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CANABALT ANALYSIS

Genre = Canabalt can be classed as an endless runner, action game, which combines the aesthetic of an action movie scene with an endless runner, which means there is limited controls in gameplay.

Narrative/Storyline = It follows a man running through a robot/alien infested city, possibly trying to escape from there. You jump to survive from falling to your death in-between buildings or avoid stationary objects though he is still running forward/right. There is no end to the attempt of escape, simply enjoy the flyby of spaceships and giant robots.

Production Process =
Pre-production: Saltsman would have decided on a basic design for the game, and then working around the chosen concept. He was wanting to make the game available to multiple audiences like his mother and even grandma. Saltsman would have considered if there was a team needed and should have considered a budget to produce the game with.

Production: Saltsman produced the game is just five days, made easier by the fact the aesthetic was low quality and simple, compared to a high quality art. Saltsman produced the sound effects himself, wanting the sound to make the gamer's experience more enjoyable and similar to a movie action scene. Alan Saltsman used foley sound recording for the character's footsteps as he ran across rooftops and cranes. though they had to download sounds that would have been dangerous and expensive to create, like the explosions and windows shattering, though they reengineered  the sounds to avoid copyright and to make the sounds relevant for the game.

Post-production:The game was released as a flash game on 31st August 2009, though it soon transferred onto App stores and Steam. It went on sale for $2.99, but it didn't bring in much money, but rather a better reputation.

Characters: The character is a man dressed in a smart suit, suitable for the office or possibly a funeral. The character is part of a dystopian world where he has to jump along the rooftops to escape. The suit is known to be smart since it is black with a white shirt.

Gameplay: The controls are easy, as the player only controls when the man has to jump which is by pressing a single key, either X/C or spacebar. It allows even the youngest of players to control the character. 

Target audience: Saltsman targeted a wide audience that meant a range of people could play like his mother or even his grandmother. He also wanted children to think that making games was fun, having played a simple, easier to make, game. 

Platforms:There are no consoles that support the game but it is a flash game which is available on the PC and phone, but it is £2.39 on Google Play and $2.99 on iTunes.

DONKEY KONG ANALYSIS
Genre: Miyamoto wanted his game to feel like a comic book come to life rather than an action game with intergalactic battles, racing and shooting.

Narrative: Characters and storyline were fundamental to Miyamoto's vision of a game. The story follows a lovestruck gorilla as he climbs to the top of a construction site with the prettiest girl he could find, but her carpenter boyfriend comes to the rescue. There is a love triangle between the ape, lady and carpenter.

Production:
Pre-production = He initially wanted to make a game based on Popeye and his ongoing battle against Bluto over the damsel in distress named Olive Oyl. However, Nintendo weren't able to obtain the license, so they resulted to the idea of a love triangle based around a King Kong theme.

Production: The decision to show the giant ape as he scaled the building's scaffolds, to show Pauline crying for help, and to show the gorilla's escape at the end of the level was a bold at the time but it possibly helped develop of the narrative for the players. Shigeru Miyamoto designed the game, whilst the Japanese  manufacturer of entertainment boards, Ikegami Tsushinki, programmed the game and developed the game and developed the boards.

Post Production: Nintendo decided that Donkey Kong would be the game to save the company in America. Luckily, the game arrived just in time, to save Nintendo's American division. Having not known much english, Miyamoto struggled to find a word to describe the stubborn ape, but ultimately found Donkey Kong. They had made an additional 80,000 units without Ikegami's involvement. They had produced 60,000 machines in the first year, which brought in $180,000,000 that year alone. The following year made them another $100,000,000.

Characters: The carpenter was named Mario in honour of the company's landlord, who went around demanding the rent that they owed him and his appearance was similar, the moustache for instance. The lady was generically named 'Lady' but then became Pauline, named after manager's wife Polly. Donkey Kong was inspired by the bad character in Popeye who seemed like an ape but the was more of an Ass/Donkey, thus the name Donkey Kong was given, alongside the American and Japanese movie influence of King Kong.

Gameplay: The desire to see new levels would motivate the players, especially casual gamers, who would hopefully insert more money in a way that aiming for only high scores wouldn't do. The controls are simple as it is simply run either left or right, jump and climb. You have to avoid barrels that are thrown by Donkey Kong. You re spawn at the end of the game and restart the whole level. You aim to get back the damsel in distress. In the original game, A random hammer would appear and it would allow the player to gain more points by destroying the balls of fire.

Target Audience: Everyone, but when the game was first released, the only people who played games were children, so a single generation was the initial target audience. The game appears very masculine since it has the narrative of the carpenter saving the girl from the ape. The first machines were placed in a bar so they were most likely appealing to males.

Platforms:Arcade machines and the NES and now there are multiple platforms including PC.The first two donkey Kong machines were put in a bar in Seattle and they gained $30 dollars a day in quarters. They had popular demand so they had to hand convert all the radar scope machines into donkey Kong machines.


DEPRESSION QUEST ANALYSIS:

Genre: Depression Quest is a free interactive fiction game and has a very strong narrative. It is text based, which makes for a slower gameplay.

Narrative: The Depression Quest follows a young adult, who has a partner called Alex, as the character fights through depression. It is a narrative game and as the character with depression, you start off deep before choosing whether to take up other people's help as the game progresses. You can either refuse the help or take chances but there is a serious outcome from decisions such as life or death.

Production Process:
Pre-production = Zoe Quinn moved went through a bad break up, before moving to Canada, which increased her social anxiety in which she never wanted to go out or do anything since she was on her own in a different country. Quinn soon saw an advertisement for a six-week course in video game making which helped her talk to others and Game-making provided Quinn with a community and introduced her to Lindsey, who also suffers from depression. Lindsey suggested that the pair attempt to communicate their experiences through a computer game.

Production = created by Zoe Quinn, writer Patrick Lindsey and musician Issac Schankler, The game was created with the unusual characteristic of a game which meant no victorious ending.  a video game was an ideal way to create an experience that built an understanding between sufferers and non-sufferers

Post-Production = The creator, Zoe Quinn, received harmful threats from anonymous posters on the discussion web-site 4chan, this continued for 18 months, with similar other threats, leading to her being "doxed", which meant that all her personal details like her number, address, bank details and even her social security number, were posted online. the threats and prank calls forced her leave home and sofa surf at her friend's houses, she then started working with authorities to find out who the threatening people were. Many think that the production of the Depression Quest game, released in 2013, caused all the threatening messages, due to the dark nature of the narrative. Though the game has been played over a million times, the release on Steam coincided with the suicide of Robin Williams which increased the threatening messages, since, even though the only revenue is through donations, it was seen as an attempt to capitalize the actor's suicide.

Characters:The protagonist has strong depression, much like Zoe Quinn, and has a partner called Alex, who gives support, allowing for the protagonist to take up support and make an example of how to help depression.

Gameplay: The player makes simple decisions, as the character with depression, leading to an ultimate ending, but some decisions are crossed, stopping the player from choosing them and it delves the player into the depths of the depressed character's mind (an example of wanting to do something but not being able to). There are no keyboard controls so the only control is the player's mouse.

Target Audience: Quinn wanted to target those who wouldn't understand what depression was like and, since the game has a warning before playing, it is aimed at a more adult audience, and they are more likely to be able to sit through the forty thousand words that make up the Depression quest game.

Platforms:The game is a free game on PC and the game is also available on Steam.

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