure seems endless." (Common Sense Media, 2017). This review tells me quite a large amount of information as to what interests my audience. They have said that "it is beautiful and fascinating." (Common Sense Media, 2017) which could refer to the layout and visuals that the game / world has to offer. They also said that they "love the insight it gives to eastern culture" (Common Sense Media, 2017) which could mean that there's an appeal from eastern culture, or references to other cultures to their own is also appealing. Additionally they also stated that "I love adventure and freedom and here the adventure seems endless" (Common Sense Media, 2017) which suggests that the open world genre, as well as the adventure theme (which is often used in conjunction with fantasy). This is useful information, as it gives me more proof that there are aspects of my concept that appeal to my audience.
This review gave a different insight into the game, and also information that's different to the other reviews.
"We got the switch for Christmas and my mother got my son Zelda, Breath of the Wild. This is a game we play together and offers me great teaching opportunities. For the more difficult parts I’ll play(bosses mostly) The puzzles are amazing and allow me to teach my son cooperative problem solving. The graphics and music are absolutely beautiful. The world is huge, completely open ended and you aren’t required to play the game in any particular order. There is mild violence but no blood and gore. To be honest my 6 year old sees more graphic violence watching and playing football than playing this game. Just be forwarned it is quite difficult in some parts and if you aren’t planning to help your child play it it’s probably not appropriate for kids 8 and under." (Common Sense Media, 2017)
Differently to the previous reviews that I looked at, this review stated that they enjoy this game as they can, although it's a single player game, play with their son, and use it as a teaching opportunity. This information is different as it shows there are those in my audience who already have children, and therefore some of the games that appeal to them are because of said children.
Additionally they also stated that "The world is huge, completely open ended and you aren’t required to play the game in any particular order." (Dave. H). This shows that the open world genre appeals to them, but it also explains why. Which is because they allow the player to go where they want to do what they want when they want.
The final review that I looked at listed some information that was similar to previous reviews.
"I've put a lot of hours into BotW and, it's breath taking. Nintendo decided to take games like Skyrim, and The Witcher 3, and use nintendo magic on them. The result was this masterpiece. It's got the familiar Zelda mechanics, but it's open world, and once you get off of the plateau, you're free to do whatever you want. If you want to go straight to Ganon, you can! If you want to collect horses, and explore, you can! If you want to do everything in the story, you can! If you want to find Koroks and shrines, you can! It's all up to you! The game is huge with tons of things to do. It may seem empty at times, but the landscape is always breathtakingly beautiful. Overall this is a huge game, that will suck you in to it's huge world, and make you want to discover every secret that the landscape has, and solve every puzzle that you find." (Common Sense Media, 2017)
One reason stated as to why this individual liked the game is because "it's open world, and once you get off of the plateau, you're free to do whatever you want." (Common Sense Media, 2017) This once again shows that one of the main appealing features is the open world aspect, as it allows the player to play the game at their own pace.
Additionally they also stated that "If you want to collect horses, and explore, you can!" (Common Sense Media, 2017) which suggests the adventure / exploring aspect of the game is another large feature that is appealing to them. This is a feature that I can try to implement into my own world, being that the world will be fully accessible (if you can see it you can go there).
Finally they also mentioned another feature that makes the game appeal to them, being that
"the landscape is always breathtakingly beautiful." (Common Sense Media, 2017) This is a feature that I feel can be implemented into my own world. However, I feel it won't be as effective as this game, as we're aiming for more basic designed models and textures. Although if we can make the landscape look beautiful, or even somewhat appealing, hopefully there will be an appeal to out audience.
Evaluation of research:
by carrying out this section of research / this research task in particular, I have been somewhat successful in finding out what specifically appeals to my audience / and adult audience, when it comes to existing fantasy movies / games.
From the first section of research I have been able to tell that the fantasy theme is in fact appealing to my audience, which has been confirmed in a number of other research tasks now, which is good as it means that this is reliable. I have also found that if the game was to created, it'd need to have good character development, and not include an overly amount of gore, otherwise there may be a drop in the appeal of the audience.
The second section of research provided me more relevant information as the reviews looked at in this section were for a game. From this I have found that the open world genre has some appeal to my audience, as the whole feature of doing what you want when you want has rather large appeal. Additionally the landscape / world is important itself, as the visuals are often a point of interest to the audience. However, the art style we're planing to use is completely different to the style shown in the game researched, I still feel that any world where an art style is used effectively will have some sort of appeal to a given audience.
Audience Profile
After carrying out the current audience research shown on my blog, I needed to fill out my audience profile. My audience profile is shown below.
Genre Research
Analysing key features of three existing games of the open world genre.
1. The Legend of Zelda: Breath of the Wild
2. Spider-Man (PS4)
3. Warframe
1. The Legend of Zelda: Breath of the Wild
Gameplay - The gameplay involves the player travelling around the world completing (side and main story) quests. The game can be quite slow if the player walks / runs everywhere, but this can also be sped up if the player decided to use the teleport feature to teleport to shrines / towers that they've previously activated / completed. Additional due to the game being open world, the player can do what they want when they want, and can even attempt to fight the boss after a short amount of time (and skip the other events / story quests).
Mechanics - There are many mechanics that are apart of the game. However there are some that play a larger role in the game than others. Around the map there are a number of towers that the player is required to climb and activate. These towers unlock / make an area of the map visible, but also allows the player to teleport to them (which is another mechanic). This allows the player to travel (long) distances, which means they can complete objectives faster. Also, another important mechanic is the objective marker system. This is rather important as some quests require the player to go to certain areas, meaning if the player doesn't know where the area is, they can still find it quickly.
Another main important mechanic would be the combat mechanic. When using a weapon such as a sword, if the player dodges at the right time they can perform a 'flurry rush', which allows the play to deal a large amount of damage in a short amount of time. There are also shields that the player can use during combat. If the player holds 'R' they'll hold up their shield. By doing this the player will block attacks coming from the direction that they're facing. However if the player presses 'A' as an enemy attacks, they'll parry the attack, which allows the player to hit the enemy a number of time as they're unguarded.
One of the most important mechanics in the game would be the 'Sheikah slate'. This is a key item that the player requires at the very beginning of the game. This allows the player to use a camera (required for some quests), to view the map, and also use runes.
The runes have a number of uses, such as puzzle solving and even combat (Stasis and bomb rune being useful for combat).
HUD - The HUD in this game contains and shows a variety of features, some being more important than others. These features are spread around the screen, which is rather effective since this has allowed them to be separated / grouped.
