First Questionnaire
The primary research I have conducted has provided me with a whole lot of knowledge that will allow me to complete a more detailed piece of work. I will keep my research in mind throughout my production so that I do not forget any key details as well as knowing what the player wants, and how to successfully draw them into a new First person shooter.
My primary study relies on students between the ages of sixteen and twenty years old as these are the very people that play video games. A benefit of these groups of people is that they study a course around developing games, meaning that the majority of them have a deeper understanding to what underlies a well developed game. However, one downfall to this study is that I do not have any different groups that play video games such as industrial employees, elderly's and general video game players. This means that I cant utilize their age and income which would give me a better understanding for their choices. This is something I will bare in mind when creating and handing out my next survey. Another problem with this survey is the is the amount of unanswered questions which for the amount of responses I got is a problem, to fix this would mean handing it out to wider and bigger groups so that I can collect more accurate data which would be beneficial for my primary research.
Question 1
For my first question I asked what shooter games they have played to get a grasp on what they have played and how experienced they are with these types of games. By asking this I also narrowed down a list that I was interested in knowing about as these games are close to what our concept idea is.
Question 2
For my next question I asked about what what props stuck out to them from the game/s that they had chosen from above so that they they already have a game in mind. This told me what was recognizable from these games as props are often overlooked when playing in an intense environment.
Question 3
For question three I asked the survey taker what props they expected to see when playing a first person shooter so that I know what the standard is when having props in a video game. These will be top priority and will be the first to complete when I get to my production stage.
Question 4
The answers to question 4.
Doom Eternal fighting the big boss.
Halo cinematics.
In other games, yes but not in OverWatch.
Rainbow Six Siege operator intro scenes.
Any OverWatch cinematic short is a master piece.
I am a big fan of sweeping environment shots where u basically get a tour of the level.
Cinematics where emotion is showed, like in Call Of Duty Modern Warfare 2.
Birds eye view shots of the map are my favorite.
Any other answer was a variant of them saying 'No' to this question.
For question four I asked if there were any scenes that drew them in as a player. This was to get an understanding of how to show off our product and advertise what we will create.
Question 5
For the overall appeal and style of our game I asked what there preference is. Low poly came in at the lowest with only 14.3% of people liking it. This was expected as through the progression of the gaming industry, getting the most realistic looking game is often seen as better when compared to low poly and unrealistic looks.
Another choice they had was somewhere in between which was in our eyesight due to our current capabilities but also reinforced my point earlier being that 50% of these gamers preferred realistic high poly games. However a realistic high poly game is not in our range especially due to the time schedule and group number being low.
Question 6
For my final question I asked about the colors they associate with first person shooters, so that I can get a grasp as to what they find appealing. A common answer was black and grey which are very dull colors which is very fitting with what clothes and equipment they have such as guns and bullet proof vests. One way I could improve this question is by making it a check list question so that I would get an accurate pie chart from google forms.
Tally
black 6, grey 7, white 0, blue 3,
red 3, green 3, brown 3, orange 2,
pink 0, purple 0, yellow 2,
Target audience
Age rating research
To research our age rating I looked at similar games to our concept idea and broke it down to why they are rated that Pegi. It is important to find what age group we are intending to appeal too so that through our production we do not make anything too gory so that our target audience does not miss out.
Here are the Pegi rating categories that define what age group can play that game. This will dictate what age group we make the game for. This will depend on other games ratings as well as what age group are most likely to play our first person shooter.
CS:GO 2 is a game that has the same principles has our concept idea. The style and looks are what we are aiming for with our game idea. In terms of maps, none of them from this game are similar to what we have in mind. In terms of objectives/ game modes we will only be having a 5v5 whereas CS:GO 2 has an objective to plant/ disarm the bomb.
Rainbow Six Siege is good inspiration for our game idea with it being a 5v5 and will give us a good idea on our age rating. This game is rated an 18+ due to the hostage situations and the simulated terrorism. We will not have these game objectives in our game however the deaths and guns will be similar adding to the overall Pegi rating.
