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2K and Bethesda Softworks Release Legendary Bundles February 11
2K and Bethesda Softworks Release Legendary Bundles February 11, 2014 8:00 AM ET The Elder Scrolls® V: Skyrim and BioShock® Infinite; Borderlands® 2 and Dishonored™ bundles deliver supreme quality at an unprecedented price NEW YORK--(BUSINESS WIRE)--Feb. 11, 2014-- 2K and Bethesda Softworks® today announced that four of the most critically-acclaimed video games of their generation – The Elder Scrolls® V: Skyrim, BioShock® Infinite, Borderlands® 2, and Dishonored™ – are now available in two all-new bundles* for $29.99 each in North America on the Xbox 360 games and entertainment system from Microsoft, PlayStation®3 computer entertainment system, and Windows PC. ● The Elder Scrolls V: Skyrim & BioShock Infinite Bundle combines two blockbusters from world-renowned developers Bethesda Game Studios and Irrational Games. ● The Borderlands 2 & Dishonored Bundle combines Gearbox Software’s fan favorite shooter-looter with Arkane Studio’s first- person action breakout hit. Critics agree that Skyrim, BioShock Infinite, Borderlands 2, and Dishonored are four of the most celebrated and influential games of all time. 2K and Bethesda Softworks(R) today announced that four of the most critically- ● Skyrim garnered more than 50 perfect review acclaimed video games of their generation - The Elder Scrolls(R) V: Skyrim, scores and more than 200 awards on its way BioShock(R) Infinite, Borderlands(R) 2, and Dishonored(TM) - are now available to a 94 overall rating**, earning praise from in two all-new bundles* for $29.99 each in North America on the Xbox 360 some of the industry’s most influential and games and entertainment system from Microsoft, PlayStation(R)3 computer respected critics. -
Skyrim Se Step Guide
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DISTRIBUTING PRODUCTIVE PLAY: a MATERIALIST ANALYSIS of STEAM Daniel Joseph Doctor of Philosophy Ryerson University, 2017
DISTRIBUTING PRODUCTIVE PLAY: A MATERIALIST ANALYSIS OF STEAM by Daniel Joseph Master of Arts, Ryerson University and York University, Toronto, Ontario 2011 Bachelor of Arts, Wilfrid Laurier University, Waterloo, Ontario, 2009 A dissertation presented to Ryerson University and York University in partial fulfillment for the degree of Doctor of Philosophy in the program of Communication and Culture Toronto, Ontario, Canada, 2017 © Daniel Joseph, 2017 AUTHOR'S DECLARATION FOR ELECTRONIC SUBMISSION OF A DISSERTATION I hereby declare that I am the sole author of this dissertation. This is a true copy of the dissertation, including any required final revisions, as accepted by my examiners. I authorize Ryerson University to lend this dissertation to other institutions or individuals for the purpose of scholarly research. I further authorize Ryerson University to reproduce this dissertation by photocopying or by other means, in total or in part, at the request of other institutions or individuals for the purpose of scholarly research. I understand that my dissertation may be made electronically available to the public. ii Abstract DISTRIBUTING PRODUCTIVE PLAY: A MATERIALIST ANALYSIS OF STEAM Daniel Joseph Doctor of Philosophy Ryerson University, 2017 Valve Corporation’s digital game distribution platform, Steam, is the largest distributor of games on personal computers, analyzed here as a site where control over the production, design and use of digital games is established. Steam creates and exercises processes and techniques such as monopolization and enclosure over creative products, online labour, and exchange among game designers. Stuart Hall’s encoding/decoding framework places communication at the centre of the political economy, here of digital commodities distributed and produced by online platforms like Steam. -
Ubisoft to Co-Publish Oblivion™ on Playstation®3 and Playstation® Portable Systems in Europe and Australia
