Evaluation E
“Provide an
evaluation of the product you created for unit 5. You may refer in your
response to such things as the suitability of your product for it’s intended
audience, its technical quality and its aesthetic quality.”
Discuss your product in light of the
objectives outlined in your treatment.
My magazine was designed as a niche
magazine to feed the needs for a serious game magazine. The genre was
simplified to just games magazine but it was designed to discuss popular games
and the issues consumers face at the hands of the gaming industry and the
companies running it.
My aim, as discussed above, was to create a
magazine that could act as a voice for disgruntled gamers and expose all the
malpractices of the games industry. I achieved this aim as 2 out of the 3
articles I wrote were focused on key issues in the industry and my audience
enjoyed them. The age range was from
16-24 year olds with an interest in gaming and enough experience to understand
the context to the magazine targeted in the hardcore gamers tribes and an AB
C1/C2 socioeconomic group.
When designing the branding of the magazine
I wanted to create a horror-based theme to fit the magazine title, Game
Stalker. I used a font called burning
wrath for the header and little title references
throughout the magazine. This was a recurring theme through the front
cover, contents page and the second DPS, Pre-Order Nightmares. I achieved my
horror aim and my audience considered most fonts I picked appropriate. The branding stood out and would be
recognizable in future issues. Because
of this I believe that this magazine would survive in the real commercial
world. There is a gap for a games magazine with criticism to the industry and
not just games. There could be
competition from magazines such as Edge and Games TM but the cheap price of
£1.50 would definitely lure in some readers. With improvements to aesthetics it
would definitely be a contender in the games magazine market.
As for advertising rates, I looked at the
rates of other games magazines and focused on creating cheaper prices for local
companies. The lowest being £500 for a
single black and white advert and £600 for a 4 colour. The most expensive were
£2000 for a black and white DPS advert and £3000 for a 4 colour DPS. These seem
expensive but when compared to other games magazines are much cheaper than the
average prices. This again should be enticing to advertisers and increase my
magazines survival chances in the commercial world.
Lastly throughout the design phase the main
concern was sticking to the unique selling point. This was easily achieved
through the articles I have written and the more unique style I have gone for.
Incorporating alternative layouts with quite biting articles on the issues
surrounding the industry that affect gamers everyday. I still also managed to
keep it a games magazine and not just a rant on paper through the addition of a
games review common of all games magazines on the market.
Discuss your project’s real appeal to
your target audience
When designing my product I was always
aiming to make the gamers think. Hence why I outlined the need for experienced
gamers in my target audience. This fits into the employers aim as it had to be
self-sufficient (which would be provided by advertising) and appeal to 16-24 year
olds. The problem is that 50% of gamers
are known as casual gamers and are not as heavily invested in gaming as my
target audience, the hardcore gamers, therefore the deep and intellectual
content in my articles may be too much for them though they may still buy the
magazine was for the review section which is written in a casual style for all
gamers.
When conducting feedback, I purposefully
gained it from hardcore gamers and even more purposefully game design students.
This was so that any improvements I get
recommended would actually have a purpose and be given by readers of such
magazines. This would cover all products produced a.k.a a front cover, contents
page and 3 double page spread articles. Each written in a different style to test for
the most effective styles that the audience would find most appealing. Feedback was conducted through a focus group
with casual gamers with their answers recorded in a questionnaire sheet which
proved useful though there were some simple yes/no answers given. The other
method was through Facebook send out other questionnaires to the game design
students who couldn’t attend personal feedback sessions. I would have gained
some feedback from media students but there hasn’t been time.
In the cases of all written content, covering the three articles was
praised heavily. The sarcastic nature was approved, “Yes the snide tone to the
text suits the biting comments to evident problems in the industry.” This was just one positive comment received
about the written content. Others were, “I thoroughly enjoyed reading the first
article as it fills in the appropriate information and the sufficient details.”
Points which I would have considered preachy were praised, “Points did come
across a bit high and mighty but I’m not sure if this is a bad thing for isn’t
the magazine supposed to be snarky and critical of mistakes made high up in the
industry.” My audience could connect with
the writing style and grasp the nature of the magazine. In most cases the
writing styles applied to articles aided their content, this was quoted when
asked about article 1, “the writing style complements the content of the
article and thus gains peoples interest.” Then for article 2,” Yes, it still has the cheesy jokey mood but it maintains a good
mature prose.” The assessor also approved of the writing style, “Nicely written
articles relevant and appealing to the target audience. “
The topics of my magazine were also positively received, as my
articles were current and dealt with experiences that some audience members had
been victim too. Some were even hailed as controversial giving my magazine an
edge, ”I think that it is interesting and controversial.” This was especially
the case with article 2, Pre-order Nightmares, where the audience could easily
connect with the advice in the article and relate it to their own experiences,
“well
evaluated using examples from the real world and real people who have suffered
similar incidents.” The review was also praised for being familiar
to readers. My audience found it enjoyable to read and useful when asked, “I
think so; it is a useful and fun article.” This praise for topics again
inspires confidence in the success of the magazine.