In the top right corner of the screen, the players health is shown (in the form of hearts). Under that the player can see what Sheikah slate power (in game item) they have active, as well as what champion spirit powers are active. Then in the centre of the screen the players stamina bar (if being used) can be seen. Then finally, in the bottom right of the HUD there are features such as a map, temperature reading, in-game time, and even weather readings.
Perspective - The game is played in 3rd person. The camera follows the player around and can be freely rotated, or locked onto enemies that are close to the player to allow easier combat (as the camera locks, meaning the player can focus on the combat mechanics of the game / fighting enemies)
Level Design / Layout
Story - The general outline of the games story is that 100 years ago (when the game starts) there was Ganon reappeared, and took control of Hyrules Guardians and Divine Beasts. During this attack, Link as heavily wounded and taken to the 'Shrine of Resurrection' to heal, and Zelda uses magic to temporarily seal Ganon.
When Link (controlled by the character) awakens, 100 years later, he is suffering from amnesia. After learning of what has happened, and what needs to be done from characters such as the previous kings ghost, and Impa, Link is tasked with reclaiming the Divine Beasts, and defeating Ganon.
However the Divine beasts don't need to be saved before fighting Ganon, as the player has the items to reach the final boss area. However the final boss becomes much easier if the story is played, and the Divine beasts are saved.
Characters - There are a large number of characters within the game. Many of the characters play a minor role, such as village people and travellers, but there are also others the player will interact with more such as shop keepers. There are also characters that have different roles. Some are important to the story / main story quests, where as others can be totally avoided, as they are only important for side quests. (Important main story characters: Zelda, Ganon, Impa, the four champions).
Challenges - There are numerous challenges within the game. There are a number of enemies that the player will encounter while playing through the game. Most of these enemies are the basic tier of enemies, but there will also be mini bosses and actual dungeon bosses that the player will encounters. Some of these, such as the basic enemies, mini bosses, and even some of the main bosses (if the story is skipped) can be avoided. Other than that, the main challenge to the game is completing the shrines to obtain spirit orbs. Some of these shrines have an enemy Guardian, or just reward the player (if there was a quest to gain access to the shrine), but the majority of these are puzzles that the player must solve.
Collectables - The main collectables of the game would be the 900 Korok seeds that are hidden around the world. These are used to upgrade the inventory spaces of the player. However, for some the armour sets and weapons in the game are considered collectables, as some can be purchased from stores, or obtained as a reward for completing shrines.
Health / Life System - The health system of the game is shown via a hearts bar. The players health can be permanently increased by exchanging spirit orbs to 'Goddess Statues' that are located around the map. When the player loses health, it can be regenerated by consuming food / potions. Different foods restore a different amount of health, however, most cooked meals, with mixed ingredients will increase more health.
Checkpoints / Game over screens - At any point in time the player can manually save their game. Additionally, each save is considered as a different save file, meaning the player could go back to a previous save file and play from there. The game also has an auto save that occurs every few minutes.
If the player dies in any way, they are shown a 'Game Over' screen. If they press the continue button, the game will reload the most recent save file..
2. Spider-Man (PS4)
Gameplay - Most of the time that you're playing this game you'll find yourself swinging from location to location. Eventually there is a fast travel (teleport) system that the player can use to get across the map. However, in this game, a large part of the enjoyment is from swinging around the city of New York, meaning that you'll most likely find yourself swinging to the next mission, or even just swinging around the map as you get distracted from the main story.
Mechanics - The main mechanic of the game would be the web swinging. I believe this as without it, the game wouldn't truly be a Spider-Man game, as web swinging is one of the heroes most distinguishable features.
There's also the map and tower mechanic that is used similarly to other open world games (such as Zelda: Breath of the Wild). In this game, Spider-Man is asked to fix the police towers located around the city. When the player interacts with the tower, they have to move the analogue sticks to change the wavelength, and make it match the correct wavelength. When this is completed, a section of the map will be uncovered, and activities of crime, landmarks, backpacks, stakeouts, and bases will be visible on the map (these can be found without the map, but are easier to find with the map). Additionally, throughout the story there are a number of quick time events that the player must pass to continue with the story.
Another mechanic is apparent when fighting. This is another mechanic that rewards the player when performing a perfect dodge. In this game it is shown via a 'spider sense', which glows when you're about to be attacked. Performing a perfect dodge can have different outcomes depending on the players progress, such as webbing the enemy whom you dodged, or being able to attack them with an instant take down.
HUD - The games map is shown on bottom right corner of the screen (/ of the HUD), which is useful as it allows the player to see the area around them (map can be expanded to see a larger area). Also on the HUD, the players health bar is shown. During combat there are other features shown, such as a combo counter and a 'Focus' bar, and even suit power bar. Not only that, but certain controls also appear on the screen (Not only during the intro) when the player can interact with something (e.g. press triangle to enter a building, or pres 'L1+R1' to throw a cinder block at an enemy).
Perspective - The game is played in third person almost always, and follows primarily follows the protagonist, 'Peter Parker'. However sometimes other characters perspectives, such as 'Mary Jane' or 'Miles Morales'.
Level Design /Layout - As the game is an open world game, it is, for the most part, one big level. However there are certain buildings / areas that are only unlocked / accessible during certain parts of the story-line. The world is based on the city of New York, but has also taken elements from the Marvel Cinematic Universe (MCU), and also features from the comics / other marvel related media.
A prime example of this would be on of the largest buildings within the game, being the 'Avengers' tower. Becasue of this, the world is still different to those who know the area that the game is based off of.
Story (spoilers) - Different main story quests / missions require the player to travel around the world. Since the games world is reasonably large the player is allowed to enjoy the main mechanic, being web swinging (as some quests / missions might require the player to travel quite far). Between main story quests the player can carry out the various side quests that are located around the map, which allows the player to upgrade their suit upgrades (which are effectively player buffs), or even obtain new suits and their unique skills. During the story, there are numerous times when the player is required to do these missions before giving the next part of the story. However, the story itself effectively shows the clash between Peter Parker and Spider-Man. By this I mean the struggles of being a superhero, but still needing to earn a living with a normal job, as well as choosing between right and wrong (such as the ending of the game where Peter has to let Aunt May die, so more doses of the anti-serum for can be manufactured and provided to the city).
Characters - There are a number of characters within the game. Excluding the NPCs who only exist for the side quests, there are no new characters. By this I mean that all the characters (main) have appeared in some sort of Spider-Man media before (whether that's the comics or MCU)
The main character, controlled by the player, is 'Peter Parker' (Spider-Man). However as previously mention, the player sometimes get to play as 'Mary Jane' or 'Miles Morales', which allows the story to unfold from the perspective of other vital characters.
