Fiance and budgeting
In the games industry it is very important to do financial planning and provide a budget plan for both long term and short term of the game development. For instance short term planning could include budgeting for the equipment the industry's departments which will be used to develop the game while long term planning which will include plans for the future of the game or finance to pay after the game has been fully developed and published. It’s important that the industry does a financial planning for the budget to help increase the possibility reaching the industry's goals without hitting any finance issues which will give the chances of the video game making a higher profit for their finance and it will increase the chance of attracting potential investors for the industry because of how responsible and well organised an successful budgeting plan makes the industry reputation look.
A beneficial way of doing a finance plan is estimating how much money the game will cost to develop/publish and how the finance should be spent in the best possible way to help generate the profitability. For example he games industry will have to plan for four different concepts for instance the industry will have to plan their budget for the fix cost, variable cost, break-even cost and monitoring.
The fix cost will always stay the same no matter how much the company profit is this includes managing expenses like rent, liabilities which are needed throughout the industry, labour of internal and external departments, insurance etc. For example if the industry hired a programmer for 400 a week the fix asset will stay the same no matter how much profit is made the fix profit will stay for instance if your game is making 400 or 500 net profit the fix cost will still be £400. Obviously unless more game programmers are hired this will then increase the fix cost because the salary budget will rise.
Variable cost does change the amount of levels in your sales/gross profit. This is because variable cost is the budget which is used for the raw materials the game needs an example of this when the game is published is that the packaging, disks, cover etc. is all raw material. Although if the game is an online game and is being published online the variable costs will be a different amount than a game which is published for a console like Xbox or play-station. Another example of a variable cost is the cleaners within the industry. Although the cleaners are not exactly developing the game the variable and fix cost concept is still important for the cleaner’s budget. For instance the cleaner’s salary will be a fixed cost however the supplies needed for the cleaner to work e.g. vacuums, brushes, wipes etc. All of the products will be under variable cost because these are materials which are needed in the industry to help get the best quality games.
The Break-even point is where the industry neither makes profit nor loses any money this implies that the level of sales is on a break-even point. This is important because the break-even point gives the advantage for the company to know how to adjust the sales to increase profitability and know what not to change within the sales to keep the company from not losing any money.
Monitoring is the most important concept within budgeting in the industry. This is because Monitoring is when the monthly budgets are analysed to make sure that the planning is going correctly and isn't going to put the industry into debt. For example every month the budget will be monitored too check that the budget is benefiting the industry, if not then to correct the figures so they are stable enough for the industry to have a reasonable finance budget. The reviews will have to be monitored too see which budgets can be adjusted to decrease the risk of being in debt and adjust the amount of money spent to be able to estimate what the numbers the next budget could be.

For example one of the best-selling games is Mortal Kombat X which was published by the Warner Bros and interactive entertainment. Mortal Kombat X was realised April 14th 2015 and by the 11th of July 2015 the game was worth at least $100,000 (£69003.59). This is mostly because Mortal Kombat X was published with having to buy the base game for $60 and being able to buy a season pass of four additional characters and a handful of skins for $29.99, half the total price of the game itself. In fact it would cost over $300 just to buy all the characters in Mortal Kombat X. Altogether this made Mortal Kombat X's profit bigger than the fix costs etc.
However if the games industry didn't plan their financial budget responsibly it would cause a several of issues within the organisation. The main issues an unreliable financial plan will cause is spending too much money on unnecessary items and becoming in debt almost instantly. For instance an average multi- platform game development will cost between £13-£20 Million pounds and up to £30 million for high profile games.
That cost includes everything the industry has spent money on including fixed and valuable cost assets for instance that budget would cover supplies such as CD's, Paper, cleaning products etc. As well as more major assets like the salary for the game programmers, artist etc.
This is why it is important to budget the finance plan for the industry before developing the game because the tiny assets and the major ones are just as important as each other to help get the best quality game for example the games industry could spend all their budget on the programmers but then have an inappropriate amount of the budget left for the artist or the packaging/delivering.
Another way an industry can have a fail in the finance budget plan is spending millions/years on the development but not getting any profit back once the game has been published. For example the game Shenmue was produced and directed by Yu Suzuki, and published by Sega for the Dream-cast in December 1999 in Japan and late 2000 in other areas. Shenmue was known for being the most expensive video game at the time with an estimated overall budget off £33- 50 million. It had sales of 1.2 million but the public didn’t agree with Shenmue voice acting and its slow pace which made Shenmue a commercial failure when the industry didn’t regain the development budget.
