Complete a written case study of the Assassins Creed franchise and the key game , focusing on all of these elements, using the information from the video links and websites.
Ownership and Franchise
Give summary of company who owns the product and a summary of the history of the Assassins Creed franchise : focus on key narrative elements, genre, recurring themes and USP of franchise as well as range of consoles and individual games in franchise.
Maximising income
Other ways the franchise has to maximise income for the producers and increase the audience ?
Links to other media e.g film/TV and any physical merchandise ?
KEY GAME : e.g Black Flag , Valhalla , one of your choice
Production/Distribution
When was the game released in different formats and was it a global release ? Was it released in physical and online form ?
Marketing and Advertising
How was game advertised ( trailers,posters, articles etc.) and what elements of the game/format were featured and focused upon and why ?
Maintaining and developing the audience
Are there methods to allow audiences to be more active , such as online multiplayer, in game purchases, choice of avator , fan communities and other interactive features ?
Reception
Summarise the sales of the game , the critical reception on different formats and audience/fan responses and feedback.
Regulation
Summarise the role of the organisation responsible for regulating the game's content and giving it a relevant age rating.
Summarise the role of the organisation responsible for regulating the game's content and giving it a relevant age rating.
TEXT
Summarise genre, avator ( including personas) , world( setting, era etc.) controls, rules and goals of game, multiplayer options and limitations . Any representation issues in terms of gender,ethnicity,nationality,religion ?
KEY SEQUENCE : analyse in writing the game elements and technical codes of one sequence from the game in detail.
e.g Long battle and escape ( first 5 minutes ) from Black Flag
Impaling the seax ( from Valhalla )
Summarise the following :
Use and control of avator, display e.g first/third person, graphics, camera movement, gameplay, controls, menus and inventories, use of sound, goals and narrative purpose of sequence.
How sequence demonstrates changes in technology e.g quality of graphics and sound, size of world, cut scenes, narrative and representation, as well as which computer game elements and audience pleasures have remained the same for decades.
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