Critical Approaches
The FPS Genre is one of the most widely played and loved genre of video games. With hundreds of thousands of players every day, games like Call of Duty and Battlefield attract attention for their fast paced, action packed storylines and even more exciting multiplayer modes.
Battlefield 4 is a FPS game developed by DICE LA, which is set in a modern 2020, where Tensions between Russia and the United States have been running at a record high, due to a conflict between the two countries that has been running for the last six years. On top of this, China is also on the brink of war, as Admiral Chang, the main antagonist, plans to overthrow China's current government. If he succeeds, Chang will have full support from the Russians, bringing China to the brink of war with the United States.
Battlefield 4 is a FPS game developed by DICE LA, which is set in a modern 2020, where Tensions between Russia and the United States have been running at a record high, due to a conflict between the two countries that has been running for the last six years. On top of this, China is also on the brink of war, as Admiral Chang, the main antagonist, plans to overthrow China's current government. If he succeeds, Chang will have full support from the Russians, bringing China to the brink of war with the United States.
The story mode in the game follows three characters, the player controls Sgt. Daniel "Reck" Recker, second-in-command of a U.S. special operations squad callsigned "Tombstone". His squadmates include squad leader SSgt. William Dunn, Heavy Weapon Specialist SSgt. Kimble "Irish" Graves, and field medic Sgt. Clayton "Pac" Pakowski. Early in the Campaign, Tombstone is joined by CIA operative Laszlo W. Kovic, originally known as "Agent W." from Battlefield 3's Campaign; and Chinese Secret Service agent Huang "Hannah" Shuyi. The game follows these characters to the end. At the end of the game, you must choose, between "Irish" and "Hannah" which one of them you sacrifice, as they have to drop down with explosives, to destroy the chinese leaders attack boat. The character you choose dies in the explosion, but saves the rest of the us army from destruction from the chinese ship.
Analyzing Game Characteristics
In this genre, many different production technology methods are used. This includes things like the game engines and audio engines. The engine that the battlefield genre is using is called frostbite. This is an engine not available to the public, just to the developers of battlefield, and EA. However, in this genre, many smaller Indie companies can use smaller, less graphically advanced, engines to make their games. These games will be on a much lower level in many ways than bigger games like battlefield. Production technologies have changed lots in recent years, with many advanced cutscenes, incredibly high level of audio detail and high quality models. When comparing a smaller company making a small game in a weaker game engine, it's easy to see why huge companies like EA have massive teams, all using an incredibly advanced engine, are selling lots of copies of their games.
FPS Genre games like battlefield are distributed in many different ways. These include through retail in a disc format in stores such as GAME, but most games are also available through internet based services such as Steam, Origin or UPlay. Many Retail stores are now offering the ability to buy a digital copy of a game bought through them to be redeemed through one of these services. There are also lots of advertisements everywhere, in places like bus shelters, on television, or even through the radio, to make the sales of games easier.
Many recent FPS’s have followed a certain theme, this being that the majority place in a modern setting or in the recent future. This is especially present in Triple A games that have been released such as Battlefield. Games developed by ‘Western‘ companies often revolve around terrorism using ‘Eastern’ countries as the antagonists. This is true for battlefield, as it is US vs China.
In terms of changes in this industry, audiences have also shifted lots since some of the earlier games, for example, Wolfenstein 3D was aimed at adults of around 20-35 whereas now Call of Duty is said to be aimed at 18-26, but in reality the audience is much younger, as kids are getting their parents to buy the Call of Duty games for them. It would seem as though there are a lot of branch offs for FPS genre games. Most games recently have been aimed at those between 18 and 26 which is younger than that of games released prior.
There have been a few attempts to parody First Person Shooters but the genre as a whole is still able to go strong mainly due to the amount of strong series such as Halo, Call of Duty and Battlefield despite the fact that said series are beginning to see a decline in returning players.
FPS Genre games like battlefield are distributed in many different ways. These include through retail in a disc format in stores such as GAME, but most games are also available through internet based services such as Steam, Origin or UPlay. Many Retail stores are now offering the ability to buy a digital copy of a game bought through them to be redeemed through one of these services. There are also lots of advertisements everywhere, in places like bus shelters, on television, or even through the radio, to make the sales of games easier.
Many recent FPS’s have followed a certain theme, this being that the majority place in a modern setting or in the recent future. This is especially present in Triple A games that have been released such as Battlefield. Games developed by ‘Western‘ companies often revolve around terrorism using ‘Eastern’ countries as the antagonists. This is true for battlefield, as it is US vs China.
In terms of changes in this industry, audiences have also shifted lots since some of the earlier games, for example, Wolfenstein 3D was aimed at adults of around 20-35 whereas now Call of Duty is said to be aimed at 18-26, but in reality the audience is much younger, as kids are getting their parents to buy the Call of Duty games for them. It would seem as though there are a lot of branch offs for FPS genre games. Most games recently have been aimed at those between 18 and 26 which is younger than that of games released prior.
