Assassin's Creed Flashcards

1
Q

How does Assassin’s Creed educate its audience?

A

through its commitment to historical accuracy

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2
Q

How does AC appeal to explorer psychographic?

A
  • release in 2020 provided escapism for gamers during lockdown period
  • open world for gamers to explore - 94km2 of England territory alone
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3
Q

How does the game target a ABC1 audience?

A

game released for 60 dollars

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4
Q

financial success of valhalla

A
  • made an estimated £1bn
  • sold 1.7 million copies at its launch
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5
Q

financial cost of valhalla (AAA game, high production value)

A

took 3 years to develop, cost around $500m

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6
Q

How did valhalla appeal to pre-sold fans of the franchise?

A
  • canon with the storyline, fits in the narrative after AC Origins, and before the original AC game
  • repetition of characters, narratives, themes to guarantee success (Neale’s genre theory)
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7
Q

Synergetic merchandise released

A
  • Reebok x Valhalla
  • T-Shirts, stickers, soundtrack EP available on website
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8
Q

Assassin’s creed website fan features

A
  • AC wiki on the lore of the franchise
  • articles on cosplays done by the fans, recognising importance of producer-consumer relationship
  • Ubisoft forum where the audience can ask the producer and have a voice in the development of the franchise
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9
Q

How did valhalla appeal to casual gamers?

A
  • HPV, evident in cinematic trailer released on youtube (20m views) and in cinemas
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10
Q

Viral marketing strategies to promote the game to presold audience

A

BossLogic 8 hour art stream

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11
Q

Marketing campaign targeting a regional audience

A

‘Greetings from England campaign’ - screenshots from valhalla taken at key locations and landmarks, e.g Lincoln, Stonehenge, Eivor’s settlement

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12
Q

How are global audience targeted by valhalla (translations) ect

A
  • Valhalla available in 6 different languages (English, French, Italian, German, Spanish and Portuguese)
  • posters translated
  • interview with Eurogamer Portugal regarding graphics of the game (30fps)
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13
Q

valhalla generating revenue

A
  • microtransactions available, e.g Valkyrie set including weapons and skins, bought through helix credits
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14
Q

USP of valhalla, development of digital technologies

A

DLC available, games can be updated with new content

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15
Q

industry context: how does ubisoft access different markets?

A
  • partnered with Tencent to access their Chinese market
  • partnered with Sony to access their Asian market
  • has global subsidiaries -Ubisoft HQ in Paris, Ubisoft Montreal (produced valhalla)
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16
Q

Ubisoft available on different consoles, maximising audience

A
  • available on Windows, Xbox One, Xbox X Series, PS4 and PS5, as well as Stadia
  • coincided with release of Xbox One and Ps5, leaving game title
17
Q

apply Livingstone and Lunt’s theory to AC

A
  • rated PEGI 18 due to violence
  • however may still be accessed by younger audience
  • cause of concern, may influence passive audiences
18
Q

Ubsioft gaming conglomerate

A
  • Also produce Just Dance, Wheel of Fortune, Watch Dogs
19
Q

AC reflecting change in video game market

A
  • 60% of market dominated by mobile gaming
  • AS Liberation available on PS Vita
20
Q

Ubisoft appealing to female audience

A
  • female Eivor Valhalla
    -female protagonist Aveline AS Liberation
21
Q

Preferred reading of AC valhalla

A
  • pre sold fans of genre/franchise
  • female audience appreciating increased representation, not sexualised
22
Q

oppositional response to Valhalla

A
  • parents/guardians
  • females feel that female Eivor only added for profit ( Ubisoft previously criticised for lack of inclusivity), storyline not developed fully for females
  • male opposition to female involvement in the franchise