Den Svenska Dataspelsbranschen Samt Eventuell Undertitel

Total Page:16

File Type:pdf, Size:1020Kb

Den Svenska Dataspelsbranschen Samt Eventuell Undertitel Den svenska dataspelsbranschen samt eventuell undertitel Kandidatuppsats 15 hp Företagsekonomiska institutionen Uppsala universitet VT 2015 Datum för inlämning: 2015-06- 04 Anton Söderman Handledare: Anna Bengtson Anton Söderman C-uppsats, Företagsekonomi STS4, VT-15 Abstract: This paper deals with the Swedish computer and video game industry. The aim is to reach a better understanding of why it has been so successful and why it has seen such a large growth during the years 2008-2015. In the paper, this is shown by looking at Sweden’s computer and video game sector as a cluster, as defined by Porter. The analysis is based on a model using national systems of innovation. The paper presents a narrative of the development of the Swedish video game industry as well as cases describing specific companies in more detail. The reasons for the growth during the period are found to be primarily three different aspects of the sector: (1) success of the Swedish game Minecraft (2) the specific market conditions (3) a cycle of growth in the Swedish game industry. The conditions allowing the Swedish game industry to be successful are found to be tradition, international focus, the Swedish national welfare system, all supported by well-developed technical educations. Tack till: Jag vill härmed tacka Paradox Interactive för deras samarbetsvilja samt att de tog sig tid för intervjun. Jag vill även tacka tidiningen Level för all kunskap de har förmedlat och Michael Porter för alla användbara texter han har skrivit. Jag vill även tacka min handledare Anna Bengtson samt alla de respondenter som läst igenom och kommenterar min text, där särskilda tack går ut till Emil Svensson, Martina Olofsson och Eva Söderman. Slutligen vill jag tacka Ulf Sandqvist för hans avhandling som använts som utgångspunkt för detta arbete. Keywords: computer games, video games, video game industry, cluster, NSI Nyckelord: dataspel, tv-spel, dataspelsbranschen, kluster, NSI 1 Anton Söderman C-uppsats, Företagsekonomi STS4, VT-15 Innehållsförteckning Abstract 1. INLEDNING ........................................................................................................................................... 5 1.1 Syfte & Frågeställning .................................................................................................................... 6 1.2 Avgränsningar ................................................................................................................................ 6 1.3 Disposition ..................................................................................................................................... 6 2. TEORI ................................................................................................................................................... 7 2.1 Teoretiska synsätt: Branscher ....................................................................................................... 7 2.1.1 Definition av bransch .............................................................................................................. 7 2.2 Produkt- och branschlivscykel ................................................................................................... 7 2.2 Teoretiska synsätt: Kluster ............................................................................................................ 8 2.2.1 Definition av kluster ............................................................................................................... 8 2.2.2 Analysverktyg: NSI – National Systems of Innovation ................................................................ 8 2.3 Operationalisering ....................................................................................................................... 11 3. METOD ............................................................................................................................................... 12 3.1 Helhetsstudie ............................................................................................................................... 12 3.2 Kvalitativ studie ........................................................................................................................... 12 3.3 Fallstudie ..................................................................................................................................... 13 3.4 Källkritik ....................................................................................................................................... 14 3.5 Analysenheter ............................................................................................................................. 15 3.5.1 Urval ..................................................................................................................................... 15 3.5.2 Valda analysenheter samt motiveringar .................................................................................. 15 DICE ....................................................................................................................................... 15 Massive .................................................................................................................................. 15 Paradox Interactive ............................................................................................................... 