-- ECONOMIC CONTEXT --
Unlike other media industries such as newspapers, magazines, TV, etc, the videogame industry is rapidly expanding.
The release of new gaming technology or games from popular franchises can be major economic events, and host big marketing campaigns, with their trailers reaching millions of views upon upload.
Video games are culturally and financially significant across three major terriroties (Japan, Europe and the USA).
In 2021, the value of the global videogames market was estimated to be $138.4 billion, increasing from $52.8 billion in 2012.
Mobile gaming is the fastest growing area of videogames.
Other strategies, in addition to game sales are employed to increase revenue including production and distribution models.
Ownership is another significant element related to the financial success of a games franchise.
-- HISTORICAL CONTEXT --
Video games are a relatively new media form, they've had exponential growth since the 1970s with other rapid technological developments.
There's a construction of the new "gamer" and the difficulty of regulating or monitoring the impact of such a fast-paced industry.
-- PROCESS OF PRODUCTION, DISTRIBUTION AND CIRCULATION --
and how they shape media products
Video games' production techniques have evolved and become increasingly innovative as the industry has become more competitive and the demands for games has increased.
AC being part of a franchise allows a production model that both increases economic viability and establishes a brand identity for the audience- most gamers know AC either by playing it, watching clips or just by hearing about it.
Advances in technology have shaped video games, by the inclusion of more complex gameplay, highly developed graphics and advanced CGI.
In terms of production, the games in the franchise are part of a multinational development which is typical of game production in larger studios such as Ubisoft.
-- RECENT TECHNOLOGICAL CHANGES AND HOW IT APPLIES TO THE PRODUCTION, DISTRIBUTION AND CIRCULATION OF AC:V --
Video games develop and expand to reflect advances in technology. The decision to release Assassin's Creed: Valhalla on platforms such as the Xbox Series X and PlayStation 5 was to keep up and synchronise its release to these next-evolution consoles.
This doesn't mean it didn't release on older generations of consoles- it released on all consoles that aren't quite outdated yet, such as the Xbox One, Playstation 4, and also released for Google Stadia during its short time (2019-2023), etc.
That being said, the implementation to Google Stadia was to branch out to the (previously stated) increasingly popular mobile gaming platforms before his discontinuation in Jan 2023.
The release of this game, as part of a well-known and popular franchise, may be seen as an attempt to bring high game production values to the burgeoning new mobile gaming arena.
The most recent games in the franchise have introduced cross-generational gaming, enabling data to be transferred from earlier generation consoles and cross-play and progression carrying progress between different platforms.
The opportunities to distribute and circulate games and to distribute additional content have been expanded, leading to increased revenue for the franchise.
The games themselves have also developed in-line with the changes in technology.
For example, Assassin's Creed Odyssey (even though it isn't the set product) offered a more immersive experience for players than previous games.
In 2021 it was announced that the new game to be released in the franchise, Assassin's Creed Infinity, inspired by the success of games like Fortnite, would be a fully live service game. This would expand the franchise and enable the games to time jump and include multiple historical settings rather than the single setting of the existing games. This would also ensure the longevity of the franchise and the ability to add new content rather than launching a completely new game.
As of May 2023, nothing has been added to this statement.
-- REGULATORY FRAMEWORK AND ROLE OF REGULATION IN GLOBAL PDC --
Videogame regulation differs around the world but is becoming standardised across many European countries.
In the UK until July 2012, videogames had been regulated by the BBFC. They are now largely regulated by the Video Standards Council (VGC) applying the PEGI system.
The PEGI system can be discussed in terms of its process (age ratings as well as visual descriptors of content) and also its attempt to harmonise.
The protection of children is also something to be considered with the development of technology - digital purchases have poor verification for if a customer is old enough to buy a product yet.
Some platforms that are heavily involved in digital media (such as YouTube) are starting to implement more safe age verification methods such as proving age via credit cards or passport, but we're yet to see that be applied to most videogames, especially mainstream ones.
Currently, the most verification you can get when buying games 18+ off big platforms such as Steam, or Ubisoft Connect, is just verifying your age (which can be faked, as there's no proof required to verify your age), so children buying games 18+ has a high chance of happening.
This makes PEGI relatively ineffective when buying games online, as you don't need to prove your age.
-- IMPACT OF DIGITALLY CONVERGENT MEDIA PLATFORMS ON MEDIA PRODUCTION, DISTRIBUTION AND CIRCULATION, INCLUDING INDIVIDUAL PRODUCERS --
The use of convergence has developed further across the most recent games in the franchise.
This is significant in terms of promotion/marketing and circulation and facilitates the development and re-release of games incorporating more complex elements.
The convergence between social media platforms promotes gamer engagement and identification with the game across the fan community.
Digital convergence is important to Ubisoft as an individual producer in a competitive market, it also benefits fans as individual producers of game content, for example through gameplay videos.
However, there are some possible risks including piracy and leaked content.
-- APPLYING THEORY --
Livingstone and Lunt - Regulation
(1) the idea that there is an underlying struggle in recent UK regulation policy between the need to further interests of citizens (by offering protection from harmful or offensive material) and the need to further the interests of consumers (by ensuring choice, value for money, and market competition). (2) the idea that the increasing power of global media corporations, together with the rise of convergent media technologies and transformations in the production, distribution and marketing of digital media, have placed traditional approaches to media regulation at risk.
Assassin's Creed exemplifies the industry-friendly, consumer-orientated approach to videogame regulation, whilst also highlighting the underlying problems that such an approach presents, in terms of the ease with which vulnerable audiences can easily access problematic material. source: #2
Ubisoft self-certify content using the PEGI age rating system, and Valhalla achieved 18 as a result, due to its very strong content, infliction of severe pain + injury, strong language, detailed description of criminal techniques, glamorising of gambling, in-game purchases and graphic violence.
It is clear that a robust regulatory code exists- one that seeks principally to protect vulnerable audiences, but as Livingstone and Lunt's research suggests, the effectiveness of that industry-driven system is problematic.
Hesmondhalgh - Cultural Industries
(1) the idea that cultural industry companies try to minimise risk and maximise audiences through vertical and horizontal integration, and by formatting their cultural products (e.g. through use of stars, genres and serials). (2) the idea that the largest companies or conglomerates now operate across a number of different cultural industries. (3) the idea that the radical potential of the internet has been contained to some extent by its partial incorporation into a large, profit-orientated set of cultural industries.
The videogames industry is designed to make a profit, as they operate in a competitive market. One of the ways they minimise risk is through genre-formatting, this is evident in the AC franchise.
The marketing of a new game uses audience recognition of the game and the brand as part of the franchise. Audiences therefore know what to expect.
The sequel formula of the franchise model gives audiences clues of what to expect, but enough differences through themes and settings to ensure anticipation and buzz around the launch of a new game.
The videogames industry is dominated by large multi-national conglomerates. Ubisoft is the fifth largest videogame company but is now also in competition with tech companies including Facebook, Google and Amazon who have recently become major players in the games industry backed by huge financial reserves.**
Some information is taken from the Assassin's Creed Franchise factsheet that would've been dated for when WJEC did Liberation rather than Valhalla, but I've tried making it apply to Valhalla instead.