Challenges - The main challenges of the game would be the fights / boss fights. As most of the time the bosses hit rather hard, meaning if the player isn't careful, they'll end up failing a number of times. However, there are also a number of other challenges in the game, some of which link with collectables.
Whenever the player finds an active crime scene, the player is shown two challenges, that if completed, will reward the player with extra tokens (these tokens will be explained under the collectables section). However, these don't need to be completed, but they're just there for the extra challenge. Then there are also challenges set up by a character called the 'Taskmaster'. These come in a variety of forms, but mostly consist of the player having to find and disarm bombs, following a spy drone, or even fighting mercenaries.
Additionally there are also less intense challenges located in the lab of 'Dr. Octavius'. These challenges consist of a more mental challenge, and consist of the player completing circuits and matching filters to find out different components are.
Collectables -
Around the world there are 55 backpacks that are webbed to a surface. Each one of these contain a different item that has some sort of history with 'Peter Parker' (or Spider-Man). However once all 55 are collected, the player is rewarded with a special suit.
However, to unlock a suit normally, the player is required to exchange a number of tokens. These tokens, being backpack, challenge, base, research, and crime tokens. These are all obtained from their own unique challenges. For some players, these would all want to be collected, as it allows the player to unlock every suit with in the game. Personally, the suits are one of the most enjoyable and worthy collectables of the game, as they not only change the visuals of the player in the overworld, and provide the player with a new unique skill, but they also appear in the cut scenes, which for me made the game much more enjoyable.
Health / Life System - The player has a health bar shown on the HUD. The players health will regenerate once a battle has ended. However health can also be regenerate during a battle if the player presses down on the d-pad and has enough 'focus' (gained by fighting enemies and not using finishers, as they use focus).
Checkpoints / Game over screens - The game has an autosave feature that occurs while playing the game. However the game can also be manually saved by the player. When the player dies, they will restart at the latest auto save. However there isn't really a game over screen, as when the player dies, the loading screen is shown as the latest save is loaded.
3. Warframe
Gameplay - Warframe is more of a dungeon crawler game than an open world game (for the most part), as most of the levels are based in a generated level. There are different missions that are required to be carried out for the various different dungeon crawler levels, being:
Assassination, Capture, Deception, Defense, Exterminate, Interception, Invasion, Mobile Defense, Raid, Rescue, Sabotage, Spy, Survival, and Void missions.
There are a number of different worlds with many of these different missions located on them. The player is required to travel from planet to planet to proceed with the story quests, as well as side quests. As the story proceeds, and the player progresses planets, the enemies become stronger and harder to defeat. As the player plays through the levels of each world, they'll be able to obtain different materials, as well as items such as blueprints (explained further in collectables section) which allows the player to create different weapons and warframes (each warframe has different abilities which allows the game to be played differently).
However, there is quite a large open world section to the game, located on one of the planets within the game, being 'Earth'. This location is called the "Plains of Eidolon". This area allows the player to carry out a range of activities, varying in difficulties (most of which, being different to what the player would carry out in the other missions).
In this open world section, the player can do things such as:
Fly around the world freely on an arch wing (once created) which can be used to get to certain areas, but is still rather fun just to fly around on aimlessly, gain materials / resources, or standing (a game mechanic) from activities such as hunting and spear fishing, and then gain minerals by exploring caves and mining. However the main activity in this location is fighting Eidolons, which is a rather difficult task, even for experienced players. This is also where the MMO aspect of the game comes in, as this task is extremely difficult to complete when playing solo, just like some of the later normal missions.
Mechanics - Each different warframe has different abilities which make them unique and more suited for different missions.
Another mechanic is that each time a mission is loaded, the level layout will change, as different layouts are generated each time (Not for the open world section of the game though).
HUD - There are a number of different features that are located on the HUD. The main feature, that's on most games, would be player (and all party members) health, which is shown in the top right corner. In this game it is shown via a red health bar, with a blue and a purple bar showing shields and overshields. In the top left corner, there are two features present. One being a map of the level, and the other, under he map, being the primary objective of the mission. The bottom right of the screen also shows two features, both being combat focused. One shows the player the name of the weapon they are currently using, as well as the amount of ammo is currently loaded in their gun, and how much they have available in total. Then under this, the players warframe abilities are shown, as well as the amount of energy that the player has available to use. In the bottom center of the screen, the levels secondary objective (or the players personal objective) is shown. Then in the center of the screen, the players aiming reticle is shown. Then there's also a marker which shows the player where they're meant to be going, but this moves around the screen was the player moves.
Perspective - The game is played in third person. However, there are some cut scenes that are shown from the first perspective.
Level Design / Layout - "There are currently around 22 unique tilesets, each with their own theme and appearance." (Warframe Fandom)
Using these tilesets, levels are uniquely generated each time a level is played / loaded. However, this is only for the missions where there is a strict level / objective.
In the open world section of the game, the world is "an area of about 5 square kilometers (2.25km x 2.25km)" (Warframe Fandom). This world contains a variety of features, such as caves, rives, ponds, oceans, and enemy camps. This world can be freely travelled around, and the player can do any activity that they please.
Story - As the player carries out levels, they will unlock various planets on the star chart. At the same time, the story progresses as the player unlocks new worlds (more missions become available to them). However, in some cases the story / missions don't need to be carried out, and the game can still be played. But in most cases it is best to carry out the missions as they will often reward the player (e.g. weapon / blueprints). However, the story is actually rather interesting, as it explains the past of this world, and goes into who and what the player actually is.
Characters - It could be argued that there are a number of different characters, becuase there are around 57 warframes. However, these warframes are controlled by the player, who also has another form, being their operator form (who is the one controlling the warframe). There are also additional characters who are often interacted with, such as 'Ordis' and 'Lotus', who often guide the player through the game. However, this isn't to say the are the only characters, as there are a number of named npcs and bosses that are encountered throughout the game.
Challenges - Most of the challenges of the game are the levels the player must pass. As previously explained, there are a number of different missions within the game. However, to get to another planet (progress to another planet for the first time), the player must have passed the criteria to fight a boss at a junction. (continue)
Collectables - There are various different objects that could be counted as collectables. Most of these are the materials that are needed to craft other items,such as weapons (primary / secondary) weapons) There 36 different warframes that the player can craft / 22
Health / Life System - The players health is shown via a bar on the top right section of the screen. This also shows any shield buffs that the player currently has (if they have any) and it also shows the groups health points too.