UBISOFT TO CO-PUBLISH OBLIVION™ ON PLAYSTATION®3 AND PLAYSTATION® PORTABLE SYSTEMS IN EUROPE AND AUSTRALIA Paris, FRANCE – September 28, 2006 – Today Ubisoft, one of the world’s largest video game publishers, announced that it has reached an agreement with Bethesda Softworks® to co-publish the blockbuster role-playing game The Elder Scrolls® IV: Oblivion™ on PLAYSTATION®3 and The Elder Scrolls® Travels: Oblivion™ for PlayStation®Portable (PSP™) systems in Europe and Australia. Developed by Bethesda Games Studios, Oblivion is the latest chapter in the epic and highly successful Elder Scrolls series and utilizes next- generation video game hardware to fully immerse the players into an experience unlike any other. Oblivion is scheduled to ship for the PLAYSTATION®3 European launch in March 2007 and Spring 2007 on PSP®. “We are pleased to partner with Besthesda Softworks to bring this landmark role-playing game to all PlayStation fans,” said Alain Corre EMEA Executive Director. “No doubt that this brand new version will continue the great Oblivion success story” The Elder Scrolls® IV: Oblivion has an average review score of 93.6%1 and has sold over 1.7 million units world-wide since its launch in March 2006. It has become a standard on Windows and the Xbox 360 TM entertainment system thanks to its graphics, outstanding freeform role- playing, and its hundreds of hours worth of gameplay. 1 Source : gamerankings.com About Ubisoft Ubisoft is a leading producer, publisher and distributor of interactive entertainment products worldwide and has grown considerably through its strong and diversified lineup of products and partnerships. -
Better Makeup for Skse Recommended Mod
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Loot Crate and Bethesda Softworks Announce Fallout® 4 Limited Edition Crate Exclusive Game-Related Collectibles Will Be Available November 2015
Loot Crate and Bethesda Softworks Announce Fallout® 4 Limited Edition Crate Exclusive Game-Related Collectibles Will Be Available November 2015 LOS ANGELES, CA -- (July 28th, 2015) -- Loot Crate, the monthly geek and gamer subscription service, today announced their partnership today with Bethesda Softworks® to create an exclusive, limited edition Fallout® 4 crate to be released in conjunction with the game’s worldwide launch on November 10, 2015 for the Xbox One, PlayStation® 4 computer entertainment system and PC. Bethesda Softworks exploded hearts everywhere when they officially announced Fallout 4 - the next generation of open-world gaming from the team at Bethesda Game Studios®. Following the game’s official announcement and its world premiere during Bethesda’s E3 Showcase, Bethesda Softworks and Loot Crate are teaming up to curate an official specialty crate full of Fallout goods. “We’re having a lot of fun working with Loot Crate on items for this limited edition crate,” said Pete Hines, VP of Marketing and PR at Bethesda Softworks. “The Fallout universe allows for so many possibilities – and we’re sure fans will be excited about what’s in store.” "We're honored to partner with the much-respected Bethesda and, together, determine what crate items would do justice to both Fallout and its fans," says Matthew Arevalo, co-founder and CXO of Loot Crate. "I'm excited that I can FINALLY tell people about this project, and I can't wait to see how the community reacts!" As is typical for a Loot Crate offering, the contents of the Fallout 4 limited edition crate will remain a mystery until they are delivered in November. -
Exploring Player Roles and Role Affordance in Video Games1 In
1 “Select the Type of Experience You Would Like to Have”: Exploring Player Roles and Role Affordance in Video Games1 In the conclusion to Play Between Worlds, T.L. Taylor tells game designers and critics, “[r]ather than simply being frustrated about players who do not play a game ‘right’ or who ‘mess up’ otherwise perfect systems . we need to take seriously the range of interventions that occur and why” they occur when players engage with video games (158-59). In other words, it would be a mistake to focus our attention on game systems and possibility spaces while ignoring or disparaging player agency. Even just within the genre of role-playing games (RPGs, referring in this essay only to the video game variety, though the genre sprang from and still thrives in other media), the wide variety of available experiences has spawned communities of players who fiercely advocate for their favorite games and playstyles.2 To date, analysis of these diverse game experiences has primarily focused on genres, player types, or possibility spaces, approaches that have all demonstrated their value to game criticism and design. In this essay, however, I argue that these approaches should be supplemented with an analysis of the roles players assume in relation to games (and to their communities and storyworlds). Analysis of player roles—and of the dynamics of role affordance involving designers as well as players—helps bridge the gap between existing analyses of player types and possibility spaces. Player types analysis has tended to focus on player identities -
