Wasteland Credits
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
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. -
Razer Fact Sheet
RAZER FACT SHEET Year Founded: 1998 Contact Information: Razer USA LTD Razer (Asia Pacific) PTE LTD 2035 Corte de Nogal, Suite 101 514 Chai Chee Lane, #07-05 Carlsbad, CA 92011 Singapore 469029 Tel: 760.579.0180 Tel: +65 6505 2188 Number of Employees: 400+ History: Razer was founded in coastal San Diego in the late ‘90s by lawyer- turned- competitive gamer Min-Liang Tan and pro NFL linebacker- turned-competitive gamer Robert Krakoff. The company, known for its neon green triple-snake logo, was the first online gaming- specific hardware company, credited with the advent of the gaming mouse, innovations with gaming keyboards and headphones, development of the first portable gaming laptops and tablet, and instrumental role in the development of global e- Sports. Management: Min-Liang Tan, co-founder, CEO and creative director Khaw Kheng Joo, COO Edwin Chan, CFO Robert Krakoff, co-founder, president Mike Dilmagani, SVP, Sales and Marketing Products: • Laptops Tablets and related peripherals Wireless and wired mice and mouse surfaces Mechanical and membrane keyboards Headsets and headphones Software – Audio, VOIP, and systems optimization Apparel Accessories Distribution: 70-plus countries worldwide, including the USA, Canada and Latin America; Asia-Pacific; China; EU; and South Africa Sponsored Personalities: Athene, YouTube personality Jason Somerville, professional poker player Nick Lentz, MMA fighter Scott Jorgensen, MMA fighter Swifty, YouTube personality Sponsored Teams: 3DMX Alliance Anexis Esports Blood Legion Counter -
Mapping the Range of User Roles in Open Development Games Projects
Not just users: Mapping the range of user roles in open development games projects Luke Thominet Florida International University Miami, FL, USA [email protected] ABSTRACT love what you’re doing, and they’re not playing a lot, Open video game development systems provide a useful model but they might be writing fanfction, they might be for designing an engaging user experience (UX) research project. drawing, they might be doing other things, and they’re While UX research has typically framed people simultaneously as not actually just a hardcore player. [19] research subjects and users of a technology, some work has also At the 2015 Game Developers Conference, a panel of experienced problematized each of these categorizations. For instance, UX prac- developers discussed their experiences with open development titioners have questioned the framing of people as generic users, projects. In the quote above, Jamie Cheng described how partici- and participatory design has repositioned participants as co-owners pants in these projects were doing a lot more than just playing the of the results of research. This article ofers a complimentary per- game. This paper expands on this observation to review the broad spective by applying the concept of user roles to the activity of range of roles that user-participants adopt in open development participation in open development. Open development, which is the systems. prolonged process where incomplete games are publicly released Broadly speaking, open development is publicly distributing an and iterated on based on player feedback, is fundamentally a UX incomplete game, sharing information about the game develop- research process. -
Baldur-Swordcoast-Manual
Table of Contents ------------- Introduction .................................2 About Tales of the Sword Coast ................3 Getting Started . .4 How to Get Help ............................5 Playing Tales of the Sword Coast .................6 Where are These New Areas? ...................6 Interface and Rules Changes ....................7 Unmentioned Features in BG ................... 7 Changes after Installing Tales of the Sword Coast ....8 Experience and Gaining Levels . .11 Roger Wilco . .11 Higher Level Spells ......................... 11 Mage Spells ............................11 Priest Spells ............................18 Tables .....................................23 Credits ....................................36 Warranty ..................................38 Interplay Website ............................40 Tales of The Sword Coast™ Introduction---------------- About Tales of the Sword Coast------ Tates of the Sword Coast is an expansion for the game Baldur's Gate. You must own Baldur's Gate and currently have it installed on your PC to play. However, Tales of the Sword Coast is not a new chapter in the saga of Baldur's Gate; rather, it is literally an expansion of the game world which increases the number of areas available to explore and adventure through. Because of this, Tales of the Sword Coast is played within the Chapters of Baldur's Gate. If you have not completed the original game of Baldur's Gate, you will notice very little difference initially after installing Tales of the Sword Coast. New adventure areas will become available, but you will have to find them first. If you have already completed the original game, you will start adventuring with your last save game file (and party) in the town of "Ulgoth's Beard", having traveled there from the city of Baldur's Gate. The new adventure areas can be accessed through Ulgoth's Beard. -
