SCI–FI ROLEPLAYING 23Rd CENTURY

Total Page:16

File Type:pdf, Size:1020Kb

SCI–FI ROLEPLAYING 23Rd CENTURY HIGH COLONIES® SCI–FI ROLEPLAYING 23rd CENTURY Game Design 1501 Tom Dalgliesh & Ed King Welcome to 2238 AD... arth has been ravaged by nuclear and biological warfare known as Earthome War and is now a barren and poisonous wasteland. Humanity is thought to be extinct on Old Earth and its refugees are scattered on planets, moons, and space colonies throughout the Solar System. Once E High Colonie the brightest achievements of progress, the s are now the last hope for humanity. And it's a slender hope. High Colonies is a role playing game, set just over two centuries in the future. Man has learned to exploit the planets and moons of the Solar System, and reap benefits from advanced biological and engineering technologies. However, human population is now reduced to about twenty million, the same as one large city on Old Earth. The game reflects what is known as "hard science fiction" depicting a realistic future based on achievements of 21st century technology. These include sophisticated robotics, bio -engineered humans, and deadly energy weapons. Powerful spaceships allow fast travel between distant colonies and planets, but light speed travel is still a dream. Survival in the vast, hostile solar system favors the strong. Many colonies are dominated by hard, merciless dictators and extremists. Pirates stalk the trade routes between asteroids, planets, and colonies. Some proud technological advances have turned into nightmares. The adverse conditions have not eased human conflicts; old hatreds still fester, and new rivalries threaten everyone. This game contains everything needed to begin playing High Colonies, except for a few dice. It includes a comprehensive history, a listing of all major colonies, and details of their governing organizations. It also contains rules to create characters, a realistic combat system, and special rules to simulate the unique environment of the High Colonies. This is an easy to learn, fun to play game, that does not sacrifice realism. Dangers are everywhere but they are dangers that can be overcome. Please see our website at www.columbiagames.com/highcolonies for more information on the game. There you will have access to free resources, and information on supporting adventures. We welcome any comments and suggestions to clarify and improve High Colonies. High Colonies Copyright © 2020 Columbia Games, Inc. Version 2.0 3 3 CHARACTER PLAYING HIGH COLONIES DICE High Colonies is a role-playing game (RPG) that typically consists of one High Colonies uses two types of dice to Gamemaster (GM) and 2-4 Players. Each player generates a player character generate characters and resolve game actions. No dice are supplied with the (PC) with individual abilities and skills who explore and experience the Solar game; two ten sided dice (of different System in the mid 23rd Century. The GM, with the help of these rules, creates colors) and four six sided dice are needed adventures for the players, monitors the results of their actions, and roleplays for play. the behavior of non-player characters (NPCs). The rules and environment of When dice rolls are required by the rules, High Colonies are intended as a stimulus to GM and PC imagination. They are they may be shown as two numbers not a straitjacket. separated by a “d”. The first number is Play is conducted in sessions, usually of 2-4 hours duration. However, there the number of dice to be rolled, and the is no time limit in role playing games; a single mission might take two hours, second number is the type of dice. For or require a campaign over many multi-hour sessions. Protracted ongoing example: 3d6 indicates a roll of three six adventures are often the most enjoyable. sided dice. The dice are added together to determine the result. GETTING STARTED Some rolls call for d3. This is handled with a d6 roll where 1 or 2 = 1, 3-or 4 = To begin play, all that is needed is a copy of these rules, blank character 2, and 5 or 6 = 3. sheets, writing materials, and some dice. While not essential, science fiction miniatures, available from many hobby stores, make the location and actions Some die rolls may include a modifier to of PCs easier to determine and follow. the die roll. For example: 2d6+6 indicates that two six sided dice are rolled and Scenarios are available for separate purchase, and GMs may, of course, added, plus six is added to that result. draw on science fiction books, movies, and TV shows to create their own The two ten-sided dice are used to scenarios. generate percentages. RPG convention The following routine assumes players will generate characters for an is for a white die to represent 10s, and a ongoing campaign, but they can also be given pre-generated characters for a