Another example of a video game which had been poorly planned is 'Dominion: Storm over Gift 3'. Dominion was originally planned to be developed by 7th level but was purchased from ion storm for £1.25M. They planned to finish the game within three months with two staff members although due to mismanaging the finance budget plan and Ion storms experience the game quickly failed. The Video game took over a year to develop, costing thousands more than they intended and it received bad reviews and lacking sales, fit was far from recouping its purchase price of £1.25 million, let alone the cost of finishing it.
cost of finishing it.
In the games industry it will be the developer who earns the least amount of money through out the organisation no matter of the budget finance. The only way the developer will earn the most money is them getting the money before the rest of the industry for instance before the publisher, distributor etc.
An example of this could be assassins creed. Assassins creed's publisher was ubisoft. Ubisoft will then deal with the advertisement and the over view of the development however once the game is ready to be realized the publisher will then hire a distributor. In the United kingdom the most common distributor is the royal mail. The cost will go through the retailer for example 'game' although if the video game is ordered offline the distributor will deliver the game to a customer (Consumer) but the money will still have to go through a retailer. The money which the retailer earns will be split into two and sent down the organisation line.
The Developer is last in the 'line' and sometimes wont get any money depending on how well the video game is sold. For example the developer will get no money until the publisher is paid and the publisher will get no money until the distributor which isn't usually a problem and is normally done really quickly.
For example here is a chart I personally made which helps explain how the payment in the games design industry works. As you can see the chart begins with the developer which then moves on to the publisher, distributor, retailer and then finally the consumer. The arrow above labeled 'Money' Is explaining how the direction of the money flow for instance the consumer will pay the retailer and then it will go onto the distributor. The arrow below labeled 'Payment' Shows the movement of the payment for example the developer will pay the publisher and the publisher will then pay the distributor.
However, Online gaming is more complex with how the developers are getting paid. For instance the developer, publisher and the advertiser are all linked together by an online gaming website such as 'addicting games'. If the game gets really popular on the website then it has more chances of appearing on devices such as Xbox live as an indie game. Money made to purchase the game will go to the developer which doesn't have to pay the publisher or the advertiser because in this case that responsibility belongs to the gaming website which in this case is 'addicting games'.
For example I made a diagram explaining how the online gaming payment works. On the left hand side of the image is three arrows named 'publisher', 'Advertisement' and 'developer'. In the middle of the image is the online gaming and on the left is the consumer and when the consumer downloads the game of the online gaming website. The pink arrows are the arrows which show the direction of the payment and the blue arrows show the direction of the product. For instance, the publisher, advertisement and developer give the online gaming the product which is then sent to the consumer. When the consumer downloads the video game the online website gets paid and then the online gamer will pay the publisher, developer and the advertisement. However in online gaming it is more of a struggle to recognise the maker of the game which makes it a lot more tougher for the maker to get paid.
sources;
https://en.wikipedia.org/wiki/Dominion:_Storm_Over_Gift_3
http://moodle.salfordcc.ac.uk/course/view.php?id=99
https://en.wikipedia.org/wiki/Shenmue
http://www.slideshare.net/hamzu12/financial-issues-and-market-trends?next_slideshow=1
https://play.google.com/store/apps/details?id=com.wb.goog.mkx
http://www.businesswire.com/news/home/20150615005119/en/Ys-Net-15-Years-Hope-Shenmue-III
http://www.rage3d.com/board/showthread.php?t=33950064
Market Trends and industry
Sony released play station 3 in Europe In 2007. The play station 3 is a home video game console which defined graphics with an HDMI cable. The play-station 3 was still competing with the Xbox 360 even though both was more expensive than past devices over the decade's however the play station 3 was the most expensive which made it more easier to loose against the Xbox 360.
The Xbox one was released on the 22nd off November In 2013. It quickly started competing with the play station 4 and the Nintendo wii U as well as competing with other digital media players such as apple TV and the google platforms because of the Xbox one being an all in one Entertainment system. The play-station 4 had a positive effect on the public because of how well Sony acknowledges the costumers needs and some critics have even said that play station 4 has an better performance than the Xbox One.
