Evaluation C
“How does the work you have produced for
unit 5 relate to past and current professional work from the same medium genre
(or form) as your work.”
The Northern Echo, other than being my
client, is a regional newspaper that produces content everyday for a mature
audience. The Northern Echo and my other comparative magazines gain the content
they do through a team of personnel.
These companies have whole teams of specially trained journalists and
other teams of staff. This instantly acts as a key difference as I produced
every product single-handedly. I had no
professional staff to take photos, write articles or find sources. This adds a
much more hand-made style and effect to the product which to some may be
attractive but to others but not necessarily to my target audience who may find
it cheap and unprofessional. It also has
an impact on the scope of my product as they have journalists able to get to
many places and gather information from many places around the North East and
further. I was limited to locations
within walking distance mainly. Lastly
as much as I may approve of my own writing style and ability, I am not a
specialist at the art nor am I in any way a specialist at other aspects of
magazine creation. The Northern Echo has teams of specialist editors,
journalists etc. I think this lack of specialist knowledge could be negative as
it may make my product look amateurish but considering the blogs my target
audience read on the internet this may not be as bigger problem as first
thought.
The Northern Echo also has a network of
contacts that will provide the paper with news stories and much more exclusive
information than that which is available in the public domain. This provides
access to exclusive stories and content no other papers/magazines can access.
Lastly the Northern Echo has many online services it can call on to generate
publicity and gather news stories from. These include a personal website and
full access to social networking websites and facilities. Since I do not have
the same amount of access to social networking nor the website, my product
could not gain as much information or the publicity of the Northern Echo. Despite
the ownership of accounts on both Facebook and Twitter, I did not have the time
or ability to analyse and find reliable and interesting stories through the
barrage of statuses and tweets. This will mean my stories may be a bit more
commonplace and much less exclusive which may have a negative impact on the
products. This could reduce the interest and appeal to my target audience, as
the word exclusive is not painted all over each story. The product is more
designed as a criticism of the industry and doesn’t rely on exclusives but
would need some to maintain interest. I
do not consider the Northern Echo a real competitor though as they will not be
creating exclusive games articles as it not appropriate for their target audience
who are highly unlikely to have any interest in video games and the industry
creating them.
Due to the closeness of its target region
and long publishing time the Northern Echo has built a close, faithful audience
of readers that will buy the paper near enough everyday. This audience will be
continuously providing feedback to improve and build on the paper and keep it
appealing to the target audience. I have no such audience and am currently
basing it more off my own designs. Since feedback stages I have received
improvements but not on the scale of the Northern Echo. I do however include
audience members in my articles however as their opinions are clear and should
the product continue I would include a your opinions section to be more
inclusive. For the first issue this was
not necessary as it was more of a taster than an inclusive piece. It was
designed to tantalize audience members and show how cutting the magazine can be
at the industry. I have chosen stories
that would appeal to local gamers as they are common issues present in today’s
industry. They affect local companies, game developers and the gamers
themselves.
For the secondary audience I have attempted
to create stories that would be less intimidating and interesting for causal
gamers. The stories although heavy in content have been partially written in a
way they should be understandable by any form of gamer no matter their
dedication. This is important as it
should improve sales figures, as my secondary audience will be interested in the
stories available and perhaps purchase further issues as released. To appeal to
the client I have designed the magazine to be completely appropriate, tasteful
and friendly to any possible older readers. This means no offensive material,
no nudity and no swearing. This means the content is punchy in a clever way
without being blatantly abusive or offensive. This is the case in sarcastic
gaming articles and some of the subtle hinting present in negative gaming
reviews.
Audience is key to the Northern Echo and
this is reflected in its attitudes. The Northern Echo has always been a
community-focused product and therefore has always been caring and thoughtful
in nature. My product has the same
attitude but acts in a much more abrasive manner. The attitude is protecting
gamer’s rights and campaigning for change in the industry. The Echo produces similar stories to me as
they focus on key issues and how they affect the community just in a news
context instead of gaming. It differs
from national papers as national papers will be a lot less caring and will
focus heavily on getting a story out in the most interesting way. This could
mean revealing names and details that the Echo may not necessarily do. My
magazine is not as likely to produce stories based on one individual unless it
was a direct violation of their rights and I do not feel I would need to keep
their details secret under the circumstances.
