HORIZON FORBIDDEN WEST: AUDIENCE AND INDUSTRIES!
HORIZON FORBIDDEN WEST: AUDIENCE AND INDUSTRIES:
Audience
Look at this YouGov blog on the console gaming audience and answer the following questions:
What statistics can you find for the number of male / female players for the major consoles?
From a demographic perspective, every platform’s audience skews towards men. PlayStation 5 (68% male; 29% female) and Xbox Series X|S (68% vs. 32%) have the highest proportion of male compared to female gamers.
What is the difference between 'hardcore' and 'casual' gamers - and which do you think would play Horizon Forbidden West?the “hardcore” – those who say they take video games seriously, or play competitively – are a minority, and one with the highest representation on the PS5 (19%) and Xbox Series X|S (20%).
Casual gamers are most common on the Nintendo Switch (45%), and the PC, where half of players identify as casual (51%).
I think Horizon Forbidden Forbidden West is a casual game
What are the different reasons YouGov researched for why players play games? Which of these would apply to Horizon Forbidden West?
YouGov conducted research on the reasons why players play games, and they identified several motivations. Some common reasons include entertainment, escapism, social interaction, challenge, and exploration. Now, when it comes to Horizon Forbidden West, it's an exciting open-world game that offers a captivating story, stunning visuals, and immersive gameplay. So, it's safe to say that players might be motivated to play it for the entertainment value, the opportunity to escape into a rich and vibrant world, the challenge of overcoming obstacles, and the joy of exploring the game's vast environments.
"Join Aloy as she braves the Forbidden West – a majestic but dangerous frontier that conceals mysterious new threats"
- Brave an expansive open world
- A majestic frontier
- Confront new dangers
- Unravel startling mysteries.
Why did the writer enjoy Horizon Forbidden West?
Industries
Industry research
Research Sony PlayStation Studios.
What studios are part of Sony PlayStation Studios?
Sony PlayStation Studios consists of various game development studios like Naughty Dog, Santa Monica Studio, Insomniac Games, Guerrilla Games, and Sucker Punch Productions. They have created popular PlayStation-exclusive games such as The Last of Us, God of War, Spider-Man, Horizon Zero Dawn, and Ghost of Tsushima. These studios contribute their unique creativity and expertise to the PlayStation gaming ecosystem.
What notable games have they produced?
Sony PlayStation Studios has produced some incredible games like The Last of Us series, God of War, Spider-Man, Horizon Zero Dawn, and Ghost of Tsushima. These games have received critical acclaim and have become beloved titles among PlayStation gamers. The studios behind these games, such as Naughty Dog, Santa Monica Studio, Insomniac Games, Guerrilla Games, and Sucker Punch Productions, have showcased their talent and creativity in delivering immersive and unforgettable gaming experiences.
Now research Guerrilla Games. Look at the 'Explore' page in particular. Who owns Guerrilla Games and how does it reflect the modern videogames industry?
Guerrilla Games is actually owned by Sony Interactive Entertainment, which is a subsidiary of Sony Corporation. As for how it reflects the modern video game industry, Guerrilla Games is known for pushing the boundaries of technology and creating visually stunning and immersive gaming experiences. Their work on games like Horizon Zero Dawn showcases the industry's focus on high-quality graphics, open-world exploration, and engaging storytelling. Guerrilla Games' success highlights the importance of innovation, creativity, and delivering exceptional gaming experiences in the modern video game industry.
Choose one of the 'Guerrilla Spotlight' features and write three things you learn about the videogames industry and/or Guerrilla Games from the interview.
- Teamworking is important in this industry
- post everything because companies still might want you to join
- environment art is a discipline
Read this USA Today feature on Guerrilla Games. Answer the following questions:
Which three companies merged to become Guerrilla Games?
That collective of developers was formed by Orange Games, Digital Infinity, and Formula Game Development
What other games and franchises were created by Guerrilla Games?
Killzone and Horizon Zero Dawn
How did Guerrilla maximise the Killzone franchise?
Before the game's debut, there was a lot of what we may today call buzz for Killzone, and that tide of enthusiasm overpowered the critics. Over a million copies were sold, which prompted Sony to offer Guerrilla a first-party deal.
What did Sony sign with Guerrilla in 2004?
From 2004 onwards all the titles Guerrilla developed would appear only on PlayStation consoles.
How is Horizon Forbidden West described in the article and what is the next stage for the franchise?
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. This was never the case in Killzone. Nor were the latter’s characters especially memorable, despite some convoluted double-crossings and a series-long penchant for surprise protagonist killings that would have made the Call of Duty writers’ room proud. Aloy’s journey through Horizon showed a different side to Guerrilla – soft-touch storytellers and exceptional world-builders, as well as masters of squeezing the most out of PlayStation hardware and making a headshot feel just right.
Horizon: Forbidden West will be only the studio’s eighth game as Guerrilla Games, and only its third outside the Killzone franchise.
Regulation and PEGI
What is HFW's PEGI rating and what age rating do you feel would be appropriate? Why?
16
I think this is a great rating because of the violence involved and young adults can play.
Why is regulating video games difficult in the digital age?
Regulating video games in the digital age can be challenging for a few reasons. First, the digital landscape allows for easy distribution and accessibility of games, making it harder to monitor and control content. Additionally, the rapid advancement of technology means that new games and platforms are constantly emerging, making it difficult for regulations to keep up. Furthermore, the global nature of the internet makes it challenging to enforce regulations across different countries with varying laws and cultural norms. These factors contribute to the complexity of regulating video games in the digital age.
Are attitudes towards media content and regulation changing as a result of the internet? Explain your answer.
The internet has changed attitudes towards media content and regulation. It has allowed for more diverse voices and perspectives to be heard, challenging traditional notions of regulation. However, concerns about misinformation and harmful content have also led to a recognition of the need for responsible regulation.
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