Ubisoft to Publish Inxile's Bard with a Funny Bone
HEAR YE, HEAR YE: UBISOFT TO PUBLISH INXILE‘S BARD WITH A FUNNY BONE UBISOFT STRIKES A HUMOROUS NOTE AND A DEAL TO PUBLISH THE BARD‘S TALE Paris, FRANCE œ January 10, 2005 œ Ubisoft, one of the world‘s largest video game publishers, and interactive entertainment developer inXile entertainment jointly announce a new European publishing deal for The Bard‘s Tale ™. This action-role playing game (RPG) with a twist has been developed by inXile, founded by industry veteran Brian Fargo, the creator of the original The Bard‘s Tale . The terms of the agreement give Ubisoft exclusive publishing and distribution rights in most of Europe ® for the PlayStation ®2, Xbox and PC versions of the game. The title is expected to hit stores this March. Set in medieval times, the player takes on the role of the Bard, a sarcastic, self- centred musician whose adventures are motivated strictly by —coin and cleavage“ and who has absolutely no intention of following noble pursuits if at all possible. As he interacts with the other characters throughout the game, the player can choose whether the Bard uses ”snarky‘ or ”nice‘ dialogue, with direct consequences on the events to follow. Renowned film and television actor Cary Elwes ( The Princess Bride, Robin Hood: Men in Tights ) provides the perfect British voice for the English version. Although humour is clearly the defining feature of The Bard‘s Tale ™, a great deal of attention has also been given to the plot and game rendering. Built on the superb engine from Snowblind studios used for Champions of Norrath ™ and Baldur‘s Gate: Dark Alliance ™, the game uses the popular top-down view method of gameplay, and benefits from excellent graphics and sound. -
The Crowdfunding Bible.Pdf
Don’t start a crowdfunding campaign without it! “ - Brian Fargo, Creator, Wasteland 2 ” THE Crowdfunding BIBLE HOW TO RAISE MONEY FOR ANY STARTUP, VIDEO GAME, OR PROJECT By SCOTT STEINBERG with RUSEL DeMARIA Edited by JON KIMMICH Foreword by ERIC MigicovsKY, Creator, Pebble: E-Paper Watch THE Crowdfunding BIBLE WHAT THEY’RE SAYING “Every entrepreneur thinking about jumping into the wild world of crowdfunding needs to read this.” – J. Jennings Moss, Editor, Portfolio.com “A must-read for anyone who wants to use the power of people, the Internet and social media to get projects off the ground.” – Rich DeMuro, Tech Reporter, KTLA-TV “Don’t start a crowdfunding campaign without it! ” – Brian Fargo, Creator, Wasteland 2 “A comprehensive look at the benefits and, more importantly, the potential pitfalls of crowdfunding that any developer ought to read before getting started.” - James Brightman, US Editor, GamesIndustry International THE CROWDFUNDING BIBLE ADDITIONAL RESOURCES: STRATEGIC CONSULTING | PRODUCT TESTING | MARKET RESEARCH | EXPERT WITNESSES FREE BOOK FOR DOWNLOAD: www.TechSavvyGlobal.com SMALL BUSINESS TIPS, TECH TRENDS, AND ONLINE MARKETING ADVICE www.ASmallBusinessExpert.com As Seen On: SOCIAL MEDIA EXPERT SERIES www.ASocialMediaExpert.com SOCIAL MEDIA CONSULTANTS: FACEBOOK, TWITTER, GOOGLE+ (PLUS), YOUTUBE AND MORE www.ASocialMediaExpert.com WORK, LIFE AND FAMILY TIPS PRODUCT NEWS, REVIEWS AND TRENDS www.TechSavvyMag.com THE CROWDFUNDING BIBLE THE CROWDFUNDING BIBLE THE CROWDFUNDING BIBLE: Published By: HOW TO RAISE MONEY FOR ANY STARTUP, VIDEO GAME, OR PROJECT SCOTT STEINBERG WRITERS WANTED With for technology and business books Rusel DeMaria www.BooksAboutTechnology.com Edited by Jon Kimmich THE CROWDFUNDING BIBLE THE CROWDFUNDING BIBLE THE CROWDFUNDING BIBLE: DEDICATION HOW TO RAISE MONEY FOR ANY STARTUP, To Z, for whom endless possibilities await, and every aspiring entrepreneur – with barriers to market entry rapidly crumbling, there’s no better time to VIDEO GAME, OR PROJECT act than the present. -
Game Design by Numbers
