Thursday, 7 July 2016

JE 3 Task 3

JE2 Task 2

Mick- so how did you live
Ryan- what do you mean live
Mick-Through the night of Thickens
Ryan-The what?
Mick-Its what like to call the night before this
Ryan-oh
Ryan- i'm lucky i guess
Ryan-so where we going
Mick- the big hope, Hospital
Ryan- that place with a death wish, keeping all them diseased people
Mick-i guess so, so this is the big hope.
Ryan-indeed lets just hope there are no zombies here.
Mick-RYAN
Ryan- what hahaha
Mick- you know i dislike that word, just use the term  Z's
Ryan- what kind of name is Z's
Ryan- oh look out a Z
Mick- where!!!
Ryan on this door see haha
Mick- stop the jokes
Ryan- what was that
Mick- i said stop
Ryan- no look the door at the end of the corridor.
Mick- there is a noise coming from behind the door.




JE2 Task 1

Story
As a world began a normal day, on a simple planet earth, the birds were singing, the breeze was thick and cold, the people were happy and living today as just another usual day,
 But something was different and no-one knew, the smell of death grew closer by the night sky.
what was coming for the people of the UK.
As you follow 1 man on a journey to follow the path of breadcrumbs to find what caused the epidemic  this disease no one knew what it was.
Was the almighty god to blame, or was it the people.
No one stood a chance but for some strange reason people didnt look the same after the day the air was thick, people began to come out of the houses patients would begin to walk around the hospitals,
But what caught my eye the most is the pale tone faces and the black veins that ran to there eyes.
 The eyes of the people were black as a ravens feather.

As Mick being the only known survivor so far he creates himself a friend of course this is not him doing this, Mick has a mental illness but doesn't know of it he thinks his friend is real and he follows him around and talks to him as if he was there.
This disease being schizophrenia creates Mick a friend called Ryan.
 Ryan being average guy, brown hair brown eyes about 5.9ft in height just about taller then Mick.

Ryan came around and met Mick by climbing from some rouble of a broken building and Mick helped being the friendly type, Mick checked for any signs of Z-virus as he called it as he didn't like the word Zombies, made it more creepy.

Mick had an idea to venture towards the Old Hope, being the biggest and most well known hospital for keeping seriously ill patients, you'd think the doctors had a death wish.
All i'm saying is be careful what you wish for


Thursday, 21 April 2016

Assignment brief

Assignment brief
Qualification 
Level 3 Extended Diploma in Creative Media Production – Games Design
Unit number and title
Unit 74 - Computer Game Story Development.
Assessor name
Jordan Eastwood
Date issued
04/04/2016
Hand in deadline
22/04/2016

Assignment title
JE1 – Elements of Storytelling
Purpose of this assignment is to:

·         LO1: Understand the elements of storytelling for games.

Scenario

Jump games have approached you and have asked you to create a informational guide on storytelling for Video Games, within this they have asked for thorough informative information showcasing some of these practices and elements used when creating an imaginative and creative product.
Task 1 – Forms of Storytelling

Profile and use an example on how each of these forms has helped create a video game story:

Text
Theatre
Film
Television

You are aiming to comprehensively explain forms of storytelling in the games industry with reference to elucidated examples for each of the media forms. You should be using subject terminology consistently and correctly.

The title of this work should be titled Task 1 – Forms of Storytelling



This provides evidence for P1, M1, D1
Task 2 – Storytelling within Genre’s

Profile and use an example of how each genre uses storytelling and how it accommodates it’s gameplay type:

First Person Shooter (FPS)
Third Person Shooter (TPS)
Roleplaying Game (RPG)
Fighting
Sport
Strategy
Simulation

You are aiming to comprehensively explain and profile each genre and how it uses storytelling to accommodate with its gameplay type; You should be using subject terminology consistently and correctly.

The title of this work should be titled Task 2 – Storytelling within Genre’s

This provides evidence for P1, M1, D1
Task 3 – Representation.

Produce an account of stereotypes, charactisations and genders within video game story’s and use examples of how these help within storytelling, you will have to use some video games as a support for your theories and explanations

You are aiming to comprehensively explain representations within video game storys along with video game analysis for elucidated examples. You should be using subject terminology consistently and correctly.