However, the whole bar doesn't indicate the players health, as most of the players health is in fact a shield that regenerates over time, were as a smaller section is health that can only be regained by finding health orbs (enemy drop).
Checkpoints / Game over screens - When the player dies during a level they can instantly revive themselves by paying affinity (which is gained by playing the level). However it will get to a point where the mission is failed, and the player will have to begin again from the start (after being sent back to the ship).
What do I think the key codes and conventions are for the Open World genre?
Before looking further into research, I would guess that the one of the main codes / conventions would be an almost fully accessible world, meaning if you can see something, you can probably go to it / explore it. However most of the time you'll be able to get to a building, but you won't be able to get there.
I would also guess that an open world game would include some sort quest / mission system (main / side missions) so even when the main story doesn't require the player to go to a certain area of the map, another quest will.
Many open world games make use of some sort of map and way point mechanic, as without them travelling to specific locations, (e.g. quest locations) can become a difficult task.
Important features to include in this project
I feel as one of the most important features to include in my own world would be the accessibility of the world. As we plan to create a forest, this is easily doable. A lot of open world games also need some sort of border to signify the edges of the world. Many games do this via areas which kill the player, where as others use buildings, or the world itself to block the player from exiting. For our project, plan to make use of a more natural border, such as mountains as we're creating a forest, and we feel as though a mountain / steep slope would be the most logical option to suit the atmosphere that we're aiming for. However, we're only creating a section of the world (as creating a whole open world would take too much time) meaning the section we're creating may not be at the edge of the world.
How will I ensure these features are in-keeping with the theme of my project?
Some of the features of an open world game won;t be able to be shown in my project, as we're only creating a portion of a world / level, and not a whole game, and world to go with it.
However, the fully accessible feature could be implemented to a certain extent, by allowing the player to move freely around the section of world we create.
Level Design Research
For this section of research we were required to look into a level of a game relevant to out genre.
As our genre was Open World, I decided one of the games I would look into for this research would be "The Legend of Zelda: Breath of the Wild".
The Legend of Zelda:Breath of the Wild Research
Features That Regularly Appear:
The land of Hyrule has various different features that make up its world. However, there are many geological features that can be grouped.
There are numerous mountains / mountainous regions located within the world. (These mountains are visible on the map, with the lighter colouring meaning taller mountains). Although these mountains are different to one another, with numerous mountains having snowy tops, or being completely snowy, to others being volcanic, and some just being normal rocky / grassy mountains.
There are rivers and oceans located within the world. The main body of water being sea that sits along the coast of east, and south of the land. However, there are rivers that run throughout the land, and various larger lakes, like Lake Hyrule, and the Lanayru Wetlands.
A somewhat large portion of Hyrule is just fields / plains, as well as forests. The main area being Hyrule field. However there are also forest area all around, such as the lost woods / korok forest.
There are also various villages and settlements located throughout the world.
Additionally there are also remains of villages and ruins / temples, some of which linking to past games / helping explain the history of the world.
Space / Environment:
The map of Hyrule is divided into sections known as regions. Each of these regions has characteristics / features that make them different to the others.
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In total there are 15 different regions in the game.
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The regions with the main difference are the Gerudo Wasteland which is a desert region, the Lanayru region which is covered in snow, and the Eldin region, which contains volcanic areas such as volcanoes and lava pools / lakes.
Hazards / Enemies:
Throughout the world there are a number of hazards and enemies that the player will encounters.
There are 71 smaller enemies that the player will encounter (minions). Most of these enemies being similar to another , e.g. there are 6 types of bokoblins, but then there’s also 6 types of moblins, which are bigger and stronger versions of bokoblins).
Additionally there are 17 overworld bosses, and 7 dungeon bosses (8 with including the DLC).
Then finally, there are also 12 types of hazards that the player encounters. These come in various forms, such as traps with spiked balls, floor spikes, boulders, and even malice.
Most of these hazards can be located in the world itself, like the boulders and Ganons malice. But these can also be used in the players favor.
However, some hazards can be used o the players advantage. Since the game has physics that are similar to the real world, if you push a boulder down a slope, the boulder will roll down, and in some cases there will be an enemy (bokoblin) camp, meaning the enemies be hit by the rolling boulder.
Objectives / Goals
The main objective of the game is to defeat the main antagonist, Ganon(dorf). However before being able to face this boss, there are a number of other goals that the player must complete.
However there are side objectives in the game such as side quests the are obtained in various ways one being the use of NPCs.
Throughout the game the player will encounter locations known as shrines. Throughout the game there are a total of 120 shrines (not including the additional dlc shrines).
These shrines teleport the player to an enclosed room, and provide them with a puzzle to complete. When completing these puzzles , the player will obtain a reward (one of various items).
As well as shrines, there are Divine Beasts. The outer appearance of these are mechanical beasts, but the insides are full of puzzles which must be solved to eventually be able to fight the boss of each beast.
In total there are 4 of these (1 in each corner region of the world), and beating all of them is a objective given to the player.
However, this doesn't mean that the player needs to complete the shrines or the boss fights located at the Divine beasts, since after around an hour of playing the game, the player has the items needed to reach the area of the final boss is located, meaning all other aspects of the game can be skipped.
By encountering and fighting the final boss this way, the fight is a lot more challenging (as by completing the main story, side quests, shrines, and adventuring around the world, the player obtains stronger items, and more means of fighting bosses in the form of special skills, more health and stamina and better gear.
Mechanics:
There are various different mechanics included in the game, but some of these mechanics affect the world itself.
There is a day / night system which of course affects the world visually. However, some quests require a certain time (such as the shrine quest “Under a Red Moon” which requires the bloodmoon to be visible at night).
Not only that, but there are also certain enemies that appear at night (such as Stalkoblin, Stalmoblins, and Stalizalfos).
Additionally there’s also a weather mechanic that affects almost all of Hyrule. There are times when the days are bright and sunny, but there are other times when it’s raining.
The rain impacts how the player must navigate around the world, as for many locations it’s easier for the player to climb up a wall, mountain, or cliff face, but when it’s raining, it becomes extremely difficult to climb up a long face (as the player will run out of stamina) as the surface becomes slippery. Not only that, but the rain also means that campfires (or fires in general) cannot be started, which means the player cannot cook food to regenerate more hearts, or sit by a fire to skip to a particular time.
However, the rain can also help the player at times.
If the player has a shield equipped, the can use it to surf down slopes (shield surfing). However, if it’s raining, the player can shield surf much faster and the ground is slippery.