15 Starbreeze ............................................................................................................................. 15 Mojang ................................................................................................................................... 16 3.5.3 Resterande urval .................................................................................................................. 16 3.5.4 Validitet av urvalet ............................................................................................................... 16 4. EMPIRI ............................................................................................................................................... 18 4.1 BAKGRUND .................................................................................................................................. 18 4.1.1 Dataspelsbranschen ............................................................................................................. 18 4.1.2 Dataspelsbranschens funktioner .......................................................................................... 18 4.1.3 Dataspelsmarknaden ............................................................................................................ 20 2 Anton Söderman C-uppsats, Företagsekonomi STS4, VT-15 4.1.4 Svenskarna ............................................................................................................................ 20 4.2 Början på den svenska dataspelsbranschen ................................................................................ 21 4.2.1 Analysenhet 1: Dice .............................................................................................................. 22 4.2.2 Analysenhet 2: Massive ........................................................................................................ 23 4.3 Mulle Meck åren.......................................................................................................................... 24 4.3.1 Analysenhet 3: Paradox Interactive ..................................................................................... 24 4.4 Grin-krisen ................................................................................................................................... 26 4.4.1 Analysenhet 4: Starbreeze.................................................................................................... 27 4.5 Små studior slår igenom .............................................................................................................. 28 4.5.1 Analysenhet: Mojang ............................................................................................................ 29 4.6 Teknisk analys .............................................................................................................................. 29 4.6.1 Omsättning ........................................................................................................................... 30 4.6.2 Anställda ............................................................................................................................... 31 4.6.3 Antal företag och nya företag .............................................................................................. 32 4.6.4 Reflektion av teknisk analys ................................................................................................. 32 5. ANALYS .............................................................................................................................................. 33 5.1 Kluster .......................................................................................................................................... 33 5.2 NSI – National Systems of Innovation ......................................................................................... 34 5.2.1. Utbildning och träning ......................................................................................................... 34 5.2.2 Kunskapsutveckling .............................................................................................................. 34 5.2.3. Resursmobilisering .............................................................................................................
Recommended publications
  • Payday 2 64 Bit Patch
    Payday 2 64 bit patch click here to download Jan 3, PAYDAY 2 Is there a 64 bit version exe of this game? Ok thanks, I found a way to patch it and make it run the 32 bit executable with 4Gb of. Apr 27, Hello! i can't run Payday 2 because i'm in 64 bit and i wan't to know how i I play this game on a 64bit os and I can confirm it only uses 4 gb of. Payday 2 64 Bit. Is there a 64 bit version exe of this game? Ok thanks, I found a way to patch it and make it run the 32 bit executable with 4Gb of Ram - and. May 3, Not really, no. It might become relevant if Payday 2 would for some reason start using more than the bit address space, but I don't think that's. Oct 12, Patch Method-. Why is it that when If it was 64 bit, then it would be quicker. Then once unpacked, its moved to the PAYDAY 2 directory. #7. Mar 3, Although this game sounds fun, Payday 2 has certain issues on Windows In order to fix Payday 2 crashes on Windows 10, it's advised that you run the locate the following line (it might look a bit different on your computer). Sep 13, Sad that my Tech is a bit nerfed, but that's probably because it was one of the best non-shotty weapons in the game. I think the SMG's still. May 17, This has the obvious advantage of only having to transmit tiny patch files.