black die to represent 1s. Hence a white one-time convention game. 4 and a black 7 represents 47. When both dice roll “0”, this is 100. Each adventure begins with the GM presenting a scenario to the players. This is usually done in the form of a job offer, a rumor, or any other plausible FRACTIONS motivation. The GM should also tell players something about their present Some calculations may produce fractions. circumstances. The players then decide on a course of action, and play begins. All fractions are rounded to the nearest whole number. Hence, 6.4 rounds to 6.0, As the session proceeds, players use their imagination and character but 6.5 rounds to 7.0. abilities to deal with situations as they develop. There may be several mysteries to resolve, either related sub-plots or perhaps “red-herrings”. And when the first adventure is completed it is the nature of role-playing games that there is always one more quest to undertake, one more enigma to unravel, one more enemy to defeat. Copyright © 2020 Columbia Games, Inc. 3 High Colonies Version 2.0 4 CHARACTER GENERATION CHARACTER GENERATION A player’s first task is to generate a character. Players can generate a PC A synopsis of Character Generation is given below. with attributes, skills, and equipment in 30 minutes or less. GMs also use these rules to generate NPCs. BIRTH DATA: Record your character’s Name, Sex, Birthdate, and Age. CHARACTER PROFILE Birthplace may be assigned by the GM. Character generation involves filling out a Character Profile. A blank sample EDUCATION: A character’s level of CHARACTER education is critical to Careers available. profile is provided; photocopy for personal use. On the Profile you record Education may be assigned by the GM, or your character’s attributes, skills, possessions, etc. You will refer to the generated on the Education Table. character profile often; keep it handy. Characters are created by players using dice. This provides an element of EDUCATION 1d100 randomness that makes each character unique. But players have considerable 01-15 Dropout: character has not control over the shaping of their characters, particularly in the allocation of completed high school, but is likely to skills. be “street smart”. Some information on the character profile changes often. Putting a sheet 16-70 High School: Character has protector over a blank profile and then writing on it with erasable pens graduated from high school and works reasonably well. Another alternative is to protect areas that change completed two years of civic service. often, such as the Skill MLs, with “magic tape” and then use a pencil; this 71-90 College: Most larger colonies allows multiple erasure without loss of clarity. With any luck, your favorite have at least one college offering characters will have long careers and you will need to re-copy their profiles two year diplomas in Business, Engineering, or Warcraft. All from time to time to keep them legible. corporations in the Pan Enterprise League also have their own training BIRTH DATA colleges that specialize. NAME: Choose a name for your character. 91-00 University: The Outstation BIRTHDATE: Most characters begin play between the ages of 20 and 24. League and the Terran Commonwealth The present year in High Colonies is 2238 (or a year established by the GM). each have high prestige universities. Graduates enter professions like Record birth year and age. Most citizens (both sexes) attend high school to botany, chemistry, medic, and physics. age 18, and then serve two years of compulsory civic service. Graduates may then seek higher, but costly education at college (2 yrs) or university (4 yrs). ATTRIBUTES: There are nine character Age is determined by Education, or assigned by the GM. attributes: Strength, Endurance, Agility, Dexterity, Eyesight, Hearing, • High School graduate, 20 years old Intelligence, Will, and Charisma. Roll • College graduate, 22 years old. 2d6+6 for each attribute. Range is 08–18, average 13. • University graduate, 24 years old. SEX: It is always easier to roleplay your own sex. A gender table is given for TRAITS: Character boons and flaws. the GM to generate random NPCs. The ratio of males to females is gradually CAREER: A character’s career largely moving into balance, having been 62% male in the 2201 census. Roll 1d100. determines the skills available to begin play. They are listed on p.10. The GM Sex Human may wish to have all characters follow Male 01 – 57 the same career, or devise some plan for Female 58 – 00 PCs with different careers to meet. BIRTHPLACE: A character’s birthplace may be assigned by the GM, or SKILLS: Characters have Base, Career, generated on the Birthplace Table (p.7). PCs in the same playing group born in and Combat skills. They are derived different colonies might meet in college or in the military.
