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Tell Me Why

Game

7 documents in the library are about Tell Me Why, from writers such as Don't Nod, DiGRA and Game File. Each has a summary and key insights with the page they come from.

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

Documents about Tell Me Why

Cover of Microsoft Stops Development on Contraband
Article

Microsoft Stops Development on Contraband

Microsoft has halted active development on Contraband, an open-world co-op game set in a 1970s "smuggler's paradise," which was being developed by Sweden-based Avalanche Studios and published by Xbox.

  • Microsoft has halted active development on 'Contraband,' an open-world co-op game from Avalanche Studios that had been in production for five years.
  • Avalanche Studios confirmed the project is on hold while they evaluate its future, following the removal of the game's official trailer from Xbox's YouTube channel.
  • This decision follows broader workforce reductions at Microsoft, which included cutting 4% of its total employees—approximately 9,000 jobs—and the cancellation of previously announced titles like 'Everwild' and 'Perfect Dark'.
Game FileAug 2025
Cover of Subtle Presence and (Dis)Identification: Transmasculinity in Narrative Video Games
Whitepaper5 pages

Subtle Presence and (Dis)Identification: Transmasculinity in Narrative Video Games

This study investigates the portrayal of transmasculinity in narrative video games, aiming to identify common characteristics, assess for stereotyping, and determine whether representations align with hegemonic or alternative masculinities.

  • The study finds that the rise in transmasculine characters in narrative video games has not produced substantively diverse portrayals, as these characters largely reaffirm rather than subvert hegemonic masculinity.
  • Of seven transmasculine characters analyzed, nearly all express conventional, hegemonic masculinity; the one notable exception is not described in detail, and alternative masculinities appear only rarely, often in subtle form or paratextual materials.
  • Most of the analyzed characters are non-playable figures with minor narrative roles who offer supportive presence to protagonists, and their transitions are typically framed as pivotal moments accompanied by traumatic events, often involving medical interventions.
DiGRAJun 2023
Cover of 60 Best Interactive Story Games in 2026
Article

60 Best Interactive Story Games in 2026

Udonis published an analysis on April 26, 2023, forecasting the top interactive story games for 2026 across mobile, PC, and console platforms.

  • Interactive story games drive long-term retention and high replayability by centering gameplay on branching storylines, moral dilemmas, and character-driven development.
  • Player agency is the primary engagement driver, with success defined by the ability to influence character relationships and narrative outcomes through choice-based mechanics.
  • Top-performing titles like Detroit: Become Human, Disco Elysium, and Life Is Strange demonstrate that integrating meaningful choices with immersive world-building is essential for market success.
UdonisApr 2023
Cover of 2020 Business Review: Don't Nod
Financial report2 pages

2020 Business Review: Don't Nod

The 2020 business review for DONTNOD Entertainment outlines a strategic transition toward self-publishing and the expansion of internal intellectual property.

  • DONTNOD Entertainment grew 2020 operating revenues by 31% to €23.6 million, fueled by a 147% increase in capitalized production (€10.1 million) and an 83% rise in royalties (€3.8 million).
  • The studio is executing a strategic pivot toward self-publishing, evidenced by an 18% decline in publisher fees to €9.7 million as it moves to retain more value from its intellectual property.
  • A €50 million capital increase, featuring a significant investment from Tencent Holdings Limited, was secured to fund the studio's expansion and development pipeline.
Don't NodMar 2021
Cover of Don't Nod 2020 H1 Results: Investor Presentation
Financial report34 pages

Don't Nod 2020 H1 Results: Investor Presentation

Dontnod Entertainment, a video game studio, presented its 2020 first-half results on September 29, 2020.

  • Consolidated net income rose 64% to €667k in the first half of 2020, while revenues fell to €6,993k from €7,810k.
  • Capitalized production rose to €3,825k from €1,214k, reflecting the ramp-up of games under development.
  • Cash and cash equivalents reached €20,002k at June 30, 2020, up from €16,955k at December 31, 2019.
Don't NodSep 2020
Cover of 2019 Consolidated Full-Year Results: DONTNOD Entertainment
Financial report3 pages

2019 Consolidated Full-Year Results: DONTNOD Entertainment

DONTNOD Entertainment’s 2019 full-year results reflect a strategic transition toward increased self-publishing and co-production within the independent video game sector.

  • DONTNOD Entertainment reported 2019 operating revenues of €18.0 million, an 18.6% increase driven by higher capitalized production costs for titles like Twin Mirror and Tell Me Why.
  • The company shifted toward a self-publishing and co-production model, resulting in a 41.6% increase in staff costs to €14.3 million to support an expanded development pipeline.
  • Royalty income fell by 45.9% in 2019 due to the lack of new game launches during the calendar year.
Don't NodApr 2020
Cover of Don't Nod 2019 Business Review: Ramp-up of Projects Under Development
Financial report2 pages

Don't Nod 2019 Business Review: Ramp-up of Projects Under Development

DONTNOD Entertainment’s 2019 business review highlights a strategic transition toward co-production and self-publishing, reflecting the studio’s long-term goal of retaining greater intellectual property rights.

  • DONTNOD Entertainment grew 2019 operating revenues to €18.0 million, an 18.6% increase driven by a 13% rise in publisher fees and a 4.8-fold surge in capitalized production to €4.1 million.
  • The studio is executing a strategic shift toward co-production and self-publishing to retain greater intellectual property rights for its future portfolio.
  • Royalties declined by 45.9% to €2.1 million in 2019, attributed to the natural lifecycle of VAMPYR and revenue recognition timing for Life is Strange 2.
Don't NodApr 2020