    [Show full text]
  • Game Developer Index 2012 Swedish Games Industry’S Reports 2013 Table of Contents
    GAME DEVELOPER INDEX 2012 SWEDISH GAMES INDUSTRY’S REPORTS 2013 TABLE OF CONTENTS EXECUTIVE SUMMARY 2 WORDLIST 3 PREFACE 4 TURNOVER AND PROFIT 5 NUMBER OF COMPANIES 7 NUMBER OF EMPLOYEES 7 GENDER DISTRIBUTION 7 TURNOVER PER COMPANY 7 EMPLOYEES PER COMPANY 8 BIGGEST PLAYERS 8 DISTRIBUTION PLATFORMS 8 OUTSOURCING/CONSULTING 9 SPECIALISED SUBCONTRACTORS 9 DLC 10 GAME DEVELOPER MAP 11 LOCATION OF COMPANIES 12 YEAR OF REGISTRY 12 GAME SALES 13 AVERAGE REVIEW SCORES 14 REVENUES OF FREE-TO-PLAY 15 EXAMPLE 15 CPM 16 eCPM 16 NEW SERVICES, NEW PIRACY TARGETS 16 VALUE CHAIN 17 DIGITAL MIDDLEMEN 18 OUTLOOK 18 SWEDISH AAA IN TOP SHAPE 19 CONSOLES 20 PUBISHERS 20 GLOBAL 20 CONCLUSION 22 METHODOLOGY 22 Cover: Mad Max (in development), Avalanche Studios 1 | Game Developer Index 2012 EXECUTIVE SUMMARY The Game Developer Index maps, reports and analyzes the Swedish game devel- opers’ annual operations and international trends by consolidating their respective annual company accounts. Swedish game development is an export industry and operates in a highly globalized market. In just a few decades the Swedish gaming industry has grown from a hobby for enthusiasts into a global industry with cultural and economic importance. The Game Developer Index 2012 compiles Swedish company accounts for the most recently reported fiscal year. The report highlights: • Swedish game developers’ turnover grew by 60 percent to 414 million euro in 2012. A 215% increase from 2010 to 2012. • Most game developer companies (~60 percent) are profitable and the industry reported a combined profit for the fourth consecutive year. • Job creation and employment is up by 30 percent.
    [Show full text]
  • EA Supercharges Its Partner Program with New Titles from Independent Mobile and Social Game Developers
    EA Supercharges Its Partner Program with New Titles from Independent Mobile and Social Game Developers EA Partners Expands to Chillingo and Playfish to Help Independent Developers Publish on Fast-Growing Digital Platforms REDWOOD SHORES, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ:ERTS) today announced that Chillingo and Playfish™ will offer publishing services to the fast-growing mobile and social gaming platforms to the independent development community. Following the successful and award-winning EA Partners program, EA will be expanding its partnership programs for Chillingo and Playfish furthering the delivery of fresh content to platforms such as the Apple App StoreSM, Google Android™ and Facebook®. Since its establishment in 2003, EA Partners has built a reputation for working with top-notch independent game developers, promoting both creativity and innovation amongst its global partners. Current partner titles include Epic Games and People Can Fly (Bulletstorm™), Crytek (Crysis®2), Valve (Portal 2), 38 Studios (Kingdoms of Amalur: Reckoning), Spicy Horse (Alice: Madness Returns™), Grasshopper Manufacture (Shadows of the Damned™), Paramount Digital Entertainment (Rango The Video Game), Trap Door (Warp), Funcom (Secret World) and Vanguard Games (Gatling Gears). EA partner studios also include Insomniac Games, Starbreeze Studios and Respawn Entertainment with forthcoming titles. "The EA Partners program has proven to be a phenomenally successful model. It is an all around win-win situation. The program allows EA to partner with some of the world's best console, PC and digital developers while providing those independent developers with a global distribution/publishing partner," said Bryan Neider, EA Games Label COO and General Manager of EA Partners.
    [Show full text]
  • Governing Biosafety in India: the Relevance of the Cartagena Protocol
    Belfer Center for Science & International Affairs Governing Biosafety in India: The Relevance of the Cartagena Protocol Aarti Gupta 2000-24 October 2000 Global Environmental Assessment Project Environment and Natural Resources Program CITATION, CONTEXT, AND PROJECT ACKNOWLEDGEMENTS This paper may be cited as: Gupta, Aarti. “Governing Biosafety in India: The Relevance of the Cartagena Protocol.” Belfer Center for Science and International Affairs (BCSIA) Discussion Paper 2000-24, Environment and Natural Resources Program, Kennedy School of Government, Harvard University, 2000. Available at http://environment.harvard.edu/gea. No further citation is allowed without permission of the author. Comments are welcome and may be directed to the author at the Belfer Center for Science and International Affairs, John F. Kennedy School of Government, Harvard University, 79 John F. Kennedy Street, Cambridge, MA 02138; Email aarti_gupta@ harvard.edu. The Global Environmental Assessment project is a collaborative team study of global environmental assessment as a link between science and policy. The Team is based at Harvard University. The project has two principal objectives. The first is to develop a more realistic and synoptic model of the actual relationships among science, assessment, and management in social responses to global change, and to use that model to understand, critique, and improve current practice of assessment as a bridge between science and policy making. The second is to elucidate a strategy of adaptive assessment and policy for global environmental problems, along with the methods and institutions to implement such a strategy in the real world. The Global Environmental Assessment (GEA) Project is supported by a core grant from the National Science Foundation (Award No.
