Games Crowdfunding As a Form of Platformised Cultural Production: Effects on Production, Reception and Circulation

Total Page:16

File Type:pdf, Size:1020Kb

Games Crowdfunding As a Form of Platformised Cultural Production: Effects on Production, Reception and Circulation HEIKKI TYNI GameV Crowdfunding as a Form of Platformised Cultural Production (ႇHFWVRQ3URGXFWLRQ5HFHSWLRQDQG&LUFXODWLRQ Tampere University Dissertations 337 Tampere University Dissertations 337 HEIKKI TYNI GameV Crowdfunding as a Form of Platformised Cultural Production Effects on Production, Reception and Circulation ACADEMIC DISSERTATION To be presented, with the permission of the Faculty of Information Technology and Communication Sciences of Tampere University, for public discussion on 13th of November 2020, at 16 o’clock. ACADEMIC DISSERTATION Tampere University, Faculty of Information Technology and Communication Sciences Finland Responsible Associate Professor supervisor and Olli Sotamaa Custos Tampere University Finland Pre-examiners Professor Mia Consalvo PhD Anthony Smith Concordia University University of Salford Canada United Kingdom Opponent Assistant Professor, PhD David B. Nieborg University of Toronto Canada The originality of this thesis has been checked using the Turnitin OriginalityCheck service. Copyright ©2020 author Cover design: Roihu Inc. ISBN 978-952-03-1756-0 (painettu) ISBN 978-952-03-1757-7 (verkkojulkaisu) ISSN 2489-9860 (painettu) ISSN 2490-0028 (verkkojulkaisu) http://urn.fi/URN:ISBN:978-952-03-1757-7 PunaMusta Oy – Yliopistopaino Vantaa 2020 Games Crowdfunding as a Form of Platformised Cultural Production: Effects on Production, Reception and Circulation Heikki Tyni Islalle, Saimille ja Marja-Kaisalle iii iv PREFACE This dissertation work has been a long journey into global game industry practices, games crowdfunding and backer communities with their various motivations. What started out with a three-year research funding from the University of Tampere Doctoral School has taken over five years of my life. Doing research can be awfully lonely at times, something that has become even more evident during the COVID- 19 pandemic and social distancing. For many of us, including me, this has presented a lot of challenges in how we are able to organise our work and ourselves in the absence of physical work communities. As such, this work has been a long personal journey into how research work is practiced, a process that will no doubt continue for a long time after writing this. I have played digital games since the age of six. Since the age of 13 I have been interested in the creation processes of cultural work, first by creating myself and then by analysing others create. At the age of twenty, I was drawn to filmmaking, and my journey led me to study audio-visual media culture in the University of Lapland. For multiple reasons, my studies concentrated on participatory cultures in digital gaming. When researching the background for my bachelor’s thesis, I started to bump into names like Frans Mäyrä, Olli Sotamaa and Annakaisa Kultima who seemed to be the top game scholars in Finland, stationed at Tampere Game Research Lab. I then moved to Tampere to study in a master’s programme in game studies, and would you believe my luck: almost immediately, I was able to start working with these top scientists. After working here at Tampere for more than a decade, some of that magic still lingers here in these hallowed halls of game research. I first grew interested in games crowdfunding around 2014, when more and more independent game projects started to seek project funding through Kickstarter. For a short while, it seemed like these player-funded projects could really make a difference in the global game console industry. This was a time when Nintendo’s Wii U console, launched two year earlier, was failing badly against Sony’s and Microsoft’s consoles, largely because most large-scale game productions by third-party publishers were avoiding the console. Suddenly, however, it seemed like many games crowdfunding projects would support the Wii U to a degree that the machine would actually have some new games to play. This seemed like a turn that signalled a v revolution in terms of how the traditional game industry had worked for decades. This kind of potential for industry transformation informed the first stages of my research on games crowdfunding. In the end, crowdfunding did not save the Wii U, but my research interest had already drifted to other phenomena within games crowdfunding: the dynamic relationships between the campaigns and the backer communities, how developers were able to manage (or not) the long development period leading up to the launch, the connections between games crowdfunding and game collecting cultures, and so on. Games crowdfunding is still a burgeoning phenomenon that keeps on leading an interested researcher into all kinds of alley ways and underground lairs. Indeed, there seem to be princesses in almost all the castles. For helping me make this dissertation a reality, I want to specifically mention a few people. First and foremost, I want to thank my instructor