Recommended publications
  • Guidelines on Successfully Porting Non-Immersive Games to Virtual
    Guidelines on Successfully Porting Non-Immersive Games to Virtual Reality: A Case Study in Minecraft John Porter III Matthew Boyer Andrew Robb Clemson University Clemson University Clemson University Clemson, SC, USA Clemson, SC, USA Clemson, SC, USA [email protected] [email protected] [email protected] ABSTRACT top 10 best seller list on the Steam marketplace after it was Virtual reality games have grown rapidly in popularity since released for pre-ordering. the first consumer VR head-mounted displays were released When porting a game to VR, one of the major challenges faced in 2016, however comparatively little research has explored by developers is adapting the controls of the non-immersive how this new medium impacts the experience of players. In game to work in the new immersive context. Several options this paper, we present a study exploring how user experience are open to developers. At the most basic level, developers can changes when playing Minecraft on the desktop and in im- change nothing and continue to allow users to play the game mersive virtual reality. Fourteen players completed six 45 using a keyboard or a gamepad. This method relies purely on minute sessions, three played on the desktop and three in VR. indirect input, as no aspect of the player’s bodily motion is The Gaming Experience Questionnaire, the i-Group presence used to interact with the game (expect for head motion). At the questionnaire, and the Simulator Sickness Questionnaire were most advanced level, developers can completely recreate the administered after each session, and players were interviewed controls to take full advantage of the motion controls afforded at the end of the experiment.
    [Show full text]
  • NG18 Program (Screen)
    PROGRAM 2018 PROGRAM#nordicgame 2017 #nordicgame Welcome to Nordic Game 2018 It’s a great pleasure to welcome you to this fifteenth edition of Nordic Game, the only conference in the world with a dedicated focus on the entire Nordic games industry. Over the years we’ve evolved from a humble regional conference into a truly global industry event, as our vision of a strong, united games community and the values so many of us share - openness, innovation and diversity - have resonated with games industry professionals around the world, and they have been welcomed into our extended family. Of course, we continue to proudly celebrate the sheer quality and variety of games developed in the Nordic countries, and this year’s Nordic Game Awards (Thursday, 24 May from 18:00 in the Unreal Theatre) once again reflects the imagination and vitality of developers from the region we call home. However, our rapidly changing, interconnected industry doesn’t allow us to rest on our laurels, and our opening keynote (Wednesday, 23 May at 11:00 in the Unreal Theatre) brings together a panel of leaders from some of our most prominent Nordic studios to explore key challenges and opportunities for game developers moving forward. True to the many values we share with our extended global family, we’re also introducing a string of talks - the Impact sessions - that delve beyond the albeit important business and technical aspects of game development, to encourage all of us to think more deeply about the real impact of the games we create - and how we create them - on our world.
    [Show full text]
  • Soul of Zelda: a Memoir of an Ephemeral Being Mitchell Kopitch A
    Soul of Zelda: A Memoir of an Ephemeral Being Mitchell Kopitch A thesis submitted in partial fulfillment of the requirements for the degree of Master of Fine Arts University of Washington 2018 Committee: Ted Hiebert Sarah Dowling Program Authorized to Offer Degree: Interdisciplinary Arts and Sciences ©Copyright 2018 Mitchell Kopitch University of Washington Abstract Soul of Zelda: A Memoir of an Ephemeral Being Mitchell Kopitch Chair of the Supervisory Committee: Ted Hiebert School of Interdisciplinary Arts and Sciences Hybrid document of memoir and fiction concerning fantasy, video games, and the ways in which game design nuance can be found in every day life. Particular attention is put on The Legend of Zelda from 1986, the first 3D Zelda installment, Ocarina of Time in 1998, and Dark Souls from 2011. This is a fictional story heavily inspired by those games and many others, but the story and characters are original, including a queer/gender bending protagonist. The story-line is a creative work that emulates the underlining philosophy of fantasy video games such as Zelda and Dark Souls, re-imagining video game design and personal gaming experiences as prose. 1 ~ Soul of Zelda ~ A Memoir of an Ephemeral Muse by Mitchell Kopitch Turn Page1 1 Book Equivalent of “Press Start”. 2 WORLD SELECTION: Poetics Statement Introduction: By the Author World I I-I: Intro Cinematic Interlude #1 - On Psychiatry I-II: Opening Interlude #2 - A Connection I-III: Character Creator Interlude #3 - Consumption World II II-I: Tutorial Interlude #4 - The Universe as Game II-II: Fast Travel Interlude #5 - On Labors of Love II-III: Mod Interlude #6 - Deprived World III III-I: Open World Interlude #7 - Extremity III-II: Dungeon Crawl Interlude #8 - The Male in the Room III-III: Boss Battle Interlude #9 - Of Demons and Memories Additional Content Attunement Exam 3 Poetics Statement When I parted ways with one of my roommates in college, he gave me his copy of Dark Souls (2011) as a parting gift.