    [Show full text]
  • Directx™ 12 Case Studies
    DirectX™ 12 Case Studies Holger Gruen Senior DevTech Engineer, 3/1/2017 Agenda •Introduction •DX12 in The Division from Massive Entertainment •DX12 in Anvil Next Engine from Ubisoft •DX12 in Hitman from IO Interactive •DX12 in 'Game AAA' •AfterMath Preview •Nsight VSE & DirectX12 Games •Q&A www.gameworks.nvidia.com 2 Agenda •Introduction •DX12 in The Division from Massive Entertainment •DX12 in Anvil Next Engine from Ubisoft •DX12 in Hitman from IO Interactive •DX12 in 'Game AAA' •AfterMath Preview •Nsight VSE & DirectX12 Games •Q&A www.gameworks.nvidia.com 3 Introduction •DirectX 12 is here to stay • Games do now support DX12 & many engines are transitioning to DX12 •DirectX 12 makes 3D programming more complex • see DX12 Do’s & Don’ts in developer section on NVIDIA.com •Goal for this talk is to … • Hear what talented developers have done to cope with DX12 • See what developers want to share when asked to describe their DX12 story • Gain insights for your own DX11 to DX12 transition www.gameworks.nvidia.com 4 Thanks & Credits •Carl Johan Lejdfors Technical Director & Daniel Wesslen Render Architect - Massive •Jonas Meyer Lead Render Programmer & Anders Wang Kristensen Render Programmer - Io-Interactive •Tiago Rodrigues 3D Programmer - Ubisoft Montreal www.gameworks.nvidia.com 5 Before we really start … •Things we’ll be hearing about a lot • Memory Managment • Barriers • Pipeline State Objects • Root Signature and Shader Bindings • Multiple Queues • Multi threading If you get a chance check out the DX12 presentation from Monday’s ‘The
    [Show full text]
  • 2016-11-25 Starbreeze Indielabs Signs Keokens Deliver Us the Moon
    Starbreeze IndieLabs signs its second title with KeokeN Interactive’s “Deliver Us The Moon” STOCKHOLM, SWEDEN (November 25, 2016) Starbreeze AB, an independent creator, publisher and distributor of high quality entertainment products, today announced its second Starbreeze IndieLabs project, where the company have entered into an agreement with Dutch studio KeokeN Interactive to publish the title “Deliver Us The Moon”. Starbreeze will invest 500 000 USD to bring the game to PC and other platforms. Starbreeze will be able to recoup 120% its investment, where after Starbreeze will retain 50% of the revenues after distribution fees. KeokeN will retain 100% of the Intellectual Property (IP). Deliver Us The Moon is set in the near future where the earth's resources are nearly depleted. The nations of the world have come together to create the Worldwide Space Agency (WSA). Under the banner of the WSA, astronauts were sent to the moon to conduct research aimed at securing the future of mankind. Sadly, due to bickering between countries, no solution has been agreed upon. Now, with man's absolute last resources, you, a brave astronaut gone rogue, take the great step to the moon in a do-or-die secret mission to save humanity. During your adventure your only companion will be a small robot named ASE, the all seeing eye. Together, you will traverse the moon, explore abandoned facilities and perhaps even uncover some secrets and hidden agendas with the information you gather. Only by working together will you be able to stand a chance in succeeding on delivering the moon! "We met Koen and Jordy from KeokeN Interactive at E3 in Los Angeles earlier this year.