My magazine is roughly 35-40 pages long ,
despite the bible only being 16, with most of the main content present in the
first few pages with the back half designed for editorials and reviews. There
are several adverts littered throughout to provide revenue. The magazine is not
necessarily designed for flickability but the GTA article would feature a
picture on the right hand page alongside the review score which could pique
interests through the odd image and positive score. I have not necessarily used a importance
structure and instead resorted to using sections based on story content and
particular article types e.g. reviews and editorials. This is a similar case
with the products I have chosen as games magazines are based on sections though
in generic fashion the cover story would be the middle article.
Adverts are featured in the front covers,
back covers and peppered throughout in multiple sizes and colour styles. The
flexability will entice possible advertisers and maintain interest throughout
commercial release. There are many spaces available within the first sixteen
pages and would carry on throughout the publication.
Choosing
comparative products
As well as looking at the Northern Echo as
a competitive product, I have chosen 3 gaming magazines that would be
considered competitors to my product. These are: Edge magazine; a monthly
magazine published by future and printed in the UK. Games TM; another monthly
games magazine published by Imagine Publishing and printed/distributed in the
UK. Lastly 360 Gamer, a three weekly games magazine that is smaller scale than
the other two published by uncooked media and printed/distributed in the UK. As
shown all three are large magazines two aimed at my intellectual audience and
one aimed at more casual selective 360 gamers.

Edge
was selected, as it is a high quality and intellectual games magazine that I
took inspiration from during genre research.
The magazine features a relatively simple layout in its cover and
DPS’. This is comparative to my front
cover as it features
one central image against a white faded cityscape background with bright green
header and main sell line with smaller black sell lines around it. My first
cover attempts to use a central image but utilize a full, outdoor background
which I feel didn’t work quite as well. This made my product look much less
professional and so I created a second using a plain background instead. In this second attempt I also attempted to
recreate the header style of this cover through the re-arrangement of text and
the editing of the image to appear as if it were a video game character instead
of a real-life model. This was relatively effective and with some slight
editing would look professional and visually appealing.
This
is similar with Games Tm the other cover I have analyzed over the course of
production. This again utilizes a bold,
plain header, a single image and sells lines that are located around the image.
The main difference between Edge and Games TM is the location of the main sell
line. On Edge it is across the main image whereas with Games TM it is below it.
This style would be effective but experiments made me stick with the central
image as this position best suited the image of the cover. I have used the
banner sell line along the top that both magazines utilize. Games TM feature a
highlights section that looks cool but again would not suit the style of image
I have used. The gold background also looks too bright and cheerful for my main
story about war games. The use of a
smaller image increases sell line space on the cover but the scale would not be
effective to use with any images I have taken.
In
terms of masthead I paid close attention to the length and style of mastheads.
They are usually a maximum of 2 words long for example 360-gamer. This meant to
keep mine professional I would have to mimic the same. I decided to take a
slightly more horror based title with game stalker. This kept within the two-word
limit and is more memorable than a generic gaming title. This is also
reflecting in the font chosen, BURNING
WRATH, which is perfect as a horror font that can be
easily used as a masthead being big and bold, fitting normal title conventions
and in blood red fuels the darker design of the magazine and the revolutionary
theme in the content. (Images could not be inserted)
In terms of content my magazine differs
from 360 gamer in the sense that they write articles about general games and
are focused on previews and reviews of current and future games. My magazine is
much wider focused with multi-console focuses and features on issues within the
industry as well as review current games. This makes my product much more
specialized than the generic content of 360 gamer. However my product does link with broader
focuses of my other two selections that feature much more intellectual pieces
alongside the more generic content. This
is where I developed my content ratio of two intellectual articles to one
generic review. This concentration on
heavy content is appropriate for my target audience and their maturity
level. I have tried to create a product
that can be flicked through and focused on when necessary. My article examples vary between company tours
and interviews (Edge, Fullbright Company) to a review for resident evil that
unfortunately couldn’t be found to show.
These differed in tone and formality with the review being targeted at a
less formal audience.