Professor Olli Sotamaa. His wisdom, guidance and patience during my long research process has been more or less vital in getting me across the finish line. During my decade+ stay at Game Research Lab, Olli has constantly supported me both as a teacher and a colleague, and also as a friend, in a way that has meant the world to me. I also thank him for co-writing several articles with me along our shared path in researching game production, one of which forms a part of this dissertation. Special thanks go to Professor Mia Consalvo and Dr. Anthony Smith for pre- examining the dissertation and for their supportive and insightful comments. I also want to extend special thanks to Professor David Nieborg both for his inspiring research over the years and for agreeing to be my esteemed opponent. Other important collaborators and colleagues that hold a direct significance for my work include Juho Hamari for our writing partnership on one of the included articles and for teaching me a lot about quantitative research; Frans Mäyrä both for his wise guidance over the years and his leadership within Game Research Lab; J. Tuomas Harviainen for his kind help in general and specifically in regards to article publishing and the doctoral process; Kati Alha for her kind help in all work things imaginable, and for being secretly the real bedrock of Game Research Lab over the years; and Jan Švelch for his friendship and collaboration in teaching and research on the topic of game production. I am also deeply grateful for Tom Apperley both for his professional support and his friendship in and out of work during these last two years. Tom also deserves my gratitude for kickstarting the Write Club. Without this shared space a lot of hard work and good conversations between colleagues simply would not have happened. Consequently, I thank the entire Write Club community for camaraderie and vi support, including the “regulars”, Elina, Niklas and Kati, and also the more casual participants like Usva, Jaakko, Sabine, Mila and others. I also thank all the other colleagues now working at Game Research Lab, or who have passed through the Lab over the years: thank you for all our collaborations, for all the support and the good conversations. Outside the academia, there are a number of people who have had a special significance on my thinking over the years, and it would be impossible to name all of them here. Thank you all, you know who you are. I do, however, want to specifically thank Pasi for his lifelong friendship and all the conversations that always seem to stretch longer and longer, going back all the way to Rantsu; Antti for his friendship and camaraderie during the all the ups and downs during my time at Tampere; and both Hannu and Raimo for always being there when I needed it, filled with seemingly endless understanding and wisdom. During the time that it has taken to complete this work, I have been funded by the Tampere University Doctoral School, and employed by the Centre of Excellence in Game Culture Studies funded by Academy of Finland. I am very thankful for this support. Lastly I want to thank my family: my mom Liisa and my sister Maria for being the biggest inspirations in my life; my daughters, Isla and Saimi, the lights of my life, for teaching me so much about myself; and my wife, Marja-Kaisa, for the love, patience and endless support in all areas of my life. vii viii ABSTRACT The recent decade has seen an increasing number of ‘game production studies’, with critical examinations on industry structures, production models and labour issues. This study critically examines an emerging area of independent production of digital games, games crowdfunding. Asking funding directly from ‘backer’ audiences, game developers have been able to sidestep the publishers of the traditional game industry. However, crowdfunding has had a myriad of repercussions for everyday game work, production networks, and how games are received and sold, amongst other things. Through a mixed-methods approach combining elements from game studies, critical political economy and cultural studies, this dissertation conceptualises games crowdfunding as a production logic that affects every area of game production. In getting rid of the traditional publisher, developers need to acquire a lot of new competencies and shoulder a lot of work previously handled by the publishers. Backers are found to possess several other roles beyond just funding and hold a wide variety of participation motivations beyond just acquiring the crowdfunded game. As projects have become more professional, many backers treat crowdfunding as a form of pre-ordering. In the discussion, games crowdfunding is contextualised as a form ’platformisation of cultural production’, with game development and economics revolving around a central platform and intermediaries connected to it. The production model is revealed as a site of tension between alternative production opportunities, precarious game work, commercialisation and emerging user opportunities. Further studies are needed to understand the full gamut of games crowdfunding, including small campaigns.