    [Show full text]
  • The Limits and Strengths of Using Digital Games As "Empathy
    United Nations Mahatma Gandhi Institute Educational, Scientific and of Education for Peace Cultural Organization and Sustainable Development WORKING PAPER 2017 - 05 | DECEMBER 2017 THE LIMITS AND STRENGTHS OF USING DIGITAL GAMES AS “EMPATHY MACHINES” Matthew Farber, Ed.D., University of Northern Colorado Karen Schrier, Ed.D., Marist College Mahatma Gandhi Institute of Education for Peace and Sustainable Development / UNESCO Working Paper: The Limits and Strengths of Using Digital Games as “Empathy Machines” THE LIMITS AND STRENGTHS OF USING DIGITAL GAMES AS “EMPATHY MACHINES” United Nations Mahatma Gandhi Institute Educational, Scientific and of Education for Peace Cultural Organization and Sustainable Development UNESCO MGIEP United Nations Educational, Scientific and Cultural Organization | Mahatma Gandhi Institute of Education for Peace and Sustainable Development 35 Ferozshah Road, ICSSR Building,1st Floor, New Delhi- 110001, INDIA. December, 2017 © UNESCO MGIEP Author: Matthew Farber, Ed.D., Assistant Professor, University of Northern Colorado Karen Schrier, Ed.D., Associate Professor, Director of Games & Emerging Media, Marist College The opinions expressed in this publication are those of the authors and are not necessarily endorsed by UNESCO MGIEP. UNESCO MGIEP is not responsible for discrepancies, if any, in data and content. Any communication concerning this publication may be addressed to: UNESCO MGIEP [email protected] Printed in India THE LIMITS AND STRENGTHS OF USING DIGITAL GAMES AS “EMPATHY MACHINES” Matthew Farber, Ed.D., University of Northern Colorado Karen Schrier, Ed.D., Marist College Mahatma Gandhi Institute of Education for Peace and Sustainable Development / UNESCO Working Paper: The Limits and Strengths of Using Digital Games as “Empathy Machines” Mahatma Gandhi Institute of Education for Peace and Sustainable Development / UNESCO Abstract This working paper grapples with questions related to the intersection of digital games and empathy.
    [Show full text]
  • ARBOR, FRIDAY, APRIL 18, 1862. Tsto. 848
    Hardy Eveareer.s. In all cities, villages and to some ex- tent in the country, it is becoming quite PL'BI.TSilKP EVERY KKIIMY .MUHMNC, in th« Third fashionable to plant different kinds of S orv if £tlM iii-ick l~> a •.. • I " r aM HflMB and Huron S weta trees for the purpose of ornameut; and in a few cases for protection from tho cold winds This " fashion" is very laud, Entrance <»n Hare* SI reet, opposite the Franklin. able, nnd there is no danger of its ever becoming too prevalent; indued, it isasu. EL1HU 13. [POJNTJD a:iy ' more honored in the breach thau KdiLor and. 1'ublisrier. in tho observance.' No man was ever I'E.'IMS, «.l,5O A VEiB IK ADVANCE. heard to say that ho had set out too many shade trees, or that ho was sorrv ADVERTISING-. "Vol. ARBOR, FRIDAY, APRIL 18, 1862. TSTo. 848. for the time .spent or the money outlay One square (12 Une« or less": unc greek, M)o©Bt»; ana1 in thu endeavor to make his home moru 15 oenis for«vcvy insertion tin.it-;iiler, less than three n——•— comfortable or beautiful. Many persons ^ months... -S3 Quarter col. 1 year $20 From Si H:S h r the Littlu Ones >t Hi>mc. t Of Fed, a« it he had not seen a com Her father heard her Bobbing a Postal Incident. The Peninsula Between the York and Brilliant Exploit of Col. Geary. arc deterred from putting out evegreens, >ue do 6 do Hfilfcornin G mos 18 Jamea Rivers llali do 1 year 35 The Snowdrop.
