Instruct: Given a question, retrieve documents that answer the question.
Query: When was Daydream Software founded?
Daydream Software is a defunct Swedish video game developer founded in 1994. They released four games (with another in the works) before closing in 2003.
A campaign to crowd-fund the game on Kickstarter began on 8 February 2013, with a minimal goal of $850,000. Although game's intended full title has always been "Dreamfall Chapters", the developers had used the subtitle "The Longest Journey" during the Kickstarter campaign to improve brand recognition. They estimated the necessary budget for the project to be about $1 million (compared to the $5 million budget of "Dreamfall" and roughly $2–3 million of "TLJ") and planned to supplement the Kickstarter money with further grants and personal funds. Prior to starting the campaign, RTG spent months analyzing previous successful Kickstarter campaigns, particularly "Project Eternity" and "", to better plan their own project. "Dreamfall Сhapters" reached its minimal funding goal on 16 February, much quicker than the developers had anticipated, and concluded on 10 March with $1,538,425 raised, or 180% of the initial goal. Additionally, over $34,000 was raised via PayPal during the Kickstarter campaign, and Red Thread Games continued to collect funds through PayPal until 10 October 2014, when pre-orders for the game were opened.
On 1 March 2007, Funcom announced that the continuation of the story will be published under the title "Dreamfall Chapters". The numerous cliffhangers and apparent plot holes in "Dreamfall" have caused a great commotion among the players and were addressed by Ragnar Tørnquist on his blog. He stated that the game is, in fact, the first part of a duology and that all questions will be answered in the second installment. In November 2012, Ragnar Tørnquist's newly founded studio Red Thread Games began the pre-production of the sequel. Because Funcom's focus has shifted to online games, the company decided to license the rights to "The Longest Journey" IP to Tørnquist's development studio, who will fund and produce the game independently. A Kickstarter campaign to crowd-fund the game began in February 2013 and ended successfully raising $1.5 million in March. Tørnquist commented that the developers also considered the idea of making a film based on "The Longest Journey" or "Dreamfall" but found it too difficult to realize at the current stage.
"Doom"s original release date was the third quarter of 1993, which the team did not meet. By December 1993, the team was working non-stop on the game, with several employees sleeping at the office; programmer Dave Taylor claimed that working on the game gave him such a rush that he would pass out from the intensity. Id began receiving calls from people interested in the game or angry that it had missed its planned release date, as hype for the game had been building online. At midnight on December 10, 1993, after working for 30 straight hours, the development team at id uploaded the first episode of the game to the internet, letting interested players distribute it for them. So many users were connected to the first network that they planned to upload the game to—the University of Wisconsin–Parkside FTP network—that even after the network administrator increased the number of connections while on the phone with Wilbur, id was unable to connect, forcing them to kick all other users off to allow id to upload the game. When the upload finished thirty minutes later, 10,000 people attempted to download the game at once, crashing the university's network.
Raven Software is an American video game developer based in Madison, Wisconsin. It was founded in 1990 by brothers Brian and Steve Raffel after getting a publishing deal for their first game, "Black Crypt" (1992). During that game's development, the company formed a relationship with id Software, which was briefly located on the same street. Raven spent the next few years working primarily on PC games in partnership with id, making "ShadowCaster" (1993) with a game engine by id Software and three games in the "Heretic" series between 1994–1997 with id as the publisher and id Software employees as the producers. In 1997, Raven made an exclusive publishing deal with Activision, and the Raffel brothers subsequently sold the company to Activision. Several employees left the company then to form Human Head Studios.
"Doom"s original release date was the third quarter of 1993, which the team did not meet. By December 1993, the team was working non-stop on the game, with several employees sleeping at the office; programmer Dave Taylor claimed that working on the game gave him such a rush that he would pass out from the intensity. Id began receiving calls from people interested in the game or angry that it had missed its planned release date, as hype for the game had been building online. At midnight on December 10, 1993, after working for 30 straight hours, the development team at id uploaded the first episode of the game to the internet, letting interested players distribute it for them. So many users were connected to the first network that they planned to upload the game to—the University of Wisconsin–Parkside FTP network—that even after the network administrator increased the number of connections while on the phone with Wilbur, id was unable to connect, forcing them to kick all other users off to allow id to upload the game. When the upload finished thirty minutes later, 10,000 people attempted to download the game at once, crashing the university's network. Within hours, other university networks were banning "Doom" multiplayer games, as a rush of players overwhelmed their systems.