Recommended publications
  • Cookie Clicker: Gamification
    This is a repository copy of Cookie Clicker: Gamification. White Rose Research Online URL for this paper: https://eprints.whiterose.ac.uk/146788/ Version: Accepted Version Book Section: Deterding, Christoph Sebastian orcid.org/0000-0003-0033-2104 (2019) Cookie Clicker: Gamification. In: Hunteman, Nina and Payne, Mathew Thomas, (eds.) How to Play Video Games. NYU Press , New York , pp. 200-207. Reuse Items deposited in White Rose Research Online are protected by copyright, with all rights reserved unless indicated otherwise. They may be downloaded and/or printed for private study, or other acts as permitted by national copyright laws. The publisher or other rights holders may allow further reproduction and re-use of the full text version. This is indicated by the licence information on the White Rose Research Online record for the item. Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Cookie Clicker Gamification Sebastian Deterding Abstract: Incremental games like Cookie Clicker are a perfect exemplar of gamification, using progress mechanics and other game features to make a rote act like clicking compelling. Hence, this chapter reads the game Cookie Clicker for its motivating features to illustrate the logic and limits of gamification. As I type these words into my text editor, the open browser tab next to it informs me that I am currently baking 62.526 sextillion cookies per second.
    [Show full text]
  • The Cloud to Drive New-Age Browser Games the Cloud to Drive New-Age Browser Games
    The Cloud to Drive New-age Browser Games The Cloud to Drive New-age Browser Games Contents 1. Browser Gaming- Overview 03 1.1 A Lasting Fad- Evolution 03 1.2 Advantages 03 1.3 Challenges 04 2. Browser Cloud Gaming Solutions: Overview 05 2.1 Browser Cloud Gaming Solution: Main Pitfalls 05 2.2 The Reign of Cloud Gaming Solutions 07 2.3 MMORPGs Browser Gaming Solution Overview 07 2.4 Casual Browser Gaming Solution 11 2.5 Alibaba Cloud Advantage for Browser Cloud Gaming Solution 14 3. Browser Gaming: What the Future Holds 16 4. Conclusion 17 02 The Cloud to Drive New-age Browser Games 01 Browser Gaming-Overview Browser gaming comprises computer games played on the Internet using a web browser. In other words, they are games played online. Browser games are typically run using standard web technologies or browser plugins and encompass almost all video game genres, as well as single or multiplayer format. Browser games can be portable and paired with multiple devices, web browsers, and operating systems. The creation of browser games usually involves standard web technologies as a frontend, and other technologies as a backend. Browser games are played alone with the browser and often require no additional installation or software. Typically, they are written in browser-based languages, including JavaScript, HTML5, and PHP. Also, they may utilize some additional languages (i.e. Flash, Java, and Silverlight) for backend processes and supplementary browser plugins. Browser games can vary in genre from shooting to racing, and to complex role-playing games with a long-playing life.
    [Show full text]
  • Roll 2D6 to Kill
    1 Roll 2d6 to kill Neoliberal design and its affect in traditional and digital role-playing games Ruben Ferdinand Brunings August 15th, 2017 Table of contents 2 Introduction: Why we play 3. Part 1 – The history and neoliberalism of play & table-top role-playing games 4. Rules and fiction: play, interplay, and interstice 5. Heroes at play: Quantification, power fantasies, and individualism 7. From wargame to warrior: The transformation of violence as play 9. Risky play: chance, the entrepreneurial self, and empowerment 13. It’s ‘just’ a game: interactive fiction and the plausible deniability of play 16. Changing the rules, changing the game, changing the player 18. Part 2 – Technics of the digital game: hubristic design and industry reaction 21. Traditional vs. digital: a collaborative imagination and a tangible real 21. Camera, action: The digitalisation of the self and the representation of bodies 23. The silent protagonist: Narrative hubris and affective severing in Drakengard 25. Drakengard 3: The spectacle of violence and player helplessness 29. Conclusion: Games, conventionality, and the affective power of un-reward 32. References 36. Bibliography 38. Introduction: Why we play 3 The approach of violence or taboo in game design is a discussion that has historically been a controversial one. The Columbine shooting caused a moral panic for violent shooter video games1, the 2007 game Mass Effect made FOX News headlines for featuring scenes of partial nudity2, and the FBI kept tabs on Dungeons & Dragons hobbyists for being potential threats after the Unabomber attacks.3 The question ‘Do video games make people violent?’ does not occur within this thesis.