The
main source of inspiration for my contents page was that of Games TM. I have
used a double page spread for my contents to produce a spacious and detailed
contents section. There is a much more equal image to text ratio and punchier
sell lines. There is a small sentence of detail per editorial sell line and a
listed review section. There are two
review sections an AAA section for new big budget release games and a steam
section for Steam games and new releases on the store. There are also editorial and retro sections
focusing on all aspects of the gaming genre and celebrating classics. There is
a small note from the editor that isn’t common in gaming magazines but is
present in most magazine types. This is present as a welcome to my readers and
to prove their writer/editor is unafraid to be featured. This layout other than
the editor’s note is similar in Games TM with similar story sections and a
second page dedicated to an image for one of the main stories. There are several images selected to illustrate
the more important stories in the magazine as would be done professionally by
other magazines
With Edge there were distracting background
objects that would disrupt the page in my opinion and look slightly
unprofessional. This is more subjective than fact but I am technically a member
of my target audience and therefore should have an idea of what my audience
would not like. The contents page looked cluttered and featured small text and
few images
For my first DPS I have adopted a similar
layout to an editorial from Edge magazine. It was an article about a company
and was relatively simplistic yet looked highly professional and easily
adaptable. I used a page for the main header, sub header
and main image with caption and the second page for the text and a smaller
image at the end of the article. Out of my three articles this is the most
professional and required no editing after feedback. There is no unfilled white space and there
are logos to fill the space and further brand the product. The text, although
extensive in quantity, is partially broken up by a quote insert and
approximately one line to break up paragraphs. The only unprofessional part of
the article would be the photography. It misses the point slightly despite
illustrating the message. With this fault the product isn’t quite as
professional as other products especially the products I have chosen but is
still considered more informative and highly formal in comparison than 360
gamer. This article is designed for my
mature readers and is reflected in the
intimidating style and high text load.
This DPS is similar to the editorials
present in Games TM as they too have intellectual content that touches on the
critical issues of the industry. Again my target audience is partially taken from
the audience of Games TM so this content will appeal to them and their reading
tastes. Stylistically it is different as there will be video game screenshots
used instead of live imagery and more small images used and just generally a
much higher image ratio than that used in my products.
The second article is much friendlier to
casual gamers as it is a lot less intimidating and features a much lower text
count. There is no real inspiration for this article and no product that I have
seen like it. This makes it unique to my
magazine alone and could be made into a selling point. This could be perceived as unprofessional but
I prefer to see it as alternative. In a world of lookalikes and copies it
should be original content that sells and this drove me to create this
DPS. It was surprisingly well received
by my audience and would be made into a regular feature. If it is perceived as unprofessional then it
would appeal to all gaming audiences as the layout is accessible to all. The
central image is designed to lure readers in and briefly show the emotions of
the article alongside the text and header. This would persuade readers to read
the story for an explanation of the image. This method has been adopted by
competitors but the actual layout hasn’t.
The adoption of the method adds some professional appeal and could boost
my products appeal in future sales. It is partially professional looking and
with a better taken image it would be fully professional just a little
alternate.
The third article is much easier to compare,
as it is an adaption of a 360 gamer review. This means it is a fairly standard
layout to match generic content. This again improves the professional practice
levels in my product and will be familiar to both mature and casual audiences.
The article uses breakout boxes, quote inserts and images to break up an
excessive 6 columns of text. The level of text is the only content feature that
differs in my review to every average review out there. Most reviews are short
and only deliver the main points whereas mine utilizes all aspects of the game
and delivers an account of the whole game.
Aesthetically there are several differences
between my product and the three comparative products as they have higher image
to text ratios and in-game screenshots where I have a small image to text ratio
with real life models depicting the key moments of the game. This is where the
name spawns from, the whole low budget look. This is mainly used as the gimmick
for the article and possibly the whole magazine. This does impact the
seriousness of the product and could possible reduce its professional appeal
but at the same time stops the product becoming dry and boring which is always
a risk with magazines. The addition of humour can create a mix of serious and
silly content that will aim to appeal to both serious and casual gamers again
making it more commercial. Most gaming
magazines wouldn’t rely on gimmicks and are based on digital content so are
instantly different to my product. This alternative view could be considered as
alternative and again a form of branding.
