Horizon Forbidden West: Audience and Industry blog tasks
Create a blogpost called 'Horizon Forbidden West: Audience and Industry' and work through the following tasks.
Audience
Look at this YouGov blog on the console gaming audience and answer the following questions:
1) What statistics can you find for the number of male / female players for the major consoles?
Ps5: 68% male 29% female (3% prefer not to answer or none binary)
Xbox: 68%/32%
2) What is the difference between 'hardcore' and 'casual' gamers - and which do you think would play Horizon Forbidden West?
Hardcore= those who say they take it seriously, play competitively. A minority. Mostly Ps5 and Xbox. 19% and 20%
Casual: Mostly on the switch, 45% and PC 51%.
Horizon Forbidden West is a story game so I'd assume there is not much of a competitive scene, therefore I think casual gamers take the cake.
3) What are the different reasons YouGov researched for why players play games? Which of these would apply to Horizon Forbidden West?
To have: An emotional connection to a story, to pass time, relax, and escape reality, challenges and puzzles apply to HFW.
1) How is the game promoted to an audience?
The game is promoted to an audience by placing a large banner at the top of the site of the front cover of the game, allowing the audience to see the art style/vibe of the game.
2) What are the key features for the game listed on the site?
Promoted as single player, offline, PS exclusive.
3) What information does the website offer players about the game world and characters? Give a few examples.
"Join Aloy as she braves the Forbidden West- a majestic but dangerous frontier that conceals mysterious new threats." "Explore... the land is dying... it's up to Aloy" All of this sets up the game to the players, telling us that Aloy is the hero (Todorov) who will explore (Neale, genre) which is a key repeated genre in RPG open worlds, and Aloy as a brave female protagonist.
4) What spin-offs and additional content are available as part of the Horizon franchise?
You can buy the complete edition which includes a digital art book comic etc, outfits, burning shores DLC expansion pack.
5) Applying Henry Jenkins's work on fandom, what aspects of the website (you may need to scroll down) encourage fan activity and engagement with online Horizon communities?
I instantly noticed staring system that users can contribute to which links to Jenkins participatory culture, with HFW having 4.62 stars.
Read this Wired feature on Horizon Forbidden West's open world design. Answer the following questions:
1) Why did the writer enjoy Horizon Forbidden West?
Due to the "deliciously crafted world" he is eager to spend time in it.
2) How is Horizon Forbidden West structured for players when they first start the game?
For the first 5-10 hours it pulls you into a locked narrative before letting you explore the open world. It creates goals and is an ideal introduction to the open world.
3) Why does the writer feel HFW created a more successful open world game than The Witcher 3?'
The creator enjoys games which holds his hand and The Witcher 3 doesn't do this and is very complex with different routes of story so he doesn't like it.
Industries
Industry research
1) Research Sony PlayStation Studios.
2) What studios are part of Sony PlayStation Studios?
Asobi, bend studios, Bluepoint games (Uncharted) Firesprite, Housemarqe, Guerrilla games, Haven studios, Insomniac, Media molecule, Naughty dog (Uncharted) Nixxes, Polphony, San diego, Santa Monica (God of War), Sucker punch (Ghost of Tshushima) XDev, Valkrie sentertainment
3) What notable games have they produced?
Ghost of Tshushima, God of War, The Nathan Drake collection including all uncharted games, Spiderman 1, 2, and Miles Morales.
4) Now research Guerrilla Games. Look at the 'Explore' page in particular. Who owns Guerrilla Games and how does it reflect the modern videogames industry?
Subsidiary of Sony Interactive Entertainment Europe. Reflects the modern video game industry because most of it is encompassed by conglomerates pumping out studios for maximum profits.
5) Choose one of the 'Guerrilla Spotlight' features and write three things you learn about the videogames industry and/or Guerrilla Games from the interview.
From the Guerrilla Spotlight, I learned that Guerrilla Games plans stories across many years and games. I also learned that teams work closely together, including writers and designers. The interview shows the games industry values new technology and strong creative control.
Read this USA Today feature on Guerrilla Games. Answer the following questions:
make the question bold the answer normal. do not change question whatsoever. 1 sentence min 3 sentence max. no dashes whatsoever
1) Which three companies merged to become Guerrilla Games?
Guerrilla Games was formed from the merger of Orange Games, Digital Infinity, and Formula Game Development. These studios came together at the start of 2000 under the Lost Boys Games name.
2) What other games and franchises were created by Guerrilla Games?
Guerrilla Games created the Killzone franchise before developing the Horizon series. They also worked on titles such as Shellshock Nam 67 and Big Brother The Game.
3) How did Guerrilla maximise the Killzone franchise?
Guerrilla maximised Killzone by releasing multiple games across different PlayStation consoles. They used each new game to show off new hardware features and technical improvements.
4) What did Sony sign with Guerrilla in 2004?
Sony signed a first party exclusivity contract with Guerrilla in 2004. This meant Guerrilla would only develop games for PlayStation platforms.
5) How is Horizon Forbidden West described in the article and what is the next stage for the franchise?
Horizon Forbidden West is described as visually stunning with a unique world and exciting combat. The next stage for the franchise is expanding the Horizon universe, including a virtual reality game called Horizon Call of the Mountain.
Regulation and PEGI
1) What is HFW's PEGI rating and what age rating do you feel would be appropriate? Why?
Horizon Forbidden West has a PEGI 16 rating. This is appropriate due to sustained violence and mature themes that are not suitable for younger players.
2) Why is regulating videogames difficult in the digital age?
Regulating videogames is difficult because games are easily downloaded online across borders. This makes it harder for age ratings and laws to be enforced consistently.
3) Are attitudes towards media content and regulation changing as a result of the internet? Explain your answer.
Yes, attitudes are changing because people now access media more freely and at younger ages. This has led to debates about personal responsibility versus formal regulation.
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