    [Show full text]
  • Handheld Computer
    ® OPERATING INSTRUCTIONS Handheld Computer Model No. CF-P2 Series Please read this instructions manual carefully before using this product and save this manual for future use. Refer to the provided Safety Precautions regarding precautions for this com- puter. Customer's Record Model No.* Dealer's Name Serial No. or Code No. Dealer's Address Date of Purchase * For the Model No., insert the 12 digit number (for example, CF-P2T1FDF7E) located on the back of the computer. Introduction Thank you for purchasing the Panasonic Handheld Computer. Read the operating instruc- tions thoroughly for proper operation of your new computer. Illustrations and Terminology in this Manual NOTE: NOTE provides a useful fact or helpful information. CAUTION: CAUTION indicates a condition that may result in minor or mod- erate injury. - [Programs]: This illustration means to tap at the top of the screen, then to tap [Programs]. : Where to go for referred information. Some of the illustrations in this manual may differ slightly in shape from the actual items in order to make the explanation easier to understand. 2 Contents Getting Started What’s in the Box? .................................................. 4 Names and Functions of Parts ............................... 5 First-time Operation ................................................ 9 Operation Starting Up/Shutting Down ................................... 12 LCD (Touchscreen)............................................... 17 Backlight Settings ................................................. 19 Entering
    [Show full text]
  • Worldbuilding Voices in the Soundscapes of Role-Playing Video Games
    University of Huddersfield Repository Jennifer, Smith Worldbuilding Voices in the Soundscapes of Role Playing Video Games Original Citation Jennifer, Smith (2020) Worldbuilding Voices in the Soundscapes of Role Playing Video Games. Doctoral thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/35389/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ Worldbuilding Voices in the Soundscapes of Role-Playing Video Games Jennifer Caron Smith A thesis submitted to the University of Huddersfield in partial fulfilment of the requirements for the degree of Doctor of Philosophy The University of Huddersfield October 2020 1 Copyright Statement i. The author of this thesis (including any appendices and/ or schedules to this thesis) owns any copyright in it (the “Copyright”) and s/he has given The University of Huddersfield the right to use such Copyright for any administrative, promotional, educational and/or teaching purposes.
    [Show full text]
  • Text Begins by Discussing Spe Beginnings on Edrunningspeeddemosarchive.Com As a Community
    Re-curating the Accident: Speedrunning as Community and Practice Rainforest Scully-Blaker A Thesis in The Department of Communication Studies Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts (Media Studies) at Concordia University Montreal, Quebec, Canada September 2016 © Rainforest Scully-Blaker, 2016 Scully-Blaker iii Abstract Re-curating the Accident: Speedrunning as Community and Practice Rainforest Scully-Blaker This thesis is concerned with speedrunning, the practice of completing a video game as quickly as possible without the use of cheats or cheat devices as well as the community of players that unite around this sort of play. As video games become increasingly ubiquitous in popular media and culture, the project of accounting for and analysing how people interact with these pieces of software becomes more relevant than ever before. As such, this thesis emerges as an initiatory treatment of a relatively niche segment of game culture that has gone underrepresented in extant game and media scholarship. The text begins by discussing spe beginnings on edrunningSpeedDemosArchive.com as a community. and By examiningchronicling its the growth communitys with the emergence of contemporary content hosting sites like YouTube and Twitch, this thesis presents speedrunning as a collaborative and fast-growing community of practice made up of players who revel in playing games quickly. From there, an analysis of space and speed, both natural and virtual, is undertaken with a view to understanding how speedrunning as a practice relates to games as narrative spaces. Discussions of rule systems in games and within the speedrunning community itself follow.