The Finals rating is a Pegi 12 which I think is too low for what our game will be. The reason for this rating is that the game is set in a virtual world therefore players do not actually die and there is no blood as a lead on from this. This means that the the game is suitable for those at a that are twelve and above.
For our game rating I have concluded that it should be a Pegi 16 as there is going to be guns, violence, blood and mild gore. The reason I chose this is because a Pegi 18 consists of Sex, gamboling and drugs to which our game wont have. When comparing to The Finals our game wouldn't fit into that category because of the blood and mild gore which we intend to include.
To find the rest of our target audience research check out the links below.
Kyle Williams - console breakdown
Joseph Bowman - Game costs
Mitchell Whittaker - Average play time
Zak Annets - Gender breakdown
Prop Research
For this mood board I researched in depth on the look of construction cranes. They all seem to follow a similar pattern of design and layout, such as a foundation that supports the crane, mast, counterweights, tower peak, trolley, hook block and jib. These are my main interests when it comes to producing this crane because if I was to make a fully functioning crane it would take me longer then what I have planned on my schedule. another thing to note when modelling this crane is functionality, as I would need to make sure the top part can move as one as well as the inside having buttons that players can interact with. My inspiration for this idea comes from the finals, however our game wont allow the wrecking of building with a wreaking ball.
For my First structural prop, I will be making wooden crates that are often found in game to use as cover and to help build the overall level design. I will use these for getting up on to shipping containers as well as cover around the back of one of my buildings. The overall design pattern of these crates are pretty similar, however I will be choosing the middle crate style with the X in the middle.
To fill out the map with an untidy finish I have chose to make wooden pallets to dot around the map. These will be lent up against walls and stacked to a reasonable height. One uncertainty with this prop is that they would all be empty pallets and therefore look odd, so I thought about putting something on them such as bricks however this would collide with my crates as these do not have a place to go in the map design.
For the shipping containers, I will need to put something inside them so that they have a reason to be there. These barrels will offer cover inside the container so that the shipping yard is not just a death trap for every player that goes there. For the design of the barrel, there are two types, a plastic barrel and a metal 55 gallon drum barrel. After researching into both, the drum barrel is often used in shipping containers and in industrial areas whereas the plastic barrel is for at home use. To fit in with the aesthetic of my level design, I will be using the metal drum barrel.
For lighting in the game I have researched into construction lights as these will fit well with the rest of the theme, however they might not be used if our game us set at day time and would more or less be useless other than filling out space around the map. Out of the three props I have chosen I am most likely to model the tall tube light as this seems less intricate when compared to the other lights meaning that if I was to implement this prop I could do so whilst staying on schedule.
These concrete barriers will be found throughout the map to either block off the edge of the map on a road or can be used as cover in open areas. These will mainly be on or near roads so they don't feel empty as well as being a death trap for players. One thing to bare in mind is that these concrete barriers can join together to stop them from falling over. This is done by them having a bit that sticks out so that when the other barrier goes next to it, it slots in to the back of a another barrier.
When researching in to stud walls I have found that they all follow a similar pattern. In order, you start off with fitting the sole plate and the head so that the rest of the wood goes in between them. The studs are placed every 600mm so that they are lined up with a plasterboard that come in a length of 1200mm and for extra support in the middle you put noggings in to stop the wood from flexing and so that its an extra place to screw your plasterboard too.
These lengths of timber will be laid throughout the inside of the buildings that are in construction as these are part of the process of building stud walls. These are purely for decoration and offer no functional ability's. For the sizes of timber I will be making the four inch by two inch at a length of three meters as this is most commonly used for stud walls.
Plasterboards are often found on construction sites that are now focusing on the internal foundations. These will act in a similar way to our crates offering cover inside the buildings but to also fill the rooms out as these will mostly be empty because the construction is not finished. To make this prop interesting I thought that if I put these plasterboards on a pallet, the players could see through to the other side exposing other players feet, meaning that these are not reliable cover making it difficult.
These fences will be used throughout the map to either determine the end/edge of the map. For the fences that would be placed on the inside of the map, these will allow the player to shoot but not walk through the fences. I have also thought about these being destructible from the grenades so that the player has an effect on the environment, however this is something I will have to bring up with the team in our next weekly meeting.