However there were criticisms to the written content also. In some
cases it seems that to some members of my feedback audience the length of the
articles could do with reducing, as the length of text on the DPS articles
seemed intimidating to lesser gamers and magazine readers,” but once opened to the double page spread and saw
the extensive text I may put it down. “ This clearly indicates that to some
audience members the written content would need to be lessened to make them
feel more comfortable with the articles in the magazine. The two bulkier
articles both received comments like this,” amount of text is
jarring at times,” whereas the alternate article
received more praise for the shorter length and more welcoming layout,” The article works a lot better than the other one
as it flows better.”
In
terms of visual aesthetics, my audience had mixed views on both layouts and
photography with a mix of praise and improvements to all parts of my magazine.
Starting with the front cover, the audience found the sell lines interesting
but the simplistic font, American
Captain, used at that time, put some off,” The text
does look a little Microsoft word if you know what I mean.” This has since been
replaced by square font and looks neater and more like the font used in competitor
magazines. The header was considered
memorable and definitely eye-catching by the audience,” The type of font for the
front cover is eye catching.” This type of praise was consistent and proves that
using a different style of header to competitors can gain interest from
potential consumers and target audiences. The position on the cover could be
changed though and the whole cover could do with neatening up but the header
shall be staying relatively similar,” Yes the text really stands out against the rest
of the cover however it does look a little out of place in that position.”
Lastly the image for the front cover received a mixed reception, as it is not a
professionally taken image. It was taken during the article 1 photo-shoot using
my camera. Audience members saw this and saw a decline in professionalism from
it, ”Should the imagery be changed? In order for it be
more professional, yes.” However this unprofessional image lead to another
interesting reception from the audience. This type of image seemed comical to
some audience members and worked in favour as again it drew audience appeal at
its oddity. It seemed to fit well on the cover and tie in with the sarcastic
nature of the magazines content,” amusing cover images stick in the readers
mind.” Despite the intention of creating a serious front cover, the audience
found the imagery appealing and this still drew in some interest. However, the
assessor felt that,” I would recommend another photoshoot with the model facing
the camera.” I could have done this and improved the photographic quality but
there just wasn’t enough time. The other main photographical problem with the
cover, as outlined by one audience member, was the use of only one image. This
method was used to show professional practice but put off this consumer, as
there was no real image variety,” Not so much changed but more can be added to
further promote the material that it in the magazine.“
This could be a wise improvement as using several images could fill space and
add more professional material to the cover.
The contents page never really received any feedback from the
audience and only received criticisms on white space issues by the assessor.
These could be filled with images of extra details to content in the article. This was taken on when editing products to
include extra contact details that increase the accessibility to the audience.
The
first double page spread of the magazine is Is War The Answer? This article was
praised for its layout, as it was professional looking and suited the article
type. The text was all on one page in a neat paragraph based style and the
other page was occupied by the image of the article. As was said most found
this professional looking and found the article appealing to look at and read,”
I feel that the layout of the article is appropriate. The position of images
and headings doesn’t interfere with the main body of the text.” However to one
audience member this layout was cluttered and messy to look at,” The layout is
difficult to look at because of how it’s been presented. It looks cluttered; if
it were presented a little neater it would be easier to read.” This improvement
would be easy to do and could further increase the appeal of my product. For the photography used in the article the
message behind the image was well received with the whole reality vs. game
scenario clear in the image but the audience found it difficult to take
seriously with the expressions of the model and recommended a change of image
with a more serious expression,” The concept behind the photo is nice but I
would recommend a change of scenery.” This quote also outlines the other
problem with repetition in my imagery. These problems could both be fixed by
taking another photo-shoot in the studio with serious models. Lastly in terms
the header, the font used was positively received for the war effect and it’s
almost bloodied colour and look. ”The bloodied style effect is suitable for the
article, ” This shows my audience appeal to articles with content-based headers
and this theme carried on throughout the magazine.
I had received feedback from article 2 in the past, as it is an
improved version of my mock-ups. This layout is my only alternative layout and
surprisingly received high amounts of praise, as it is a fun article that
diverts from current formula. The article appeared direct and inviting with
most audience readers being drawn to the central black and white image and more
closely the cursed game they were holding. Despite being the
weakest image in
the magazine the photo used received praise for both its visual representation
of the pain gamers face but also reflected faces they have pulled themselves in
the same situations,” it does get the point across, especially as the model is
holding a very good example of a bad game/ Yes, I laughed at the face as I had
that face when my preordered game arrived 3 weeks late.” The target audience
found the imagery relatable and this again could raise its appeal. The layout was higher praised than the first
article despite the lapse in professionalism. This could be luck or down to the
fact that my target audience are more enticed by alternative layouts. With improved
imagery this could be the most successful article and since it is relatively
unique then again could be a key selling point.
