Conclusion
Overall, through observation and analysis of the Skyrim and the opinions of fellow player's, it can be concluded that Skyrim was created primarily for gamers that have an invested interest in RPG games and as such, detonates it to the audience via the content and the codes and conventions of the fantasy and RPG genres.
By looking at how the game addressed the player, it showed that the game tried to appeal to fantasy fans first and foremost. It was common consensus among the interviewees that Skyrim was mainly aimed at casual RPG player that had a liking for more mature takes on the fantasy genre. The game strictly adhered to fantasy and RPG codes and convention, in a bid to denote to the audience that the game is made for people like them.
The games selection of content was one of aiming to convey a Nordic feel and a atmosphere of being alone in a vast country where harsh conditions are being made worse by civil war and the return of the dragons. The games art style is designed to back this atmosphere and at times, it is apparent certain content is there to immerse the player in the game world.
The games construction of content was apparent to appeal to RPG fans and this was shown when the interviewee's said that they all enjoyed Skyrim and that it appealed to them as RPG fans by adding in gameplay mechanics that are common place in the other RPG games they like. This shows the game content is constructed to appeal to RPG fans.
The modes of address allowed the player to either be a puppet master or an omniscient Narrator allowing for immersion or a comfortable level of disconnect depending on the player. This allowed for it cater to more RPG fans due to the option of two distinct ways of controlling your character.
The codes and conventions of Fantasy and RPGs were shown throughout Skyrim and it dependence on them was noticed by the interviewee's. They all felt that Skyrim was too much of a traditional RPG to have any real uniqueness among it rival's narrative wise. It simply relied on its gameplay and world building to immerse the player opposed to the narrative which was very cliched at parts.
Overall, Skyrim's way of addressing the audience, was by constructing its content in a way that appeals to Mature RPG fans. It's selection and construction of content as well as its codes and conventions were also noted by interviewee's as constructed in a way to appeal to that type of audience.
By looking at how the game addressed the player, it showed that the game tried to appeal to fantasy fans first and foremost. It was common consensus among the interviewees that Skyrim was mainly aimed at casual RPG player that had a liking for more mature takes on the fantasy genre. The game strictly adhered to fantasy and RPG codes and convention, in a bid to denote to the audience that the game is made for people like them.
The games selection of content was one of aiming to convey a Nordic feel and a atmosphere of being alone in a vast country where harsh conditions are being made worse by civil war and the return of the dragons. The games art style is designed to back this atmosphere and at times, it is apparent certain content is there to immerse the player in the game world.
The games construction of content was apparent to appeal to RPG fans and this was shown when the interviewee's said that they all enjoyed Skyrim and that it appealed to them as RPG fans by adding in gameplay mechanics that are common place in the other RPG games they like. This shows the game content is constructed to appeal to RPG fans.
The modes of address allowed the player to either be a puppet master or an omniscient Narrator allowing for immersion or a comfortable level of disconnect depending on the player. This allowed for it cater to more RPG fans due to the option of two distinct ways of controlling your character.
The codes and conventions of Fantasy and RPGs were shown throughout Skyrim and it dependence on them was noticed by the interviewee's. They all felt that Skyrim was too much of a traditional RPG to have any real uniqueness among it rival's narrative wise. It simply relied on its gameplay and world building to immerse the player opposed to the narrative which was very cliched at parts.
Overall, Skyrim's way of addressing the audience, was by constructing its content in a way that appeals to Mature RPG fans. It's selection and construction of content as well as its codes and conventions were also noted by interviewee's as constructed in a way to appeal to that type of audience.
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