    [Show full text]
  • Special Issue Nation(Alism), ,Dentity and Video Gaming Edited by Lisa Kienzl and Kathrin Trattner
    8QWLWOHG3HWH/LQIRUWK3L[DED\ 6SHFLDO,VVXH 1DWLRQ DOLVP ,GHQWLW\DQG9LGHR*DPLQJ HGLWHGE\ /LVD.LHQ]ODQG.DWKULQ7UDWWQHU ,VVXH ,QWURGXFWLRQ7KRXJKWVRQWKH(QWDQJOHPHQWRIWKH&RQFHSWVDQG1RWLRQVRID 1DWLRQ1DWLRQDOLVPDQG,GHQWLW\LQ5HODWLRQWR9LGHR*DPHVDQG*DPLQJ&XOWXUH E\/LVD.LHQ]ODQG.DWKULQ7UDWWQHU DUWLFOH *ORU\WR7UXPSODQG&ULWLFDOO\3OD\LQJ%RUGHU*DPHV E\0HOLVVD.DJHQ UHSRUWV 5RXQG7DEOH'LVFXVVLRQRQNation(alism), Identity and Video GamingZLWK0HJDQ &RQGLV0DULMDP'LGæJDOY\WŐ*HRUJ+REPHLHUDQG6RXYLN0XNKHUMHH E\.DWKULQ7UDWWQHUDQG/LVD.LHQ]O 3OD\LQJ$PHULFD$Q,QWURGXFWLRQWR$PHULFDQ&XOWXUHWKURXJK9LGHR*DPHV E\0LFKDHO)XFKVDQG6WHIDQ5DELWVFK 5HVHDUFK5HSRUWRQ&XUVHWKH)LHQGV7KHLU&KLOGUHQ7RR&XOWXUDO+HULWDJHDQG 6XEYHUVLRQRI)LFWLRQDO7URSHVLQBloodborne E\6DUDK=DLGDQ5LFKDUG3LOEHDPDQG(OLQ&DUVWHQVGRWWLU LQWHUYLHZV ,QWHUYLHZZLWK0LUD:DUGKDQLQJVLKIURP6WRU\7DOH6WXGLRVRQWKH,QGRQHVLDQ+RUURU *DPHPamali E\.DWKULQ7UDWWQHU ,QWHUYLHZZLWK'p\IRXODK6DQL%DK7UDRUHRQWKH7RJROHVH*DPHOrigin – the Rise of Dzitri E\/LVD.LHQ]O UHYLHZV We. The Revolution, a Review. 9LYHOD5pYROXWLRQRU'HDWKDQG$OO+LV)ULHQGV E\.HYLQ5HFKHU Kingdom Come: Deliverance.$%RKHPLDQ)RUHVW6LPXODWRU E\(XJHQ3ILVWHU Playing America. An Introduction to American Culture through Video Games Michael Fuchs and Stefan Rabitsch Abstract This research report sketches one of our current projects – a textbook which approaches America (an imaginative construct more so than a geographic location) through video games. Thus, the intended outcome of this project is a ready-to-use primer to the
    [Show full text]
  • Amended Final Draft
    Independent or Indie? Creative Autonomy and Cultural Capital in Independent Video Game Production Martin Graham Smith A thesis submitted in fulfilment of the requirements of the Manchester Metropolitan University for the degree of Master of Arts (By Research) Manchester Institute for Research and Innovation in Art and Design (MIRIAD) May 2016 ABSTRACT The use of the word ‘indie’ in relation to video games has shifted from referring to games made independently of a large publisher to being a more nebulous term that is harder to define but that is clearly used at times to refer to games other than those made without the financial assistance of publishers. This thesis seeKs to contribute to the ongoing debate in academic writing on video games as to the meaning of the phrase ‘indie games’. The thesis combines textual and institutional analysis to contextualise the modern indie game by investigating the history of independent video game production in the UK and USA from the 1970s to the modern day, with reference to how changes in technology have shaped independent video game production over time. Alternative models of production that existed before the indie games of the mid-2000s onwards are an under researched area, and this thesis argues that a number of independent counter trends to dominant industry practices set precedents for many of the features of later indie games, in terms of content, style, distribution methods, and models of production. The thesis also contains a case study into the publisher-funded indie games of Jenova Chen and Thatgamecompany which investigates the conflicting definitions of indie in academic writing on video games and other forms of media, arguing that as with indie in cinema, indie in games functions as a form of cultural capital for the audience and developers.
