Microtransactions in Aaa Video Games – Are They Really Necessary?
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OPERATIONAL EBIT INCREASED 217% to SEK 396 MILLION
THQ NORDIC AB (PUBL) REG NO.: 556582-6558 EXTENDED FINANCIAL YEAR REPORT • 1 JAN 2018 – 31 MAR 2019 OPERATIONAL EBIT INCREASED 217% to SEK 396 MILLION JANUARY–MARCH 2019 JANUARY 2018–MARCH 2019, 15 MONTHS (Compared to January–March 2018) (Compared to full year 2017) > Net sales increased 158% to SEK 1,630.5 m > Net sales increased to SEK 5,754.1 m (507.5). (632.9). > EBITDA increased to SEK 1,592.6 m (272.6), > EBITDA increased 174% to SEK 618.6 m (225.9), corresponding to an EBITDA margin of 28%. corresponding to an EBITDA margin of 38%. > Operational EBIT increased to SEK 897.1 m > Operational EBIT increased 217% to SEK 395.9 m (202.3) corresponding to an Operational EBIT (124.9) corresponding to an Operational EBIT margin of 16%. margin of 24%. > Cash flow from operating activities amounted > Cash flow from operating activities amounted to SEK 1,356.4 m (179.1). to SEK 777.2 m (699.8). > Earnings per share was SEK 4.68 (1.88). > Earnings per share was SEK 1.10 (1.02). > As of 31 March 2019, cash and cash equivalents were SEK 2,929.1 m. Available cash including credit facilities was SEK 4,521.1 m. KEY PERFORMANCE INDICATORS, Jan-Mar Jan-Mar Jan 2018- Jan-Dec GROUP 2019 2018 Mar 2019 2017 Net sales, SEK m 1,630.5 632.9 5,754.1 507.5 EBITDA, SEK m 618.6 225.9 1,592.6 272.6 Operational EBIT, SEK m 395.9 124.9 897.1 202.3 EBIT, SEK m 172.0 107.3 574.6 188.2 Profit after tax , SEK m 103.0 81.1 396.8 139.2 Cash flow from operating activities, SEK m 777.2 699.8 1,356.4 179.1 Sales growth, % 158 673 1,034 68 EBITDA margin, % 38 36 28 54 Operational EBIT margin, % 24 20 16 40 Throughout this report, the extended financial year 1 January 2018 – 31 March 2019 is compared with the financial year 1 January – 31 December 2017. -
Relationality and Masculinity in Superhero Narratives Kevin Lee Chiat Bachelor of Arts (Communication Studies) with Second Class Honours
i Being a Superhero is Amazing, Everyone Should Try It: Relationality and Masculinity in Superhero Narratives Kevin Lee Chiat Bachelor of Arts (Communication Studies) with Second Class Honours This thesis is presented for the degree of Doctor of Philosophy of The University of Western Australia School of Humanities 2021 ii THESIS DECLARATION I, Kevin Chiat, certify that: This thesis has been substantially accomplished during enrolment in this degree. This thesis does not contain material which has been submitted for the award of any other degree or diploma in my name, in any university or other tertiary institution. In the future, no part of this thesis will be used in a submission in my name, for any other degree or diploma in any university or other tertiary institution without the prior approval of The University of Western Australia and where applicable, any partner institution responsible for the joint-award of this degree. This thesis does not contain any material previously published or written by another person, except where due reference has been made in the text. This thesis does not violate or infringe any copyright, trademark, patent, or other rights whatsoever of any person. This thesis does not contain work that I have published, nor work under review for publication. Signature Date: 17/12/2020 ii iii ABSTRACT Since the development of the superhero genre in the late 1930s it has been a contentious area of cultural discourse, particularly concerning its depictions of gender politics. A major critique of the genre is that it simply represents an adolescent male power fantasy; and presents a world view that valorises masculinist individualism. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
8 Frames in 16Ms Rollback Networking in Mortal Kombat and Injustice
