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Zune to use Microsoft Points

Yesterday, Microsoft announced the pricing and release date for the first of its Zune MP3 players. Set to hit stores on November 14--three days ahead of the PlayStation 3 and five prior to the Wii launch--the 30GB player will cost $249.99, in line with Apple's 30GB iPod.

Zune will also use Xbox Live Marketplace's currency.

However, unlike Apple's iTunes Music Store, the Zune Marketplace won't just deal in real-world coin. It will use a virtual currency well known to Xbox 360 owners--Microsoft Points. According to the software giant, "Users can purchase songs individually using Microsoft Points for 79 points per track." As anyone who's ponied up for a new set of nonrefundable premium gamer pictures knows, that 80 points comes to about $0.99--the same per-song cost as iTunes.

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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.

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gamesindustry.biz
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Community67d ago
Cockney67d 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.

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rockpapershotgun.com
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"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

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gamesindustry.biz
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Community68d ago
lodossrage68d 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.

Scissorman67d 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.

__y2jb67d 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.