Lastly, in all products the use of
technology is vastly different to mine as competitors rely on screenshots taken
within games and the use of recording software to gain the imagery they use. I
have used a camera, studios and models for my products which have turned out an
alternative look generic products. The only real times that my competitors
would use cameras would be for specialist articles such as company profiles/tours
and conventions that would require showing important people, costumes or
consoles/technology. This could mean that my magazine is much more specialized
and in some ways much more hardcore as the audience would be drawn in by
content and not flashy technology usage or imagery. The use of human models
adds a sense of power as again its suggests that my product doesn’t rely on the
usage of excessive technology and stands tall on its own as something unique.
This is a more traditional magazine that has some almost newspaper-like
elements to it.
Codes and conventions
Gaming conventions
The main conventions of the gaming genre,
found through research, would be that the magazine features large stories with
high image to text ratios. These are
basic conventions and apply to most examples of products except 360 Gamer which
uses much smaller stories specialized to the Xbox 360. Both Edge and Games TM adopt this method,
especially for previews and reviews whereas the more serious stories use one
large image or one/two smaller images illustrating the points in the
story. The main convention that must be
followed and without a doubt the most obvious is that it must feature gaming
related content. Each story featured must be related to some aspect of
gaming.
I decided to adopt the large stories
conventions and only in certain times adopted image ratios to suit how I see
the articles should be. This means the one photo policy on front covers and
serious articles and the higher image to text ratio in reviews. I should have stuck to this throughout
production as it would have kept the magazine looking professional and
conventional. I easily met the gaming convention as it is a passion of mine and
I know a lot on the subject. This allowed me to create three accurate and
different topics based on my own beliefs on the subject and facts. These
articles were all different and in many aspects educational to both gaming
companies through improvements to genres and warnings on pre-ordering, along
with the generic review information. The length of my articles could also be
considered sticking to more intellectual magazine conventions as I have
produced long, complex articles for mature audiences to enjoy.
I should have taken more images throughout
the course of production as it would have benefitted my product. I would have
been able to stick to the convention of high image to text ratios if I had.
This is one of the only conventions I have chosen to ignore as I only had
limited models to rely on and did not have the time to find more. If I tried to utilize this convention then it
would have been too repetitive and would feature underwhelming
photography. The other convention I
could have stuck to better would have been the shorter length of articles. This
would have made the articles I created look less intimidating and much more
readable and therefore lure in more casual gamers. I tried to create this
through my pre-order nightmares article, which although successful was the only
one to undergo this style.
Print objectives
Story-
My articles as previously mentioned link in with the usual content of games
magazines as they utilize reviews, editorials and overviews of issues in the
industry. This shows professional practice as I have stuck to the expected
content type of my target genre. I have slightly bridged off in an advice style
article through sections of pre-order nightmares and been slightly cynical in
parts of Is War the Answer? These deviate from standard formula and would
provide interesting reads to those tired of the same content regurgitated. Had I needed more content ideas I could have
used a possible interview article, as these are common or a top 10-list style
article for necessary content. These however could difficult to arrange or gain
original photography for, as a top 10 would rely on game boxes and
screenshots. Article length has already
been addressed and varying lengths were applied throughout the product to
create articles for different tastes and reading times. This would be done by professional product
too, to ensure that the maximum number of readers could be reached.
Language control- For all articles I have
kept a mixed narrative voice as I use different voices to address personal
issues or thoughts and more direct 2nd person to address the reader
when I feel something needs addressing or I’m giving advice. Most articles in
games magazines are depersonalized which I feel reduces the value of certain
articles. However I have had to be personalized as I give opinions that if not
shown as opinions would be considered slanderous to corporations or games. This
is the case in all articles especially the reviews. I have gone for a relatively slow and sarcastic
tone, as my articles are critical of the industry. In the review I have been
much more upbeat and faster read speeds are used as it is a positive article. I
use relatively emotive language and am highly critical tis level of critique
may not be present in most magazines but in specialist articles in Edge there
is put-downs on the industry and criticisms made. For sell lines I have
mimicked the style of gaming magazine sell lines by using the name of a game
and a slight addition of possible content. There is also references to
companies as every gamer has peeves with the industry.
Colour- Most games magazines are bright and
colourful when attracting casual audiences and on covers, however my main
inspiration Edge usually has a bold green header and then is mainly black and
white throughout it’s article. This is the same with my articles with colours
chosen to improve branding. There is use of red to connote revolution and
fearlessness and with the added horror fonts selected throughout show my product
is new and unafraid to criticize the industry.
My colours and fonts are designed for connotations and appeal.