One o the most popular games in 2015 was Assassin's Creed Syndicate. Assassins creed became popular because of the Protagonists Evie and Jacob Frye which are a delight to follow around a city life with corruption and opportunity. Its brought excitement and entertainment to several platforms by allowing the player to freely switch between Jacob and Evie at most points, with side missions and open-world activities open equally to both.
Links
http://finalfantasy.wikia.com/wiki/Final_Fantasy_XII
http://www.metacritic.com/game/playstation-2/final-fantasy-xii
https://en.wikipedia.org/wiki/History_of_video_games
https://en.wikipedia.org/wiki/PlayStation_2
http://www.imdb.com/
http://www.gamefront.com/how-to-record-hd-ps3-gameplay/
A beneficial way of doing a finance plan is estimating how much money the game will cost to develop/publish and how the finance should be spent in the best possible way to help generate the profitability. For example he games industry will have to plan for four different concepts for instance the industry will have to plan their budget for the fix cost, variable cost, break-even cost and monitoring.
The fix cost will always stay the same no matter how much the company profit is this includes managing expenses like rent, liabilities which are needed throughout the industry, labour of internal and external departments, insurance etc. For example if the industry hired a programmer for 400 a week the fix asset will stay the same no matter how much profit is made the fix profit will stay for instance if your game is making 400 or 500 net profit the fix cost will still be £400. Obviously unless more game programmers are hired this will then increase the fix cost because the salary budget will rise.
Variable cost does change the amount of levels in your sales/gross profit. This is because variable cost is the budget which is used for the raw materials the game needs an example of this when the game is published is that the packaging, disks, cover etc. is all raw material. Although if the game is an online game and is being published online the variable costs will be a different amount than a game which is published for a console like Xbox or play-station. Another example of a variable cost is the cleaners within the industry. Although the cleaners are not exactly developing the game the variable and fix cost concept is still important for the cleaner’s budget. For instance the cleaner’s salary will be a fixed cost however the supplies needed for the cleaner to work e.g. vacuums, brushes, wipes etc. All of the products will be under variable cost because these are materials which are needed in the industry to help get the best quality games.
The Break-even point is where the industry neither makes profit nor loses any money this implies that the level of sales is on a break-even point. This is important because the break-even point gives the advantage for the company to know how to adjust the sales to increase profitability and know what not to change within the sales to keep the company from not losing any money.
Monitoring is the most important concept within budgeting in the industry. This is because Monitoring is when the monthly budgets are analysed to make sure that the planning is going correctly and isn't going to put the industry into debt. For example every month the budget will be monitored too check that the budget is benefiting the industry, if not then to correct the figures so they are stable enough for the industry to have a reasonable finance budget. The reviews will have to be monitored too see which budgets can be adjusted to decrease the risk of being in debt and adjust the amount of money spent to be able to estimate what the numbers the next budget could be.

For example one of the best-selling games is Mortal Kombat X which was published by the Warner Bros and interactive entertainment. Mortal Kombat X was realised April 14th 2015 and by the 11th of July 2015 the game was worth at least $100,000 (£69003.59). This is mostly because Mortal Kombat X was published with having to buy the base game for $60 and being able to buy a season pass of four additional characters and a handful of skins for $29.99, half the total price of the game itself. In fact it would cost over $300 just to buy all the characters in Mortal Kombat X. Altogether this made Mortal Kombat X's profit bigger than the fix costs etc.
However if the games industry didn't plan their financial budget responsibly it would cause a several of issues within the organisation. The main issues an unreliable financial plan will cause is spending too much money on unnecessary items and becoming in debt almost instantly. For instance an average multi- platform game development will cost between £13-£20 Million pounds and up to £30 million for high profile games.
That cost includes everything the industry has spent money on including fixed and valuable cost assets for instance that budget would cover supplies such as CD's, Paper, cleaning products etc. As well as more major assets like the salary for the game programmers, artist etc.
This is why it is important to budget the finance plan for the industry before developing the game because the tiny assets and the major ones are just as important as each other to help get the best quality game for example the games industry could spend all their budget on the programmers but then have an inappropriate amount of the budget left for the artist or the packaging/delivering.