8 Frames in 16ms Rollback Networking in Mortal Kombat and Injustice Michael Stallone Lead Software Engineer – Engine NetherRealm Studios [email protected] What is this talk about? The how, why, and lessons learned from switching our network model from lockstep to rollback in a patch. Staffing • 4-12 concurrent engineers for 9 months • Roughly 7-8 man years for the initial release • Ongoing support is part time work for ~6 engineers Terminology • RTT Round trip time. Time a packet takes to travel from Client A > Client B > Client A • Network Latency One way packet travel time • Netpause Game pauses due to not receiving data from remote client for too long • QoS Quality of Service. Measurement of connection quality Terminology • Input Latency Injected delay between a button press and engine response • Confirm frame Most recent frame with input from all players • Desync Clients disagree about game state, leads to a disconnect • Dead Reckoning Networking model. Uses projections instead of resimulation Basics • Hard 60hz 1v1 fighting game • Peer to Peer • A network packet is sent once per frame • Standard networking tricks to hide packet loss Determinism The vast majority of our game loop is bit-for-bit deterministic. We “fencepost” many values at various points in the tick, and any divergence causes a desync. This is the foundation that everything is built on. The Problem Our online gameplay suffered from inconsistent (and high) input latency. The players were not happy. Latency Diagram Input Game CPU GPU Hardware OS Latency Sim Render Render Lockstep Only send gamepad data The game will not proceed until it has input from the remote player for the current frame Input is delayed by enough frames to cover the network latency Lockstep Current Frame Future Frames Player 1 1 2 3 Player 1 Pad Input X 8 Player 2 DO THIS DO THIS SLIDE SLIDE Player 2 1 2 3 The Present Mortal Kombat X and Injustice 2 have 3 frames of input latency and support up to 10 frames (333ms) of network latency before pausing the game. -
Devil May Cry 5 Days Gone
MAY 2019 ISSUE 17 TITI MAGAZINE Rage 2 Devil May Cry 5 Tom Clancy's The Division 2 Days Gone Titimag.com EDITOR Dickson Max Prince MAY 2019 ISSUE 17 CONTRIBUTORS Anita .t. Dickson Efenudu Ejiro Michael Bekesu Anthony Rage 2 Dickson Max Prince Ernest .O. Devil May Cry 5 Tom Clancy's The Division 2 PUBLISHERS Days Gone Pucutiti.Inc MECEDES GLE 2019 ACURA MDX titimag.com For more info [email protected] 12 HEALTH BENEFITS OF AVOCADOS +2348134428331 +2348089216836 Titimag.com Titi Magazine and all Titi related Sub sections are trademark of Pucutiti.inc The Pucutiti logo, Titi Magazine logo, Titi Store logo , Titi Games logo, Titi Animation logo, Titi Web Developers logo,, Titi Studios logo, Titi Messenger logo are all trade mark of Pucutiti.inc. Only Pucutiti.Inc reserve the rights to all Titi Magazine and all Titi related Subsections. Copyright © titimag May 2019 Rage 2 (stylized as RAGE 2) is an upcoming first-person shooter video game developed by Avalanche Studios in conjunction with id Soft- ware and published by Bethesda Softworks. The game is the sequel to the 2011 game Rage. The game is set to be released for Microsoft Windows, PlayStation 4and Xbox One on May 14, 2019. Gameplay The game is a first-person shooter. Players assume control of ranger Walker, who is free to explore the game's post-apocalyptic open world. Players are given control over some of Walker's attributes, such as their gender, skills, or attire. Walker is able to wield various firearms and tools to fight against enemies, including returning weapons such as the wingstick. -
01 2014 FIFA World Cup Brazil 02 50 Cent : Blood on the Sand 03 AC/DC
01 2014 FIFA World Cup Brazil 02 50 Cent : Blood on the Sand 03 AC/DC Live : Rock Band Track Pack 04 Ace Combat : Assault Horizon 05 Ace Combat 6: Fires of Liberation 06 Adventure Time : Explore the Dungeon Because I DON'T KNOW! 07 Adventure Time : The Secret of the Nameless Kingdom 08 AFL Live 2 09 Afro Samurai 10 Air Conflicts : Vietnam 11 Air Conflicts Pacific Carriers 12 Akai Katana 13 Alan Wake 14 Alan Wake - Bonus Disk 15 Alan Wake's American Nightmare 16 Alice: Madness Returns 17 Alien : Isolation 18 Alien Breed Trilogy 19 Aliens : Colonial Marines 20 Alone In The Dark 21 Alpha Protocol 22 Amped 3 23 Anarchy Reigns 24 Angry Bird Star Wars 25 Angry Bird Trilogy 26 Arcania : The Complete