Instruct: Given a question, retrieve documents that can help answer the question.
Query: What was the first game developed by Daydream Software?
Their first game was "Safecracker", a point and click adventure game published by DreamCatcher Interactive. The game had a tumultuous production, starting when GT Interactive bought initial publisher Warner Interactive Europe. Daydream Software went public in late 1996. The company's goal was to increase its economic and decision-making freedom, and to secure the ability to select a publisher at the end of each game's development rather than at the beginning. President Jans Phersson-Broburg argued that self-financing Daydream's future games with money from Swedish investors, instead of obtaining "funding linked to specific projects" from publishers, would offer the developer more stability, flexibility and room for growth. For Daydream's public launch, roughly 20 million kr worth of shares, or 45.5% of the company, were offered to investors in Sweden. The initial public offering was a success, and Daydream opened on the Stockholm Stock Exchange's Stockholm Börsinformation (SBI) list in January 1997. Daydream was eventually able to buy back the rights to "Safecracker".
"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.
There is no consensus on what the earliest open world game is, due to differing definitions of how large or open a world needs to be. Ars Technica traces the concept back to the free-roaming exploration of 1976 text adventure game "Colossal Cave Adventure", which inspired the free-roaming exploration of "Adventure" (1980), but notes that it wasn't until 1984 that what "we now know as open-world gaming" took on a "definite shape" with 1984 space simulator "Elite", considered a pioneer of the open world; Gamasutra argues that its open-ended sandbox style is rooted in flight simulators, such as SubLOGIC's "Flight Simulator" (1979/1980), noting most flight sims "offer a 'free flight' mode that allows players to simply pilot the aircraft and explore the virtual world". Others trace the concept back to 1981 CRPG "", which had a free-roaming overworld map inspired by tabletop RPG "Dungeons & Dragons". The overworld maps of the first five "Ultima" games, released up to 1988, lacked a single, unified scale, with towns and other places represented as icons; this style was adopted by the first three "Dragon Quest" games, released from 1986 to 1988 in Japan.
"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.
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.
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.
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.
"World of Warcraft" was first announced by Blizzard at the ECTS trade show in September 2001. Released in 2004, development of the game took roughly 4–5 years, including extensive testing. The 3D graphics in "World of Warcraft" use elements of the proprietary graphics engine originally used in "Warcraft III". The game was designed to be an open environment where players are allowed to do what they please. Quests are optional and were designed to help guide players, allow character development, and to spread characters across different zones to try to avoid what developers called "player collision". The game interface allows players to customize appearance and controls, and to install add-ons and other modifications.
"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".
At the start of 1993, id put out a press release, touting Hall's story about fighting off demons while "knee-deep in the dead". The press release proclaimed the new game features that John Carmack had created, as well as other features, including multiplayer gaming features, that had not yet even been designed. Early versions of the game were built to match the "Doom Bible"; a "pre-alpha" version of the first level included Hall's introductory base scene. Initial versions of the game also retained "arcade" elements present in "Wolfenstein 3D", like score points and score items, but those were removed early in development as they felt not in keeping with the tone of the game. Other elements, such as a complex user interface, an inventory system, a secondary shield protection, and lives were modified and slowly removed over the course of development.
Soon, however, the "Doom Bible" as a whole was rejected: Romero wanted a game even "more brutal and fast" than "Wolfenstein", which did not leave room for the character-driven plot Hall had created. Additionally, the team felt it emphasized realism over entertaining gameplay, and they did not see the need for a design document at all. Some ideas were retained, but the story was dropped and most of the game design was removed. By spring of 1993 levels were being created for the game and a demo was produced. John Carmack and Romero, however, disliked Hall's military base-inspired level design. Romero especially felt that the boxy, flat level designs were uninspiring, too similar to "Wolfenstein", and did not show off everything the engine could do. He began to create his own, more abstract levels for the game, which the rest of the team felt were much better.
In January 1998, Daydream Software announced "Project II" as "Traitors Gate" and scheduled its public unveiling for the following month, at the Milia festival in Cannes. Employment agency Octagon Entertainment, with which Daydream had signed after buying back "Safecracker"s rights from GT Interactive in November 1997, was set to begin locating distribution partners for "Traitors Gate" in February. Finished contracts were not forecast until May. As with "Safecracker", the plan was to work with a different local distributor in each territory. Jan Phersson-Broberg reported interest from distributors after Milia, but reiterated to investors that no deals would be signed before May, when a playable game demo was planned to launch at the Electronic Entertainment Expo (E3). While the game was initially set for a late-1998 launch, by June of that year the release had been pushed back to early 1999. Distribution agreements remained pending after the game's E3 presentation.
LucasArts' first adventure game was the 1986 title "". The game's development was led by David Fox, with contributions from Douglas Adams, Christopher Cerf, Noah Falstein and Brenda Laurel. Based on the film of the same name, it is LucasArts' first video game adaptation of a film. It is the only adventure game not published by LucasArts, as "Labyrinth" was published and distributed by Activision. "Labyrinth" differs significantly from later LucasArts adventure games as it uses text parser gameplay as the main means of play.
"Labyrinth" was followed in 1987 by "Maniac Mansion". "Maniac Mansion" was the creation of Ron Gilbert and Gary Winnick, and marked the debut of SCUMM, the game engine that powered all but two of LucasArts later adventure games. The game was also the first LucasArts adventure game to be released for DOS. "Maniac Mansion" was LucasArts' first full graphic adventure game, using a point-and-click interface rather than the text-based gameplay seen in "Labyrinth". A menu of verbs allows the player to choose how to interact with the game's environment. "Maniac Mansion" aims to parody the horror genre. The game was subject to several enhancements and re-releases, and was included as a game within a game in its sequel, "Day of the Tentacle".