    [Show full text]
  • A Resource Guide for Transitioning Your Class Online
    A Resource Guide for Transitioning Your Class Online SPECIAL REPORT MAGNA PUBLICATIONS CONTENTS Education Initiatives: A Mashup of Emergency A Checklist for Moving Your Resources and Other Great Course Online 03 Tips 13 How Teaching Online Can Eight Steps for a Smoother Improve Your Face-to-Face Transition to Online Teaching 05 15 Classes Five Ways to Foster Seven Ways to Facilitate Creativity in Your Online Effective Online Discussions 07 Classroom 19 Online Discussions: Would Simple Animation for Your Changing the Environment Courses 09 23 Help? What Do Students Really Want from Online Instruc- 11 tors? Education Initiatives: A Mashup of Emergency Resources and Other Great Tips Faculty Focus n response to COVID-19, we’ve seen in- links to educational resources from all over the structors and universities from around the world. Iworld come together to compile numer- ous resources and lists. Although we’ve only 4. Mandy Berry: A Facebook Post on skimmed the surface, we believe the following Remote Teaching links provide insight on different perspectives A public Facebook post from Amanda Berry, that institutions and staff are currently go- an assistant professor of literature at American ing through. From transitioning to an online University. course to fostering a productive conversation with your students, these resources shed light 5. Resources for Disruptions on education initiatives we hope you find use- A list of resources compiled by Ollie Dreon ful during this time of uncertainty. on his blog pertaining to transitioning to online teaching and coping with education initiatives 1. Remote Teaching Strategies— during this time of disruption.
    [Show full text]
  • Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States
    Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States The Harvard community has made this article openly available. Please share how this access benefits you. Your story matters Citation Buonocore, Cathryn E. 2016. Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States. Master's thesis, Harvard Extension School. Citable link http://nrs.harvard.edu/urn-3:HUL.InstRepos:33797406 Terms of Use This article was downloaded from Harvard University’s DASH repository, and is made available under the terms and conditions applicable to Other Posted Material, as set forth at http:// nrs.harvard.edu/urn-3:HUL.InstRepos:dash.current.terms-of- use#LAA Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States Cathryn E. Buonocore A Thesis in the field of Sustainability for the Degree of Master of Liberal Arts in Extension Studies Harvard University November 2016 Copyright 2016 Cathryn E. Buonocor Abstract This study examines and compares the environmental footprint of video game distribution on last generation consoles, current generation consoles and personal computers (PC). Two different methods of delivery are compared on each platform: traditional retail on optical discs and digital downloads in the U.S. Downloading content has been growing and is used to distribute movies, music, books and video games. This technology may change the environmental footprint of entertainment media. Previous studies on books, music, movies and television shows found that digital methods of distribution reduced emissions. However, prior research on video games, looking only at previous generation consoles, found the opposite conclusion.
    [Show full text]
  • Disrupting Fields: Addressing Power Dynamics in the Fields of Climate Finance and Gender Lens Investing
    JANUARY 2021 Disrupting Fields: Addressing Power Dynamics in the Fields of Climate Finance and Gender Lens Investing Joy Anderson, Criterion Institute with funding from Wallace Global Fund and UNICEF Disrupting Fields: Addressing Power Dynamics | 1 Acknowledgements This paper is grounded in a moment in time in the development of gender lens investing and climate finance. It must be acknowledged up front that the work of Criterion Institute is implicated in this history. I invite you to challenge Criterion and me as its leader on our own decisions and how they affect power dynamics in the field. We are committed to publishing metrics and setting up feedback loops to be an example of the transparency and accountability in field building that we are calling for in this paper. Criterion’s Board of Directors, many of whom are referenced in this work, challenge the power dynamics that keep systems of inequity in place in their own work. They hold Criterion accountable for our mission to expand who sees themselves as able to use finance to create social change. Susan Gibbs at Wallace Global Fund and Patty Alleman at UNICEF have been long-time champions in ensuring that efforts to innovate in systems finance is grounded in goals of equity and justice. This work would not have been possible without funding from both Wallace Global Fund and UNICEF. This has been a collective effort. The whole team at Criterion participated in one way or another developing and writing this paper over the last 18 months as Criterion’s work became increasingly explicit in its focus on power.
