Timeline of Gaming 1970 - 2020; Assassin's Creed Freedom Cry: Paper 1B
PAPER 1: Section B
CASE STUDY 4:Assassin's Creed (Black Flag)
History of Gaming
TEXT:
- Genre:
- Narrative:
- Representation: Games are often targeted at men, Women being patronized ang sexualized to bring in male audience
- Technical Codes: - Music; Space Raider music sort of reacted to the gameplay to create suspense and excitement
- Gameplay:
AUDIENCE:
- Pleasures: The intense music, cute characters, open-world (pleasure of exploring huge worlds), the freedom of being able to do what you want, blaming yourself and not the character to spur yourself on, playing multiplayer (adds dimensions to the friendship)
- Fandom:
- Communities: Console wars/ Rivals
- Active/Passive
- Definition:
- Targeting:
- Constructions:
INDUSTRY:
- Maximizing Income: Making games for all genders
- Franchises:
- Marketing: Cute Mascots turning to merchandise, clothes, toys, cartoons, and fake rip-offs
- Regulation: Age restrictions
- Links to other media: Synergy with gaming and film industry to keep up with each other bounce off each other (Inspirations e.g Monkey Island and Pirates of the Caribbean )
- Role of the Internet + Technology:
TIMELINE:
- 1972 - First ever console Magnavox Odyssey, released with 28 games most known Pong
- 1975 - Atari's copyright Pong
- 1977 - Atari releases Atari 2600 games console - console with joysticks, interchangeable games cartridges that are multi-colored
- 1978 - Release of Space Raiders arcade game by Atari
- 1979 - Launch of Activision (software developers without consoles)
- 1980 - Introduction of Japan's Pac-man by Namco
- 1981 - Introduction of Nintendo's Donkey Kong and Mascot: MARIO
- 1982 - Microsoft's first flight simulator
- 1984 - First ever sand-box game "Elite" which allowed free-roam and exploration
- - Release of Tetris
- 1985 - Release of Nintendo's NES/Famicon and Mario Bros
- 1986 - Release of Legend of Zelda, Castlevania, and Metroid
- 1987 - Release of Mega Man
- 1989 - Release of the Gameboy
- - Start of SimCity
- 1990 - Release of Secret of Monkey Island, Influence of games on different media began e.g. Pirates of the Caribbean
- 1991 - Release of Sonic, SF2
- 1992 - Release of Wolfenstein 3D, the start of FPS genre
- 1993 - Release of Doom strengthening FPS genre, Release of Starfox
- 1994 - Release of 32-bit Playstation - Release of Tekken
- 1996 - Release of the Nintendo 64 - 4 controller ports
- - Release of Mario 64, Pokemon Red/Blue, Start of horror Resident Evil
- 1997 - Release of Gran Turismo and GTA
- 1999 - Release of Half-Life and CounterStrike start popularity of modern military shooters
- 2000 - PS2, Gamecube, and Xbox
- - Release of TheSims
- 2001 - Release of Halo
- 2005 - Release of Xbox 360
- 2006 - Release of PS3
- 2011 - Release of Elder Scrolls and Dark Souls
- 2013 - Release of PS4 and Xbox One
ASSASSIN'S CREED (Black Flag)
INDUSTRY:
- Ownership: Ubisoft partnered with Sony, Founded in 2007 November
- Marketing: Advertisement - High Intensity, Gives some knowledge on main character, Action-filled fights, Posters, Comics,
- Production: Released on PS4 and XBOX and PC, could be downloaded digitally and physically
- Profit: Sold 15 million copies as of 2020 ($1.38 Billion)
AUDIENCE:
- Pleasures: Beautiful Caribbean Scenery, High-Intensity Fights, Solid Storyline of Pirate's Life, Multiplayer, Hidden Treasures, Areas, Designing Character
- Active
- Maximizing Profits: Releasing Game before fully finishing/debugging, Huge range of merch(Clothes, Christmas Jumpers, Pillows, Wallets, Posters), Making a movie
- Communities: Saying "Best Ever Pirate Game" but "worse Assassin's Creed game", Coming together to complain and find bugs
TEXT(Black Flag IV):
- Franchise:
- Gameplay: Has all the aspects of Pirates Life, Multiplayer and DLC's, Many bugs, Many
- Technical Codes (Key Sequence):
- Chase Scene: Includes things to help new audience and spread to wider audience e.g. 360 ° Map, objectives list, control tips, health bar, and distance of objective. This allows the game to go full out on the visuals as the player can still know where to go. High intensity with bright, fast-paced gameplay /visuals, timer to increase suspense, integrated dialogue to make it seem more realistic, loud explosive audio. 3rd Person and linear gameplay.
- Ship
Scene: Avatar change, becomes first person with vision of the ship,
health bar changes to ships health, lens flash(copying movie skills),
new controls and new tips on how to play, tells you what buttons to
press for in-game interaction, map changes colour to red to show danger,
360 ° gameplay
- Boarding Scene: Changes Avatar back to person, changes missions into
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