So here we go....
Critical Approaches Part 1
How Are Audiences Defined for a Game?
One of the most important things we tend to forget about
when creating a game, is not to put too much of our own personal preferences in
but to learn and accept what the public would want and what our target audience
is to be. When we look at defined audiences we take into consideration
stereotypes, so for example boys are supposed to enjoy games that revolve
around bloodshed and violence, then girls are to enjoy ‘fairy’, brightly
coloured games with loads of ponies in it. However this theory is not always true
as some girls tend to enjoy games with heavy violence or some violence in it,
and some boys don’t mind playing softer games that don’t contain bloodshed or
have a huge amount of realistic violence like Kirby or Pokemon.
Stereotypes are, as human, created so we can group certain
people together so in a way it seems easier to have an understanding about the
world, yet some people can’t be grouped as they show more than one group trait
and that can scare people, which this could lead onto why we as game makers
reference what’s similar in our productions with other well-known games that
have a huge fan-base behind them.
Another way to look at a defined audience would be to look
at what we call a proxy audience. This audience is based more on stats and facts
than stereotyping which more opinionated and biased. By looking at a proxy,
game makers are able to establish what the target audience they’re aiming at,
wants from a game and why- making
selling points easier to talk about when the game later on.
Research Methods
Obviously when designing a game there’s no point in making
one if we don’t know what the audience wants, or could possibly enjoy from our
game. There are plenty of research methods available to gain information from
the public:
Primary- Primary research is where you
collect the data yourself by doing questionnaires, interviews, and experiments
or experience/observe things.
Secondary- This goes by looking at what
data other people have collected from their primary research, plus there’s more
ways to gain secondary research and habitually it’s classed as one of the
easiest ways to gain data. Internet, books, magazines and articles, games,
forums, charts, TV, tales and memories (of someone else), posters/
advertisements, shops, power points are all types of secondary research.
Tertiary- Tertiary is the final way of
researching types; it’s where you get information from a secondary research
like bibliographies, TV, sometimes books and internet other times it can be
from discussions with people who’ve taken quotations from what the original
person has said to them.
Data is considered to be under two
categories known as quantitative or qualitative and is what we gain from either
taking part in primary, secondary or tertiary research. Quantitative data is
considered to be questions that allow people to make stats and facts from the
data collected, these questions are not always numerical and can be yes or no-
although this can be considered as qualitative data.
Qualitative questions are mainly
physiological with them being more sentences, than quick word answers. At times
they do come across more opinionated, biased or based on a point-of-view. The
questions are subsequently subjective and can turn into a binary as I’ve
explained earlier.
Finally another way would be to look at what people have
achieved in their games, as some like to complete challenges or side-quests
whereas some like myself, don’t really bother going off to do these kind of
things and like to stick to the main story as the story itself is what I enjoy
the most about gaming.
Governing Bodies
In the early 80s gaming was frowned upon as many didn’t
class it as a job and thought the concept itself was useless. Eventually more
and more people started getting addicted to games and thus the industry they
grew, spreading more and more across the country and still do today. However
what can ruin the industry is the governing bodies and the media which people
usually listen to. Over the years we’ve heard gaming can ruin children and turn
people into something of a monster where the attack society as well as people
becoming lazy because they would rather play games than work. Most of these
suggestions have been brought up by the radio, newspapers/articles, TV and I
entirely understand people have to make a living by taking a piece of
information and adding hyperbole to the situation instantly jumping to
conclusions and making something seem more negative than looking at the
positives- which is a shame. Of course this can scare people and turn them against
things like the gaming industry but I believe that’s where the governing bodies
step in as they to people, they seem to have more of an authority because at
the end of the day the news isn’t always trustworthy on certain subjects and
have been paid to as I said earlier focus on the negative side of things.
Although the government’s words are not law but also as opinionated they do run
the country and can have a massive effect on any business in any country.
For years now governing bodies have discussed the effects on
games and what it can do to people, coming up with more negative attitudes than
positives and it has turned some of the public against the industry. However
it’s also been said to help people in a number of different ways like learning
to relieving pain, for example a new mind game has been brought out for those
who’ve suffered severe burns from bombs in the army, and when changing the
dressing of their wounds it’s obviously painful. So to reduce stress and pain
they allow the patient to play this game where you shoot snowballs at snowmen
when the nurses are tending to their wounds, and it been proved it has helped
them.