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.
An adventure game is a video game in which the player assumes the role of a protagonist in an interactive story driven by exploration and puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based media, literature and film, encompassing a wide variety of literary genres. Many adventure games (text and graphic) are designed for a single player, since this emphasis on story and character makes multi-player design difficult. "Colossal Cave Adventure" is identified as the first such adventure game, first released in 1976, while other notable adventure game series include "Zork", "King's Quest", "The Secret of Monkey Island", and "Myst".
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.
The first-person shooter may be considered a distinct genre itself, or a type of shooter game, in turn a subgenre of the wider action game genre. Following the release of "Doom" in 1993, games in this style were commonly termed "Doom clones"; over time this term has largely been replaced by "first-person shooter". "Wolfenstein 3D," released in 1992, the year before "Doom", has been credited with introducing the genre, but critics have since identified similar though less advanced games developed as far back as 1973. There are occasional disagreements regarding the specific design elements which constitute a first-person shooter. For example, "Deus Ex" or "BioShock" may be considered as first-person shooters, but may also be considered role-playing video games as they borrow from this genre extensively. Certain puzzle games like "Portal" are also called first-person shooters, but lack any direct combat or shooting element, instead using the first-person perspective to help immerse players within the game to help solve puzzles. Some commentators extend the definition to include combat flight simulators where the cockpit or vehicle takes place of the hands and weapons.
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".
In 1992 "Wolfenstein 3d" is released, creating interest in what fps games could become. "Doom" (1993) bursts onto the world scene and instantly popularizes the FPS genre, and even how games are played, as Doom is among the first games to feature multiplayer capabilities. It was "Goldeneye 007" (1997), that introduced an engine that made development of first-person shooters for home consoles a practical idea. It is not until "Quake" (1996), however, that game developers begin to take multiplayer features into serious consideration when making games. "Quake II" (1997), "Unreal" (1998) and "Half-Life" (1998) feature the next evolutionary step in the genre with continual progression of the game (no levels in the traditional sense) and an entirely in-person view, and become one of the most popular video games in history.
The ability for others to create custom levels and otherwise modify the game using WAD files turned out to be a popular aspect of "Doom". Gaining the first large mod-making community, "Doom" affected the culture surrounding first-person shooters, and also the industry. Several future professional game designers started their careers making "Doom" WADs as a hobby, among them Tim Willits, who later became the lead designer at id Software.
"Doom" has been considered the most important first-person shooter ever made. It was highly influential not only on subsequent shooter games but on video gaming in general, and has been available on almost every video gaming system since. Multiplayer gaming, which is now integral to the first-person shooter genre, was first achieved successfully on a large scale with "Doom". While its combination of gory violence, dark humor and hellish imagery garnered acclaim from critics, these attributes also generated criticism from religious groups, with other commentators labelling the game a "murder simulator." There was further controversy when it emerged that the perpetrators of the Columbine High School massacre were fans of the game; the families of several victims later unsuccessfully attempted to sue numerous video game companies - among them id Software - which the families claimed inspired the massacre. In 1994, Raven Software released "Heretic", which used a modified version of the "Doom" engine that allowed for vertical aiming, an inventory system to store and select items, and gibs.
Brett Weiss cites "Superman" (1979) as an action-adventure game, with "Retro Gamer" crediting it as the "first to utilize multiple screens as playing area". Mark J.P. Wolf credits "Adventure" (1980) as the earliest-known action-adventure game, was an adaptation of text-based adventure game "Colossal Cave Adventure" for the Atari 2600, with the player having the ability to fight in combat like in an action game. "Castle Wolfenstein" (1981) was another early action-adventure game. Allgame also claimed the following titles released prior to 1982 were action-adventure games: "Rescue at Rigel" (1980), "Quest for the Rings" (1981), and "Venture" (1981).
Daydream Software was founded in 1994 in Umeå, Sweden. Its starting team of five was headed by lead designer Nigel Papworth on the principle that they would develop their own games without working with other major publishers to develop commissioned games.
"Traitors Gate 2" was commissioned by The Adventure Company following its success with the North America release of Daydream Software's "Traitors Gate", which sold roughly 250,000 units in the region by August 2003. Daydream told its investors that a deal with "an internationally recognized publisher" to develop the sequel was reached in April 2002, and that it was funded ahead of time by this outside party. The project was scheduled for a 14-month development cycle. "Traitors Gate 2" was ultimately developed by the company 258 Productions. Nigel Papworth, who conceived and designed the game at 258, recalled, "I didn't really want to go back and do a pre-rendered game. It's an awful lot of administration and the actual workload is huge. But I said [to TAC]: 'I'll do it if you'll let me do it in real-time 3D.' " He felt that graphics technology had advanced enough to make this leap, and that the switch offered him "a huge amount of freedom for the gameplay." As a result, the team licensed the Gamebryo engine to create "Traitors Gate 2". By June 2002, the game was set for a September 2003 release.
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 Software went public in late 1996. The company's goal was to increase its economic and decision-making freedom, and to secure the ability to select a publisher at the end of each game's development rather than at the beginning. President Jans Phersson-Broburg argued that self-financing Daydream's future games with money from Swedish investors, instead of obtaining "funding linked to specific projects" from publishers, would offer the developer more stability, flexibility and room for growth. For Daydream's public launch, roughly 20 million kr worth of shares, or 45.5% of the company, were offered to investors in Sweden. The initial public offering was a success, and Daydream opened on the Stockholm Stock Exchange's Stockholm Börsinformation (SBI) list in January 1997. Around the time that Daydream Software launched its initial public offering, Warner Interactive was purchased by GT Interactive.