Game Design by Numbers: Instrumental Play and the Quantitative Shift in the Digital Game Industry by Jennifer R. Whitson A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Sociology Carleton University, Ottawa, Ontario © 2012 Jennifer R. Whitson Abstract This dissertation chronicles ideological, technological and economic changes in the digital game industry, focusing on how games are transforming as play becomes instrumentalized. It pays particular attention to the struggles of developers as they search for creative freedom and autonomy in a risk-averse industry. It makes original contributions to the literature on games by situating and explaining industry-wide shifts in terms of the socio-economics of game development and the rationalities that drive individual developers. It contributes to social theory more generally by explaining how transformations in play, games, and creativity are linked to much wider adaptations in the operation of capitalism and how it is justified to both workers and consumers. I use ground-level accounts from those within the game industry to describe how new media technologies interact with socio-economic forces, detailing the adaptability of capitalist modes of production in the face of critique. I show how definitions of 'games' and 'play' are changing as they come into contact with technology, allowing games to be reformulated in powerful new ways, so games are not only tools of entertainment but also tools of governance. I argue that the collective valuation of objective quantitative data and the belief in the fallibility of individual creative autonomy has turned game design into "design by numbers". -
The End Game How Top Developers Sold Their Studios
The End Game How Top Developers Sold Their Studios In November 2002 Angel Studios was purchased by Take Two for $28 million dollars in cash and 235,000 shares of stock. A month earlier Activision purchased Luxoflux for $9 million dollars and 110,000 shares of stock. That same year Infogrames (now Atari) purchased Shiny for a surprising $47 million dollars, and who can forget Microsoft’s purchase of Rare for a whopping $375 million? And the list goes on: Massive Entertainement, Rainbow Studios, Barking Dog, Black Box, Shaba Games, Gray Matter, Treyarch, Outrage, Volition, Digital Anvil, Westwood Studios, and more. All have been purchased by a major publisher and experienced the thrill of the end game. For many developers, selling their studio is the final prize for a race well run. But what do you really know about how a deal goes down and whether or not you are a good prospect? What is it that will make your studio attractive? How will your company be valued? And perhaps most importantly, what can you do to prepare? The information presented in this lecture is based on interviews with key executives from both sides of an acquisition transaction: independent game studios who have been purchased and the publishers who purchased them. Interviews were also conducted with attorneys and investment firms that deal in mergers and acquisitions within the video game and software industries. And finally, research was conducted to quantify specific transactions and acquisition details. DISCLAIMER Mergers and acquisitions are complex business relationships that require the help of legal and accounting professionals. -
Fallout Unisystem Formatting.Odt
Robert Warren (aka Treorai) [email protected] All Flesh Must Be Eaten and its associated publications, are copyright 1999-2003 Eden Studios. The Unisystem brand name and icon are copyright 1999-2003 CJ Carella and published by Eden Studios under exclusive license. Fallout and all associated terms, characters, and locations are copyright 2007 Bethesda Softworks. The rest of the document is copyright 2007 by Robert Warren. Eden Studios, CJ Carella, and Bethesda Softworks are in no way responsible for the content of this document. It may be freely distributed as long as it remains complete and unaltered and with this notice attatched, and such distribution is free of charge and not for profit. Introduction Tomorrow's Zombies and Pulp Zombies might also be helpful for additional rules, flavor, and Basically, I decided to do a Unisystem version inspiration. of the classic Fallout CRPG series a few months ago, and here's the fruits of my labor. It Special Thanks took a lot of work compiling, converting, adapting, and just plain making stuff up on First and foremost, special thanks to Interplay, occasion, but it was totally worth it, and I hope Brian Fargo, and Black Isle Studios for creating that you will agree as well. some of the best computer games I've ever played. This is the main book for Unisystem Fallout . In it, you will find Qualities, Drawbacks, I'd also like to thank Chris Avellone for writing equipment, and information on the history and and distributing the Fallout Bible, without geography of the Fallout universe. which, this would have been impossible. -
Download 860K