How are Games and Content created for a Specific
Audience?
Already I’ve discussed quite a bit for this topic as we’ve
looked at defining an audience for game and how to research can help show what
an audience wants in a game. For example if we look at the Legend of Zelda
series, comparing Twilight Princess’s Link to Wind Waker’s Link we will see the
Wind Waker version is designed to be
cel-shaded giving a more cartoon approach as well as coloured in bright
‘bolder’ colours that contain very little shading and appeal to a younger
audience. Whereas Twilight Princess was aimed at an older more adult target
audience to draw them back into the Zelda franchise, for its more realistic
themes, darker styles and emotional story than contain quite a bit of violence
compared to other titles like: Four Swords, Oracle of Ages/Seasons, Spirit
Tracks and Phantom Hourglass.
It’s reasons like these that we create games or make new
sequels of games, to suit a certain audience so we can either draw in another
crowd or our older crowd and various franchises have tried/succeeded in doing
this which not only gives them a good reputation but much more money and
followers. However it can also ruin a game and character’s reputation. My
example for this is the Spyro series including Skylanders. Before Skylanders
was even a thought the Spyro series, was one of the most loved franchise that
appealed to children and teenage audience for it grew up with many people. The
first six Spyro games were more based on children for once again the colours,
the designs of characters, environments and story situation but also because of
the protagonist’s attitude- especially in Spyro the Dragon: A Hero’s Tail.
Spyro was a young a dragon which a very cocky attitude but daring, brave and
good-willed nature to the rest of the dragon realm. Compare this though to the
last three Spyro the Dragon games (thought to be prequels), where Spyro’s
attitude is more grown up and adult like as well the game itself with darker
themes, concepts, storylines, designs ect. A lot of people thought the last
game was a good ending for such franchise until they brought out Spyro with
Skylanders, this appalled many people who Spyro fans and put them off the whole
concept of Spyro. The game itself doesn’t lead off from the last Spyro games
and the character designs are once again based on a young target audience which
has made (in my opinion) Spyro and Cynder look very deformed.
Can Feedback Be Used to Create a Product?
Depends as feedback is where the customer reports back to
the creators of any business/product giving their opinions on what they thought
was good, bad and can be improved. The reason why I’ve suggested it depends is
because if the feedback is mostly negative then there would be no point in
selling a sequel/prequel because the product would’ve already gained a bad
reception from people which then banks wouldn’t give out loans to create a
another one as there would be no point. One way to possibly get out of that
hole would be to make a HD version and give out demos of the game which giving
something free to the public, can allow them to play the game and alter their
decisions about the game because the creators were influenced by their
feedback.
The positive idea behind this would be feedback can allow
companies to make prequels, sequels and HD versions, because so many people
internationally have enjoyed the products so much they demand to know more
about the story/characters or just simply wish for another similar game to come
out-hence why games like Final Fantasy, Assassin’s Creed and Pokemon for
example, are huge hits throughout the world.
Audiences Response to Games
Different people and therefore audiences will respond to
games differently depending on their situation, upbringing, beliefs etc. The Hypodermic Needle Theory is where people
tend to absorb information from various places like the news, television, radio
and governing bodies which I explained about earlier. The Uses and
Gratification Theory is again where people absorb information, but it’s
pre-existing and usually comes from gossip-like media for from word of other
people that don’t tend to have a huge influence over people.
As discussed before
people tend to believe games are bad for the society, because of the violence,
drug references, sex, ethical/religious issues, people wanting to do nothing
more than play on them and become messed up where they are dangerous to society.
This is mainly what the media has conjured up but again I have said I do
partially believe in some of this but I’m not against games.
In my opinion I
believe that games can be blame to some problems, for example I know quite a
few people that would rather sit and play games instead of doing work and
either staying at home relying on parents or becoming poor and homeless
depending on benefits. In one way this is purely people’s choice of lifestyle
and they can be to blame but on the other hand it come mean something deeply
physiological has hurt them and therefore they can’t bear to deal with the
real-world, as games take you away from reality making you feel invincible like
you can do anything in that world, or the person could just be lazy.