"Traitors Gate" was first released in early September 1999, after roughly three years of development. It was shipped on four CD-ROMs. By the end of its debut month, the game had launched in seven countries: Sweden, Ireland, Belgium, Denmark, Norway, England and the Netherlands. Daydream Software told investors on September 30 that "Traitors Gate" would appear in another 14 countries by March 2000. Further launches occurred in New Zealand and Australia on October 31, through Hilad Corporation; in France on November 29, through Éditions Profil; and in Spain on December 16, through FX Interactive. "Traitors Gate" had received translations into 10 languages by December 10, at which time Daydream reported its lifetime "guaranteed sales volume" as above 100,000 units.
Enlight Software is a developer and publisher of video games. The company was founded by Trevor Chan in 1993, and their first project was the economic strategy game "Capitalism", which was published by Interactive Magic in 1995. In 1997, they released "Capitalism Plus" (an updated version of "Capitalism") and the real-time strategy game "Seven Kingdoms". Later games include "Virtual U", "Capitalism II", "", "", "Restaurant Empire", "Zoo Empire", "Marine Park Empire" and "Restaurant Empire II".
"Dreamfall Chapters" was originally developed on the Unity 4 game engine, but was retroactively upgraded to Unity 5 before the release of Book Four. It features large 3D environments, as opposed to 2D backgrounds in "The Longest Journey" and smaller 3D locations in "Dreamfall". While not a completely open world, the game contains several free-roaming exploration levels, such as Europolis and Marcuria, and rewards players for exploring the levels and finding secrets. The locations themselves change slightly as the story progresses to reflect the passage of time.
The player steers playable characters from over-the-shoulder third-person view, using the WASD keys and mouselook. Interactive characters and objects are highlighted on the screen, allowing the player to interact with them using the mouse and context menus. While the game supports game controllers, it was optimized for the PC. The gameplay focus is on the exploration of the environments and the story and on solving puzzles. Dialogue with NPCs and dialogue puzzles comprise about half of the gameplay time. The on-screen interface is hidden by default to improve the immersion. There is no combat or stealth gameplay in "Dreamfall Chapters".
When Silicon Knights began work on "Eternal Darkness", their intention was to create a game "that was in the horror genre, but not categorized as survival/horror", with then later labeling it as a "psychological thriller" during an early interview with IGN, as opposed to, what they referred to as, the "B-movie horror plots" of "Resident Evil". At the same time, Denis Dyack remarked during an interview about his decision to design the game with the intention of "messing with people's heads", after being inspired by media reports. The game was initially planned for the Nintendo 64 and to feature several characters, including "a Special Forces commando deep behind enemy lines", with the developers showing off the early builds during the 1999 E3 Expo; Silicon Knights later changed their mind and rebuilt the game in order to make it a launch title for the Nintendo GameCube. It never made it as a launch title, as development was delayed.
Early attempts at digital audio workstations in the 1970s and 1980s faced limitations such as the high price of storage, and the vastly slower processing and disk speeds of the time. In 1978, Soundstream (who had made one of the first commercially available digital audio tape recorders in 1977) built what could be considered the first digital audio workstation using some of the most current computer hardware of the time. The "Digital Editing System", as Soundstream called it, consisted of a DEC PDP-11/60 minicomputer running a custom software package called DAP (Digital Audio Processor), a Braegen 14"-platter hard disk drive, a storage oscilloscope to display audio waveforms for editing, and a video display terminal for controlling the system. Interface cards that plugged into the PDP-11's Unibus slots (the "Digital Audio Interface", or "DAI") provided analog and digital audio input and output for interfacing to Soundstream's digital recorders and conventional analog tape recorders. The DAP software could perform edits to the audio recorded on the system's hard disks and provide effects such as crossfades.
The development of "Vampire: The Masquerade – Redemption" began at Nihilistic Software in April 1998, shortly after the developer's founding in March that year. Its development was publicly announced in March 1999. Intending to move away from the first-person games the team members had worked on with previous companies, Nihilistic prepared a design and story for a futuristic RPG with similar themes and gothic aesthetics to those of the "" series. After publisher Activision approached the team using the White Wolf license, they adapted parts of their original design to fit the "Vampire" series, which became the original design for "Redemption". Endorsement by Id Software founder John Carmack helped Nihilistic decide to work with Activision. The Nihilistic team developed "Redemption" over twenty-four months; the team expanded to twelve members by the end of development. The development team included Nihilistic President and CEO Ray Gesko, lead programmer Rob Huebner, world designer Steve Tietze, level designer Steve Thoms, lead artist Maarten Kraaijvanger, artist Yujin Kiem, art technician Anthony Chiang, and programmers Yves Borckmans and Ingar Shu.