Another way an industry can have a fail in the finance budget plan is spending millions/years on the development but not getting any profit back once the game has been published. For example the game Shenmue was produced and directed by Yu Suzuki, and published by Sega for the Dream-cast in December 1999 in Japan and late 2000 in other areas. Shenmue was known for being the most expensive video game at the time with an estimated overall budget off £33- 50 million. It had sales of 1.2 million but the public didn’t agree with Shenmue voice acting and its slow pace which made Shenmue a commercial failure when the industry didn’t regain the development budget.
Another example of a video game which had been poorly planned is 'Dominion: Storm over Gift 3'. Dominion was originally planned to be developed by 7th level but was purchased from ion storm for £1.25M. They planned to finish the game within three months with two staff members although due to mismanaging the finance budget plan and Ion storms experience the game quickly failed. The Video game took over a year to develop, costing thousands more than they intended and it received bad reviews and lacking sales, fit was far from recouping its purchase price of £1.25 million, let alone the cost of finishing it.cost of finishing it.
In the games industry it will be the developer who earns the least amount of money through out the organisation no matter of the budget finance. The only way the developer will earn the most money is them getting the money before the rest of the industry for instance before the publisher, distributor etc.
An example of this could be assassins creed. Assassins creed's publisher was ubisoft. Ubisoft will then deal with the advertisement and the over view of the development however once the game is ready to be realized the publisher will then hire a distributor. In the United kingdom the most common distributor is the royal mail. The cost will go through the retailer for example 'game' although if the video game is ordered offline the distributor will deliver the game to a customer (Consumer) but the money will still have to go through a retailer. The money which the retailer earns will be split into two and sent down the organisation line.
The Developer is last in the 'line' and sometimes wont get any money depending on how well the video game is sold. For example the developer will get no money until the publisher is paid and the publisher will get no money until the distributor which isn't usually a problem and is normally done really quickly.
For example here is a chart I personally made which helps explain how the payment in the games design industry works. As you can see the chart begins with the developer which then moves on to the publisher, distributor, retailer and then finally the consumer. The arrow above labeled 'Money' Is explaining how the direction of the money flow for instance the consumer will pay the retailer and then it will go onto the distributor. The arrow below labeled 'Payment' Shows the movement of the payment for example the developer will pay the publisher and the publisher will then pay the distributor.
However, Online gaming is more complex with how the developers are getting paid. For instance the developer, publisher and the advertiser are all linked together by an online gaming website such as 'addicting games'. If the game gets really popular on the website then it has more chances of appearing on devices such as Xbox live as an indie game. Money made to purchase the game will go to the developer which doesn't have to pay the publisher or the advertiser because in this case that responsibility belongs to the gaming website which in this case is 'addicting games'.
For example I made a diagram explaining how the online gaming payment works. On the left hand side of the image is three arrows named 'publisher', 'Advertisement' and 'developer'. In the middle of the image is the online gaming and on the left is the consumer and when the consumer downloads the game of the online gaming website. The pink arrows are the arrows which show the direction of the payment and the blue arrows show the direction of the product. For instance, the publisher, advertisement and developer give the online gaming the product which is then sent to the consumer. When the consumer downloads the video game the online website gets paid and then the online gamer will pay the publisher, developer and the advertisement. However in online gaming it is more of a struggle to recognise the maker of the game which makes it a lot more tougher for the maker to get paid.
sources;
https://en.wikipedia.org/wiki/Dominion:_Storm_Over_Gift_3
http://moodle.salfordcc.ac.uk/course/view.php?id=99
https://en.wikipedia.org/wiki/Shenmue
http://www.slideshare.net/hamzu12/financial-issues-and-market-trends?next_slideshow=1
https://play.google.com/store/apps/details?id=com.wb.goog.mkx
http://www.businesswire.com/news/home/20150615005119/en/Ys-Net-15-Years-Hope-Shenmue-III
http://www.rage3d.com/board/showthread.php?t=33950064
Business Models
Business models describe the rational of how the organisation creates, delivers and captures their value.
Business models describe the rational of how the organisation creates, delivers and captures their value.
