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?

A

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?

A

18

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
Q

How could users DOWNLOAD additional content (DLC)?

A

The internet/ Wi-fi functionality.

26
Q

What additional game content was downloadable?

A

Weapons, characters and “skins” or outfits.

27
Q

Apart form additional game content, what did the Wi-fi functionality allow users to do?

A

The handle to engage in multiplayer versions of the game, this all promotes gamer engagement and identification with the game.

28
Q

What is the Livingstone and Lunt theory summarised?

A

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
Q

Define convergence?

A

The process or state of converging.

30
Q

Define diversification?

A

The action of diversifying something or the fact of becoming more diverse.

31
Q

How were media regulatory practises impacted?

A

By Convergence and Diversification

32
Q

What opened up new opportunities and arguably new risks that complicate regulation?

A

New technology (in this case the convergent PS Vita with access to internet etc.)

33
Q

How can Hesmondhalgh show how cultural industry companies would minimise risk and maximise audeince.

A

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
Q

What does the video game industry offer to sell hardware?

A

many similar examples (to AC3L using game to sell PS Vita) to use software to sell hardware.

35
Q

What gender issues are there in video games?

A

that they are a minority as players, and underrepresented in video game development

36
Q

How might audiences respond to a female protagonist who subverts expectations of female characters in games?

A
  • Represents female game players = more females buy into franchise.
  • Possibility of loosing some members who expect certain aspects from franchise.
37
Q

What might the game being made for a handheld device imply?

A

aimed at more casual or mobile gamer, “on the go” gamers vs traditional console and PC gamers.

38
Q

Talk about female protagonist?

A

unusual for franchise, appeals to different demographic (link to on the go gamers), constructs audiences; offer platform for female identification.

39
Q

What is seen as an attempt to draw gamers from different platforms?

A

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
Q

What relates to changing patterns of consumption?

A

the two versions of the game are also linked in terms of downloadable content and special features.

41
Q

What might encourage gamers to have a more complete or satisfying expereince?

A

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
Q

What age rating did the game recieve?

A

PEGI 18 due to largely violent content.

43
Q

What theorist can be linked in terms of audience response to violence?

A

Albert Bandura’s arguments about observation and imitation and vicarious consequences.

44
Q

What experiment that Albert Bandura ran be linked to audience targeting/imitation?

A

The “Bobo Doll” experiment, violent behaviours imitated in game.

45
Q

Active roles are adopted by a player of games, are Bandura’s conclusions invalidated or more relevant?

A

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
Q

What is significant in the success of video games?

A

Fan culture/ online fan communities. can be passionate exponents of game, or harshest critic and impact development of games indirectly.

47
Q

What other experiences duo video games now offer with their link to the internet?

A

Social expereinces, multiplayer options, communities outside of the core game experience online.

48
Q

“Fandom” (Henry Jenkins) can be related to strong franchise of AC and well developed fanbase, what is his theory?

A

NUTSHELL: Internet has allowed fans to gather and create own texts, easily share their work instead of just consuming, audiences are creating texts.