    [Show full text]
  • Defining the Digital Services Landscape for the Middle East
    Defining the Digital Services landscape for the Middle East Defining the Digital Services landscape for the Middle East 1 2 Contents Defining the Digital Services landscape for the Middle East 4 The Digital Services landscape 6 Consumer needs landscape Digital Services landscape Digital ecosystem Digital capital Digital Services Maturity Cycle: Middle East 24 Investing in Digital Services in the Middle East 26 Defining the Digital Services landscape for the Middle East 3 Defining the Digital Services landscape for the Middle East The Middle East is one of the fastest growing emerging markets in the world. As the region becomes more digitally connected, demand for Digital Services and technologies is also becoming more prominent. With the digital economy still in its infancy, it is unclear which global advances in Digital Services and technologies will be adopted by the Middle East and which require local development. In this context, identifying how, where and with whom to work with in this market can be very challenging. In our effort to broaden the discussion, we have prepared this report to define the Digital Services landscape for the Middle East, to help the region’s digital community in understanding and navigating through this complex and ever-changing space. Eng. Ayman Al Bannaw Today, we are witnessing an unprecedented change in the technology, media, and Chairman & CEO telecommunications industries. These changes, driven mainly by consumers, are taking Noortel place at a pace that is causing confusion, disruption and forcing convergence. This has created massive opportunities for Digital Services in the region, which has in turn led to certain industry players entering the space in an incoherent manner, for fear of losing their market share or missing the opportunities at hand.
    [Show full text]
  • Mobile Developer's Guide to the Galaxy
    Don’t Panic MOBILE DEVELOPER’S GUIDE TO THE GALAXY U PD A TE D & EX TE ND 12th ED EDITION published by: Services and Tools for All Mobile Platforms Enough Software GmbH + Co. KG Sögestrasse 70 28195 Bremen Germany www.enough.de Please send your feedback, questions or sponsorship requests to: [email protected] Follow us on Twitter: @enoughsoftware 12th Edition February 2013 This Developer Guide is licensed under the Creative Commons Some Rights Reserved License. Editors: Marco Tabor (Enough Software) Julian Harty Izabella Balce Art Direction and Design by Andrej Balaz (Enough Software) Mobile Developer’s Guide Contents I Prologue 1 The Galaxy of Mobile: An Introduction 1 Topology: Form Factors and Usage Patterns 2 Star Formation: Creating a Mobile Service 6 The Universe of Mobile Operating Systems 12 About Time and Space 12 Lost in Space 14 Conceptional Design For Mobile 14 Capturing The Idea 16 Designing User Experience 22 Android 22 The Ecosystem 24 Prerequisites 25 Implementation 28 Testing 30 Building 30 Signing 31 Distribution 32 Monetization 34 BlackBerry Java Apps 34 The Ecosystem 35 Prerequisites 36 Implementation 38 Testing 39 Signing 39 Distribution 40 Learn More 42 BlackBerry 10 42 The Ecosystem 43 Development 51 Testing 51 Signing 52 Distribution 54 iOS 54 The Ecosystem 55 Technology Overview 57 Testing & Debugging 59 Learn More 62 Java ME (J2ME) 62 The Ecosystem 63 Prerequisites 64 Implementation 67 Testing 68 Porting 70 Signing 71 Distribution 72 Learn More 4 75 Windows Phone 75 The Ecosystem 76 Implementation 82 Testing
    [Show full text]
  • IIS Security and Programming Countermeasures
    IIS Security and Programming Countermeasures By Jason Coombs ([email protected]) Introduction This is a book about how to secure Microsoft Internet Information Services for administrators and programmers whose work includes a requirement for information security, a computer industry specialty field commonly referred to as infosec. In this book the terms information security and infosec are used interchangeably with the more friendly term data security. This is not a book about hacking, cracking, and the tools and techniques of the bad guys, the so-called black hat hackers. This book teaches computer professionals and infosec specialists how to build secure solutions using IIS. It is your duty to secure and defend networked information systems for the benefit of the good guys who are your end users, clients, or less technical coworkers. There is nothing you can do that will transform a programmable computer running Microsoft Windows from its vulnerable condition to an invulnerable one. Every general purpose programmable computer is inherently vulnerable because it is controlled by software and is designed to allow new software to be installed or executed arbitrarily. Network computing based on programmable general purpose computers will never be safe from an information security perspective. Eliminating the feature of general purpose programmability from a networked computer and replacing its software with firmware reduces but does not eliminate vulnerabilities. These are immutable realities of present day computing and, as always, reality represents your biggest challenge. Microsoft is in business to get as much of your money as possible using whatever means will work at a given moment and in this respect they know virtually no equal in the software business.
