Demonstrate knowledge and understanding of the Assassin’s Creed franchise in terms of the relevant video games industry and audience issues it illustrates
Study at least one extract from a chosen game from the franchise in relation to industry and audience
The Assassin’s Creed franchise is published by Ubisoft and encompasses 12 incarnations of the game, plus spin-offs. It is an action adventure, open world game, played from a third person perspective; each game is set in a historical setting with a new story and time period
In 2021 the franchise recorded sales of 155 million units since its introduction in 2007. This was helped by the launch of Assassin’s Creed Valhalla in 2020 which sold more units in its first week than any other game in the series. However, games in the back catalogue of the franchise continue to be popular
Consider the exponential growth of video games since the 1970s, the rapid technological development, the construction of “the gamer” and the difficulty of regulating or monitoring the impact of such a fast-paced industry
Video games are culturally and financially significant across three major territories (Japan, Europe, and the USA). 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
Other strategies, in addition to games sales, are employed to increase revenue including production and distribution models
Ownership is another significant element related to the financial success of a games franchise
Consider processes of production, distribution, and circulation
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 for the audience
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
Consider the relationship of recent technological change and media production, distribution, and circulation
Video games develop and expand to reflect advances in technology. The decision to release Assassin’s Creed III: Liberation on PS Vita was to tap into the increasing popularity of mobile gaming (smartphones, tablets etc.). The PS Vita was designed with many features usually associated with smartphones (touchscreen as well as Wi-Fi, 3G, and Bluetooth capability)
This release of this game, as part of a well-known and popular franchise, may be seen as an attempt to bring high-quality gaming experiences to mobile platforms
Ways cultural industry companies minimise risk and maximise audiences
Genre-formatting in the video games industry, evident in the Assassin’s Creed franchise
Marketing of new games using audience recognition of the game and brand
Sequel formula of the franchise model giving clues of what to expect with enough differences to ensure anticipation and buzz around the launch of a new game
Largest companies operating across different cultural industries
Video games industry dominated by large multi-national conglomerates like Ubisoft, now in competition with tech companies like Facebook, Google, and Amazon
Producers construct audiences through decisions about characters, narratives, and gameplay
For example, Assassin’s Creed Odyssey offers players a choice between playing as a male or female character, Alexios or Kassandra, allowing for different interpretations of the narrative