Biting the Hand 6/12/01 Jessica M. Mulligan Page 1 Biting the Hand: A Compilation of the Columns to Date Copyright 2001 by Jessica M. Mulligan Copyright 2000 by Jessica Mulligan. All right reserved. Biting the Hand 6/12/01 Jessica M. Mulligan Page 2 Table of Contents 1 THE 1997 COLUMNS......................................................................................................6 1.1 ISSUE 1: APRIL 1997.....................................................................................................6 1.1.1 ACTIVISION??? WHO DA THUNK IT? .............................................................7 1.1.2 AMERICA ONLINE: WILL YOU BE PAYING MORE FOR GAMES?..................8 1.1.3 LATENCY: NO LONGER AN ISSUE .................................................................12 1.1.4 PORTAL UPDATE: December, 1997.................................................................13 1.2 ISSUE 2: APRIL-JUNE, 1997 ........................................................................................15 1.2.1 SSI: The Little Company That Could..................................................................15 1.2.2 CompuServe: The Big Company That Couldn t..................................................17 1.2.3 And Speaking Of Arrogance ...........................................................................20 1.3 ISSUE 3 ......................................................................................................................23 1.3.1 December, 1997.................................................................................................23 -
Waltman Spreadsheet
Video Game Website Link Notes IGN https://www.IGN.com Xbox Wire https://news.xbox.com/en-us Xbox-Focused Nintendo Life https://www.nintendolife.com Nintendo-Focused Game informer https://www.gameinformer.com Polygon https://www.polygon.com/gaming Xbox Live's Major Nelson https://www.majornelson.com Xbox-Focused VG247 https://www.vg247.com Eurogamer https://www.eurogamer.net My Nintendo News https://www.mynintendonews.com Nintendo-Focused Official PlayStation Blog https://blog.us.playstation.com Playstation-Focused PC Gamer Magazine https://www.pcgamer.com PC-Focused Kotaku https://www.kotaku.com Fextralife https://www.fextralife.com PCGamesN https://www.pcgamesn.com PC-Focused Rock, Paper, Shotgun https://www.rockpapershotgun.com Green Man Gaming Blog https://www.greenmangaming.com/blog N4G https://www.n4g.com SKOAR! https://skoar.digit.in Twinfinite https://www.twinfinite.net Gamasutra https://www.gamasutra.com/topic/console-pc Push Square https://www.pushsquare.com Playstation-Focused GamesIndustry International https://www.gamesindustry.biz Dev-Focused Siliconera https://www.siliconera.com Destructoid https://www.destructoid.com The Game Fanatics https://www.thegamefanatics.com Gamers Heroes www.gamersheroes.com PCInvasion https://www.pcinvasion.com DualShockers https://www.dualshockers.com Operation Sports https://www.operationsports.com Sports Game-Focused TouchArcade https://toucharcade.com Mobile Game-Focused ASTRO Gaming Blog blog.astrogaming.com GamingBolt.com https://www.gamingbolt.com Nintendo Everything https://www.nintendoeverything.com -
5. Build the Game You Can Afford 5
STEAM 201 SOUND ADVICE FROM SUCCESSFUL STEAM DEVELOPERS “If you could share one very important tip for an up-and-coming PC game developer, what would it be?” “If you could make one change to the way you launched your game, knowing what you know now, what would you change?” Don’t assume anyone knows what they are talking about… Including me • You know your game best • Your community will be a unique group • You are a part of your community Do what is best for them • There is no “one size fits all” 1. BE HONEST WITH YOUR WORK 1. Be Honest with Your Work “Game design is a conversation with players about things you find interesting” “Passionate developers make a long lasting impact on their community” “Pick apart the shortcomings of your work, what needs to be worked on and where do you need to grow” Edmund McMillen – Binding of Isaac Rebirth, Super Meat Boy “Make the game for yourself. The biggest mistake I see people make is to target an audience they're not a part of, and don't understand - just because that's where all the popularity is right now.” Garry Newman – Garry’s Mod, Rust 1. Be Honest with Your Work “As a small developer you can’t afford to be the best at everything. Figure out what you do better than anyone else and hone in on that” Jeremy Stieglitz – ARK: Survival Evolved Dino-Riders © 1988 Marvel Productions / Turok – Dinosaur Hunter © 1997 Acclaim Entertainment / Dinotopia: A Land Apart From Time © 1992 James Gurney “Believe in yourself and have complete faith in your game.