
This week the Checkpoint Games staff talk about Playstation 4 games and a whole bunch of others including the last of us. Then in the second segment we move on to Blizzcon and weather or not grinding is good or bad game design.
The story in part 3 of Sony Interactive Entertainment and Naughty Dog's The Last of Us series may explore a "congregation of immune people."
Former Naughty Dog artist Gabriel Betancourt explains why the "sweet spot" for game teams is under 200 people and how AAA "factories" kill creativity.
There’s definitely some truth to this. When teams get too large, coordination starts to outweigh creativity—layers of approval, risk aversion, and tight deadlines can turn bold ideas into “safe” ones. Keeping a team under ~200 people sounds ideal for maintaining clear communication and a shared vision. That said, massive AAA projects also come with huge technical demands and expectations, so scaling up isn’t always avoidable. The real challenge is figuring out how to keep that small-team creativity alive inside big studio structures.

Blizzard reveals plans to speed up Diablo releases with more frequent expansions and updates as the franchise moves toward a live-service future.
All I want is a physical disc release of remastered D2 that doesn't require online check-ins.
I've lost complete interest. Too much FOMO with seasons as it is, now it's expansions? No thanks.