Firaxis Games
Company
7 documents in the library are about Firaxis Games, from writers such as Take-Two Interactive, DiGRA and Breda University of Applied Sciences. Each has a summary and key insights with the page they come from.
Connections
Each row is a game or company named alongside Firaxis Games, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Documents about Firaxis Games
"It's Just a Hoax": Climate Change Denial in Civilization VI's Reddit Communities
This paper examines climate change denial within online communities surrounding Civilization VI: Gathering Storm, focusing on Reddit discussions that respond to the game's modelling of anthropogenic CO₂ emissions and their consequences.
- The study analysed 32,612 Reddit comments posted between 2013 and 2026 across three Civilization-related subreddits and one general Civ thread, using semantic network analysis and inductive thematic analysis.
- Climate change denial in these communities is strongly polarised, with dominant frames treating climate change as a hoax or conspiracy linked to taxation and institutional control, and contrasting anthropogenic explanations with natural-cycle accounts.
- A prominent cluster of distrust draws on the 2009 "Climategate" episode and alleged data manipulation by climate scientists to undermine the credibility of climate science.
"Shut Up, I'm Having a Mental Break!": The Strange Design Space of Characters You Command but Don't Control
This essay argues that video game characters such as RimWorld's colonists, XCOM's soldiers, and Baldur's Gate 3's companions occupy a distinct design category that sits between player characters and non-player characters.
- The essay proposes "crew characters" as a distinct design category: entities the player directs and develops but does not fully control, sitting between NPCs (differing in gameplay role) and player characters (differing in autonomy and individuality).
- Crew characters are placed on a spectrum running from bots and avatars through NPCs and crew to fully independent player characters, illustrated with examples such as Kratos, GLaDOS, and Doomguy.
- Designing for a community of characters rather than a single scripted protagonist creates a fundamentally different challenge, and the author argues designers who recognize crew-character properties can build stronger emotional bonds with them.
Take-Two Interactive Q1 Fiscal Year 2026 Earnings Results
Take-Two Interactive’s first-quarter fiscal year 2026 earnings results demonstrate strong financial momentum, characterized by net bookings exceeding $1.42 billion and outperforming initial guidance.
- Take-Two Interactive reported Q1 fiscal year 2026 net bookings of $1.42 billion, exceeding initial guidance.
- Recurrent consumer spending remains the primary revenue driver, accounting for 83% of total net bookings for the quarter.
- The company raised its full-year fiscal 2026 net bookings outlook to between $6.05 billion and $6.15 billion, representing an 8% growth projection over the previous year.
The Evolution of Liberalism in the XCOM Franchise Reboot
This paper examines the XCOM franchise reboot, comprising XCOM: Enemy Unknown (2012), XCOM 2 (2016), and XCOM: Chimera Squad (2020), as a case study in how games engage international relations theory, with particular attention to liberal internationalism.
- The paper argues the XCOM reboot trilogy (Enemy Unknown 2012, XCOM 2 2016, Chimera Squad 2020) traces a liberal arc: global cooperation against an external threat, collapse into authoritarian rule, liberation, and then domestic vigilance for a pluralist society.
- Using John Mearsheimer's distinction between liberal optimism and realist pessimism as its theoretical frame, the study contends the franchise departs from the realist logic its turn-based strategy mechanics might suggest.
- Enemy Unknown depicts sixteen major powers uniting under a council against an alien invasion, substituting generalized global threats such as climate change for the colonial anxieties common in alien-invasion fiction.
High Resolution Pixel Art and Animation
This presentation outlines a professional workflow for creating high-resolution, fluid pixel art animations, emphasizing the integration of traditional animation principles into the digital medium.
- Integrate traditional animation principles—such as silhouette clarity, frame spacing, and smears—into pixel art to achieve fluid motion within limited-frame constraints.
- Leverage existing skill sets like 3D modeling and vector-based planning to inform pixel art, using vector software for initial rotation and scaling before final pixel-level refinement.
- Optimize production efficiency by 'cheating' through asset reuse, such as 360-degree turnarounds and motion blur, to avoid the labor-intensive process of drawing every frame from scratch.
Take-Two Interactive Form 10-Q: Q2 2007
Take-Two Interactive’s financial reporting for the second quarter of 2006 centers on the remediation of historical accounting errors and the navigation of significant operational and legal headwinds.
- Take-Two recognized approximately $25 million in cumulative pre-tax stock-based compensation expenses from 1997 through 2005 due to an investigation into historical stock option backdating practices.
- The company recorded a $6.3 million pre-tax goodwill impairment charge in the third quarter of 2006 related to its Joytech video game accessories subsidiary.
- Software development costs totaled $100.05 million as of July 31, 2006, with $90.1 million of that amount tied to unreleased titles.
Take-Two Interactive Form 10-Q: Q1 Fiscal Year 2007
Take-Two Interactive experienced a period of significant financial contraction during the first half of fiscal year 2006, reporting a net loss of $79.5 million compared to a $47.1 million profit in the same period of the prior year.
- Take-Two's net revenue for the six months ended April 30, 2006, fell 26.8% to $530.1 million, down from $724.5 million in the same period of 2005, primarily due to the absence of a major Grand Theft Auto release and a market transition to next-generation hardware.
- The company reported a significant decline in cash provided by operating activities, which dropped to $42.6 million for the six-month period ending April 30, 2006, compared to $98.6 million in the prior year.
- Take-Two formally reorganized its reporting structure into two distinct segments—Publishing and Distribution—to provide greater transparency into the gross margins of each business unit.


