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词条 Rockett's New School
释义

  1. Production

  2. Gameplay and design

  3. Critical reception

  4. References

{{Infobox video game
| collapsible =
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| title = Rockett's New School
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| developer = Purple Moon
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| released = 1997
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Rockett's New School is a 1997 girl-oriented video game developed by Silicon Valley-based Purple Moon. It was directed by Brenda Laurel.

Production

Five years of research were spent on the game.[1] During this time, Laurel discovered that boys and girls play games differently, and that girls wanted a more slower-paced and introspective experience as opposed to the action-based twitch gameplay that appealed to boys.[2] A website launch and a serious media hype preceded the release of Purple Moon's first two titles, Rockett's New School and Secret Paths.[1] Two 30-second TV spots for the games were aired on network and cable stations in New York and Chicago in October-November 1997.[3] Rockett even appeared with a mustache in the "Got Milk?" ad series.[4] The game was conceived as part of an episodic series of CD-ROMS, with unresolved plot elements that would be addressed in the following titles.[1] Episode 2, Rockett's Tricky Decision, was expected to come out in January 1998.[1] The game's success led to a website, merchandise, and talks about a television adaption.[5] Mattel bought Purple Moon in 1999 in order to add the Rockett brand to their success girl's video gaming empire that had begun with Barbie.[6] Mattel aimed to expand the franchise with a book series.[7] Another game entitled Starfire Soccer Challenge was not serialised due to the imminent acquisition of the company by Mattel.

Gameplay and design

The game follows Rockett Movado as she begins the first day of eighth grade at her new school.[8] The game's genre is "friendship adventures for girls", which Wired deemed to be a new game category created by Brenda Laurel, Purple Moon's co-founder.[1] The game's design was built on the notion of girls not wanting to play as a superhero, rather as a friend, experiencing real-life events, encounters, and emotions that they would understand.[1] The player can discover more about each player by examining their locker or reading their journal, which allowed each character more three-dimensionality than in traditional hero vs villain games.[9] The game avoids text when it can and instead portrays information through graphical imagery, in order to help players identify with the protagonist by seeing what she sees.[10]

In the sequel, "Rockett's Tricky Decision," Rockett is invited to two parties on the same night.[11]

Critical reception

The first Christmas sell-in exceeded the developer's expectations, and the press coverage was 95 percent positive.[12] During December 1997 alone, Rockett's New School sold 39,174 units in the United States, for revenues of $1.1 million.[13] It ultimately sold 250,000 units.[14] However, a New York Times review commented that he didn't need to play the game with young girls because he knew a bad game when he saw it, which was reprinted in a popular Silicon Valley newspaper San Jose Mercury News.[15] The title became attacked by both reviewers (who felt it was objectively a poor game) and feminists (who felt it was a bad example of what a 'game for girls' could be).[16] Entertainment Weekly described the title as "thoughtfully addictive".[4] CNN asserts that while successful, the games never "became the runaway hits the company hoped they would be".[17] Superkids felt the title was the first step in a new genre of video gaming, though noted it posed morally ambiguous conundrums, such as whether to read some else's journal.[18]

In a retrospective review, Buzzfeed called the title "The Mean Girls Of '90s Games".[19] Laurel herself asserts that girls found a community within the game.[2]