The title of this work should be titled Task 3 – Representation

                                                                                           This provides evidence for P1, M1, D1
Task 4 – Emotion.

Create an A4 information document created illustrator and Photoshop showcasing each of the following emotions and what characters have used them within a video game story and how that helped the story within the video game:

Happiness
Vengeance
Fear
Anger
Perseverance
Heroism
Valour
Hope
Competitiveness

This should be a visual document like a comic book page or a magazine page.

You are aiming to comprehensively explain emotions within video games and how the affect the story’s with reference to elucidated examples. You should be using subject terminology consistently and correctly.

The title of this work should be titled Task 4 – Emotion.

                                                                                           This provides evidence for P1, M1, D1
Task 5 – Interactive Story and Writing strategies

Explain and use elucidated examples on how interactive story elements are used to help get the player invested and involved within the game’s story, this should also include what writing strategies they would of used to create this, do this for the following areas:

Cinematics (Trailer)
Cut scene
Triggered Event
Player Control (How player control has helped story telling)
Character Customisation


You are aiming to comprehensively how Interactive story elements are used with writing strategies to help explain and develop a video games story relationship with a player using elucidated examples. You should be using subject terminology consistently and correctly.

The title of this work should be titled Task 5 – Interactive Story and Writing Strategies.

This Provides evidence for: P1, M1, D1
Evidence checklist
Task 1 – Blog post showing a visual report on forms of storytelling within media.
[ ]
Task 2 – Blog post showing a profiles and examples of the genre and how they use storytelling through their gameplay types.
[ ]
Task 3 – Blog post showing on stereotypes and how they push storytelling within video games.
[ ]
Task 4 – Blog post showcasing the emotions and how they evolve the players connection.
[ ]
Task 5 – Blog post showing how interactive elements within video games help players get more invested and how their writing strategies have helped them plan this.
[ ]
Sources of information

Reference on Moodle.


Tuesday, 19 April 2016

Task 5 – Interactive Story and Writing strategies

Cinematics (Trailer)
A cinematic trailer is something that is advertised on tv to promote a game to an audience of a certain age group, the cinematic can be anything from a short animation of the game, to animation to show an outside story which involves the game or actual game footage to show off the game potential to the views.
The trailers show off characters, weapons, and what can be expected in the featured game that has just been shown by the trailer.

Cut scene
A cut scene is a short clip/ animation that is shown in game mainly these can show up when something happens in the game to do with a quest or mission that you are doing at the moment of the video being shown, or the cut scene could be at the end of something to tell you some additional information to help you understand what you are doing in the game currently.


Triggered Event
Triggered events is when you don't have control of what is happening the way this happens is if you walk through a door and a cut scene plays for an event.
A good example for this is Blood Borne the Triggered Event is the Fog Gate's this is when you walk through the mist to set off the boss fight, the doors appear only if you die the first time you attempt the boss and die, the first time you enter it sets off a cut scene, after you die the fog gate will appear and will be the trigger to spawn the boss fight, but once the boss is defeated it disappears, this way the event is never triggered again.
Another game that shows an example of a triggered events is Tomb Raider, the way it is shown in the game is when you solve a puzzle or find which object needs to move, and this will either trigger a cut scene a change of a camera angle or speech being spoken by Lara Croft.  
  


Player Control (How player control has helped story telling)
Player control is when the player has control over the story and choose different paths to go down to change the story or the event that would be triggered on something the player has done in the game.
A good example of this is in the Bioshock, when you have the chance to pick if you harvest or save the little sisters in the game. by doing so it will change the ending of the game to a different cut scene but you wont know this till you have completed the game, there is 3 possible outcomes in Bioshock's endings from good,bad and then the third being the same cut scene as bad but different dialog and meaning.
 Another game for this that can show player control would be InFamous which is a game of choosing the fate of others from being evil or good, to use the power you obtain to save the lives from chaos and monsters or to destroy them and remove them from the suffering and from this you can choose which power you hold and use through out the game, which ever one you decides changes the fate at the end of game with the cut scene being different when you complete the campaign.