The Discourse of Digital Dispossession
Article Games and Culture 2018, Vol. 13(7) 690-707 ª The Author(s) 2018 The Discourse of Article reuse guidelines: sagepub.com/journals-permissions DOI: 10.1177/1555412018756488 Digital Dispossession: journals.sagepub.com/home/gac Paid Modifications and Community Crisis on Steam Daniel James Joseph1 Abstract This article is a chronicle and analysis of a community crisis in digital space that took place on Valve Corporation’s digital distribution platform, Steam. When Valve and Bethesda (publisher and developer of Skyrim) decided to allow mods to be sold by mod makers themselves, there ensued a community revolt against the commodifi- cation of leisure and play. I put this crisis of play and work in dialogue with Harvey’s concept of “accumulation by dispossession,” firmly placing it within a longer history of disruptive capital accumulation strategies. I then conduct a discourse analysis of community members on reddit, as they make sense of and come to terms with this process of dispossession. Arising in the discourse was not class consciousness per se, but instead a pervasive feeling of helplessness and frustration as games, play, and leisure began to feel like work. Keywords digitallabor,play,Steam,platformstudies, digital distribution, game studies, discourse analysis 1 University of Toronto, Mississauga, Canada Corresponding Author: Daniel James Joseph, University of Toronto, 3359 Mississauga Rd., Mississauga, Canada L5L 1C6. Email: [email protected] Joseph 691 On April 23, 2015, the digital game developer and production company, Valve Corporation, announced through their digital distribution platform Steam the intro- duction of buying and selling of “mods, maps, and all kinds of items that you’ve created.” They continued, saying that “with a new, streamlined process for listing and selling your creations, the Steam Workshop now supports buying mods directly from the Workshop, to be immediately usable in game” (Valve Corporation, 2015). -
Nature in the Elder Scrolls V: Skyrim and the “Frostfall” Ecomod
Press Start Environment at Play The Environment at Play: Confronting Nature in The Elder Scrolls V: Skyrim and the “Frostfall” Ecomod Dennis Jansen Utrecht University – RMA Media, Art, and Performance Studies Abstract In this paper, I argue that the natural environment in the base game of The Elder Scrolls V: Skyrim is devoid of agency and power in the face of the player’s colonialist endeavours to explore, conquer and master that environment. Weaving together insights about spatiality in digital games from (ecocritical and postcolonial) game studies, as well as performance studies, the paper problematizes some of the most basic elements of digital games in general: navigation and movement. It then moves to a discussion of the “Frostfall” mod as one possible option to counteract the destructive and oppositional relationship between the player and nature in Skyrim. “Frostfall” is an ecomod that adds weather survival elements to the game, by which the player can freeze and die from hypothermia if they do not take the appropriate measures to cope with Skyrim’s harsh climate. In this way, the power fantasy set up in the base game becomes somewhat limited, as the player’s agency encounters nature’s newfound agency and must find ways to negotiate the gameworld while taking seriously the environment as an agent in and of that gameworld. Keywords agency; ecocriticism; ecomods; Frostfall; gameworld; nature; Skyrim Press Start 2019 | Volume 5 | Issue 1 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. -
Index | Table of Contents
Intro: Infinity (175) Before you read this book (3) Jet Force Gemini (176) Copyright, Fair Use & Good Faith (4) Knights (177) Forewords (5) Mythri (178) Unseen Covers 1 (12) Resident Evil (179) The History of Unseen64 (13) Saffire (180) Anonymous sources and research (21) Tyrannosaurus Tex (181) Gaming Philology (23) SNES, MegaDrive (Genesis) Games You Will Never Play (183) Preservation of Cancelled Games (25) Akira (185) Frequently Asked Questions (27) Albert Odyssey Gaiden (186) Games you will (never?) play (29) Christopher Columbus (187) Unseen Covers 2 (32) Dream: Land of Giants (187) Interviews: Felicia (190) Adam McCarthy (33) Fireteam Rogue (190) Art Min (36) Interplanetary