References

1. ^{{Cite news|url=https://www.wired.com/1997/09/purple-moon-finally-rises/|title=Purple Moon Finally Rises|work=WIRED|access-date=2018-04-01|language=en-US}}
2. ^{{Cite news|url=https://jezebel.com/5435844/beyond-rockett-and-purple-moon--gender-gaming-and-stereotypes|title=Beyond Rockett and Purple Moon: Gender, Gaming, and Stereotypes|last=LatoyaPeterson|work=Jezebel|access-date=2018-04-01|language=en-US}}
3. ^{{Cite news|url=http://www.adweek.com/brand-marketing/purple-moon-taps-hoffmanlewis-promote-its-cd-roms-girls-41625/|title=Purple Moon Taps Hoffman/Lewis To Promote Its CD-Roms For Girls|access-date=2018-04-01|language=en-US}}
4. ^{{Cite news|url=http://www.newsweek.com/practical-futurist-girls-just-want-have-games-144593|title=The Practical Futurist: Girls Just Want To Have Games|date=2002-09-03|work=Newsweek|access-date=2018-04-01|language=en}}
5. ^{{Cite web|url=http://money.cnn.com/1999/02/19/technology/purple/|title=Purple Moon sets - Feb. 19, 1999|website=money.cnn.com|access-date=2018-04-01}}
6. ^{{Cite web|url=http://money.cnn.com/1999/03/18/technology/mattel/|title=Mattel buys Purple Moon - Mar. 18, 1999|website=money.cnn.com|access-date=2018-04-01}}
7. ^{{Cite news|url=http://articles.latimes.com/1999/mar/19/business/fi-18744|title=Mattel to Buy Girls' Games Innovator Purple Moon|last=OLDHAM|first=JENNIFER|date=1999-03-19|work=Los Angeles Times|access-date=2018-04-01|language=en-US|issn=0458-3035}}
8. ^{{Cite web|url=https://mathequity.terc.edu/gw/html/Rockett.html|title=Rockett's New School: Description|website=mathequity.terc.edu|access-date=2018-04-01}}
9. ^{{Cite web|url=http://edition.cnn.com/TECH/9706/21/e3.girls/index.html|title=CNN - Interactive equal opportunity - June 22, 1997|website=edition.cnn.com|access-date=2018-04-01}}
10. ^{{Cite web|url=http://www.eastgate.com/HypertextNow/archives/Rockett.html|title=Hypertext Now: The Hypertext Patterns of "Rockett's New School"|website=www.eastgate.com|access-date=2018-04-01}}
11. ^{{Cite web|url=http://edition.cnn.com/TECH/9706/21/e3.girls/index.html|title=CNN - Interactive equal opportunity - June 22, 1997|website=edition.cnn.com|access-date=2018-04-01}}
12. ^{{Cite news|url=https://jezebel.com/5435844/beyond-rockett-and-purple-moon--gender-gaming-and-stereotypes|title=Beyond Rockett and Purple Moon: Gender, Gaming, and Stereotypes|last=LatoyaPeterson|work=Jezebel|access-date=2018-04-01|language=en-US}}
13. ^{{cite web | archiveurl=https://web.archive.org/web/19980213091131/http://gamespot.com:80/features/girlgames/index.html| url=http://gamespot.com:80/features/girlgames/index.html | title=The Games Girls Play: Who Says Girls are Afraid of Mice? | author=Slaton, Joyce | archivedate=February 13, 1998 | work=GameSpot | deadurl=yes }}
14. ^https://web.archive.org/web/20010302170147/http://public.wsj.com/sn/y/SB983142367395144229.html
15. ^{{Cite news|url=https://jezebel.com/5435844/beyond-rockett-and-purple-moon--gender-gaming-and-stereotypes|title=Beyond Rockett and Purple Moon: Gender, Gaming, and Stereotypes|last=LatoyaPeterson|work=Jezebel|access-date=2018-04-01|language=en-US}}
16. ^{{Cite news|url=https://www.kotaku.com.au/2012/05/she-tried-to-make-good-video-games-for-girls-whatever-that-meant/|title=She Tried To Make Good Video Games For Girls, Whatever That Meant|date=2012-05-29|work=Kotaku Australia|access-date=2018-04-01|language=en}}
17. ^{{Cite web|url=http://edition.cnn.com/TECH/computing/9902/17/girlgame2.idg/index.html|title=CNN - Purple Moon to be eclipsed? - February 17, 1999|last=Anderson|first=Lessley|website=edition.cnn.com|access-date=2018-04-01}}
18. ^{{Cite web|url=http://www.superkids.com/aweb/pages/reviews/girls/2/rnschool/merge.shtml|title=SuperKids Software Review of Rockett's New School.|website=www.superkids.com|access-date=2018-04-01}}
19. ^{{Cite news|url=https://www.buzzfeed.com/jobsonworks/how-rocketts-new-school-was-the-mean-girls-of-90-uvg2|title=How Rockett's New School Was The Mean Girls Of '90s Games|work=BuzzFeed Community|access-date=2018-04-01|language=en}}

5 : 1997 video games|Adventure games|Mac OS games|Video games developed in the United States|Windows games

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