All Channels
Popular
60°

Gaming While Grown-Up

"The gaming audience is getting more sophisticated all the time, but when is that going to show up in the ways we’re represented? Do we, as sensible gamers have a responsibility to ourselves and our community to change that public perception for the better, or are we just the victims of bad apple-ism? Furthermore, if we do have this obligation, how to we meet it? I’d love to see some answers in the comments, what do you think?"

Read Full Story >>
gearedforgamers.com
GearedForGamers5054d ago

Image is from game in question and discussed within the article. Very important point of the article actually according to the author.

Emilio_Estevez5054d ago

Really is quite a disturbing image, then again so is all the stuff the internets have said to this lady.

OneAboveAll5054d ago

O RLY? That must explain why developers keep dumbing games down.

50°

44% of games industry professionals have considered leaving the industry as a result of redundancies

New report from Skillsearch found that 22% of those surveyed had been laid off within the past 12 months.

Read Full Story >>
gamesindustry.biz
Cockney24d ago

Well if that 44% left im sure there would be a lot less redundancies

40°

Stop Killing Games on the latest European Commission public hearing

It's a step forward for Stop Killing Games.

Read Full Story >>
rockpapershotgun.com
50°

"Be creative 99% of the time" – Glen Schofield on how creativity can help fix AAA industry woes

The Callisto Protocol director thinks the solution involves the right people, the right timing, and perhaps a little bit of AI

Read Full Story >>
gamesindustry.biz
lodossrage25d ago

I don't agree with that. I WISH I could agree with that. But buying habits and customer opinions prove otherwise

We've seen developers in the AAA space try new things and ideas. More often than not, the customers aren't willing to give things a chance, or not enough people buy into the project for it to grow.

Creativity works better in the indie space because the budgets, pressures, and expectations aren't the same.

Scissorman24d ago

it's a nice idea and it worked during the PS2/PS3-era when AAA didn't cost hundreds of millions of dollars. smaller budgets and shorter development time left room for more creativity and more risk. a game didn't need to sell 4 million+ copies to break even. things are different now.

__y2jb23d ago

This is the guy who bragged about crunching his staff and having them work through the night. Crunch culture has lost more talent and done more damage to the industry than any other factor. Screw him.