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Research Blog (Halo: Reach)
Introduction
Halo: Reach is a first-person shooter game that is based on the Halo franchise for the Xbox consoles that is created by Bungie Studios and is published by Microsoft Game Studios.
The plot of the Halo franchise sets in the year 2552 and sees that the human race is at war against a group of different kinds of alien species that are bind together under a religion called the Covenant. The war thickens as both sides come across gigantic ring-shaped structures or worlds, to what is known as Halo. Halo has the power to kill all sentient life in the universe and was created by the forerunners to contain the all organic-eating creatures known as the Flood.
Halo: Reach is also set in the year 2552 but months prior the events set in Halo: Combat Evolved and on the planet Reach, the heart and core of humanities military power controlled by the United Nations Space Command (UNSC) and is home to the legendary super-soldiers, known as Spartans. Halo: Reach shows that the planet is under attack by the largest Covenant fleet humanity has ever seen and it is up to the legendary Spartans to save it.
Part 1
Media companies use research to find ways on what people are into and how they could make their products better. With media companies, such as Bungie Studios, they use research on what people could expect to get from their games, whether if that is style of game play, what physics halo fans think the games should have, what the plot is for the games, how good the graphics should be while playing the game and what kind of scenery can players expect to see while exploring the game. When it comes down to marketing, Bungie Studios always want to know what their fans want in the games because Bungie creates its products upon their fans desires.
Part 2
When a media company needs to put some research to find out what kind of target audience their product is going to be aimed at, they would use quantitative and qualitative research to produce results and come up with some helpful ideas for their products. With quantitative research, the media companies would create a series of questionnaires for their target audience(s.) From the results of those questionnaires, the company will then produce ideas in response to what their target audience have answered. If the company desires to, they could produce qualitative research for the questionnaires and ask for more information but on a personal level, such as age groups, genders, interests and hobbies, etc. to find out an exact target audience they are aiming their products at. An example of Quantitative research could be that it is asking about what particular features they would like to see in a media product. In this case, Bungie Studios could add in their questionnaires what kind of genre would you like Halo to be (FPS, RTS, RPG, etc.), what kind of setting would you like Halo to have (futuristic, fantasy, medieval, etc.), what kind of features you like to see in Halo (more enemies in campaign, toughness levels of enemies, game modes in multiplayer, etc.) and other kinds of questions.
There are also different ways of obtaining research through primary and secondary sources. Primary sources of research are conducted in a persons own perspective. This may take time as taking research in this method would mean finding it in your own way, either through of series of questionnaires (as mentioned above) or by observing other peoples likes and dislikes. Secondary sources of research are simply looking other peoples research they have already conducted. This method saves time and it also helps the person what he/she could exact to find and maybe useful when conducting primary research.
Part 3
In order for a media company to market their products, some companies may advertise them through a series of teaser or trailer videos to make their target audience aware that a product is arriving and will hit stores in the near future. Some companies may use demographic and socio-economic research to find out what kind of people would buy their product. Demographic research is used to look for information regarding people within the target audience that a company is aiming their product(s) at. Socio-economic research is used to look up information about people within the target audience about their social and economic classes. This kind of research is used to determine what people like in terms of social interactivity as well as how, where and what they spend their money on.
Part 4
Halo Reach was constructed to give the audience a feel of a “one final run” or “one last time” within the campaign mode of the game, mainly because Reach was Bungies last Halo game of the franchise and to leave a reminder of what they truly can accomplish. The look of the game is made to feel partly futuristic, where humanities technology is advanced and is capable of light-speed was possible. The environments of the game contain from beautiful and lush jungles, where the in habited planets look almost like planet Earths environment, such as its trees, fields, rivers, anything with natural life, to huge, man-made mega cities, where there skyscrapers are bigger than the Empire State. The contents with the game hold many features, everything that any Halo fan would want. The game contains endless online multiplayer action to satisfy the players thirst for gaming, a map maker for players who have a creative mind and the talent of creating more maps for the game and a theatre mode for players who want to watch their previous game play and show off mad skills to their friends.
Halo Reach was created to play only on the Xbox 360. It doesn’t support other multimedia platforms.
Halo: Reach does have some cross-cultural references within its storyline. Some of the human characters do act in similar ways as to people in the outside world. For example, some of the UNSC soldiers almost represent today’s soldiers and almost behave in the same manner as each other. The covenant alien race within the story is completely different from any other characters.
Part 5
As Halo: Reach was first announced over the web, the majority of the videos over YouTube received approximately over 1 million views and once the game was released, it had sold over 700k games nationwide in the first 24 hours. There are of course different groups to how they would respond to the game: Some of the people who enjoyed Halo still play it today, yet that are those who have stopped playing it mainly because they have “been there, done that,” with the game and decided to move on to something else. There are also people out there that have chosen not to like and some have claimed that it’s not “realistic” enough, mainly because the characters you player as can jump about 10 feet high, you can lob grenades further than usual and the physics of the game have a reputation of “having a mind of their own” (on the rare occasion, someone gets shot of into the distance at light speed.)
I think the game is brilliant but I’m not as obsessed as any other Halo fan out there, I just think that the game play is insane mainly because of the insanity of the physics. Even though I like the game very much, I’m not entirely bothered about other franchise materials, such as collectables or models or whatever.
With the Reception Theory, my view is pretty much what is mentioned above as negotiated. I have noticed that there are some elements in the game that can be related to the outside world in terms of culture, such as there are few female characters in the game so there’s less likely going to be any arguments related to sexism. There are also references of other languages in the game but not sure if it’s one that anybody speaks in the real world.
When it comes down to the Hypodermic Theory, I have not seen or heard anything that influences anyone or has affected someone in anyway, except for players who are addicted to the game.