Tuesday 27 September 2011

Common Conventions of the Games Industry

After analysing trailers, posters and covers. I feel I have a much better understanding of some of the common conventions seen within the game industry. Below, I will be listing several of these for each. This should be easier for when it comes to applying these conventions in the production of my final piece. 

Gaming Poster/Magazine Adverts 

  • The game’s Rating, ESRB or PEGI. This is done to inform viewers of the suitable age group for the game.
  •  Gaming platform name or logo. This identifies what the game can be played on and is used to excite players with that platform at home and encourage viewers without that system, but interested in the game, to buy one. This serves as an advertisement for both the game and the platform. 
  • Logo for the game, Iconography is commonly used for this. If the game is a sequel or part of a well known series, displaying the logo helps advertise the product and encourage older players back. If the game is new and has not had sequels or previous instalments, displaying the logo in this way helps introduce the game and shows viewers what to look for in shops.
  •  Easy to read and eye catching font that connotates to the audience the genre of the game (eg. Gothic typography for a horror game, friendly looking text for a game aimed at all ages)
  • Usually a main image of a character, or several characters recognisable or not
  •  A simple background as to not draw attention away from the main focus of the poster.
  • Most will have a screenshot or several screenshots of the game to gain attention and make people want to play.
  • Language used is emotive to make you want to play. 
 Gaming TV Trailers - 

  •  A maximum of 1 minute in length, usually around 35-40 seconds as not to be too expensive when aired on television.
  • Normally will start or end with the platform/s the game can be played on, this is done to help appeal to viewers with those consoles, as well as to inform people thinking of buying the game.
  • Non diegetic music  or soundtrack from within the game to set the theme (eg, a horror game would have spooky music whereas a more laid back game would have light hearted music)
  • Imagery or iconography from within the game is shown, often a key mechanic, type of game play or character is introduced, this works well when drawing in the audience and making them want to play, making them part of the action before even purchasing the game.
  • The logo of the game is shown at some point, this works as iconography if the game is well known and also shows viewers what to look for in shops.
  • The clips used are usually the most exciting parts in the game, this is to make it seem action packed, and encouraging people to buy it, feeling it will be worth their money.
  •  A voice over is often given, explaining the main aspects of the game and using exciting and emotive language to make the game sound interesting and fun.
Game Packaging -

  • At least one screenshot, these serve the purpose of showing a certain part of the game play, hoping to interest the viewer
  • Descriptions of the game, many interesting words are used during this, such as ‘best ever’ to make the game stand out and make people want to play it.
  • The games rating, this iconography is required by law and shows viewers what age group this game is suitable and intended for.
  • The platform the game is on, this can be shown anywhere on the games box and most will have an overlay, so the console is clearly defined.
  • Some games will use quotes or awards as a way to draw in their audience and make them think the game is something special and worth their money.
  • The logo for the game is often shown numerous times on the packaging, this form of iconography is used to make the game recognisable.
  • A large image on the front cover related to the game in some way, usually a character or a graphic showing some of the game play. This is usually not a screenshot of game play itself, rather a drawn version.
  • Copyright information, this is very small as it is not important to the viewer, however, all games have it.
  • Other forms of iconography, such as publisher or developer logo’s, seals of quality and game engine logo’s are used, these are usually on the back cover and are used to denotate to the audience information about how the game was made and who it was made by.
Now that I have established some of the common conventions of each of these aspects of a game, I will be conducting some audience research; this should help me plan my game better, with an audience in mind. I will be referring back to this conventions research when it comes to designing my final pieces.

1 comment:

  1. A useful summary of the conventions you have observed in professional product, well done!

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