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X-Men

Game

2 documents in the library are about X-Men, from writers such as DiGRA and The Game Business. Each has a summary and key insights with the page they come from.

Documents
2
newest 22 Apr 2025

Connections

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

Documents about X-Men

Cover of Kingdom Come: Deliverance 2 director hopes “AI revolution” will allow him to make games faster
27 min
The Game Business27 min

Kingdom Come: Deliverance 2 director hopes “AI revolution” will allow him to make games faster

The creative director and co-founder of Warhorse Studios, Daniel Vávra, discusses the successful launch of Kingdom Come: Deliverance 2, which achieved 2 million units sold within its first two weeks.

  • Kingdom Come: Deliverance 2 sold 2 million units within its first two weeks, meeting internal projections based on pre-order data.
  • Warhorse Studios scaled its team to 250 employees over a six-year development cycle that included navigating the COVID-19 pandemic.
  • The studio attributes its commercial success to maintaining creative autonomy under Embracer Group, avoiding the trend-focused 'corporate product' model common in modern AAA development.
The Game BusinessApr 2025
Cover of Replacing Preconceived Accounts of Digital Games with Experience of Play: When Parents Went Native in GTA IV
Article

Replacing Preconceived Accounts of Digital Games with Experience of Play: When Parents Went Native in GTA IV

Schott and van Vught's study challenges the reliance of public and policy debates on preconceived assumptions about digital games, arguing instead that understanding comes from actual play.

  • Schott and van Vught argue that public and policy debates about digital games rely too heavily on preconceived assumptions, and that understanding should instead come from direct experience of play.
  • The study observed 20 parents (7 men and 13 women) playing roughly an hour of Grand Theft Auto IV in a structured session that included the "Ivan the Not So Terrible" moral-dilemma mission and support from an expert gamer.
  • Participants often found GTA IV easier and more enjoyable than expected, frequently rejected its violence, and recognized its satire, irony, and moral complexity, though not all deliberately avoided violent encounters.
DiGRAJan 2011