There have been a few attempts to parody First Person Shooters but the genre as a whole is still able to go strong mainly due to the amount of strong series such as Halo, Call of Duty and Battlefield despite the fact that said series are beginning to see a decline in returning players.
Analyzing Narrative Structures
The story mode in Battlefield 4 is seen as very linear, as no matter what you do in the game, there is always one outcome to the missions in the game. There is no branching in the story, there is one route through the levels with invisible walls blocking your movement, so you can't even explore the surrounding area of the mission levels. The story is a single strand, as the ending of the game is essentially the same no matter what you do, however you can make a decision, right at the end of the game, which one of your squadmates to kill. This mildly changes the outcome of the game, and changes the weapon you will receive for use in multiplayer as a reward for finishing the game.
Analyzing Representation of Characters
In terms of representing characters equally, there is a great mix in particular in Battlefield 4. In the main story, there is a Chinese Woman, an african american man and a white man. This shows good mix of races, therefore it is hard to accuse this game of being racist due to the fact that people from all over the world are shown. In terms of finding negative portrayal of characters, it is hard to find anything this game has done wrong.
There are some social issues displayed in the game, as in the whole game is set in a war versus the US army and the Chinese. The game was, for some time, banned in china for displaying china negatively, because in the story mode of the game, it shows the chinese army getting defeated. This could possibly be seen as stereotyping the chinese as bad fighters in war.
There are some social issues displayed in the game, as in the whole game is set in a war versus the US army and the Chinese. The game was, for some time, banned in china for displaying china negatively, because in the story mode of the game, it shows the chinese army getting defeated. This could possibly be seen as stereotyping the chinese as bad fighters in war.
Audience Theory
The hypodermic needle theory is a communication theory in which it is suggested that media messages are "directly injected" into the brains of a passive audience. This theory suggests we are all the same and easy to brainwash, in terms of media products. This is extremely apparent in games like Call of Duty, as the basic structure of all of the Call of Duty games has been extremely similar for a number of years, yet they still have a huge audience and people will continue to buy their games, even if the gameplay of the new game compared to the old game is similar.
The uses and gratifications theory is an approach to understanding mass communication. This theory focuses on the audiences of media products, and asks the question "what people do with media". This theory assumes that members of an audience are not passive, but do infact take on an active role in interpreting the media into their lives. This, when spoken about FPS games such as Battlefield 4, people will play these games to either let off some steam, to entertain themselves or interact with friends. This theory conflicts with the hypodermic needle theory as that believes that people play games like Battlefield just because they have been told to by media, but in reality this isn't the case.
Passive consumption is when an audience wont engage with the media product's message or purpose, but will will just accept it. This could be what media producers, for example the creators of FPS games, want people to think. This could be the reason that younger people continue to play these games, like battlefield and call of duty, as they are not questioning why they are running around with a gun killing other people running around with guns, but just do it anyway.
In contrast, active consumption is when an audience will engage in the message the media product is trying to produce, and question that message. This kind of consumption in FPS games will see people question why they want to play the game.
The uses and gratifications theory is an approach to understanding mass communication. This theory focuses on the audiences of media products, and asks the question "what people do with media". This theory assumes that members of an audience are not passive, but do infact take on an active role in interpreting the media into their lives. This, when spoken about FPS games such as Battlefield 4, people will play these games to either let off some steam, to entertain themselves or interact with friends. This theory conflicts with the hypodermic needle theory as that believes that people play games like Battlefield just because they have been told to by media, but in reality this isn't the case.
Passive consumption is when an audience wont engage with the media product's message or purpose, but will will just accept it. This could be what media producers, for example the creators of FPS games, want people to think. This could be the reason that younger people continue to play these games, like battlefield and call of duty, as they are not questioning why they are running around with a gun killing other people running around with guns, but just do it anyway.
In contrast, active consumption is when an audience will engage in the message the media product is trying to produce, and question that message. This kind of consumption in FPS games will see people question why they want to play the game.
Effects Debates
Some games, particularly in the fps genre, are extremely graphic, displaying sexual and violent content. People are beginning to believe that displaying these images in games is affecting the mental well being of the younger generations, putting bad ideas into the minds of otherwise innocent children. There is now belief that video games are making people violent, as they are unable to differentiate between real life and video games, and think it is acceptable to do the kinds of things displayed in these games in real life.
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There is also concern that the video gaming industry is causing health problems for that the players of their games. Childhood obesity is a serious concern, and it is believed that video gaming is contributing to this, as if the children are sitting indoors all day, eating and playing games, they will quickly put on weight and quickly get unhealthy. This is beginning to become a serious problem and should be taken seriously by the parents that are allowing their children to game.
There is always the debate of censorship in games like Battlefield 4, meaning that the games will no longer be able to show graphic content, such as death, blood or in some countries, images against their beliefs, for example, a game called Wolfenstein was censored / banned in many countries for displaying the Nazi Germany's swastika in their games. People believed it would give people wrong ideas in their minds, so decided to censor the game. If the censorship law was passed, people believe there would be decline in murders "caused by video game violence" because children are not seeing those images anymore.
