Facts ACL3 Flashcards

1
Q

In which month/year was it released?

A

October 2012

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2
Q

What was it released alongside?

A

Assassins Creed 3

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3
Q

Why might it have been released with another game?

A

Maximise impact across the three major gaming markets (Japan, Europe, USA).

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4
Q

Which company produced ACL3?

A

Ubisoft, a French company.

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5
Q

Why might Ubisoft be considered good in terms of ownership?

A

CURRAN AND SEATON It is not owned by a conglomerate. This means they have the freedom to be more creative with the products they release.

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6
Q

Why might Ubisoft be considered bad in terms of ownership?

A

CURRAN AND SEATON It is a very large company. Even though it is independent, it is still driven by the logic of profit and power and lots of its releases are incredibly similar (see the AC franchise which has over 80 games in it).

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7
Q

Which gaming platform was it available on?

A

The Sony PS Vita.

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8
Q

When was it later released on multiple platforms?

A

2014

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9
Q

Why is ACL3 interesting in terms of technological change? (Think PS Vita).

A
  • The PS Vita is built with many elements of a smartphone (portable, wifi, touchscreen, bluetooth, etc.)
  • The gaming industry may be releasing this game on the portable device to bring high production values to “mobile” gaming, increasing its reputation.
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10
Q

How are video games regulated today?

A

PEGI.

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11
Q

How were video games regulated until 2012?

A

The BBFC. It was considered inappropriate for a film board to regulate games as they are fundamentally different in terms of interactivity and intensity.

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12
Q

How is digital convergence relevant to ACL3?

A

The fact that you unlock additional content if you buy ACL3 encourages fans to buy both games, linking it to the PS3 console AC3.
The Vita can communicate online as you can buy skins and outfits, and play online multiplayer.

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13
Q

How may new technology pose a risk to traditional regulation?

A

LIVINGSTONE AND LUNT The PS Vita can connect to the internet, which opens up new risks as well as new possibilities.
Need to consider the needs of citizens vs the wants of consumers.

Perhaps concede that individuals should take time to develop media literacy and to come to informed decisions themselves as regulation gets more difficult.

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14
Q

How have Ubisoft attempted to minimise risk and maximise profit?

A

HESMONDHALGH
Minimise risk:
- Franchise games encourage fans to buy the game with similar content and narrative again.
- Released on the same day as AC3 to cover their losses if people didn’t like the new female protagonist
Maximise profit:
- Changes have been implemented, e.g. a strong female protagonist, to extend audience reach and attract a larger audience.
- Connected via DLC and additional gameplay to the PS3 version, encourages purchase of both games.

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15
Q

What are the social and cultural contexts of ACL3 in terms of gender?

A
  • Women are largely underfeatured in video games, especially as strong protagonists.
  • Women are overlooked as potential audiences for video games.
  • Women are not “expected” to play or be good at video games.
    Featuring Aveline de Grandpre subverts the stereotype of a male protagonist, and is the first female protagonist in all AC games.
    She is arguably a strong character, but the change may be too-little-too-late as it is only one game amongst over 80 and it is not even a main title.
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16
Q

What are the social and cultural contexts of ACL3 in terms of ethnicity?

A
  • AC and many other video games feature primarily white protagonists (see backlash over AC Unity).
  • Aveline subverts this convention. It is especially unusual to feature a woman of colour in a protagonist position.
17
Q

Demographic and Psychographic descriptions for possible target audience?

A
  • PS Vita is handheld, for a more “casual” or “on-the-go” gamer (Vs. traditional gamers). May undermine the value of the game, and to that extent the value of a female protagonist being associated with less serious gaming. HOWEVER may provide a platform for female gamer identification.
  • Women being targeted with use of female protagonist, including black women. Widening audiences to maximise profit.
  • Pre-existing fans and “gamer” demographic - males aged 18-40.
18
Q

How is a false need created in the audience with the release pattern?

A

It has been released with AC3, with additional content available if ACL3 is purchased. This makes gamers believe that their experience will be a more full one if they buy both and that they’re somehow missing out if they don’t. This encourages purchase.

19
Q

How might the violent nature of the video game cause problems in real life?

A

BANDURA - it may be imitated, especially by those who play hours each day.
This is amplified because players of video games have an active role in the violence whereas watching a film would be less direct.

20
Q

Why might the AC franchise be so strong?

A

JENKINS - it is a community in which the fans can also create content, e.g. fanart, or talk on forums.
AC has a strong and developed fan base, so games released in this franchise have a very low risk.