The text arrangement was praised for its simplicity and inviting
length,” Yes I feel the picture being in the centre frame is a good idea as it
would grip the readers attention with the support of the text that sits above
it. Also the paragraph layout is consistent.” However
it could still be tidier and more visually appealing to further draw sales,” If
it’s a teen audience then its perfect except it still could be tidier. “ During
the feedback process for this article I received an offer for another model who
had had experience with the exact game in the image. This could come into
consideration if my products are improved, as it would diversify photography in
the magazine. The header was also praised and utilized another horror font
called, oh the horror, which actually looks relatively nightmarish in its connotation.
Lastly, there is article 3, the Low Budget Review. This was the only
article with a studio-based photo-shoot and it shows, as the photos are a much
higher quality. The imagery was designed to parody key moments from the game
and my audience got the references,” The imagery of the article is exactly how
Rockstar, would have had their characters for the official game.” This shows
the experience of my target audience and the subtle subtext to the imagery
chosen in the articles. Despite the
professional taking of these photos some audience members still thought they
could be improved,” Yes, except the images could be presented better and could
include a few more as to not put the reader off the wall of text underneath
them.” The improvements could be subtly made using Photoshop and as for the
more images there are some backlog images form earlier in the shoot that could
be used though the amount of text would make this difficult to do. However the humour conveyed in the images was
enough to interest the readers and again was met with positivity,” Yes, the
images are original and unique/ Yes the photos sit well against the background
and feel professionally produced they are also placed in areas that they would
be found in a real life magazine.” Overall the layout was well received despite
the “walls” of text. This was off-putting as mentioned earlier in the
evaluation.
So in conclusion my
audience enjoyed the written content of the magazine but to some members it is
clear that the visual aesthetics need improving in terms of diversity and
quality before the maximum appeal can be reached.
Discuss Your Projects Technical Weaknesses and Strengths
Photography- photography
is the main weakness of my product as images are quite repetitive as I had a
limited amount of models to utilize as timings with other intended models
clashed or they were busy. Luckily I had
some friends that were always available and my own camera to take some
necessary photo-shoots when the studio was unavailable. This became a downfall,
as there is a clear quality difference between lighting in studio photographs
and those taken in natural lighting. There are also some problems with
expressions in the photos in article 1 that can potentially distort the view of
the article. The battle cries can be
mistaken for laughter and this dampens the serious nature of the article. To
improve it may be a reasonable idea to re-take those photos with models using
more realistic expressions. There were certain issues with the cutting in
certain images out (front cover, DPS 2) which has left models looking jagged
and partially decreases the professionalism of the magazine when closely
observed. This was mainly down to rushing the photos and could easily be
re-done, as the original photos are still available to edit.
Looking
at the positives of my photography, most, if not all connotations are present.
My audience was able to read the intended messages and recognized the
references in the GTA review. This means that poses and moat expressions have
been well captured and portray the intend emotions/stories. As was said I may
need to improve the article photo for Article 1 but this is the only real
problem with messaging in photography. There are good uses of lighting in the
studio-based photo-shoot for GTA V using soft boxes to illuminate models
against the clear background. There was also use of a fan to generate a live
atmosphere that adds life to models. For the front cover I attempted to edit
models into video game characters that would look realistic when faded. This
was relatively successful but was underdeveloped as this was coined in the
final lesson before deadline. In cases
of my own-lighted shoots it is a mixed bag. The assessor feels there should be more studio
based imagery and I agree. The photo-shoot in Stanhope Park went well as the
day was relatively bright and provided plenty of natural lighting to illuminate
the models and the natural background added to the battlefield look. Conversely
when taking the photos for Pre-Order Nightmares I had to rely on the flash
feature, as the location I was using was too dark to clearly show the model
without it so quality is quite spotty and the background had to be removed for
the image to be suitable. To remove the shadows generated by the flash I had
increased the brightness and desaturated the photo to appear more like a prison
mug shot and this was surprisingly effective, increasing the photos message
value.
Writing- As agreed by my feedback audience the written content is the best
element of my magazine. It differs between articles as I use a mix of voice in
all articles that could show inconsistency but also explore different elements.
For example the article pre-order nightmares diverts between first person
personal ideas and experiences before revert to a heavily depersonalized tone
for more general information. This change in tones keeps the tone focused and
allows different levels of interaction between reader and writer. This writing
style was used similarly in the other articles. This mix of voices shows personality
and accurately conveys information in objective sections.
