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Pages:
4 pages/≈1100 words
Sources:
4 Sources
Style:
APA
Subject:
Communications & Media
Type:
Coursework
Language:
English (U.S.)
Document:
MS Word
Date:
Total cost:
$ 19.01
Topic:

Game Design: Competitors (Feature Comparison) and Technical Feasibility

Coursework Instructions:

This is a group assignment of three people who design a game. The parts I need to complete have been marked in the file with a yellow highlighter. respectively
1. Competitors(feature comparison) & Technical Feasibility in part1. Are there any predecessors for this concept? (about 250 words. ) eg: it takes two and Audience, What is the target market? Market analysis, Target group, Fit of our game concept to the market. (about 250 words.)
2. In part2, select 1 to 2 readings from the reading list of the previous 7 weeks and write analysis, about 500 words. You cannot choose the readings selected by the other two team members, namely week4 reading 'Game Elements: The Language of Values' and week5 reading 'tools for creating dramatic game dynamic
This is a group assignment for three people to design a game. The name of the group assignment document is ARIN3640 RE01 GROUP1, and the parts I need to complete have been marked out in the document with a yellow highlighter. They are
1.part1 in
Competitors(feature comparison) & Technical Feasibility. are there any precedents for this concept?(about 250words)
Audience, What is the target market? Market analysis, Target group, Fit of our game concept to the market. (about 250 words.)
2. part2, from the first 7 weeks of reading list, choose one or two readings to write analysis, about 500 words. Can not choose the other two group members have chosen reading, that is, week4 reading 'Game Elements: The Language of Values' and week5 reading 'tools for creating dramatic game dynamic'
The following is an overview of this entire assignment:
The second assignment is a group project where you will develop a concept for an independent ("indie") game. This should be appropriately scaled - we are not looking for something the size of Grand Theft Auto V, but rather something more like FTL, or Nuclear Throne, or Doki Doki Literature Club, or VVVVVV, or Loop Hero - something that could realistically be created by a small team over a couple of years. Your task is to present a convincing overview of what the game's form might be, and to interrogate the requirements and challenges of its possible creation.
Overview
In groups of three, you develop a concept for a game, taking into consideration both the theoretical approaches discussed in class, and the landscape of the interactive entertainment and game markets. Your design should critically engage with ideas discussed in class and topical issues. Your group must be within your tutorial.
Your assignment should be written as a report and should include visual aids such as screen mockups, sketches or storyboards. The report should also contain an analysis of your game concept using at least 2-3 of the theoretical ideas that you have encountered in the seminars and readings, or relevant ideas from outside the course. The suggested structure is as follows:
Part 1 (approx. 1750 words, and 2-3 original storyboard, concept art, mockup etc images. These 2-3 images count for about 500 words)
• What’s your pitch? Describe your concept in one-two pages.
• Background, Audience, Competitors & Technical Feasibility. Are there any precedents for this concept?
• Significance and Innovation. What makes your concept different? For example, how does it leverage the affordances of the devices it is made for (PC, Mobile, VR?)? Why will it be successful? What is the target market?
Part 2 Analysis (approx. 1500 words).
• Analysis: This section needs to provide an analysis of the project that draws from 2-3 of the weekly readings to add conceptual depth to your project. You should also draw broadly from the ideas covered in the lectures, tutorials and readings, as well as your own independent research.
• You need to think through the game play and the player’s experience. You should analyse the potential strengths and weaknesses of your proposal and identify any challenges. What are the main roadblocks to creating such a game? What skills are required? What would the play experience be like? Why?
You are encouraged to draw on your personal networks and experiences to identify a problem or opportunity for a unique concept. Your concept does not have to be the next billion dollar idea; a thoughtful and critically analysed concept for a niche market would be perfectly suitable.

Coursework Sample Content Preview:

Game Design
Student’s Name
Institution
Course Number and Name
Instructor’s Name
Date
Game Design
Part 1
Competitors (Feature Comparison) and Technical Feasibility
The Sixth Extinction is similar to past games, such as It Takes Two, because both games are designed for cooperative multiplayer. The two games must be played by two players with different but complementary abilities and skills. The two players in both games must collaborate and combine their abilities to upgrade to the next level of the game. However, unlike It Takes Two, which focuses on love and family dynamics during a divorce (Reiner, 2021), The Sixth Extinction focuses on environmental conservation. Specifically, it allows the players to take part in saving the planet in an apocalyptic event where the earth's Flora and Fauna are in danger of extinction following an android attack. It is different from other games that focus on saving the environment in that it is designed to save the planet from environmental degradation accelerated by self-aware androids. In this sense, it explores the challenges presented to humanity and the world from an ecological and technological perspective.
The Sixth Extinction is technically feasible for consoles and computers because these platforms offer players a better gaming experience in split screens. It is compatible with these devices, which enhances its practicality. In addition, it is easy to learn, and players can start at the easy setting and progress to the difficulty setting as they understand the game better. The game's technical feasibility is also evidenced by its acceptability and usability among the target audience. According to Chang and Lee (2022), video games are highly acceptable among video game users because they offer active interactions, unlike other forms of non-interactive media. The Sixth Extinction allows two players to interact actively and solve problems.
Audience
The Sixth Extinction creates a player community consisting of young, environmentally-conscious, and adventurous people. Its target audience comprises young people aged 18-30 years. This group is interested in active interactions, and as Ouariachi et al. (2019) reveal, a significant number of teenagers and young adults spend more than 10000 hours playing video games. As such, they are more likely to enjoy a game that offers them active interactions through its cooperative multiplayer design. This target audience will include people of all races, gender, and sexuality, as long as they are within the stated age group, environmentally-conscious, and adventurous. However, the game will exclude older adults and young children because the concept of environmentalism is not as strong in this age group as it is among 18-30 years old (Ouariachi et al., 2019).
In addition, the game will attract environmentally-conscious people within this age group. The game is themed around environmental degradation and a looming extinction facilitated by androids. As such, any young person interested in saving the world from the consequences of environmental degradation will be interested in playing the game. According to Ouariachi et al. (2019), more young people are aware of environmentalism, and showing them what the planet ...
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