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30°

Uncomfortable Characters are Worth Exploring

Watch Dogs’ was not a good game. This has been said by pretty much everyone on the Internet, but we’re not going to get into that now. Indeed, the flaws of the game, like the invading of people’s privacy and the lack of hackable stuff in the games world is not nearly as broad as advertised. Indeed, those were rather small in the scope of the game’s problems. The real problem with ‘Watch Dogs’ was the boring story. Most of the story was made worse by the boring protagonist. Aiden Pearce was a thoroughly-unlikeable human being who was doing what he thought was best to get revenge against the people who got his nephew killed.

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gambitcon.com
SpiralTear4129d ago

Yeah, just because a character is unlikable or does bad things doesn't mean they're a bad character. I like complexity in my game characters, which is why The Last of Us' Joel stuck with me.

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
Cockney25d 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
lodossrage26d 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.

Scissorman26d 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.

__y2jb25d 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.