Tale 27 Armored Core Verdict Day 28 Army Of Two - The 40th Day 29 Army of Two - The Devils Cartel 30 Assassin’s Creed 2 31 Assassin's Creed 32 Assassin's Creed - Rogue 33 Assassin's Creed Brotherhood 34 Assassin's Creed III 35 Assassin's Creed IV Black Flag 36 Assassin's Creed La Hermandad 37 Asterix at the Olympic Games 38 Asuras Wrath 39 Autobahn Polizei 40 Backbreaker 41 Backyard Sports Rookie Rush 42 Baja – Edge of Control 43 Bakugan Battle Brawlers 44 Band Hero 45 BandFuse: Rock Legends 46 Banjo Kazooie Nuts and Bolts 47 Bass Pro Shop The Strike 48 Batman Arkham Asylum Goty Edition 49 Batman Arkham City Game Of The Year Edition 50 Batman Arkham Origins Blackgate Deluxe Edition 51 Battle Academy 52 Battle Fantasía 53 Battle vs Cheese 54 Battlefield 2 - Modern Combat 55 Battlefield 3 56 Battlefield 4 57 Battlefield Bad Company 58 Battlefield Bad -
10 Job Leads By: James Coutts
10 Job Leads By: James Coutts Rockstar Games (NY) Description: Rockstar Games is an extremely well known and successful company, best known for their open world games, Grand Theft Auto and Red Dead Redemption. Rockstar games has been around since 1998 and has been steadily growing ever since, with many separate wings of the company all around the world. Location: 4, 622 Broadway, New York, NY 10012, US Website: www.rockstargames.com Phone number: +1 212-334-6633 Contacts: Kevin Dekoninck (Recruitment Manager) Linkedin: www.linkedin.com/in/kevindekoninck Tips for demo reel: -Be familiar with rockstar's games. -Depending on what job you are applying for, try to push your demo reel into a certain direction. (i.e Environmental Development, Character animations, Car models etc.) Infinity Ward Description: Founded in 2002, Infinity Ward is the original studio behind the Call of Duty Franchise winning many awards in it’s course, from games 1 up until CoD:Ghosts. The Company has since split from the Call of Duty Franchise and has started making their own IP's Location: 15821 Venture Blvd, Encino, CA 91435, US Website: www.infinityward.com Phone number: +1 818-386-0072 Contacts: Jesse Snyder Linkedin: www.linkedin.com/in/thejessesnyder Tips for demo reel: -Be familiar with with Infinity Wards games. -Depending on what job you are applying for, try to push your demo reel into a certain direction. -The company is mostly looking for people who are interested in FPS games, therefore, Gun models, Character Models, ETC. Would go over very well on your demo reel. -
Business Segments Highlights
Business Segments Highlights Business activity achievements Business Overview Operating Results for This Fiscal Year Digital Contents Consumer (Package + Digital) New title Monster Hunter World: Iceborne This business develops and sells packaged and was a hit digital game content for consumer home video Major catalog title hits Monster Hunter: game platforms. It also develops and manages World, Resident Evil 2, and Devil May Cry 5 games for Mobile Contents and PC Online Games. performed well Consumer games produces creative, original Highly profitable digital sales grew further content that provides recurring revenue by utilizing digital distribution. Many of these million-seller titles are used for smartphone, tablet device and PC online games, and are distributed Mobile Contents worldwide in order to maximize earnings. Launched in-house titles such as Monster For details see p.73 Hunter Riders and Sengoku BASARA Battle Party, as well as alliance titles We opened Capcom Store Tokyo, a showroom Arcade Operations in Shibuya that sells Capcom merchandise We focused efforts on cultivating new customer We operate amusement facilities, primarily Plaza segments, including free game experience Capcom arcades, in Japan. These arcades are tours for middle-aged and elderly persons predominantly in large commercial complexes. We have diligently followed a scrap-and-build We opened three new stores policy to maximize our efficiency in arcade To prevent the further spread of COVID-19, operations, and have been hosting various we changed the operating hours of some events designed to attract families and younger stores and temporarily closed others customers. For details see p.75 Same store sales were up 3% year over year Sold a total of 20,000 units of one model Amusement Equipments Returned to profitability after releasing model designed to current regulations This business utilizes the content from our home video games. -
Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) First
Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) First Half Report Fiscal year ending March 31, 2019 Capcom Public Relations & Investor Relations Section Capcom Public Relations & Investor Relations Section 0 page Contents 1. Forecasts for FY3/19 2 2. Financial Highlights 3 3. Business Segment Results 6 4. Business Segment Plans & Strategies 12 5. Supplement: Summary of Major Financial Information 18 Forward-looking Statements Strategies, plans, outlooks and other statements that are not historical facts are based on assumptions that use information currently available and reasonable judgments. Actual performance may be significantly different from these statements for a number of reasons. In the entertainment industry, which includes Capcom, performance may be highly volatile because of diverging user needs and other changes in market conditions. Factors that can affect Capcom’s performance include: (1) the number of hit titles and sales volume in the Home Video Game Business, which accounts for the majority of sales; (2) progress in developing home video games; (3) consumer demand for home video game consoles; (4) sales outside Japan; (5) changes in stock prices and exchange rates; (6) alliances with other companies concerning product development, sales and other operations; and (7) changes in market conditions. Please note that this is not a complete list of factors that can influence Capcom’s operating results. Capcom Public Relations & Investor Relations Section 1 1. Forecasts for FY3/19 Aiming for six consecutive years of operating income growth and highest profit in company history, driven by Digital Contents business (JPY in millions) 2018/3 2019/3 Plan Difference Net sales 94,515 96,000 1,485 Operating income 16,037 17,000 963 Operating margin 17.0% 17.7% - Ordinary income 15,254 16,500 1,246 Net income attributable 10,937 12,000 1,063 to owners of the parent Capcom Public Relations & Investor Relations Section 2 2-1. -
INTEGRATED REPORT 2018 Code Number: 9697
CAPCOM CO., LTD. INTEGRATED REPORT © CAPCOM U.S.A., INC. 2016, 2018 ALL RIGHTS RESERVED. Photo by: Carlton Beener 2018 CAPCOM INTEGRATED REPORT 2018 Code Number: 9697 Code Number: 9697 CAPCOM INTEGRATED REPORT Capcom’s Value Creation: Past, Present, Future 05 Value Creation Model 2018 07 History of Value Creation Past 09 Major Intellectual Properties (IP) Present ESG-Based Value Creation 11 Financial and ESG Highlights Present 49 The Head of Development Discusses 15 Business Segments Highlights Present Human Resources Strategy 17 Medium- to Long-Term Vision Future 53 Social 58 Environmental 59 Corporate Governance Medium- to Long-Term Growth Strategy 59 Directors 19 CEO Commitment 62 Features of Capcom Corporate Governance 29 The COO’s Discussion of Growth Strategies 63 Corporate Governance Structure and Initiatives 35 Case Study: Analysis of a Global Hit 69 Major Discussions at Board of Directors 37 Analysis of Successful PDCA Examples Meetings and Audit and Supervisory 39 Financial Strategy According to the CFO Committee Meetings Held in Fiscal 2017 71 Risk Management The Heart of Value Creation Financial Analysis and Corporate Data 41 The Passion and the Prowess to Compete Globally 73 An Analysis of the Market and Capcom 43 Resident Evil 2 75 Market Analysis 45 Devil May Cry 5 77 11-Year Summary of Consolidated 47 Mega Man 11 Financial Indicators 79 Financial Review 83 Segment Information 89 Consolidated Financial Statement 94 Stock Data 95 Corporate Data Editorial Policy Capcom’s Integrated Report conveys initiatives aimed at improving corporate value over the medium- to long-term to shareholders, investors and all other stakeholders. -
Last Cloudia Devil May Cry 5 Collab Starts Today! Free Character Guaranteed!