Tone is also quite important in the articles I have written and I am
pleased to say that the correct tone has shown through in each article. There
is a clear, positive attitude in the GTA V review that reflects the positive
reaction this game has caused for the critic. The pre-order nightmares article
sounds grim and foreboding yet also contains an air of analytical accuracy that
only wishes to publicize the issues with certain games and marketing. It sounds scary but also knowledgeable as
intended. The writing style has also
been referred to as high and mighty, which I find quite positive as it reflects
the whole attitude of the magazine. Lastly for Is War is the Answer, I have
created a tone that starts of quite sarcastic and whiny that slowly develops
into a voice of advice and knowledge as the article goes on. This has been
cleverly crafted to create a negative start that blends into a positive end.
Almost like the cloud has a silver lining type scenario.
The writing style was appropriate for the audience as it is a fresh
way of conveying current information on the games industry into the minds of
gamers that may find other magazines dull and boring. This magazine was
designed to criticize the games industry and I did that in both humorous ways
and serious ways that my audience enjoyed reading.
Key moments would include the length issues that my articles have
faced as the size could prove too much for the layout originally so took some
editing to fit. That was really only the negative moment that occurred during
article production. I had fun writing them as they are based on topics close to
my heart and subjects I have had personal experience with. This made them quite
easy to write and gave them a personal edge. This did include ensure my
opinions are always labeled for legal reasons and just to ensure no one gets
the wrong idea about companies when reading.
Layouts were on of the main sources of annoyance during the
production process. In the end they look professional and well made but there
was two layouts that changed over production. This includes the layout for the
contents, which was far too cramped as a single page and looked very ugly. This
changed to a much more open and detailed DPS that had a wider focus on
photography and a relatively equal image to text ratio. It is relatively close to
other magazines as it was split into sections based on the contents articles.
Everything is aligned correctly and other than perhaps the addition of a box to
fit the editor’s note couldn’t really be changed.
The other key layout change was based on article one. Originally
this article was planned to feature an incredibly different layout that would
be highly alternative. It would feature one large background image with several
small columns along the top half of the page. However this turned out to be highly
impractical as the imagery was not suitable for such a layout and the article
was way too long for the planned small columns.
The text in layouts turned out difficult to layout and I feel there may be
highly unequal image to text ratios throughout the magazine but this is
expected of the audience who should feel happy to read a high amount of
informative content. This is definitely
present in the first article as there are three solid columns of page length
text. The layout adopted by this article
is the most professional and most common of games magazines with one page of
text and one full page of image. There is one quote insert used outlining the
key rant with the game type discussed. I
feel I should have used more but I did not have the space to work with and so
perhaps shows that the text needs trimming as its too heavy. I feel the layout
proves that there is plenty to discuss in the header topic. Hopefully the
audience would see the article and read on. The header for the article is well
created as it looks like a bloody war font with bullet hole brushes to create
small bullet holes between words. The font used was called, Bronx bystreets, and was chosen for its tattered and war torn appearance. With more
time I would work on fixing the sub-header and perhaps find a better font to
use on it.
Other layouts were pretty well done too as I feel my alternative
design for Pre-Order nightmares was well received and generally was a welcoming
article with a manageable amount of text. There was an unequal image to text
ratio as the article relied on the one central image, which proved more than
effective at drawing readers. The image provided a general emotion for the
article through expression of the model. The article is referred to as an
editorial due the newspaper-esque layout employed. The use of a relatively informal layout also
made the article seem more personal. This also acted as a standout point to try
and set my magazine apart from others. The use of different and unique layouts
would make the magazine more accessible to magazine readers as it is different
and they won’t feel they are reading more of the same.
The
review article adopts a fairly standard layout used by other magazines in
review articles and makes use of the same extra-textual features such as
breakout boxes. There is the main score
box and a small breakout box outlined with positives and negatives. I don’t feel there is much special about the
layout and it has an equal layout. There is a large amount of text but this is
broken up by columns with quote inserts and images along with two images placed
above the columns of text. There is a
standard looking header and appropriate sub-heading enticing readers with hints
at what the content is about. The phrase low budget is incorporated in the
title as it links to the human based imagery. These models are used to display
key game moments and this is done well. The imagery adds energy to the article,
as the models look active. The imagery will make readers wish to read on a s
the photography is based on the text. The layout is designed to feel and look like a
review and it does this job perfectly though it again may be too text heavy and
require a lower text to image ratio. As far as I’m aware nothing is
miss-aligned and time and effort went into making sure everything is in its
proper place.
In all layouts some form of stroke was used
on text to attempt to create a 3D effect however I feel I could do more with
imagery locations to create a more 3 dimensional layouts that would be more
inviting. I could have used Polaroid effects but I feel this would have been
too space consuming and would waste time and effort. Overall I feel my article
have well designed layouts that could be less text heavy and although it is
slightly sad not to see my original alternative layouts from the flat plans the
changes have created professional looking articles that I feel could
comfortably be featured in a games magazine.


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