Silicon Knights was a Canadian video game developer. Founded in 1992 by Denis Dyack, the company was headquartered in St. Catharines, Ontario. Their games included ones for computers in their early stages, and after 1996, they moved to console titles. Dyack left Silicon Knights to form a new game studio, Precursor Games, after the loss of a court case against Epic Games over the game engine Unreal Engine 3. Epic Games won the case and a counter-suit for $4.45 million on grounds of copyright infringement, misappropriation of trade secrets, and breach of contract. Following the case, Silicon Knights filed for bankruptcy on May 16, 2014.
In 1983, DIAB independently developed the first UNIX-compatible machine, DIAB DS90, based on the Motorola 68000 CPU. DNIX here made its appearance, based on a UNIX System V license from AT&T. DIAB was however an industrial automation company, and needed a real-time operating system, so the company replaced the AT&T-supplied UNIX kernel with their own in-house developed, yet compatible real-time variant. Over time, the company also replaced several of the UNIX standard userspace tools with their own implementations, to the point where no code was derived from UNIX, and their machines could be deployed independently of any AT&T UNIX license. Two years later and in cooperation with Luxor, a computer called ABC 1200 was developed for the office market, while in parallel, DIAB continue to produce enhanced versions of the DS90 computer using newer versions of the Motorola CPUs such as the Motorola 68010, 68020, 68030 and eventually 68040. In 1990, after DIAB was acquired by Groupe Bull, who continued to produce and support the DS machines under the brand name "DIAB", with names such as "DIAB 2320", "DIAB 2340" etc., still running DIABs version of DNIX.
"Dreamfall Chapters" was initially announced as an episodic video game, but this idea was scrapped in favor of a full-length game when the pre-production started in 2012, because the developers felt that extended breaks between chapters would have negatively affected the story flow and pacing. However, faced with mounting production costs, RTG decided in June 2014 to return to the episodic format, and the first "book", subtitled "Reborn", was released on 21 October 2014. The subtitle of Book Two was announced on 26 November 2014. The subtitle of Book Three was announced on 22 May 2015, and its release date, one month later. Book Four's subtitle was announced via Twitter and Facebook in late September, and its release date, on 30 November 2015. The subtitle and the release date of the fifth and final Book was announced via Kickstarter on 6 April and 9 June 2016, respectively.
Forgotten Realms is a campaign setting for the "Dungeons & Dragons" ("D&D") fantasy role-playing game. Commonly referred to by players and game designers alike as "The Realms", it was created by game designer Ed Greenwood around 1967 as a setting for his childhood stories. Several years later, Greenwood brought the setting to the "D&D" game as a series of magazine articles, and the first Realms game products were released in 1987. Role-playing game products have been produced for the setting ever since, as have various licensed products including novels, role-playing video game adaptations (including the first massively multiplayer online role-playing game to use graphics), and comic books. The Forgotten Realms is one of the most popular "D&D" settings, largely due to the success of novels by authors such as R. A. Salvatore and numerous role-playing video games, including "Pool of Radiance" (1988), "Eye of the Beholder" (1991), "Baldur's Gate" (1998), "Icewind Dale" (2000) and "Neverwinter Nights" (2002).
The game was conceived in 1988 by Lucasfilm employee Ron Gilbert, who designed it with Tim Schafer and Dave Grossman. Gilbert's frustrations with contemporary adventure titles led him to make the player character's death almost impossible, which meant that gameplay focused the game on exploration. The atmosphere was based on that of the Pirates of the Caribbean theme park ride. "The Secret of Monkey Island" was the fifth game built with the SCUMM engine, which was heavily modified to include a more user-friendly interface.
Dragon Quest is the first role-playing video game (RPG) in the "Dragon Quest" media franchise. It was developed by Chunsoft for the Family Computer (or Famicom for short) and published by Enix in Japan in 1986 as "Dragon Quest" and by Nintendo in 1989 in North America for the Nintendo Entertainment System (or NES) as Dragon Warrior. "Dragon Quest" has been ported and remade for several video game platforms, including the MSX, PC-9801, Super Famicom, Game Boy Color, Nintendo 3DS, PlayStation 4 and mobile phones. In play, players control a hero character who is charged with saving the Kingdom of Alefgard and rescuing its princess from the evil Dragonlord. "Dragon Warrior"s story became the second part in a trilogy. Several more anime and manga series, which revolved around this overarching plot were created.
