Timed Essay Question 1
Question 1:
Explain
how ongoing audience interaction influences the production of video games.
Refer to Minecraft to support your answer.
In this question I will be looking how an audience is able
to influence and shape the production of video games and for this I will be
using Minecraft as an example and how social interaction changed the game
forever.
When Minecraft was first made, the software was never meant
to be a game, rather a tool to help programmers and coders, there was never any
intention of it to become a commercial game. However, the people who played
Minecraft decided to post about it and show other people on blogs and places
you can share gameplay videos like YouTube, this simple act is what changed
this game forever. People started to watch and listen to the people who were
posting their own Minecraft content and then got the game and started to play
it because of them; these people were later known as “prosumers”, which is a
mix between a consumer and a producer of content. Over time the game grew and
more and more people started to post content of the game as a clear and defined
community was created from this simple coding tool, showing how it evolved from
a simple tool which was targeted towards programmers to one of the most successful
games of all time and even having conventions about it (Minecon) as well as
merchandise and a lot more products. This social interaction between fans
allowed the community to both form and solidify simultaneously to both the
advantage of Mojang and the community itself.
When Mojang (the company that created Minecraft) decided to
turn Minecraft into a game they were at a standstill since they did not know
what to add into the game, but the community were once again helping them as
they all voiced their opinions of what they wanted in the game and they decided
to take a lot of feedback and actually add a lot of the suggestions into the
game. These people are known as an “active audience” who constantly talk about
the product and voice their opinions to everyone while being active parts of
the community; these people decided to join the community usually either for
the social interaction or their love for the product, showing their dedication.
As the game continued to get update, more people found their way into the
community and that created a lot more ideas which in turn made more people find
the game, this cycled continued for nearly its whole lifecycle and is still
going on to this day.
Due to the active audience, there are now 17 different
versions of the same game across a multitude of platforms and the product is on
an even bigger commercial scale. This gradual expansion of the game allowed all
people to play the game, regardless of what they play on or who they play with,
making the game accessible to all people. Since more people had the ability to
play the game now, more people joined the community and even more members of
the active audience was formed, creating another (even bigger) cycle that just
continued the game to grow and grow to the size it is today. And then in 2014,
Microsoft decided to buy the rights to Minecraft for 2.6 billion dollars. They
decided to buy the game then due to seeing how big it can get and seeing it as
a safe investment. This allowed the game to be pushed even more by one of the
biggest tech companies of all time, which skyrocketed the game to where it is
today and allowing it to be one of the most popular games of all time. Due to
the size and popularity, conventions now take place (Minecon) for the fandom to
gather and show their love for the game and the community, showing why they
found the piece of media in the first place.
Overall, Minecraft would never be where it is today without
the small following that decided to stick with the game from the start and
voice their own opinion and become apart of this active audience, showing the
massive influence the audience had on the production of this game and the
influence this game had over the market of video games and the community of
people who play games.
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