
Wired: A large-scale analysis of BItTorrent file-sharing of videogames has shown that the number of illicit digital copies is not as high as reported by industry trade organisations.
Anders Drachen from the Department of Communication and Psychology at Aalborg University and the PLAIT Lab at Northeastern University as well as Robert Veitch from the Department of IT Management at Copenhagen Business School analysed a the filesharing of some 173 computer games over a three-month period between 2010 and 2011.

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

It's a step forward for Stop Killing Games.

The Callisto Protocol director thinks the solution involves the right people, the right timing, and perhaps a little bit of AI
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.
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.
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.
i knew it!