In my opinion, I don't believe that any amount of playing violent games could have an affect on people - in terms of making them violent, as I think that any sane person understands that they are just playing a game and should be able to differentiate that from real life, and understand that when they stop playing the game the violence stops.
There is always the debate of censorship in games like Battlefield 4, meaning that the games will no longer be able to show graphic content, such as death, blood or in some countries, images against their beliefs, for example, a game called Wolfenstein was censored / banned in many countries for displaying the Nazi Germany's swastika in their games. People believed it would give people wrong ideas in their minds, so decided to censor the game. If the censorship law was passed, people believe there would be decline in murders "caused by video game violence" because children are not seeing those images anymore.
In my opinion, I don't believe that any amount of playing violent games could have an affect on people - in terms of making them violent, as I think that any sane person understands that they are just playing a game and should be able to differentiate that from real life, and understand that when they stop playing the game the violence stops.
Responses from Audiences
Upon looking online at this subject, I have found that most people agree with what I think, that video games have no affect on people in terms of making them more violent. My questionnaire confirms these results. This was from a survey of 16-22 year old people, which is what the article refers to. As you can see, the ratio of yes to no's is quite significant, even with this small sample size.
This backs up mine and lots of other peoples ideas on this subject, as many people don't believe that video games make you violent. This focus group's participants play games at-least 3 times a week, so are a good sample group. Out of all of these people, 3 of them have claimed to be "angry" towards objects due to frustration, but never actually violent towards other people.
One of the group claimed the hypodermic needle - where you absorb everything from the game you are playing, to be false, as he claimed that people that are playing games for competitive reasons usually get more angry and frustrated, possibly violent, towards things than people that play games for fun and just to experience the game. So this means that the people playing the game for fun aren't absorbing everything, including the extreme violence.
However, even though these things I have talked about claim that people began to get angry towards inanimate objects, there is no real evidence that this results in violence towards other people in the real world.
Different Types of Response
There is many different types of responses that people will have to anything, the top 3, put into categories, are negotiated, preferred and op-positional.
A negotiated response is when audiences will put their own input and opinion into certain media products. In terms of the fps gaming genre, this type of response will typically involve people that, if they don't agree with what the game shows and portrays, they simply won't play the game or find another game to play.
A preferred response is when an audience will actually take something from the media product. This type of response is when people are enjoying your product and are enticed to come back. For example if a person was to play a game of Battlefield 4 and enjoyed it, they would be persuaded to come back.
Oppositional responses are when a person that generally isn't inside the target audience (for example the mothers or fathers of the children that are playing games like Battlefield 4), think badly towards other responses that people have to the media product. For example the children playing these violent fps games may think the game is fine, but the mothers don't agree.
A participatory response is when an audience can get involved and be a part of the media product. Typically it involves taking sides in another person or peoples responses and follow their "beliefs" towards the media product. For example people might believe that video games cause violence in children, where other people don't.
Fan Culture is people following a certain thing, whether it be a game, film, or anything in media. A fan following can be on different levels, extreme or very minor. For example people are so obsessed with big celebrities like Taylor Swift that their whole lives revolve around following what she is doing and knowing everything there is to know about her. On the other end of the spectrum, there are fans of, for example, call of duty or battlefield that will buy the games in the series just because they have played the previous game, therefore making them a fan.
One of the group claimed the hypodermic needle - where you absorb everything from the game you are playing, to be false, as he claimed that people that are playing games for competitive reasons usually get more angry and frustrated, possibly violent, towards things than people that play games for fun and just to experience the game. So this means that the people playing the game for fun aren't absorbing everything, including the extreme violence.
However, even though these things I have talked about claim that people began to get angry towards inanimate objects, there is no real evidence that this results in violence towards other people in the real world.
Different Types of Response
There is many different types of responses that people will have to anything, the top 3, put into categories, are negotiated, preferred and op-positional.
A negotiated response is when audiences will put their own input and opinion into certain media products. In terms of the fps gaming genre, this type of response will typically involve people that, if they don't agree with what the game shows and portrays, they simply won't play the game or find another game to play.
A preferred response is when an audience will actually take something from the media product. This type of response is when people are enjoying your product and are enticed to come back. For example if a person was to play a game of Battlefield 4 and enjoyed it, they would be persuaded to come back.
Oppositional responses are when a person that generally isn't inside the target audience (for example the mothers or fathers of the children that are playing games like Battlefield 4), think badly towards other responses that people have to the media product. For example the children playing these violent fps games may think the game is fine, but the mothers don't agree.
A participatory response is when an audience can get involved and be a part of the media product. Typically it involves taking sides in another person or peoples responses and follow their "beliefs" towards the media product. For example people might believe that video games cause violence in children, where other people don't.
Fan Culture is people following a certain thing, whether it be a game, film, or anything in media. A fan following can be on different levels, extreme or very minor. For example people are so obsessed with big celebrities like Taylor Swift that their whole lives revolve around following what she is doing and knowing everything there is to know about her. On the other end of the spectrum, there are fans of, for example, call of duty or battlefield that will buy the games in the series just because they have played the previous game, therefore making them a fan.