Character Customisation

Charcter customisation is becoming a bigger aspect to games now it gives the player a way to show his/hers creativity and gives the character they a playing more personality and shows what they person behind the control feels, a way a character looks defines a player if the character is basic they are less likely to play longer but if a player puts more effort into what they are making they are more likely to play because the will become more attached to there characters and then have certain looks to match what they enjoy.
Call of duty has this now with the Call Of Duty: Black Ops 3 having specific characters to use to show what the player intends to do, with classes to fit a skill set and what the player intends to do in a game, and with this comes ability to choose how you look, if a rare skin is seen it shows a player is committed and is more likely to be better then someone with a basic skin.

Task 4 – Emotion.

Happiness: Ray man 
Rayman is a small little character who always has a smile on his face and loves to bounce around and generally have fun, ray man is started off as a platform runner but since moved to more 3D elements of the gaming industry.
Rayman shows his emotion most when is in front of danger he dosn't get scared unlike his friend Globox, rayman keeps a smile on his face and defeats his foes in combat or using wacky suits and combat skills in Rayman.

Vengeance: Batman
Batman is a rich man only because he takes his dad company because his two parents was murdered in an ally, this is why Batman/ Bruce Wayne is a character seeks vengeance of his parents death so he wants to rid Gotham of crime but batman does this by arresting them no killing, he sees killing as wrong and does not want to be like them even though he is seen as a vigilante.

Fear: Globox
Globox a friend of ray man he is the opposite to rayman and he represents fear, when you come in to contact with enemies he will go hide until you have beat them and the area is clear, but sometimes he can stay around and help you defeat things but his thing is to hide and get captured or stuck which brings out his fear and panic side.

Anger: Akuma
Akuma is from the street fighter combat game, where you use combos and melee attacks to defeat your enemy, Akuma's anger is channelled through the use of Shun Goku Satsu this was what took over Akuma's body and soul to turn him into a master of battle to defeat his enemies to death.
Akuma was very powerful and filled with rage from the Shun Goku Satsu (The Raging Demon) this is where Akuma found the power to channel his anger 


Perseverance: Bowser 
Bowser is a character of perseverance he has the title for him stealing the princess in the majority of his games he steals Princess Peach so mario has to go fight through stages to reach Bowser's castle then he has to defeat Bowser to get the princess.
Bowser has a character is angry and perseverance

Heroism:master chief 
Master chief was made to be a weapon but he helps his ranks and helps save the planet and hold the covenant from taking over, and destroying everything, in reach this happened and halo 3, the covenant had pushed back UNSC to where the retreated to get away.
Master cheif fought for everyone serving 30 years of active duty and being the best vetran and having all medals but one, Prisoner of war.
John-117 was a hero through out the games, helping soldiers throiugh the missions while on hi own path to save humanity

Valour:link
Link is brave and has alot of courage to battle in the face of anger, you see alot of enemy's in the game are alot bigger and more power full then him


Hope: Ellie Last of us
Ellie is brave and she is courageous and she is the hope in the game because while battling her way through the infection she is immune and can heal from a bite which you find out early in the game once you have met her she is scanned is seen as infected but her bite has healed.
So through out the game she is the hope for everyone because she is the cure to the infection.
Competitiveness: Ash pokemon 
Ash is competitive because he wants to be the very best and he wants to catch them all,
Ash wants to be the best trainer and win all the medals he can to get to the top,
when ash battles he learns from his mistakes and has his friends by his side to help him learn train and help his pokemon train by battling friends pokemon so he can learn more strength and weaknesses of other pokemon and his own

Task 3 – Representation.

Stereotypes
A stereostype is when someone gives you a label or a certain image that you fit, but in games there can be more ways to stereotype a charcter that is designed in a game.
The main ways you can spot a stereotype in a character, the way you do this is by looking at feautures like the gender,sexuality,characteristics,cloths.

sexuality
The sexuality in games generally focusing on muscularity, and more towards the sexual aspects of a player, this is mainly shown in Fighter games with woman having larger chests and then men being a lot bigger and more built and muscled then the women, but the women in the games are skinny and small but with larger chests then most other woman in games.

Gener
The Gender of the player also comes into effect, not on stats if playing a MMO but in what you can get during the game, the main example for this is Same armour different style by this i mean Men being all heavily armoured and women in the same armour will just have a bikini armour and some shoulder pads if lucky, so the Gender in game changes everything from the way you look and some times fight.
This just all depends on the game that is being played it is mainly in MMO type games.
                    http://www.aminoapps.com/page/anime/6237035/anime-armor-less-is-more