    [Show full text]
  • View the Manual
    Warning Please read this section before using this game or allowing your children to use it. Some people are susceptible to epileptic seizures or loss of consciousness when exposed to certain flashing lights or light patterns in everyday life. Such people may have a seizure while watching television images or playing certain video games. This may happen even if the person has no medical history of epilepsy or has never had any epileptic seizures. If you or anyone in your family has ever had symptoms related to epilepsy (seizures or loss of consciousness) when exposed to flashing lights, consult your doctor prior to playing. We advise that parents should monitor the use of video games by their chil- dren. If you or your child experience any of the following symptoms: dizziness, blurred vision, eye or muscle twitches, loss of consciousness, disorientation, any involuntary movement or convulsion, while playing a video game, IMMEDI- ATELY discontinue use and consult your doctor. Precautions to take during use: Do not sit too close to the screen. Sit a good distance away from the monitor, as far away as control devices allow. Preferably play the game on a small screen. Avoid playing if you are tired or have not had much sleep. Make sure that the room in which you are playing is well lit. Rest for at least 10 to 15 minutes per hour while playing a video game. Controls These are the default controls. They can be changed at any time by selecting ‘Controls’ from within the ‘Options’ menu. Basic Controls Fire Left Mouse Button Alternate Fire Right
    [Show full text]
  • An Immersive Installation Based on 3D Remote Experiences of Toronto Public Art
    VIRTUAL URBAN GALLERY: An immersive installation based on 3D remote experiences of Toronto Public Art By Shengquan Chai A thesis and presentation submitted to OCAD University in partial fulfillment to the requirements for the degree of Master of Design in Digital Futures Toronto, Ontario, Canada, April 2016 Shengquan Chai 2016 This work is licensed under a Creative Commons Attribution-NonCommercial- NoDerivatives 4.0 International License. To see the license, go to http://creativecommons.org/licenses/by-nc-nd/4.0/ or write to Creative Commons, 171 Second Street, Suite 300, San Francisco, California 94105, USA. Copyright Notice This work is licensed under a Creative Commons Attribution-NonCommercial- NoDerivatives 4.0 International License. http://creativecommons.org/licenses/by-nc-nd/4.0/ You are free to: Share — copy and redistribute the material in any medium or format. The licensor cannot revoke these freedoms as long as you follow the license terms. Under the following terms: Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. NonCommercial — You may not use the material for commercial purposes. NoDerivatives — If you remix, transform, or build upon the material, you may not distribute the modified material. No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits. Notices: You do not have to comply with the license for elements of the material in the public domain or where your use is permitted by an applicable exception or limitation.
    [Show full text]
  • Death Narratives: a Typology of Narratological Embeddings of Player's Death in Digital Games by Frank G
    Untitled. Photographer: Pawel Kadysz (https://stocksnap.io/photo/OZ4IBMDS8E). Special Issue Video Gaming and Death edited by John W. Borchert Issue 09 (2018) articles Introduction to a Special Issue on Video Gaming and Death by John W. Borchert, 1 Death Narratives: A Typology of Narratological Embeddings of Player's Death in Digital Games by Frank G. Bosman, 12 No Sympathy for Devils: What Christian Video Games Can Teach Us About Violence in Family-Friendly Entertainment by Vincent Gonzalez, 53 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo by Rex Barnes, 107 “You Shouldn’t Have Done That”: “Ben Drowned” and the Uncanny Horror of the Haunted Cartridge by John Sanders, 135 Win to Exit: Perma-Death and Resurrection in Sword Art Online and Log Horizon by David McConeghy, 170 Death, Fabulation, and Virtual Reality Gaming by Jordan Brady Loewen, 202 The Self Across the Gap of Death: Some Christian Constructions of Continued Identity from Athenagoras to Ratzinger and Their Relevance to Digital Reconstitutions by Joshua Wise, 222 reviews Graveyard Keeper. A Review by Kathrin Trattner, 250 interviews Interview with Dr. Beverley Foulks McGuire on Video-Gaming, Buddhism, and Death by John W. Borchert, 259 reports Dying in the Game: A Perceptive of Life, Death and Rebirth Through World of Warcraft by Wanda Gregory, 265 Death Narratives: A Typology of Narratological Embeddings of Player's Death in Digital Games Frank G. Bosman Abstract Ludologically, the death of the game’s protagonist (also known as player’s death of avatar death) is one of the most prominent feedback systems of almost all digital games.
