Video games

Cards (38)

  • 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.
  • Video games
    • Relatively new media form
    • Exponential growth since 1970s
    • Rapid technological development
    • Construction of "the gamer"
    • Difficulty of regulating or monitoring the impact of such a fast paced industry
  • Video games market
    • Culturally and financially significant across three major territories (Japan, Europe and the USA)
    • 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 to increase revenue
    In addition to games sales
  • Ownership
    Significant element related to the financial success of a games franchise
  • Video games' production techniques
    Evolved and become increasingly innovative as the industry has become more competitive and the demand for games has increased
  • Being part of a franchise
    Production model that both increases economic viability and establishes a brand identity for the audience
  • Advances in technology
    Shaped video games by the inclusion of more complex gameplay, highly developed graphics and advanced CGI
  • The games in the Assassin's Creed franchise are part of a multinational development which is typical of game production in larger studios such as Ubisoft.
  • 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 (smart phones, tablets etc.). The PS Vita was designed with many features usually associated with smart phones (touchscreen as well as Wi-Fi, 3G and Bluetooth capability).
  • Assassin's Creed III: Liberation was originally exclusive to the PS Vita but was later (2014) released in a modified HD version across a large range of consoles and platforms (including PS3, Xbox 360 and Microsoft Windows).
  • Assassin's Creed Valhalla was released in 2020 to coincide with the launch of new consoles including PlayStation 5 and Xbox Series X.
  • Newer games in the Assassin's Creed franchise have introduced cross-generational gaming enabling data to be transferred from earlier generation consoles and cross-play and progression carrying progress between different platforms.
  • The opportunities to distribute and circulate games and to distribute additional content have expanded, leading to increased revenue for the Assassin's Creed franchise.
  • The games in the Assassin's Creed franchise have developed in line with changes in technology. For example, Assassin's Creed Odyssey offered a more immersive experience for players than previous games.
  • In 2021 it was announced that the new game to be released in the Assassin's Creed franchise, Assassin's Creed Infinity, inspired by the success of games like Fortnite, would be a fully live service game. This would expand the franchise and enable the games to time jump and include multiple historical settings rather than the single setting of the existing games. This would also ensure the longevity of the franchise and the ability to add new content rather than launching a completely new game.
  • Video game regulation
    Differs around the world but is becoming standardised across many European countries
  • In the UK until July 2012 video games had been regulated by the BBFC. They are now largely regulated by the Video Standards Council (VSC) applying the PEGI system (Pan European Game Information).
  • PEGI system

    Includes age ratings as well as visual descriptors of content, and attempts to harmonise the protection of children across Europe
  • Assassin's Creed III: Liberation, a handheld game could be linked to the full PS3 console version of the game (owning both versions would unlock additional game content).
  • The convergence between social media platforms promotes gamer engagement and identification with the game across the fan community.
  • Digital convergence is important to Ubisoft as an individual producer in a competitive market, it also benefits fans as individual producers of game content, for example through gameplay videos.
  • There are some possible risks of digital convergence including piracy and leaked content.
  • Regulation - Sonia Livingstone and Peter Lunt
    Impact of convergence and diversification in media on regulatory practices. New technology opens up new opportunities and arguably new risks that complicate regulation.
  • Cultural Industries - David Hesmondhalgh
    Video games industry is designed to make a profit, they operate in a competitive market. One of the ways they minimise risk is through genre-formatting, this is evident in the Assassin's Creed franchise. The marketing of a new game uses audience recognition of the game and the brand as part of the franchise. Audiences therefore know what to expect.
  • The video games industry is dominated by large multi-national conglomerates. Ubisoft is the fifth largest video game company but is now also in competition with tech companies including Facebook, Google and Amazon who have recently become major players in the games industry backed by huge financial reserves.
  • The Assassin's Creed franchise has made adaptations over the different versions of the game to address changes in society and culture and audience expectations. There are examples of female protagonists in the later games (Aveline and Kassandra).
  • Brand identity of the Assassin's Creed franchise

    Key strategy for targeting audiences. A fan community already exists and gaming audiences have a preconceived idea of what to expect from a game in this franchise. This will be used in the marketing of a new game.
  • As a result of developments in technology, the Assassin's Creed games are distributed across a range of different media platforms which facilitate the targeting of diverse audiences.
  • 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.
  • The distribution of Assassin's Creed games across different platforms is a strategy to increase audience consumption. This might be also considered as an attempt to draw gamers from different platforms to purchase additional hardware and adopt new gaming habits.
  • The Assassin's Creed franchise has a well-established fan community enhanced by digital convergent platforms facilitating interaction and responses to the game to be shared. Fans can play a role in the future development of the franchise.
  • Audience interpretations of video games

    Influenced by the unique interactive and escapist experience provided, as well as the diverse social and cultural backgrounds of the fan community
  • Media effects - Albert Bandura
    Audience response to violent video games in terms of observation, imitation and vicarious consequences. Relevance of the "Bobo Doll Experiment" and whether audiences are likely to imitate the behaviours portrayed in the games.
  • Fandom - Henry Jenkins
    Significance of fan culture (and in particular online fan communities) when exploring the success of video games. Video games offer social experiences as well as communities outside of the core game experience. Fans may be passionate exponents of a game or the harshest critics and can often impact the development of games directly.