For ethical and
religious issues in gaming it’s one huge subject that can be extremely hard to
overcome as many games can be offensive to people, for the characters or
situations they’re in for what’s in the game itself. For example in Grand Theft
Auto you can play as the coloured guy and he’s the only one that can get drugs
or the first mission with him is to steal a car. This is because of stereotypes
and although creators don’t mean offend anyone people do tend to take it to
heart- however this doesn’t mean it can’t be corrected. The best way is not to
take it to heart but it can really hurt sometimes, but the best way would be to
make a change to that situation. For example a white guy could do the same kind
of thing as the coloured? Or for example in Legend of Zelda: Twilight Princess
the one coloured woman is Telma and she runs a bar in Castle-town being
slightly revealing at the top half of her body. So fair enough the only
coloured person isn’t sitting in a huge protagonist role, wears slightly
revealing clothes and had a slight ‘crumby’ job. However throughout the rest of
the game you find she’s saved your best friend, looked after then village
children, saved a Zora and helped you find people who were willing to look for
the rest of Midna’s Shadow Pieces, and they were part of a group called the
Resistance- which Telma organised. In this way it shows Telma’s amazing
attributes to the story and how much of a hero she is when she had to suffer
against the creatures of Twilight- creators can help these situations by doing
this kind of thing.
Finally about
drugs, violence and sex all games have to go through a rating system where
people like PEGI and ESRB go through the game, note down what’s in the game and
take into consideration what age people should be mentally-able to take in the
content of the game and not be effected. They then display an age rating of how
old a person should be to play that game and also include why the game was
rating that way- just like film, book or even music CD- it’s all there. With
young children playing rated 18 games and become disturbed is not the
creators/distributers fault. It’s purely and simply the parents fault for
either letting their child play on that game or buying it for them at such a
young age. I believe if parents were to look at the contents in the game and
ask around like they would do before giving it to a 7-year old, the world would
be much more easier and people be slandering the gaming industry.
In some places
games have helped people, like the medical example but other ways as well. In
Guitar Hero I’m usually the vocalist and I have no singing talent, but before I
played it I sang when no one was around and after playing this game I grew
confidence to sing anywhere and everywhere in my house. Another prime example
would be after I had a terrible fall from my horse and sold them, then had a
couple of worse examples afterwards I became really scared to climb on a horse
and ride which seems really stupid as I was confident being on the ground with
them. The problem was as soon as I got up there and asked to walk on, I
couldn’t stop the shaking, nor get the image of when the last horse bolted off
with me and squeezed really hard with my legs (which makes the horse go) and
freeze up when we went to the trot. Again I took a few months off riding then
eventually decided enough was enough and I wanted to gain that freedom feeling
of riding again. Before I went for another lesson I decided to play Legend of Zelda:
Ocarina of Time and make Link ride the horse than go into Link’s eye-view
perspective so you could see and imagine what the atmosphere around you would
be like at a walk, trot, canter and gallop. To be honest this really immensely
and I found instantly I wasn’t as scared as when I got back on months previous,
even now that I have my own horse again I still do this on Twilight Princess
when you make Epona jump so I can see what it could be like when myself and
Cleo (the horse) start going over poles.
Another way to
oppose certain negative elements in the game industry is to look at a game’s
fan-base and how popular it is to other people. A lot of audiences enjoy games
because it’s their life, their passion or something to meet and interact with
new people. At conventions like MCM, J-con and E3 we can see loads of people
dress up as the characters, or people of Deviantart, Tumblr, Facebook like to
post pictures of fan-art, or write about the characters on Fanfiction.net,
Wordpress and Blogger or collect franchise because they enjoyed that game so
much they want to do more until the next prequel/sequel/HD version comes out.
The gaming industry has connected so many people globally and it’s amazing that
people don’t realise this. I can honestly since starting a gaming college and
being able to attend cons in cosplay I’ve met so many people and became good
friends with them that I’m glad I had the chance to play these games- same goes
for Deviantart and Fanfiction.Net
Again an audience
shouldn’t instantly dislike or shun an industry, object- anything unless
they’ve had a personal experience or at least hear two sides to an argument
instead of listening to others and taking the media as ‘gospel’. In conclusion
I remain in the middle as I do believe in some bad things that games have
caused but I do see and agree with some of the arguments that oppose to that
and games can help people.
