top of page

Research

Research is a crucial part to any project; in order to successfully hit all areas of research needed, i have divided them into separate categories:  

Target Audience

TA

In this document I explore different theories about audience consumerism and how media affects its audiences. Through this research, I have learnt about different approaches and effects media products can have on their audiences; with violence being a big factor. In order to ensure that our game will not negatively impact our audience, we have decided that we should remove violence in its entirety and therefore eliminate the chance of leaving a negative imprint on our audience. 

​

This research was crucial to the development of our game/demo and shaped the future of Doomsday - resulting in us removing violence from our game - making it more suitable for our target audience at hand. 

Within this document I discuss the PEGI rating system and it's impact towards our game. Through this research, I have learnt what to/not to include within our game to make it suitable to our target audience and therefore produce the product expected. To keep a PEGI 7 rating for the exhibition, there must be minimal focus and violence and none directed towards humanoid figures - something our game easily passes through replacing violence with hacking.

 

This research was very beneficial towards the development of our game as it has produced further research (BBFC) and has made us question whether our game is suitable for the PEGI rating, see my production.

In this document I researched further into the Fantasy theme and found three common cliches that are commonly found within its narrative structures. From this research I learnt what tropes are often found within Fantasy, allowing me to alter our own narrative structure to avoid such cliches. These cliches could be seen as un-original and possibly dissuade our audience from our game, therefore forming our narrative structure to avoid such problems. 

​

Utilising this research, we plan to confront such cliches and innovate our theme, allowing for a fresh perspective for our audience - ensuring player satisfaction. In the future, I will try to remove unnecessary cliches when writing my scripts.

Within this document I researched further into our stimulus - the Fantasy theme - whilst linking back to our games core theme; Cyber-Punk. Utilising my findings, I found that our game has a connection back to Fantasy through it's sub-genre of Mythpunk, also a sub-genre  of Cyberpunk. Though predominantly Cyber-Punk, our game could be loosely advertised as Mythpunk and therefore, by extension, Fantasy.   

​

Using this research, I feel that i now understand the themes more thoroughly and therefore know what the audience desires from such products - allowing me to implement them and appeal to our target audience.  

Market

Research

Market

In this research, I pose the question: What is Cyber Punk? and compare the results to a pre-existing game series - the Deus Ex: franchise -  and our own game, in order to learn what to implement into our game and how to effectively represent this genre.

​

Learning from this document, I now know that our game's concept is accurately Cyber Punk and can be assigned it's label. I have also learnt how interpretive this genre can be and how there isn't a clear description defining this genre.  

Within this research, I played a board game named 'Betrayal At House On The Hill' and noticed some similar features between both video/board games that are successful and benefit the product at hand. Both gaming platforms share a link between mechanics and story, with most successful products containing a harmonious element between them. 

​

Using this experience, I will ensure that the level designers and writers work closely with each other in order to produce a successful game/demo. By working closely with them, the story and mechanics will flow naturally and enhance player satisfaction.

In this research, I have investigated female representation within comics in order to help me accurately present my female characters. By doing this, I plan to create compelling 3D characters that will appeal to multiple audiences, not just our primary.

​

From this, I have learnt that I would need to design all of my characters with caution, as players can take different designs/personalities offensively compared to others. To do this, our characters should be diverse and well portrayed to appeal to all audiences and provide inclusivity - such as Patch being androgynous or Damien and Baz being in a homosexual relationship. 

Within this research piece, I applied my research from my Narrative & Characters document (See Below) and have hosted a focus group with my target audience asking whether they approved of these narrative/character techniques learnt. By doing this, I aimed to receive audience feedback before i implemented these techniques with the game/demo  

​

Learning from this feedback, our target audience enjoys the methods used to create a quirky character, finding them memorable and entertaining. However, some members may feel put off from the game if characters are too quirky, therefore I will test out a balance between memorable and over-bearable and implement that balance within our characters and their scripts. Also taking from this experience, I will alter my Intro script as to not overload the player with information - Instead I will research further into how to subtly convey such information. 

