1) Content (what do they look like and how are they styled- words, images, colours, fonts?) Can be colorful, bloody or dark. also some of the content that game designer's use, would mostly be eye catching to customers which then would be similar to how movie's are promoted. Here is an example of what content game designers put into their games to promote or sell them..
http://www.hdwallpapers.in/walls/assassins_creed_unity_poster-wide.jpg
As you can see, there are many similarities that this poster has compared to that of a movie poster. It has the main character at the front, friends or allies beside him and a blurred background that would occasionally revival the location of where the game or movie is set.
2) Construction (how are the games built, what is the story and interaction?)- the story can be full of adventure or open world missions, that are included in the popular Action/Adventure video game Grand Theft Auto V. They could also be full of fighting with minor adventure such as the game Uncharted. Below is an example that shows how unique, detailed and exquisite the world is, on the video game GTA V, and how the interaction of the action/adventure genre has been built in the video game Uncharted..
http://assets.vg247.com/current//2013/08/GTA-5-082313-2.jpg
The image above is a good example of how the construction of a video game can turn out.
Here is a good example that shows some of the action that can be involved in the action/adventure genre of a video game.
3) Codes and conventions (what do you expect to happen in such games and what symbols are
used?) - Different countries, secret locations, bad guys, fighting, weapons etc. some of these codes and conventions would likely be involved in action/adventure video games. Furthermore, during gameplay game designers could occasionally put things such as health packs and collectibles into the world, so that the character can find these in order to regain health or get rewards.
4) Modes of address (how do the games talk to you?) - they could be from a narrator, or by the protagonist. furthermore giving you tutorials and clues on playing the game. modes such as 3rd person or 1st person can also be modes of address as 1st person is looking from the characters perspective and 3rd person being that you control the character while visibly looking at his or hers or its model.
5) Target Audience (who are the games aimed at?)- mainly 15 or above, as the most popular of action/adventure genre video games are too mature for children.
6) Constraints (what is stopping the developers creating exactly what they want?)- too mature, often too violent for a younger audience etc.
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