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20°

Desructoid's Video Game Drinking Game

Considering all of the different types of drinking games there are, Destructoid's Dr. Boa surprised there's not one centered around videogames. Sure, you can create your own -- like every time you hear "Welcome to the circus of values!" in BioShock, or every time someone teabags you in Halo 3. But there's no official drinking game where the focus is on drinking, and not gaming.

That's why he decided to create his own, called: The Good, The Bad and the Ugly.

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destructoid.com
gamesblow6649d ago

Just going to Destructoid makes me inhebriated... Think I'll pass on them and their homo drinking games.

travelguy2k6648d ago

an actual game that had ques when to drink...

I'm at work and very bored...could they make it a flash game...

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.

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gamesindustry.biz
Cockney12d 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
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

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gamesindustry.biz
lodossrage13d 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.

Scissorman13d 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.

__y2jb12d 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.