70's - 80's
In the 70s to the 8s arcade machines was the most popular/functional way to play games. for instance developers/publishers devolved games in an arcade machine which was then based in several local area's which had an arcade. To play on the game the customer had to slot coins into the machine to be able to play on the game however this caused an coin shortage in japan in 1978 when space invaders was first introduced. Using arcade machines involves doing an large investment although the financial funds were returned clear and easily. Other popular arcade games include pac-man, donkey Kong and Ping Pong.
80s, 90's and 00's
By the late 80s games started to be developed on their own consoles and then sold through out retail. For instance if you don't own the console you can not play the most popular game at the time this is because the developers wouldn't develop a game which would be compatible with the competitors consoles for example Nintendo developed game which could be played on the Nintendo console and not Microsoft, Sony or PC. However once the developers started this some of the larger developers got involved and Microsoft, Sony and Nintendo became one of the most dominant consoles when Sega stopped manufacturing hardware in 2001.
00's to present day
From 00 to the present day there was a lot of changes in the games industry compared to the 80's etc. For example in the 00's and to the present day there isn't much need for malfunctioning, transport, store and put onto a disk and into a case because modern games are usually distributed online or into a phone app. which gives an positive effect financially within the games industry for instance the games industry can just create a game which can be downloaded to be played online because games are connecting more online than buying the game from a retailer store such as game. This means that the games industry had to follow this trend and begin making games online to still attract their target audience. This makes it much easier for the industry because if the game is in need for an necessary update then they could easily upload the updated game rather than having to create an new disc etc. Market Trends and industry
One of the mst important trends within the games industry is the dominance of strong brands for examples apps or video games. The developers and publishers will look at different brands to support their business. However there is also laws which have to be followed. For instance the IP which stands for Intellectual property is a term which referes to a different amount of laws such as copyrights, trademarks, patents and industrial design rights. For example the owners of the industry have certain rights to a verity of intangible assets such as musical, literary, and artistic works etc.
An licensed Franshised IP is essentially a arrangement between two independent industrys with a view to each making a profit. For example the Licensed Franshised IP will define the rights and privileges as well as checking if the characters and settings are licensed to have authorities to use license material by the licencor to a licencee.
Here are some examples of some strong brands and how the gaming industry have changed over the past couple of decades;
An licensed Franshised IP is essentially a arrangement between two independent industrys with a view to each making a profit. For example the Licensed Franshised IP will define the rights and privileges as well as checking if the characters and settings are licensed to have authorities to use license material by the licencor to a licencee.
Here are some examples of some strong brands and how the gaming industry have changed over the past couple of decades;
1990-1995
The 1990s was the decade where video games transitioned from raster graphics to 3D graphics and video games genres like first-person shooter, real time strategy and MMO started to become popular. As well did handhold gaming such as game boy in 1989.
In 1992 there was a couple of video game consoles such as the Nintendo entertainment system, Atari Jaguar, PlayStation, sega Genesis, Microsoft windows, sega saturn, Game boy and a lot more. One of the most popular games within the 90th century is an action, adventure/horror video game called 'I have no mouth, And i Must scream.'. This game is an CD-Rom and was first published in 1967 by Cyber-dreams. The game begins basically when some machines which are each referred to as "AM," which originally stood for "Allied Master computer", and then was later called "Adaptive Manipulator". Finally, "AM" stands for "Aggressive Menace". One day, one of the three computers becomes self aware, and promptly absorbs the other two, thus taking control of the entire war. It carries out campaigns of mass genocide, killing off all but four men and one woman. This game won the best graphic adventure game.
The 1990s was the decade where video games transitioned from raster graphics to 3D graphics and video games genres like first-person shooter, real time strategy and MMO started to become popular. As well did handhold gaming such as game boy in 1989. In 1992 there was a couple of video game consoles such as the Nintendo entertainment system, Atari Jaguar, PlayStation, sega Genesis, Microsoft windows, sega saturn, Game boy and a lot more. One of the most popular games within the 90th century is an action, adventure/horror video game called 'I have no mouth, And i Must scream.'. This game is an CD-Rom and was first published in 1967 by Cyber-dreams. The game begins basically when some machines which are each referred to as "AM," which originally stood for "Allied Master computer", and then was later called "Adaptive Manipulator". Finally, "AM" stands for "Aggressive Menace". One day, one of the three computers becomes self aware, and promptly absorbs the other two, thus taking control of the entire war. It carries out campaigns of mass genocide, killing off all but four men and one woman. This game won the best graphic adventure game.
