A historical book about Dreamcast games, with a unique approach - in this book I tell the story from right inside the games themselves, instead of following the life stories of heroic game designers, or recounting how and why the Dreamcast failed commercially as a games console.

Travelling through the maps and screens of three Dreamcast games, follow the network of players, developers and events that contributed to the Dreamcast phenomenon. It's a spatial history of videogames, focusing on a time when 3D, open-world virtual play spaces first became possible.

When you remember video games of the past, what comes to mind? Is it the incredible processing power of the machine on which you played? Is it the hard work of coders and artists whose names you never learned? No, I bet the first thing that you think of when you remember your favourite games is exploring the game yourself. Pushing your character through the terrain, progressing further into new areas, finding hidden secrets... This book tells a history of those game spaces.

Why you'll love this book

I am developing a new approach to video game history that begins within the games themselves, examining the game worlds themselves and reaching outwards into the wider network of production and consumption. It's an inside-out history, and it provides new insights into how games can be interpreted, and what games can mean in their broader context.

This project will expand my 30,000-word MA thesis written at the Royal College of Art on the RPG Skies of Arcadia, into a book covering three different Dreamcast games. You can read extracts from it here.
Page not found - zoyastreet.com

fundraising page (with some more info)
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I probably won't donate towards this because I'm not that interested in the topic and I'm not entirely sure if this guy's idea is fully developed, but figured I'd help spread the word to the dreamcast audience here.