    [Show full text]
  • The Last of Us Honored with 10 Awards Including Game of the Year at 17Th Annual D.I.C.E
    THE LAST OF US HONORED WITH 10 AWARDS INCLUDING GAME OF THE YEAR AT 17TH ANNUAL D.I.C.E. AWARDS Top Honors Celebrating the Creative Accomplishments in Interactive Entertainment Also Went to Bioshock Infinite, Grand Theft Auto V, Plants vs. Zombies 2, and More LAS VEGAS – Feb. 6, 2014 – Suspense, horror, and surreal worlds dominated the 17th Annual D.I.C.E. Awards, the video game industry’s most prestigious honors. Naughty Dog’s dystopian, post-apocalyptic reimagining of the zombie thriller, The Last Of Us, stole the show with 10 awards, including Outstanding Achievement in Story, Outstanding Innovation in Gaming, Adventure Game of the Year, Outstanding Achievement in Game Direction and the industry’s top honor, Game of the Year. The evening’s other big winners included Irrational Games’ provocative alternate-historical FPS, Bioshock Infinite, which took home Action Game of the Year and Outstanding Achievement in Original Music Composition. PopCap’s runaway mobile hit Plants vs. Zombies 2 won both Casual Game of the Year and Mobile Game of the Year, while EA Canada’s FIFA 14 continued the FIFA franchise’s run of five consecutive wins with Sports Game of the Year. Brothers – A Tale of Two Sons, Starbreeze Studios’ touching, story-driven adventure, took home the hardware for Downloadable Game of the Year. Wargaming’s multiplayer online game World of Tanks took home the honor for the D.I.C.E. Awards’ newest category, Online Game of the Year. “Tonight’s big winner, The Last of Us, is a prime example of how today’s modern video game studios expertly blend art, game play, and storytelling to transcend the traditional notion of video games,” said Martin Rae, president, Academy of Interactive Arts & Sciences.
    [Show full text]
  • Intro by the Admin
    The Sierra Chest Newsletter: Issue 2, May 2009 Intro by the admin Dear Sierra fans, Another busy month of construction on the Sierra Chest. Most notably “Gabriel Knight 3: Blood of the Sacred, Blood of the Damned” has been inserted. And while that took far more time than expected, the result is great! More info about that on the next page. We also worked a bit on King’s Quest, and fully inserted “Lost in Time” by Coktel Vision. Some general stuff, such as a load of box arts have been added and it is now also possible to access the fanbased Empire Earth servers through the Chest. Also our friends at UnityHQ, member of the Sierra Gateway and fanbased home of the No One Lives Forever forums and servers, have a small request for you. It is a pleasure to say that, after some 200 uploaded videos on the Sierra Chest’s Youtube channel over the past half a year, we finally nailed an honor! The video “Gabriel Knight 3: Fiction versus Reality” was among the most watched videos in the video gaming category in France on April 26th. It was a small honor, which lasted only a day, but it was an honor nonetheless, so it is gratifying to see things are beginning to fall in the public spotlight. The video combines real locations with Gabriel Knight 3 gameplay and then shifts towards the vampire story during the 2nd half of the video, all guided by music of W. A. Mozart’s Requiem. With the number of subscribers to the Sierra Chest Youtube channel increasing by about 50% over the past month alone, we are confident more fans will find their way to the site and the Sierra Gateway forums (http://www.sierraforums.com).
    [Show full text]