FOR IMMEDIATE RELEASE: 1/28/2021 Last Cloudia Devil May Cry 5 Collab Starts Today! Free Character Guaranteed! [Tokyo, Japan – January 28th, 2021] Mobile game developer and publisher AIDIS Inc. announced the start of a collaboration event between its smartphone RPG Last Cloudia and Capcom’s stylish action game Devil May Cry 5. As part of this collaboration, every player who participates will receive at least one of the three collaboration units: Nero, Dante, and V. ■ The Legendary Devil Hunter Collaboration Event In the limited collaboration event The Legendary Devil Hunter, players can clear quests recreated from the world of Devil May Cry 5 and battle the powerful Demon King Urizen, just as Nero and the others did in the original game! Raise your Style Rank with flashy combos and exhilarating action gameplay, just like the original Devil May Cry 5! Get extravagant loot and items only available in this collaboration event just by participating! Featured Rewards ・Limited Collaboration Equipment (6 items) Get familiar items from the original series, like Ebony & Ivory and Cavaliere! ・Collaboration Gacha Tickets and Power-up Items Get tickets to spin the collaboration gacha for a chance to get collab units and the items you’ll need to power them up! ・Multiplayer Stamps Get three types of special stamps with new artwork, for use in the upcoming multiplayer mode. h ■ Collaboration Challenge The collaboration challenge is made up of nine easy missions displayed on the Home screen. This is the perfect chance to learn how to play the game while receiving big in-game loot! The special collaboration equipment Red Queen is sent to players who complete all nine! ■ Devil May Cry 5 Login Bonus This special login bonus runs from the first chapter to the third chapter of the collaboration event. -
Hollow Knight Ori and the Blind Forest Devil May Cry 5
Manish Soni http://www.manishsoni.co 1. List five of your favorite games with a brief description of why you believe them to be well designed (one sentence or keywords is enough). Please include at least two mobile games, and at least two core games in your list. Hollow Knight Why – Unique Characters Design, Captivating Story-Telling, and Satisfying Boss Fights Genre- Metroidvania, 2D platforming game Platform- PC, Linux, MacOS, Nintendo Switch Ori and the Blind Forest Why – Soothing Background Music and Sound Effects, Rhythmic Combat System, Creative Open World Exploration, and Amazing Abilities Genre- Metroidvania, 2D Platforming game Platform- PC, X-Box One and 360 Devil May Cry 5 (2013) Why – Fluid Combo-Combat System, Innovative Abilities, Amazing Voice over acting (especially Mundus) Genre- Hack and Slash, Action-Adventure Platform- PC, Console Temple Run 1 Why – Intuitive Design and Engaging Gameplay Genre- Platforming Platform- Mobile Dan the Man Why – Fluid Combat System, Varied Abilities and Challenging Boss Fights Genre- Action Platforming Platform- Mobile Manish Soni http://www.manishsoni.co 2. Choose two of the games from your list and describe two things you would do differently to improve both games if you were the PM working on that title. Think about technical, gameplay, design, user experience, and be as detailed as possible. Dan the Man - Action Platformer Dan the Man is a 2-D action platformer available on Apple App Store, Google Play Store, and Amazon Apps. Currently, have more than 10 M app downloads combining all app stores. The game adopts retro brawl - punch style gameplay which my assumption is targeted at younger audience i.e.