Additionally, thunderstorms can also occur. During periods of storms bolts of lightning can strike and scorch the ground / set the grass alight. However the flames don’t last long as the rain puts them out. Not only that but the bolts of lightning can also destroy trees if they’re struck.
During these periods, the player might see sparks around them, meaning if they don’t remove all of their metallic gear, they will be struck, and most likely be struck and killed by lightning (unless they have lightning resistance active).
Lighting:
The lighting that is present throughout the game varies on a number of factors.
There are many different areas in the game, and because these different areas have different features, the lighting varies. Some areas have a lot more trees (more forestation) meaning the areas beneath the trees canopy, there are shadows. However, the sun does shine through the canopy causing pillars of lights to appear in thee forests, which help give them a more real, majestic, and magical feel.
In one forest area, The Lost Woods, the whole woods is full of thick mist / fog, whatever time the player enters the area. This mixed with the low levels of light gives the area a spooky feel, which is quite fitting to history of the location itself (The history being that people get lost in the woods and eventually die).
There are also various light sources within the game. The main is of course the sun, so when night time comes around, almost all areas are dark unless there’s another light source.
As well as this, there are also locations that have more natural light than others. For example, Goron City, and the areas around it have a number of lava pools, which mean that the area is bright even at night.
Campfires can be found in villages and also created at any time by the player at any time by striking wood and flint with a metallic sword, or alternatively striking wood with a flaming weapon.
Additionally, torches can be kept in the players weapon inventory space, and lit to produce a transportable light source.
Certain enemies can also create light sources, but these are for brief moments. One type of enemy in the game are the Guardians. These enemies attack the player by firing a laser at the player, and these lasers can act as a light source, and also create one if they collide with the ground and set it alight.
Objects:
There are a large number of objects found throughout the world. These objects come in a variety of forms, such as weapons / armour, consumables, materials, and key items.
However, these are only the types of items that can be kept in the players inventory.
There are in facet various other objects that the player can interact with around the world.
There are various metal objects that the player can use magnesis on to move. Some areas allow the player to move a mine kart back onto a rail. For some areas this doesn’t need to be done to get to where the rail leads (E.g. Under Hyrule castle there is a rail and a derailed but you can run along side it), but there are others, like the rails that go over the lava pools at Goron city, that make getting to the destination that they lead to easier (other wise the easiest way is using Revali’s Gale, which the player might not have, as the player can fight the bosses in any order).
Collectables:
There are various collectables in the game.
The main collectable in the game are the ‘Korok Seeds’. These are items obtained by finding koroks (forest spirits) that are hidden throughout the world. In total, there are 900 seeds to collect. However, these seeds can be used to upgrade / increase the players inventory space.
As well as this there are other items that could be counted as collectables, such as the many different weapons and armour sets. Some armour sets require you to complete multiple shrines (puzzles) to obtain the whole set, where as others are available in village stores for a number of rupees (Hyrule currency). When collecting the whole set of a particular armour, most give the player some sort of buff (e.g. Increased speed at night, elemental damage resistances or even reduced hostility from certain enemy races.
There are a select few weapons that only appear / can be obtained a limited number of times throughout the game, (E.g. Forest Dweller Sword and the Kite Shield) so for some these items are sought out, but not used for combat, (since the weapon will eventually break) but are used for decoration in Links house.
Movement / Gameplay:
As the world is an open world game, there is really only one level which is the world itself (Not including the shrines as they teleport you to a closed off room).
The game has a stamina mechanic, meaning the player is limited to the time that they can sprint and climb (stamina can be increased by collecting spirit orbs and exchanging them for stamina vessels meaning increased stamina).
However there are ways to move around the world faster. When having a shield equipped, if the player presses the shield button and jumps, the player will ‘shield surf’. This works particularly well if used when going down a slope (if it is raining, this works even better as the ground / grass becomes more slick and slippery, increasing the surfing speed).
Although this is faster than running, there are faster alternatives. Horses are also located around the world that the player can tame. The horses vary in colour and patterns, which signify the strengths of the horse (some will have more speed, stamina, strength, and temperament).
However horses are difficult to use in mountainous regions, but are still significantly faster than running when it comes to flatter areas.
Then there's the tower mechanic. During the game, the player must find, climb, and activate multiple towers to unlock vision on the map. However, in addition to this the player can teleport to these location, meaning the player can get from one side to the map to the other in a matter of seconds.
Additionally, as a part of the dlc that was added for the game, the player could obtain the Master Cycle Zero, which is effectively a motorbike. This transport method one of the fastest (excluding teleportation) and is just as fast as, or even fast than the fastest horses obtainable in the game
However, the fastest transport isn’t always the best, as walking around the world and going of off the trails to adventure is a big part of the game, and in some cases, is easier to do while on foot.
Level Design Research - Preproduction Blueprint: How To Plan Game Environments and Level Designs (Book)
"Ideas are everywhere. Everything around you has a potential of becoming a stand-alone game environment or a playable level." (Page 20)
"It's a change or perspective. A shift of how you look at the world around you." (Page 20)
"Work on shifting your perspective all the time. At first you'll have to make a conscious effort to remind yourself. Eventually it will become a habit and you'll do it automatically. Begin to see game playable space everywhere you go and at everything you look. Within a week you'll hundreds of ideas to browse through." (page 22)
"Pull from experiences you remember, games you played, movies you played, movies you watched, art work you've seen. You may add some futuristic or historic element to the object. Maybe add additional functionality to the building, merge different elements from one building to another." (page 24)
Look for level design ideas while going around my everyday life. Not just from existing media but from real world places and features, and then think about what kind of setting if could be for, and how changes could be made to improve the setting for my concept. However, the use of existing media such as games is still a valid way to obtain ideas for what is possible and unique in game levels / worlds.
"4 ways to capture ideas and inspiration:
1. Write it down in a journal or sketchpad
2.Do a quick sketch of the location or a top-down layout
3.Take a photo
4. If you are browsing the web, save the images you find into "ideas"folder" (Page 22)
"Pareidolia is a psychological phenomenon of recognizing and seeing shapes, patterns, objects, bodies and faces in random patterns of clouds, scribbles, ink blots, tree knots etc." (Page 25)
"Every level design and game environment you do should start with a top down floor plan. A layout of how a map will play, players paths, spatial relationships of architecture, locations of rooms, items, spawns, important story elements, AI zones etc." (Page 25)
Research Evidence Task
Before creating our level / world section, research needs to be carried out to further adapt our concept, and help provide ideas of what can / needs to be included / what we can create and implement. One way of doing this is real world research.
