Assassin's Creed III Liberation Flashcards

1
Q

Who developed AC3 Liberation?

A

Ubiosft

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2
Q

When was AC3 Liberation released alongside Assassin’s Creed III?

A

October 30th 2012

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3
Q

Originally the game was only released for PS Vita, what year did it become modified for other consoles?

A

2014

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4
Q

What other consoles was AC3 Liberation modified later for?

A

PS3, Xbox 360 and Microsoft Windows

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5
Q

What familiar pleasures does AC3L offer to exiting fans of the franchise?

A

Narrative situation of the Assassins vs the Templars, open world gameplay.

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6
Q

Since when have video games exponentially grow?

A

The 1970s

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7
Q

What was created through video games?

A

“The Gamer”

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8
Q

Which three major territories are video games financially significant?

A

Japan, Europe and The USA.

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9
Q

What handheld device was AC3L released on?

A

PlayStation Vita.

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10
Q

What game was AC3L released simultaneously with?

A

Assassin’s Creed III

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11
Q

What did the simultaneous release (2 games from Sony) mean for Sony?

A

Attempt to have maximum impact on 3 major markets for console and video game release.

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12
Q

What is typical for a larger studio: Ubisoft?

A

Producing the game as a multinational development.

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13
Q

What was the PS. Vita attempting to “tap into”?

A

The increasing success of mobile gaming (smartphones tablets etc.)

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14
Q

Which features was the P.S Vita deigned with associated with smartphones?

A

Touchscreen, Wi-fi, 3G and Bluetooth capability.

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15
Q

In terms of DISTRIBUTION, how could these games be purchased?

A

Over the internet using outlets such as: Steam, The PlayStation Network or Xbox Live Arcade.

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16
Q

What is changing about video game regulation across many European countries?

A

It is becoming standardised.

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17
Q

Video games were regulated by which body until July 2012?

A

The BBFC.

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18
Q

Since July 2012 who regulates video games?

A

The Video Standards Council (VSC) applying the PEGI System.

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19
Q

In what terms can the PEGI system be discussed?

A

In terms of its process (age ratings as well as visual descriptors of content), also its attempt to harmonise the protection of children across Europe.

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20
Q

Which is stricter: BBFC or PEGI?

21
Q

Why don’t the VSC use BBFC anymore?

A

The BBFC used their methodology for rating films for video games “the methodology of rating films is not appropriate for rating games. Games and films are totally different.”

22
Q

What age rating did PEGI give the game?

23
Q

How could you unlock additional game content?

A

AC3L handheld game could be linked to full PS3 console version of the game.

24
Q

What is an example of convergence in the distribution and circulation of the game which is relevant in terms of promotion/marketing of the game?

A

The convergence of the handheld and full console version of the game to unlock additional game content.

25
How could users DOWNLOAD additional content (DLC)?
The internet/ Wi-fi functionality.
26
What additional game content was downloadable?
Weapons, characters and “skins” or outfits.
27
Apart form additional game content, what did the Wi-fi functionality allow users to do?
The handle to engage in multiplayer versions of the game, this all promotes gamer engagement and identification with the game.
28
What is the Livingstone and Lunt theory summarised?
There is a struggle in recent UK regulation between the need to interest citizens (protection from harmful or effective material) and the need to interest consumers (ensuring choice, value, market competition.
29
Define convergence?
The process or state of converging.
30
Define diversification?
The action of diversifying something or the fact of becoming more diverse.
31
How were media regulatory practises impacted?
By Convergence and Diversification
32
What opened up new opportunities and arguably new risks that complicate regulation?
New technology (in this case the convergent PS Vita with access to internet etc.)
33
How can Hesmondhalgh show how cultural industry companies would minimise risk and maximise audeince.
believes cultural industries aim to minimise risk, maximise audiences through vertical and horizontal integration and formatting their culture products e.g. stars, genres etc
34
What does the video game industry offer to sell hardware?
many similar examples (to AC3L using game to sell PS Vita) to use software to sell hardware.
35
What gender issues are there in video games?
that they are a minority as players, and underrepresented in video game development
36
How might audiences respond to a female protagonist who subverts expectations of female characters in games?
- Represents female game players = more females buy into franchise. - Possibility of loosing some members who expect certain aspects from franchise.
37
What might the game being made for a handheld device imply?
aimed at more casual or mobile gamer, "on the go" gamers vs traditional console and PC gamers.
38
Talk about female protagonist?
unusual for franchise, appeals to different demographic (link to on the go gamers), constructs audiences; offer platform for female identification.
39
What is seen as an attempt to draw gamers from different platforms?
Game is linked to console version which was released simultaneously with this game. Therefore get them to purchase additional hardware and new gaming habits.
40
What relates to changing patterns of consumption?
the two versions of the game are also linked in terms of downloadable content and special features.
41
What might encourage gamers to have a more complete or satisfying expereince?
A range of interlinked products that offer exclusive downloadable content, only possible through convergent technology and gamer "buy-in" to the value of the exclusive content.
42
What age rating did the game recieve?
PEGI 18 due to largely violent content.
43
What theorist can be linked in terms of audience response to violence?
Albert Bandura's arguments about observation and imitation and vicarious consequences.
44
What experiment that Albert Bandura ran be linked to audience targeting/imitation?
The "Bobo Doll" experiment, violent behaviours imitated in game.
45
Active roles are adopted by a player of games, are Bandura's conclusions invalidated or more relevant?
maybe less relevant- audiences are choosing to commit acts of violence in a VIDEO game rather than watching/imitating real violent acts. argue against...
46
What is significant in the success of video games?
Fan culture/ online fan communities. can be passionate exponents of game, or harshest critic and impact development of games indirectly.
47
What other experiences duo video games now offer with their link to the internet?
Social expereinces, multiplayer options, communities outside of the core game experience online.
48
"Fandom" (Henry Jenkins) can be related to strong franchise of AC and well developed fanbase, what is his theory?
NUTSHELL: Internet has allowed fans to gather and create own texts, easily share their work instead of just consuming, audiences are creating texts.