Lizards (192) Brian Mitsoda (39) Iron Hammer (193) Centre for Computing History (43) Kid Kirby (194) Computer Spiele Museum (46) Matrix Runner (194) Felix Kupis (49) Mission Impossible (195) Frederic Villain (51) Rayman (196) Gabe Cinquepalmi (54) River Raid (198) Grant Gosler (57) Satellite Man (198) Jesse Sosa (61) Socks the Cat Rocks the Hill (199) John Andersen (64) Spinny and Spike (202) Ken Capelli (69) Starfox 2 (202) NOVAK (75) Super quick (205) MoRE Museum (84) X-Women (207) National Videogame Museum (87) Sega 32X / Mega CD Games You Will Never Play (209) Tim Williams (90) Castlevania: The Bloodletting (210) Omar Cornut (93) Hammer vs. Evil D. in Soulfire (210) Terry Greer (97) Shadow of Atlantis (215) William (Bill) Anderson (101) Sonic Mars (216) Scott Rogers (106) Virtua Hamster (218) PC Games You Will Never Play (111) Philips CDI Games You Will Never -
Mod Money, Mod Problems: a Critique of Copyright Restrictions on Video Game Modifications and an Ve Aluation of Associated Monetization Regimes
William & Mary Business Law Review Volume 11 (2019-2020) Issue 3 Article 6 April 2020 Mod Money, Mod Problems: A Critique of Copyright Restrictions on Video Game Modifications and an vE aluation of Associated Monetization Regimes Carl "Ott" Lindstrom Follow this and additional works at: https://scholarship.law.wm.edu/wmblr Part of the Intellectual Property Law Commons Repository Citation Carl "Ott" Lindstrom, Mod Money, Mod Problems: A Critique of Copyright Restrictions on Video Game Modifications and an vE aluation of Associated Monetization Regimes, 11 Wm. & Mary Bus. L. Rev. 811 (2020), https://scholarship.law.wm.edu/wmblr/vol11/iss3/6 Copyright c 2020 by the authors. This article is brought to you by the William & Mary Law School Scholarship Repository. https://scholarship.law.wm.edu/wmblr MOD MONEY, MOD PROBLEMS: A CRITIQUE OF COPYRIGHT RESTRICTIONS ON VIDEO GAME MODIFICATIONS AND AN EVALUATION OF ASSOCIATED MONETIZATION REGIMES CARL “OTT” LINDSTROM* ABSTRACT Video game modifications (mods) have had a tremendously positive impact on the game industry, both in terms of commercial success and evolution of the medium. But the present court doctrine, enabled by Micro Star v. Formgen and abetted by restrictive End User License Agreements, greatly underserves the mod community and undermines the principal tenet of copyright law: the funda- mental right to reap the benefits of what one has created. This Note examines and critiques the current doctrine and its ethical pitfalls. It also explores the pros and cons of current methods of mod mon- etization, including remakes, developer partnerships, and donation systems. Finally, it advocates for a more equitable and ethically sound paradigm of mod rights through a proposed open licensing standard modeled after the tabletop gaming industry. -
Is Bethesda Game Studios Game Making Faltering? by Michael Lane
Is Bethesda Game Studios Game Making Faltering? By Michael Lane Source: https://www.gamerant.com (Pete Hines talking to fans at E3 2015) Bethesda Game Studios. When you hear this name, some people will more than likely remember of one of the following games: The Elder Scrolls Morrowind (TES III); The Elder Scrolls Oblivion (TES IV); Skyrim (TES V), Fallout 3; Fallout: New Vegas; and, Fallout 4. These games are universally praised for their rich story-driven worlds, letting gamers play hundreds of hours of tactical action, dive into intriguing plots, submerge themselves in ambience that is superb, and explore environments that are spectacular. I first played TES V: Skyrim. My mother bought it for my father for Christmas in 2011, and being curious, I asked my dad if I could play the game, and after he said yes, I popped the disc into my Xbox 360. I was blown away by the content. I was amazed by how big the map was and where and what I could do. Since then I have been a huge fan of BGS video games. I have played Fallout 1, Fallout 3, and Fallout: New Vegas, Fallout 4, and TES IV: Oblivion, and TES V: Skyrim. Bethesda Game Studios (BGS) first franchise, The Elder Scrolls, allows you to explore the vast continent of Tamriel, where you can adventure into the wilderness and become whoever you want in this fantasy world. With five games in the series (Arena, Daggerfall, Morrowind, Oblivion, and Skyrim) and TES: Online allows you the player to explore a fantasy world rich with lore and meet very interesting characters along the way, such as Paarthunax or M’aiq the Liar.