Horizon Forbidden West: Audience and Industry
Audience
Look at this YouGov blog on the console gaming audience and answer the following questions:
1) What statistics can you find for the number of male / female players for the major consoles?
Statistics that I can find for the number of males that play on the PS5 is a significant amount more compared to females (71%-29%), Xbox (68%-32%) but for playing on a Nintendo Switch it is almost at an evenly spilt between males and females at 54% for males and 46% for females.
2) What is the difference between 'hardcore' and 'casual' gamers - and which do you think would play Horizon Forbidden West?
The difference between 'hardcore' and 'casual' gamers is for 'hardcore' gamers these are people who say they take video games seriously, or play competitively meanwhile 'casual' gamers are people who just play video games to have fun and pass time by. Since HFW is a PlayStation 5 game I would say that this game is meant for 'hardcore' gamers as most hardcore gamers are seen playing on a PlayStation instead of playing on a Nintendo Switch which is meant for causal gamers.
3) What are the different reasons YouGov researched for why players play games? Which of these would apply to Horizon Forbidden West?
Some of the different reasons as to why YouGov researched into why players play games is because when asked most gamers across every system say relaxing and winding down is a key motivation for playing video games – but especially for PC (77%) and Switch (78%) gamers compared to Xbox (56%) and PS5 (63%). This group are also more likely to say they play games “to pass the time” or “to escape from reality for a while”. I think the best one which will apply to HFW is gamers who ant to 'relax and wind down, to pass time by',
1) Why did the writer enjoy Horizon Forbidden West?
Industries
Industry research
1) Research Sony PlayStation Studios.
2) What studios are part of Sony PlayStation Studios?
The studios that are part of Sony PlayStation Studios is Asobi, Bend Studios, Bluepoint, Firesprite, Naughty Dog, Guerrilla.
3) What notable games have they produced?
Astro Bot, Helldivers, Until Dawn.
4) Now research Guerrilla Games. Look at the 'Explore' page in particular. Who owns Guerrilla Games and how does it reflect the modern videogames industry?
Geurrilla Games is owned by Sony Interactive Entertainment Europe, It reflects the modern video game industry as they employ more than 350 professionals from 50 different nationalities meaning that they can get different viewpoints and ideas from all kinds of different people from backgrounds and what they feel can be like the next new latest trend for video games.
5) Choose one of the 'Guerrilla Spotlight' features and write three things you learn about the videogames industry and/or Guerrilla Games from the interview.
1. "I’d also recommend to everyone interested in designing for games: don’t just play what’s popular, but also play games that are not as popular or mainstream. There’s always something to learn from all kinds of games. Identify what you feel works or doesn’t work, and that can help you in the games you work on!"
2. "At Gurrilla, we work alongside level designers, who place little boxes to show us what the intentions are (where the player takes cover, finds hints). It’s our job to change the box into a believable and pretty 3D space. It leads to researching a lot of interesting subjects. For example, to create a Forge, we’d research what’s the structure of a forge, what tools are needed to do it and the process of a blacksmith, to help the space be “believable”. So we end up learning a lot of small things along the way!".
3. "Collaboration! In order to plan the base design of tools far in advance, this is very important. Even though every Tools Programmer here has their own area of what they like to work on, we collaborate with each other as much as possible."
Read this USA Today feature on Guerrilla Games. Answer the following questions:
1) Which three companies merged to become Guerrilla Games?
Collective of developers was formed by Orange Games, Digital Infinity, and Formula Game Development.
2) What other games and franchises were created by Guerrilla Games?
Killzone, Shellshock: Nam ‘67, Big Brother: The Game, Zelda: The Magic Wand of Gamelon.
3) How did Guerrilla maximise the Killzone franchise?
Guerrilla maximised the Killzone franchise by having it availblae on many different other gaming devices. PSP spinoff Killzone: Liberation took the shooter into isometric dungeon crawler territory for the sake of portable convenience, Killzone: Mercenary found uses for the touch panels of the PlayStation Vita in a shooter format, and Killzone: Shadow Fall showed us what the PS4 was capable of on a technical level: huge levels filled with high fidelity assets, loading on the fly.
4) What did Sony sign with Guerrilla in 2004?
Sony sign with Guerrilla in 2004 all the titles it developed would appear only on PlayStation consoles.
5) How is Horizon Forbidden West described in the article and what is the next stage for the franchise?
HFW is described as having a different atmosphere entirely. It’s a world bearing the scars of a mysterious lost civilization, a far future that looks like a distant past, and it’s just about hospitable that you can exhale and take in the scenery now and then. The next stage for the franchise is a VR title co-developed with Firesprite called Horizon: Call of the Mountain, is in many ways the perfect example of what the studio’s about: a deepening of a universe it created itself, making fortuitous use of a Sony hardware platform.
Regulation and PEGI
1) What is HFW's PEGI rating and what age rating do you feel would be appropriate? Why?
HFW rating from PEGI is 16. I feel like this is the right age rating which is deemed appropriate for this game as there is shocking scenes of blood and violence that other younger players can find terrifying and scary.
2) Why is regulating videogames difficult in the digital age?
Regulating video games in the digital age has proved a challenge as ir has become easier for players to bypass the age restrictions that games have such as lying and pretending to be older than they say they are when ordering the game online, This is because since the internet is hugely unregulated anyone can just say they are over the minimum age for the game and purchase it from the PS Store even if they are not the correct age for it.
3) Are attitudes towards media content and regulation changing as a result of the internet? Explain your answer.
Yes the attitudes towards media content and regulation changing as a result of the internet as it is easy for people especially the younger generation to fall into illegal or unsuitable content for their age meaning they are exposed to the many things that the internet has to offer when it should not be able to be accessed by young people such as them.
Comments
Post a Comment