Chosen Game Product
Personally I’m going to stick with the Zelda games as I
believe this is one of my most favourite franchises and it was the last thing
I’ve played recently, other than Pokemon Mystery Dungeon. Most Zelda games
start of the same where it’s simply your Link, he’s a normal boy who works in
different situations throughout Hyrule (in Twilight Princess he’s a goat herder,
in Ocarina he’s forest child and in Spirit Tracks he’s a train driver), until
one day madness descends in his area or he has to deliver something to Zelda
and something bad happens and it’s up to him to defeat the evil doers (e.g
Ganondorf in Wind Waker, Twilight Princess, Ocarina of Time, Ghirahim in
Skyward Sword, Vaati/Dark Link in Minish Cap and Four Swords) and rescue
Princess Zelda using his part of the Triforce which is courage and Hyrule is
saved meaning the endings aren always linear compared to other games like
Pandora’s Tower and Oddworld series, as they focus more on how you’ve played
the game and interact with others which depend on what ending you get. Usually
throughout the Zelda games you visit 5 temples and collect lots of weaponry
that look the same to the previous games. The only things that differs from
each game is the art style of cel-shaded, cartoon to more realistic approaches,
methods of transport for Link (train, boats, horses, birds ect), environments
(but with the same names e.g Faron Woods, Hyrule Field), characters and
sometimes names otherwise everything is pretty much the same.
This also means the genre of game hasn’t changed as it’s
always been an action-adventure type game. When looking at semiotics they do
tend to focus on the main signs we would pick up or apply to in any situation.
For example you know when a boss battle or an ambush is about to appear as
you’ll see the room is darker, depressing or coated in blood, bones or a
different piece of music will overcome the original soundtrack. In Twilight
Princess when a Bokoblin goes to attack you, instantly the music changes to a
morbid and rushed sound so it gets you on your toes. In the Zelda games there are
a few other signs you learn along the way and it leaves you remembering the
tunes and applying it to your life, when you’ve opened a chest in a Zelda game an
uncanny theme tune will appear when the item in that chest is something useful
compared to when you find Rupee for example.
Colour can also be a sign with the
game and links closely with representation. Enemies are usually coloured in
rich, dark, melancholic tones like black, dark hues of red, purple blue, grey
ect and then the protagonists are designed with bright optimistic colours and
relate to their role within the game. For
example the colours on Link in Twilight Princess aren’t dark bold colours
they’re quite relaxed. Verdant could be symbolised with for yes or go because
these words are usually in this colour giving us the clue yes he’s a hero, but
he could be one of the main hero’s as he has the get up and ‘go’. Green could
also be associated with meadows, fields and life meaning Link gives people life
or gives people a better chance at living which he does. For the meadows idea
you could think he lives somewhere in the countryside, possibly a farm boy or
someone shoved into conflict perhaps?
Finally the last subject is the representation of characters
and how they’re portrayed. Already I’ve given a reference to Telma in Twilight
Princess, in Wind Waker another protagonist is Tetra who’s also coloured or
tanned. She basically runs a pirate ship and the crew seeming devious and
cheeky to Link which I don’t think many people would get too upset about,
finally near the end when she’s been captured by evil forces we find it’s
actually Princess Zelda and Tetra turns into a white girl again which could
give different responses off. Some may say why change the colour because we
find out she’s the princess but my argument to that would be Zelda’s been a
white-girl with blond hair throughout the whole Zelda story and it wouldn’t be
the same if it was changed. Therefore the creators of Nintendo have shown Tetra
to be a good protagonist in the game and no matter what the skin colour or name
Tetra was still Princess Zelda throughout the whole ordeal. To be honest I
don’t believe there are many stereotyping or negative responses in the Zelda
games on the characters (whether that’s personal opinions unless I do more
research other than my friends), because Nintendo have kept the game clean in
that way and even though there’s a couple of dodgy bits with a couple of
characters they’ve put a positive reinforcement towards them and public’s
thinking.
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