Assassins Creed III Flashcards

1
Q

Product Context

A
  • Published by Ubisoft and encompasses 12 incarnations of the game, plus spin-offs
  • Action-adventure, open world game
  • Played from third person perspective, historical setting
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2
Q

Success

A

-In 2021 the franchise sold recorded sales of 155 million units since its introduction in 2007
-Helped by the launch of ‘Assassin’s Creed Valhalla’ in 2020 which sold more units in its first week than any other game series

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3
Q

Historical Contexts

A

-New media form
-Growth of this form since the 1970s
-Rapid development of ‘the gamer’ and difficulty of regulating and monitoring the impact of a fast paced industry

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4
Q

Economic Contexts

A
  • The release of new gaming technology or games from popular franchises can be major economic events
  • In 2021 the value of the global video games market was estimated to be $138.4 billion increasing from $52.8 billion in 2012. Mobile gaming is the fastest growing area
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5
Q

Process of production, distribution and circulation

A
  • Video games’ production techniques have evolved and become increasingly innovative as the industry has become more competitive and the demand for games has increased
  • Being part of a franchise is a production model that both increases economic viability and establishes a brand identity
  • Advances in technology have shaped video games by the inclusion of more complex gameplay, highly developed graphics and advanced CGI
  • In terms of production the games in the franchise are part of a multinational development which is typical of game production in larger studios such as Ubisoft
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6
Q

Decision to release Assassin’s Creed III: Liberation

A
  • To tap into the increasing popularity of mobile gaming
  • The PS Vita was designed with many features usually associated with smartphones
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7
Q

Why the game was released

A
  • An attempt to bring high game production values to the burgeoning new mobile gaming arena
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8
Q

Newer games in the franchise

A

Have introduced cross-generational gaming enabling data to be transferred from earlier generation consoles and cross-play between different platforms

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9
Q

Announced in 2021

A
  • The new game to be released in the franchise, Assassin’s Creed Infinity, inspired by the success of games like Fortnite, would be a fully live service game
    -This would expand the franchise and enable the games to time jump and include multiple historical settings rather than the single setting of the existing games
  • This would also ensure the longevity of the franchise and the ability to add new content rather than launching a completely new game.
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10
Q

Video game regulation in the UK

A
  • Have been regulated by the BBFC
  • Now largely regulated by the Video Standards Council (VSC) who applies the PEGI system (Pan European Game Information)
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11
Q

Convergence

A
  • A handheld game which could be linked to the full PS3 console version of the game
  • The convergence between social media platforms promotes gamer engagement and identification with the game across the fan community
    -Important to Ubisoft as an individual producers of game content
  • Risks of piracy and leaked content
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12
Q

Cultural industries theory (Hesmondhalgh)

A
  • The video games industry is designed to make a profit, they operate in a competitive market
  • They minimise risk though genre-formatting
  • The marketing of Assassins Creed’s new game uses audience recognition of the game and brand so audiences know what to expect
  • The sequel formula of the franchise model gives audiences clues of what to expect, but enough differences through themes to ensure anticipation
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13
Q

Social and Cultural contexts

A
  • The Assassin’s Creed franchise has made adaptations over the different versions of the game to address changes in society and culture and audience expectations
  • There are examples of female protagonists in the later games
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14
Q

Large companies operate across a number of different cultural industries (Hesmondhalgh)

A
  • The video games industry is dominated by large multi-national conglomerates
  • Ubisoft is the fifth largest video game company but is now in competition with tech companies like Facebook, Google and Amazon
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15
Q

Brand identity of Assassin’s Creed

A

A fan community already exists and gaming audiences have preconceived ideas of what to expect and used in the marketing

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16
Q

Developments in technology

A

The games are distributed across a range of different media platforms which facilitate the targeting of diverse audiences

17
Q

Games in the franchise

A
  • Attract audiences through creating a sense of identity
  • Game producers construct audiences through the decisions they make about characters, narratives and gameplay
  • Games in this franchise have broadened their appeal
18
Q

Distribution of games

A
  • Strategy to increase audience consumption
    -An attempt to draw gamers from different platforms to purchase additional hardware and adopt new gaming habits
19
Q

Impact on gamers

A

Gamers might be encouraged to have a more complete or satisfying experience by using a range of interlinked products that offer exclusive, downloadable content

20
Q

Enhanced fan community

A

The franchise has a well-established fan community enhanced by digital convergent platforms facilitating interaction and responses to the game to be shared

21
Q

Social and cultural circumstances

A
  • The unique interactive and escapist experience provided by video games influences interpretations as gamers are part of a fan community made up of participants from diverse social and cultural backgrounds
  • Players also make choices about video games selecting those that reflect aspects of their identity
22
Q

Media effects theory (Albert Bandura)

A
  • Several games in the franchise have received an 18 rating from PEGI due largely to violent content
    -Audience responses to violent content
23
Q

Fandom theory (Henry Jenkins)

A
  • The way video games have evolved closely alongside the internet
  • Offer social experiences as well as communities outside the core game experience
  • The developments in video games technology have expanded the ways in which fans can interact with games producers and the fan community, creating participatory culture
  • Video games are interactive, enabling fans to construct their identities through the participatory online experience and the role-playing environment