    [Show full text]
  • Video Game Video Game
    WARNING Before playing this game, read the Xbox 360® Instruction Manual and any peripheral manuals for important safety and health information. Keep all manuals for future reference. For replacement manuals, see www.xbox.com/support or call Xbox Customer Support. Important Health Warning About Playing Video Games Photosensitive seizures A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games. These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms— children and teenagers are more likely than adults to experience these seizures. The risk of photosensitive epileptic seizures may be reduced by taking the following precautions: Sit farther from the screen; use a smaller screen; play in a well-lit room; do not play when you are drowsy or fatigued. If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing. ESRB Game Ratings The Entertainment Software Rating Board (ESRB) ratings are designed to provide consumers, especially parents, with concise, impartial guidance about the age- appropriateness and content of computer and video games.
    [Show full text]
  • How COVID-19 Is Challenging Orthodoxies in Airport Customer Experience How COVID-19 Is Challenging Orthodoxies in Airport Customer Experience
    How COVID-19 is challenging orthodoxies in airport customer experience How COVID-19 is challenging orthodoxies in airport customer experience 2 How COVID-19 is challenging orthodoxies in airport customer experience Contents Executive summary 4 Introduction 5 Orthodoxies challenged by COVID-19 6 Concluding thoughts 16 Authors 18 Contacts 19 3 How COVID-19 is challenging orthodoxies in airport customer experience Executive summary The COVID-19 global pandemic has had significant impact on the global aviation industry; with flights down by nearly 80 percent by early April,1 airports have had to make major operational adjustments, from limiting or eliminating concessions hours to consolidating terminals and security screening operations. We’re also seeing airports implement new health and safety measures to protect employees and passengers—from increased cleaning schedules throughout the airport to providing personal protective equipment (PPE) for all airport staff. Some airlines and airports are even exploring health screening of employees and passengers. With stay-at-home orders in place in countries across the globe continuing to limit all but essential travel in many regions, consumer behaviors are already shifting in everyday life—from wearing PPE to the grocery store to restaurants implementing ‘contactless carryout’. We expect to see similar shifts in behavior in air travel, with passengers placing greater emphasis on things like airport cleanliness, and potential reluctance to engage with technologies or processes that require physical touch. Recent literature published by Airports Council International, and in recent webinars hosted by International Airport Review and Fast Future & Future Travel Experience, all pointed to a renewed focus on instilling confidence in passengers that their journey is safe and sanitary—pointing to the critical need to adapt to this enhanced focus in a post-COVID-19 world.
    [Show full text]
  • Swedish Game Developer Index 2016 Game Developer Index
    Swedish game developer index 2016 game developer index First Edition Published by Swedish Games Industry Research: Hanna Metsis, Jacob Kroon Text & Design: Jacob Kroon Swedish Games Industry is a partnership between ANGI and Spelplan-ASGD. Dataspelsbranschen Swedish Games Industry Klara norra kyrkogata 31, Box 22307 SE-104 22 Stockholm www.dataspelsbranschen.se Contact: [email protected] 2016 2 Table of contents summary 4 preface 5 revenue & profit 6-7 employment 8 number of companies 8 gender distribution 9 turnover per company 10 employees per company 10 largest companies 11 company map 12-13 future 15 actual revenues 16 domestic market 17 worldwide 18-20 intellectual property infringement 20 threats & challenges 23 listed game companies 24-26 conclusion 28 methodology 31 timeline - a selection 33 glossary 34 3 summary ame Developer Index analyzes the growth of Swedis video game companies and international trends by compiling the annual accounts of the companies. Swedish game development is an export industry operating on a highly globalized market. The domestic Gindustry has grown from a hobby of enthusiasts to a world-wide industry with cultural and economic significance under just a few decades. The Game Developer Index 2016 summarizes the growth of the latest fiscal year. The sumary in brief: Revenue increased by 41 per cent to almost EUR1,3 billion in 2015. A 200 per cent increase in two years. A majority of companies are profitable and the industry has reported a total profit for seven years running. Employment increased by 19 per cent, more than 550 full-time positions, to a total of 3709 employees.
    [Show full text]