Real world places that are similar to what I want to create:
Sherwood Forest - Nottingham (England)
Bobby Ore. (2014)
Wistman’s wood - Devon (England)
Malcolm Oakley. (2015)
Malcolm Oakley. (2015)
Zhangjiajie National Forest Park - Zhangjiajie (China)
MsLynn. (2015)
Real world textures that I could use / will be using:
For this project we have decided to use a low poly art style, and because of this, for the most part simple textures will be used for the assets.
However, that's not to say that real world textures couldn't be used.
Real world pictures of assets I intend to create:
The current concept is to create a fantasy forest with almost all areas being accessible, as our genre is open world. Because of this we will need to create assets for things that would actually be found / visible in a forest.
Examples of these would be greenery and plant life like trees, bushes, rocks, flowers, and mushrooms. However, as we have decided to use the style a low poly style for the world, the models created aren't going to exactly replicate their real world versions. But the real world images will still be helpful for the modeling process as it'll allow me to determine different shapes and textures needed.
For example, a picture of a tree will help me understand the different shapes different trees can have, as well as the different colours I will need to use to texture the models that I create.
However, my group and I want to keep the models quite basic, as it will mean the models won't take up all of our time, meaning that the images will only roughly be used as a reference, as the main parts of the model will be the trunk (maybe with some branches sprouting from the main trunk), along with a sphere to represent the main body of leaves.
Describe how these pictures / textures are going to influence designs:
As the location we are creating is a forest, we will need to create a number of different trees to use throughout the section of world. Because of this, I plan to use different images of trees to help me create models with varying shapes / sizes. Not only that, but these images will also show what colours the real world versions have, meaning that it'll allow me to have a better idea of the colours / textures I should be using.
However, as mentioned above, since my group have decided to try to use basic low poly, the models created will almost be a simplified version of the real world versions.
Any game worlds that are similar and how are they going to influence you:
As the genre we received is open world, it's hard to compare the world we aim to create to those of particular games. However as we are only creating a section of a world, we can compare this one section to sections of existing games worlds.
One game that's mentioned in various sections of game / game world research that I've previously carried out is "The Legend of Zelda: Breath of the Wild". This game has a theme of fantasy, like my current project, and had a section of it's world that appealed to me more than others. This section of the world in the game is called "Korok Forest", and as stated in its name, is a forest.
However, this location isn't just any ordinary forest / woods, or like the other forest sections of the game. This area itself has a different atmosphere to the other areas of the game. Even though the land of Hyrule is in imminent danger, there is a warmth, as well as peace to this area. This has been created by a variety of things. Roaming around the woods are forest spirits called "Koroks". These creatures are rather small and cute, but also rather magical.
Also throughout the forest, light shafts can be seen, where the light is piercing through the canopy of the trees. This area (well, most of the game) makes use of a light / calm colour palette.
When creating my own assets / section of world, I feel as I won't be able to create a world that has the same level as effectiveness as this. However, I still hope to make use of light colour palettes to appeal to my audience, as well as those who like the fantasy theme, and also make a section of world that is distinguishable in itself, as well as helping the player / viewer determining its theme.
https://www.youtube.com/watch?v=BEAxXHZVvJ0
Maya Introduction Production Diary
Lesson 1 - What is a 3D model
During this lesson we learnt about the basics to the software. This involved what different tools were for, and the meaning of various terms. A 3D model is a construction of objects / a mathematical representation of a three dimensional object (height, width, depth) that doesn't really exist. they are created on computer software such as Autodesk Maya and Blender.
Two ways to create 3D objects:
1. NURBS (Non-Union Rational Basis Spline)
2. Polygon Meshes
NURBS - Mathematical curve(s) that can represent the 2D curves already seen and 3D objects without volume.
Polygon / Mesh Objects - Used to draw 3D objects. 3D filled objects with a surface and volume.
Faces - Represents flat faces of a polygon model
Edges - Connecting point where any two faces meet
Vertices - Point of intersection
Shaders - Set of instructions to Maya (changes how it / Maya looks)
There are four main basic tools. The first being the select tool which is used to select individual objects. (however multiple objects can be selected by shift clicking).
The second tool is the move tool (box surrounded by arrows. This allows the user to move an abject along an axis (by clicking and dragging a coloured axis). An object can also be moved along two axis at one by using the coloured boxes, or even moved freely by using the centre box.
The third tool is the rotate tool. It can be used to rotate an object around a particular axis, or if clicked in the centre, can be used to freely rotate an object.
Finally the fourth tool is the scale tool. This is used to scale an object (make an object smaller / larger). Just like the other tools, an object can be scaled along a particular axis, two axis at once, or freely scaled.
Upon learning these tools we were tasked with creating something. For this I decided to create a stack of boxes (representing crates) that have physics applying to them (Some leaning against others). For this all of the four basic tools were used.
Lesson 2 - Useful features and toolsAuto Saving, Infinite Undos, and Incremental Saving
When saving a project in Maya you usually have to do it manually. However, Maya does have an auto save, but it is turned off by default. This is rather simple to turn on, and can be done by:
Windows > Settings / Preferences > Preferences > Projects / Files > Check the auto save box.
Similarly, by default the number of times the user can undo is capped. This can be changed so the user can undo infinitely in a similar way:
Windows > Settings / Preferences > Preferences > Undo > Infinite
Then finally, there's also incremental saving. This makes it so when the scene is saved, it will be saved as a new file. This allows the user to go back to previous versions, meaning if a mistake was made, the user could go back to a save that was before the mistake was made. However , this is turned on a different way to the other two, which is by:
File > Box to the right of 'Save Scene' > Incremental saving tick box > Save and close
Useful Tools:
Sometimes when editing objects you'll want to take a certain shape or section out of another.This can be carried out with the use of the 'Boolean Tools'.
There are 3 different Boolean tools, Union, Difference, and Intersection, which will each produce a different outcome to one another.
To use this tool, you have to have two overlapping objects on the stage, both being selected.Then the next step is actually selecting the tool, which can be done by:
Mesh > Booleans
What Can The Boolean Tools do?
The first of the three Boolean tools is called 'Union'. This makes it so the two overlapping / selected objects are now one. Meaning is on is selected and scaled, the other is too.
The next tool is called 'Difference'. This is dependent on the order that the objects were selected, as this cuts the overlapping section of the second object from the first. In this case, the section that the cube was overlapping was removed, as well as the cube.