"Freedom Planet" was first released as a demo for Microsoft Windows in August 2012. After a full version of the game was funded through Kickstarter, it was taken to Steam Greenlight and approved for Steam. Its release was first projected for early 2014, then delayed to June 30. Shortly before that date, it was delayed again to July 19: the developers wanted to promote the game at a convention in Miami, Florida, and to avoid competition from the heavily discounted products in Steam's Summer Sale. The game was released, after a third delay, on July 21. To advertise the game, GalaxyTrail created branded T-shirts, and Lilac was included as an easter egg in the 2013 game "". DiDuro considered and rejected the idea of developing an Android version of "Freedom Planet", but he is saving money to port the game to the PlayStation Vita. The game was released on the website GOG.com in late 2014. GalaxyTrail also developed versions for Mac OS X and Linux, which were released on Steam on April 17, 2015.
"The Nightmare Before Christmas" originated in a poem written by Burton in 1982 while he was working as an animator at Walt Disney Feature Animation. With the success of "Vincent" in the same year, Burton began to consider developing "The Nightmare Before Christmas" as either a short film or 30-minute television special to no avail. Over the years, Burton's thoughts regularly returned to the project, and in 1990, he made a development deal with Walt Disney Studios. Production started in July 1991 in San Francisco; Disney released the film through Touchstone Pictures because the studio believed the film would be "too dark and scary for kids".
Shortly after the partnership with Microsoft, Silicon Knights announced that "Too Human", a game originally conceived for the Sony PlayStation, would be coming to Microsoft's Xbox 360 console as a planned trilogy. The game, dramatically reworked from the original concept, married the ideas of Norse mythology with high technology. The company was subject to a successful countersuit from Epic Games in May 2012 over the development of games using Epic's Unreal Engine 3, and the latter was awarded US $4.45 million in damages. Silicon Knights was also ordered to destroy all copies of existing titles using the engine, as well as in-development games "The Sandman", "Siren in the Maelstrom" and "The Box/Rytualist".
At the 1998 European Computer Trade Show (ECTS), Daydream landed distributors for "Traitors Gate" in eight countries. By the end of September, completion of the game was scheduled for fall; development costs had climbed to 8.06 million kr by late November. In January 1999, Daydream announced a release date of April, and confirmed K.E. Media as the game's distributor in Sweden, Denmark and Norway. Deals with companies in France, Italy, Britain and the Netherlands were secured by February. However, as the year progressed, "Traitors Gate" encountered a four-month delay to fall 1999. This event was blamed by Daydream on numerous software bugs, caused by the game's "size and complexity". It proceeded to appear at E3 1999, and development costs rose to 10.6 million kr by the end of May, with 2.03 million of this figure depreciated through capitalization. Papworth estimated the final budget for "Traitors Gate" as between $1 and $2 million in United States currency.
Daydream is a virtual reality (VR) platform developed by Google that is built into the Android mobile operating system (versions "Nougat" 7.1 and later). Compatible phones that follow the platform's software and hardware specifications (and are thus designated "Daydream-ready") are used in the Google Daydream View VR headset. The Daydream platform was announced at the Google I/O developer conference in May 2016, with the first VR headset released on November 10, 2016. Daydream is the company's second VR platform following Google Cardboard, which was a low-cost system intended to encourage interest in VR and was built into compatible mobile apps rather than the operating system itself.
Daydream's next game was a more ambitious title called "Clusterball", a futuristic sports game released in late 2000 for PC computers after a successful run as a downloadable title on Real.com. The game garnered mixed to positive reviews but low sales for the company.
"Traitors Gate" was commercially successful and became Daydream Software's top-selling game. It sold 48,000 units worldwide by the end of May 2000, and was a hit in Spain, which accounted for 22,000 sales by April 10. The game spent over three months in the top 10 of Spain's sales charts. However, it was a commercial failure in Germany, where it sold 4,000 copies; and in the United Kingdom, which bought 3,000 units. It also failed in Italy. The European Foundation for the Improvement of Living and Working Conditions (Eurofound) traced "Traitors Gate"s country-by-country success rate to the quality of Daydream's distribution partners in each region. By September 30, worldwide sales of the game had risen to roughly 120,000 copies. Daydream told investors that the jump from May came due to "increased marketing efforts by us and our distributors."