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Cauldron

Company

2 documents in the library are about Cauldron, from writers such as International Journal of Role-Playing and The Game Business. Each has a summary and key insights with the page they come from.

Documents
2
newest 5 Aug 2025

Connections

Each row is a game or company named alongside Cauldron, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Cauldron

Cover of Major AAA start-up ProbablyMonsters has revealed its first games… and none of them are AAA
33 min
The Game Business33 min

Major AAA start-up ProbablyMonsters has revealed its first games… and none of them are AAA

ProbablyMonsters is fundamentally restructuring its operations after nine years, moving away from a primary focus on AAA development to embrace a more agile, diversified business model.

  • ProbablyMonsters is abandoning its original AAA-centric business model after nine years to pivot toward a more agile, diversified strategy.
  • The company is shifting its development focus to a mix of short, mid, and long-term projects to mitigate the financial risks associated with long, high-budget development cycles.
  • The studio's new portfolio includes a roguelike action game for Nintendo Switch and a psychological horror title for PC, marking a clear departure from large-scale AAA productions.
The Game BusinessAug 2025
Cover of An Analysis of the Literature Surrounding the Intersection of Role-Playing Games, Race, and Identity
Article

An Analysis of the Literature Surrounding the Intersection of Role-Playing Games, Race, and Identity

This literature analysis examines how race and identity intersect with role-playing games, focusing principally on fantasy titles such as Dungeons & Dragons and World of Warcraft.

  • Developer choices in character design, artwork, and game mechanics carry substantial rhetorical weight, shaping how players perceive race and which identities they can inhabit, with these patterns traced back to colonial and Orientalist traditions in fantasy literature.
  • Dietrich's 2013 analysis found that none of the roughly ten million World of Warcraft players active in 2012 could create a non-white character.
  • Long's 2016 study of Dungeons & Dragons artwork found that first-edition illustrations effectively excluded racial minorities.
International Journal of Role-PlayingOct 2022