The third and final tool is called 'Intersection'.This does the opposite of the 'Difference tool' as it only keeps the overlapping section of the two objects, and removes the remaining of the two.
Another tool that is useful for modelling, is the 'Edge Loops' tool. This allows the user to select an edge of one of their selected shapes, and then add subdivisions / edges.
The tool is found under:
Mesh Tools > Insert edge loop.
The final tool that we learnt in this lesson was the 'Extrusion tool'. This tool allows the user to change the shape of their objects by moving in the form of extending faces / creating extrusions
Lesson 3 / 4 - Image Planes
Before modeling an object, for most models it's quite useful to be able to see the concept you have created on the screen while modelling. As well as this, since it's a 3D object being created, for a lot of designs you'd need to be able to see them from different view points (front / back, top / bottom, or side).
This can be done by the use of image planes.
First we needed to create our own image planes. In this case, it was carried out on paper. I drew one of my organic model concepts (being a tree), as well as one of my inorganic model concept (being a chest).
I drew these designs from the front and then from the side (making sure one view isn't larger than the other, e.g. the side view isn't taller than the front view).
Once the designs were drawn, they needed to be scanned and sent to myself so I could actually implement them on to Maya.
The two scanned image planes are shown below:
Now the image planes needed to be implemented to Maya. However as a class tutorial we used an example image planes.
First the view needed to be changed so the four different views are available (Panel Layout).
Then to add the side view of the image plane, while over the side view, the 'Image Plane' needed to be clicked (fourth button across the top). Then the side image plane needed to be implemented.
This then needed to be repeated for the front view.
Once both views were implemented, the needed to be adjusted so they lined up correctly. Then, as the planes were currently in the centre of the screen (and in the way) they could both be moved to the side / back.
Once the planes were out of the way, we moved them to another layer. This was done by selecting both planes and the clicking the 'Create a new layer and assign selected objects' button.
Once the planes were on their own separate layer, various features could be used.
By clicking the 'V' the visibility of the planes could be turned on and off, what is useful as sometimes they're in the way. Then the third box could be clicked until is showed an 'R', which meant that the planes could not be interacted with or accidentally moved.
When creating my models, I most likely won't use image planes, as the objects that I'm creating will be more simple to create and make changes accordingly while I create them, instead of following a drawn plan.
Lesson 5 - Texturing and UV Mapping
During this lesson we were taught how to texture objects in two different ways.
The first way was by applying a PNG / JPEG image (E.g. a picture of ice) to an object.
With object selected > Drag right click > Assign new material > Phong (if you want a shine / somewhat reflective effect) / Lambert (Matte) > Attribute editor (on the right side) > Phong1 (unless renamed) > Click the checkered box next to 'Colour' > File > Click the folder icon > Select JPEG / PNG image > Press 6 to view texture on your object.
However there is a problem with applying a texture using this method. When using this method to apply a texture, the image will stretch to wrap around the whole object, meaning the quality may decrease.
The second way we were taught to apply textures was UV Mapping. UV Mapping is where the texture is drawn onto a flat version of an object. This makes it easier to create the textures for certain detailed models, but can also be used to create different textures for different faces of an object.
Cube selected > UV (at the top) >UV Editor > Polygons > UV Snapshot > Name / save (JPEG / PNG) > Open in Photoshop > Texture each face individually > Save completed UV Map >(Back in Maya) Assign new material > Lambert > Checkered box next to colour > File > Find / select the UV Map created in Photoshop.
Unity Introduction
Unity lesson 1 - What is whiteboxing?
Whiteboxing is where a 2D world / level design concept that has already been created is opened in software such as Unity. Once in the software, the designer can apply their design to a plane, allowing it to be shown.
Once the world / level concept is shown, the designer can implement and move shapes around to represent the different features included on the design concept (e.g. A cube to represent building).
This allows the designer to see and have a better idea as to what their concept would look like in 3D.
Why is it used?
As briefly mentioned above, when a 2D design concept is created, it will look different when it is turned to 3D. Because of this, whiteboxing is used to allow the designer to see what their world / level would actually look like as a 3D level, and not just on paper. This also allows the designer to see where changes could / will need to be made to improve the world / level.
Interface:
Hierarchy - This is a window which lists all of the objects that are present in the project. They are listed in the order that they were created (unless they are moved around).
Scene - This is the area which contains all of the objects / models that the user has added into their project. The use can move around this area, and position their objects / models to create works such as video game levels / worlds (Move / scale / rotate objects around that scene).
Asset Window - This shows all of the objects / assets that are with in the project.
Inspector - This window shows more detailed information regarding a selected object. Information such as an objects positioning (X,Y,Z positioning) and an objects rotation can be viewed and manually changed here (more control than using rotate and and move tools)
Tools - There are various different tools available to use in the software.
The basic tools that we have already made use of are tools such as the move, scale, and rotate tools, which are rather self explanatory
Creating Materials - Materials can change what objects look like. By default, objects are given materials that use the basic shader. However this could be changed to give objects colour / texture.
Problems That Were Encountered:
When creating the whitebox, I found that eventually there weren't enough shapes to represent the different contents of the level. Not only that but It was also difficult to set the shapes to a correct size to represent the actual scale within the level. However this was more because of a lack of experience within the software, and also due to a lack of decent shapes to use as representation.
Unity Lesson 2 - Terrain
During this lesson we were taught the necessities needed for creating a level / world within Unity. The topics covered during this lesson consisted of:
1.Terrain Tool
2.Adding Textures
3.The Asset Store
4.Adding Trees
5.Adding a Skybox
6.Adding (Low Poly) Water
7.Adding Grass
8.First / Third Person Perspective
9.Car / Aeroplane
10. Boundaries
1. Terrain Tool
This tool allows the user to make extrusions on their terrain object. This is important as it allows the user to make the terrain look more like their envisioned level, as they can change is / create it to their needs. This tool is also important as it allows the user to give their level / world boundaries, which are important as it denies the player from running / falling off of the level / world.
Right click > Add 3D Object > Terrain >
Raise / Lower Terrain (tool on the right) > select brushes > Click terrain to make extrusions / mountains.
2. Adding Textures
To add textures to the terrain, we needed the textures to do so. To the asset store (by clicking the asset store tab at the top) and then searched for "Standard assets", and then downloaded and imported that asset pack.
With this we could then go back to the scene tab, click terrain on the hierarchy, and apply a texture using the paint brush tool.
3. The Asset Store
The asset store is located under the asset store tab that's shown at the top of the screen. In the asset store, you can find various asset packs that have been created by others for use. However, so require a payment, but there are those that are free to use. These packs can be downloaded and imported into a unity project.