Technical Processes

TP

In this research, I looked into the narrative structure of 'A Hero's Journey' to see whether it would be a good structure to base our own game's story around. Further exploring this, I also posed the question of whether this structure could be considered a cliche within our Fantasy theme. 

​

Learning from this research, I have learnt that the 'A Hero's Journey' is quite a restrictive structure with event needing to happen in an order for the story to make sense - something that wouldn't be best suited to our own game/demo as the player can interact with any NPC at any time. Answering the question posed, I feel that 'A Hero's Journey' could be considered a cliche however, each author can put there own twist upon the original structure.  

​

Within this research, I have experimented with writing a poem from Lucas' (Our playable character) perspective in order to provide an expansive range of techniques that could be used within our own game/demo. 

 

From this, I have learnt that you can inform the reader through the structure of the piece as well as the words it contains; hinting ideas of personality and attitude through the lack of literary conformity. Using this research, I aim to express character personalities through how they intend to act, not just what they could possibly say - with mannerisms providing subtle hints of insincerity In the case of our suspicious characters, for example.

In this research, I have analysed and played a table-top role playing game named Dungeons & Dragons and have drawn inspiration from the Dungeon Master's role of world building - taking on similar responsibilities as a my role of a games writer.

​

Within this research I have discovered a new narrative structure as well as many writing tips for designing unique and memorable characters. Applying this research, I will make each NPC have a unique and memorable trait/mannerism to help the player connect with them. 

Within this research, I have investigated into a popular script formatting structure created by Syd Field - an experienced member within his field.By doing this, I aimed to find a suitable forma o mimic throughout my own work. 

​

From this, I have used Field's format whilst developing his ideas to create my own format - better suited to a games script. In the future, I will apply and test this format within my own scripts, to create a professional looking script.

In this research, I investigate a popular psychological theory named Flow and apply its use within our own game/demo. By doing this, I aim to help develop the player's immersion and therefore keep them retained and playing our demo. 

 

Learning from this research, I have concluded that I would need to alter elements of my scripts/story to aid the use of flow and therefore keep the player engaged within our game/demo for longer. An example being that I would have to organise a meeting with the level designers and discuss the placement of NPCs within the game - if they are too far apart and the player has to spend time walking between them, their flow will be disrupted.

Real World Influences

RWL

In this research I decided to test my understanding of our theme/genre so far and write a descriptive piece - turning a modern London setting into a dystopian Cyber-Punk scene. 

​

From this, I feel reassured as to my understanding of the writing style however, I would need to research further as to develop my script writing ability to harness this style effectively. In the future, I will research more into what Cyber-Punk is.  

​

Within this research, I visited a local art gallery to find inspiration from the relationship between art and storytelling.

 

This trip was very insightful and provided me with a vast array of ideas for my own work. An example being that minor details can convey as much information as a cutscene full of text. Using this research in the future, I will minimise the amount of unneeded text/context and instead utilise our backstory through the environment and flavour text.      

In this research, the writing team and I decided to host several improvisation sessions to act out scenes/scenarios from our characters perspective - in order to feel more comfortable scripting them, whilst also igniting ideas as to how to present them.

​

Learning from this, I feel more comfortable portraying our characters and their mannerisms - with these sessions also helping to develop the characters, refining and helping finalise their end concepts. Using the results from this session, I will be able to more accurately portray my characters.

Within this research, I discuss a lecture I visited whilst attending a local event named Games Anglia. This event was hosted to allow experienced games designers to host talks about their specialised area whilst also providing a chance for local Indie developers to exhibit their games.

 

Learning from one specific talk, I have reinforced previous research - that players should not be given massive expositions but scattered work throughout the game. I have also learnt that I need to develop the world in order to make it immersive - using a skill taught within this talk. In the future i will use this skill when analysing games and therefore allow me to see narrative techniques used. 

bottom of page