    [Show full text]
  • Download; (2) the Appropriate Log-In and Password to Access the Server; and (3) Where on the Server (I.E., in What Folder) the File Was Kept
    AN ALCTS MONOGRAPH LINKED DATA FOR THE PERPLEXED LIBRARIAN SCOTT CARLSON CORY LAMPERT DARNELLE MELVIN AND ANNE WASHINGTON chicago | 2020 alastore.ala.org © 2020 by the American Library Association Extensive effort has gone into ensuring the reliability of the information in this book; however, the publisher makes no warranty, express or implied, with respect to the material contained herein. ISBNs 978-0-8389-4746-3 (paper) 978-0-8389-4712-8 (PDF) 978-0-8389-4710-4 (ePub) 978-0-8389-4711-1 (Kindle) Library of Congress Control Number: 2019053975 Cover design by Alejandra Diaz. Text composition by Dianne M. Rooney in the Adobe Caslon Pro and Archer typefaces. This paper meets the requirements of ANSI/NISO Z39.48–1992 (Permanence of Paper). Printed in the United States of America 23 24 22 21 20 5 4 3 2 1 alastore.ala.org CONTENTS Acknowledgments vii Introduction ix One Enquire Within upon Everything 1 The Origins of Linked Data Two Unfunky and Obsolete 17 From MARC to RDF Three Mothership Connections 39 URIs and Serializations Four What Is a Thing? 61 Ontologies and Linked Data Five Once upon a Time Called Now 77 Real-World Examples of Linked Data Six Tear the Roof off the Sucker 105 Linked Library Data Seven Freaky and Habit-Forming 121 Linked Data Projects That Even Librarians Can Mess Around With EPILOGUE The Unprovable Pudding: Where Is Linked Data in Everyday Library Life? 139 Bibliography 143 Glossary 149 Figure Credits 153 About the Authors 155 Index 157 alastore.ala.orgv INTRODUCTION ince the mid-2000s, the greater GLAM (galleries, libraries, archives, and museums) community has proved itself to be a natural facilitator S of the idea of linked data—that is, a large collection of datasets on the Internet that is structured so that both humans and computers can understand it.
    [Show full text]
  • Openbsd Gaming Resource
    OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them.
    [Show full text]
  • V=B1zwyynorq8
    MITOCW | watch?v=B1zWyyNoRq8 The following content is provided under a Creative Commons license. Your support will help MIT OpenCourseWare continue to offer high quality educational resources for free. To make a donation or view additional materials from hundreds of MIT courses, visit MIT OpenCourseWare at ocw.mit.edu. PROFESSOR: All right. So I am really happy to say that we've got SWERY. Do you go with SWERY or Swery65? SWERY: SWERY please. PROFESSOR: SWERY. Swery65's Twitter. Your Twitter account. SWERY: Yes. INTERPRETER: So a developer. He's visiting us from Japan, visiting for the Video Game Orchestra, which Shota-- is he in the room right now? SHOTA: I'm here. PROFESSOR: There he is-- is organizing that orchestra. They're playing tomorrow. That's right? Yeah. So we sent you the code for that. So please, if you're interested in attending, please do attend that. It'll be really fun. They'll be playing some of the music from SWERY's most recent game. SWERY's from Access Games? SWERY: Yes. PROFESSOR: And previous games he's made include Spy Fiction, Deadly Premonition, and the Deadly Premonition director's cut. And a few others. SWERY: To Japan. Ace Combat. Or [? Ganda. ?] Something. PROFESSOR: So from Namco Bandai. Those were Namco games. Yeah. So he's made a bunch of different types of games. We really like, at the lab, we really enjoy the Deadly Premoniton game. It's a great open-world simulation game that it plays a lot differently than if you're used to the normal Grand Theft Auto.
    [Show full text]