4. Adding Trees
Once the asset pack has been downloaded, trees can be added to the terrain.
This can be carried out by:
Selecting the tree tool > Add Tree > Click the little dot > search 'Conifer' (A tree in the asset pack) > Number / size of trees can be changed on the right of the screen > click + drag to apply trees to terrain.
5.Implementing a skybox
Once again, the asset store can be used to insert a skybox. By accessing the asset store (clicking the tab at the top) and searching "Skybox", various different skyboxes will be available for download. One one was found that was liked, it was downloaded and imported.
Next, (while back on the scene view) the skybox could be imported by:
Window > Rendering > Lighting Settings > box appears - click the circle in said box > find skybox
6. Adding Water to the World
Once again, for this task we needed to use the asset store. Once on the asset store we searched for "Low Poly Water", and then downloaded and imported one of the results (that was free of cost). Once back on the scene view, this could be imported by:Game object > Low Poly Water > Generate > Name > For this the size was set to (10x10)(100x100) > CreateOnce this has been carried out, the water object will be created, and can be moved / scaled like other objects. However, since this particular water object is square, it would look unnatural within a game, so using the brush tool around the edges, we created some extrusions to the terrain (using the brush tool) which allowed the water to seem more natural (as the extrusions to the terrain can be used to make the water objects shape seem different).
7. Adding Grass
With the terrain selected, the terrain tool become visible (under the inspector section on the right of the screen).
One of the terrain tools is 'Paint details' which is represented by a small grouping of flowers.
If the standard asset pack has been installed, you can click 'edit details'which will allow the user to select a texture, and then the user will be able to change variables , such as width and height.
Different brushes can be selected, which will allow grass to be drawn / painted on in different ways.
8. First / Third Person Perspective
For different games, you'd want different perspectives. For this task we used the "standard asset pack" to do this.Standard asset pack > Characters > 1st person > prefabs > Drag to where you want the player to start.Similarly, the third person perspective is implemented via:Standard Asset Pack > Characters > 3rd Person > Prefabs > Drag main camera into 3rd person (within hierarchy). ​
9. Implementing a Car / Aeroplane Once the standard asset pack was implemented from the asset store, the assets from that pack could be used. Two of these assets were the car and aeroplane. Once one was implemented they could be controlled by the player. However, first a camera needed to be grouped with the car / aeroplane. This can be carried out by right clicking the hierarchy, and adding a camera. Once this is done, and camera needs to be dragged inside / grouped of the car / aeroplane. The camera then needs to be positioned, which is dependent on the individuals needs.
10. Boundaries
If the world doesn't have any sort of boundaries, the player would simple be able to walk off of the terrain and fall endlessly into a void of nothingness. because of this boundaries need to be created.The easiest way to create a boundary would be via some sort of building or terrain that the player can not access / pass (e.g. steep mountain / tall building)
Unity Tutorials
During this lesson we looked at the four tutorials that are shown on the tutorials section of unity. The four tutorials that we covered were:
1. Play Mode and Edit Mode
2. Game Objects and Components
3. Tweaking Components - Values vs Zombies
4. Prefab Power - Ramping Up
1. Play Mode and Edit Mode
Top Window = Scene View - All gameobjects are visible here and can be edited.
Bottom Window = Game View - How it looks in the game.
Click the start game button to begin / end the game - make sure game has been exited before editing.
2. Game Objects and Components
Games are built in Unity with GameObjects and Components.
Everything we can see in our scene is a GameObjects
We add things called Components to game objects to change how they look and / or behave.
What is a component?
A component tells Unity what the GameObject does, such as move, or make a sound.
Rigidbody - Part of Unity's built in physics system.
Inspector System - (On the right) When an objects selected we see information about it.
How to give an object a component?
Inspector Window > Add component > Physics > Rigidbody
Hierarchy > Click box2 > Give it Rigidbody component.
This allows the GameObject(s) to be affected by physics, meaning the boxes will fall and / or move when pushed.
3. Tweaking Components - Values vs Zombies
Values - We can fine tune the way that a component affects GameObjects by setting values on on Components.
The first problem encountered in this tutorial was that the enemy moves too quick, which makes the level too hard to complete. To fix this, the enemies speed needed to be decreased.
Example of changing values:
Hierarchy > Select enemy > Set NavMeshAgent speed 1
What is NavMeshAgent?
NavMeshAgent is a part of Unity's built in AI system.
When we set the speed value on a NavMeshAgent component, we change the speed that the GameObject moves around the environment.
Hierarchy > Automatic Doors > Door(script) > Time until close > Set to 10
The door component used in the tutorial isn't a part of any Unity's build in system, but is a custom component created with code.
4. Prefab Power - Ramping Up
When we have a GameObject set up exactly how we want it, we can save it and make copies of it.
- We call the save file a Prefab.
Project Window: Shows all the files that are used in our game. These files are know as Assets (e.g. 3D Models, Audio files, scripts).
A copyof a prefab can be placed in our scene by dragging the prefab from the project window to the hierarchy window or scene view.
- Known as creating an Instance of the prefab.
Drag ramp prefab from project window into empty space at the bottom of the hierarchy window.
-Repeat this process for the pushable box
The instance of the pushable box prefab is now created, however it isn't where we want it to be.
-We can change the values of a component called the transform.
Select the box > set X value to -2 > Y value to 2.5 > Z value to 10.
What have I learnt from these tutorials and how can I use the knowledge in the current project?
Before carrying out these tutorials, my knowledge of the software was extremely limited. However, thanks to carrying out these four tutorials I now have a better understanding of how the software works, and what's possible.
The first tutorial taught me about different areas / sections that are located within unity, such as the different windows and what they're used for.
The second tutorial explained about GameObjects and components / how to apply them. Knowing this will allows me to make the world I create more realistic / relatable by using components such as the rigidbody component that applies physics to the selected object.
The third tutorial explained a new component (being NavMeshAgent) and showed how it can be used, and also showed how to see the components values and how they can be changed. With this I now know that even with the components that already exist with unity, I can change the values (if needed) to make them more fitting for my world.
The fourth and final tutorial explained Prefabs.
These are GameObjects that already exist within the project, that are saved so thy can be copied when needed.
Not only that, but the tutorial also covered how objects can be transformed.
When an object is selected, a new window will appear showing all the values for that object, such as its transform values. (x,y,z positions).
This can allow for more control over the movement of gameobjects which may make their positioning within the world easier to carry out.