Below is an video of an game play off 'I have no mouth, And yet i must scream.'
2000-2006
In the 2000 decade portable game consoles population was still increasing as well as improving both consoles and PC's. The play station 2 was released in 2000 and the slimline was released in 2004 which was a slimmer version of the play station 2. Next Nintendo released another popular platform which was the GameCube in 2001. The game cube was Nintendo first device which was compatible with a disc and was competing with the PlayStation 2. At the end off 2001 Microsoft released the first xbox console and shortly after halo:Combat Evolved instantly became the driving point of the Xbox's success.
2000-2006
In the 2000 decade portable game consoles population was still increasing as well as improving both consoles and PC's. The play station 2 was released in 2000 and the slimline was released in 2004 which was a slimmer version of the play station 2. Next Nintendo released another popular platform which was the GameCube in 2001. The game cube was Nintendo first device which was compatible with a disc and was competing with the PlayStation 2. At the end off 2001 Microsoft released the first xbox console and shortly after halo:Combat Evolved instantly became the driving point of the Xbox's success.
Final Fantasy XII in was developed by Square Enix and published by Square enix and published in 2006. It was famous in 2006 as an RPG series. Like most of the other games in the series, the player characters will level, gain skills, cast magick, use summons, Limit Breaks, and fight monsters on the playstation 2.
It became so popular because of the amazing story, fast and fun battle system plus having amazing audio sound effects. Here is a quote which I found from the website 'http://www.metacritic.com/game/playstation-2/final-fantasy-xii' giving Final Fantasy XII an amazing review. Below the quote is an video of Final Fantasy XII game play."The game looks great, sounds great, has great writing, offers a lengthy and satisfying journey, has a great technical element and engaging sword-swinging and spell-slinging. It would be difficult to find a game out there with better production values, or that meets its goals so successfully while still introducing new ideas and innovations."
2007-2014
Sony released play station 3 in Europe In 2007. The play station 3 is a home video game console which defined graphics with an HDMI cable. The play-station 3 was still competing with the Xbox 360 even though both was more expensive than past devices over the decade's however the play station 3 was the most expensive which made it more easier to loose against the Xbox 360.
In 2007 Nintendo was still known for the best held hold device with the Nintendo DS but in 2006 Nintendo released the Wii which became successful in 2007 with he success of a home entertainment console. The most famous games at this point for the Wii was Wii sports and Wii fit. By 2006 Christmas season the Wii had sold out which remained through the next 18 months, becoming the fastest selling game console in most of the world's gaming markets.
The most popular game in 2007 is mass effect and call of duty 4: Modern warfare. Mass effects was released on the console Xbox 360, PlayStation 3, Microsoft Windows, Wii, Nintendo DS, Mac OS in November 2007. The game is an action, Mystery, Sci-Fi and based In a technologically advanced future with an elite human commander who takes command of a prototype star ship and works to defend the galaxy from danger.
Call Of duty 4 was also released on the same consoles as mass effect and on the 5th of November. With the genre of action and thriller the game is based in a modern day setting. The player takes control of a character nicknamed "Soap," for most of the campaign and will need to progress through many modern warfare scenarios killing numerous amount of enemies.
In 2010 the call of duty series and the mass effect franchises were still as popular as they used to be. For example call of duty published 'call of duty: Black ops' on the 9th of november 2010. This game is out of the top ten games off 2010 with the rating off 8.3/10. The game is an action, thriller and mysterious genre and Within 24 hours of going on sale, the game had sold more than 5.6 million copies, 4.2 million in the United states. and 1.4 million in the united kingdom, breaking the record set of the Modern Warfare 2 by over 2.3 million copies.
Mass effect 2 was released on the 26 of January. With the genre action/adventure and Sci-Fi the reviews praised multiple aspects of the game including its interactive storytelling, characterization, and combat. For example the story line of the game is 'After being revived from death and having to join a pro-human organization without a choice, Commander Shepard must assemble a team, battle a new threat, and make tough choices in order to save the galaxy from total annihilation once more.' This led mass effect into being one of the most popular games within the year with the rating 9.6/10.
In 2011 The Nintendo 3DS was released as handheld video game console in February and became world wide less than a month later. On February 22nd the play station Vita was released. And Nintendo also released the Wii U on November 18 2011 although it wasn't as popular/Liked as the Nintendo 3DS.
By 2014 the most popular games was the 'Mario Kart 8' and 'Super Smash bros' which was released on the consoles Nintendo and Wii U. This is because regardless off the popularity and troubles of the Wii U in 2014 Nintendo was still one of the greatest developers and Mario Kart 8 and super smash bros Was some of the public favorites in 2014.
Destiny was also one of the most popular games in 2014. It was published by activation and is available on multiple platforms and provided entertainment for months and is still one of the most popular game in 2016 because of how futuristic and stylish the game play is.
As well Sony released the new playstation 4 29 November In 2013.
The most popular game in 2007 is mass effect and call of duty 4: Modern warfare. Mass effects was released on the console Xbox 360, PlayStation 3, Microsoft Windows, Wii, Nintendo DS, Mac OS in November 2007. The game is an action, Mystery, Sci-Fi and based In a technologically advanced future with an elite human commander who takes command of a prototype star ship and works to defend the galaxy from danger.
Call Of duty 4 was also released on the same consoles as mass effect and on the 5th of November. With the genre of action and thriller the game is based in a modern day setting. The player takes control of a character nicknamed "Soap," for most of the campaign and will need to progress through many modern warfare scenarios killing numerous amount of enemies.
In 2010 the call of duty series and the mass effect franchises were still as popular as they used to be. For example call of duty published 'call of duty: Black ops' on the 9th of november 2010. This game is out of the top ten games off 2010 with the rating off 8.3/10. The game is an action, thriller and mysterious genre and Within 24 hours of going on sale, the game had sold more than 5.6 million copies, 4.2 million in the United states. and 1.4 million in the united kingdom, breaking the record set of the Modern Warfare 2 by over 2.3 million copies.
Mass effect 2 was released on the 26 of January. With the genre action/adventure and Sci-Fi the reviews praised multiple aspects of the game including its interactive storytelling, characterization, and combat. For example the story line of the game is 'After being revived from death and having to join a pro-human organization without a choice, Commander Shepard must assemble a team, battle a new threat, and make tough choices in order to save the galaxy from total annihilation once more.' This led mass effect into being one of the most popular games within the year with the rating 9.6/10.
In 2011 The Nintendo 3DS was released as handheld video game console in February and became world wide less than a month later. On February 22nd the play station Vita was released. And Nintendo also released the Wii U on November 18 2011 although it wasn't as popular/Liked as the Nintendo 3DS.
By 2014 the most popular games was the 'Mario Kart 8' and 'Super Smash bros' which was released on the consoles Nintendo and Wii U. This is because regardless off the popularity and troubles of the Wii U in 2014 Nintendo was still one of the greatest developers and Mario Kart 8 and super smash bros Was some of the public favorites in 2014.
Destiny was also one of the most popular games in 2014. It was published by activation and is available on multiple platforms and provided entertainment for months and is still one of the most popular game in 2016 because of how futuristic and stylish the game play is.
As well Sony released the new playstation 4 29 November In 2013.
2015-2016
By 2015 and 2016 the Most popular consoles are the Xbox one, Play station 4 and the Nintendo 3D.The Xbox one was released on the 22nd off November In 2013. It quickly started competing with the play station 4 and the Nintendo wii U as well as competing with other digital media players such as apple TV and the google platforms because of the Xbox one being an all in one Entertainment system. The play-station 4 had a positive effect on the public because of how well Sony acknowledges the costumers needs and some critics have even said that play station 4 has an better performance than the Xbox One.
One o the most popular games in 2015 was Assassin's Creed Syndicate. Assassins creed became popular because of the Protagonists Evie and Jacob Frye which are a delight to follow around a city life with corruption and opportunity. Its brought excitement and entertainment to several platforms by allowing the player to freely switch between Jacob and Evie at most points, with side missions and open-world activities open equally to both.
Links
http://finalfantasy.wikia.com/wiki/Final_Fantasy_XII
http://www.metacritic.com/game/playstation-2/final-fantasy-xii
https://en.wikipedia.org/wiki/History_of_video_games
https://en.wikipedia.org/wiki/PlayStation_2
http://www.imdb.com/
http://www.gamefront.com/how-to-record-hd-ps3-gameplay/