
Releasing a game before it was ready used to be an unthinkable act in the gaming industry, but today it seems to be an everyday occurrence. It’s to the point with the current generation of consoles, where you have to download the other half of the game after the title is released, that was the case with Forza 5, which in this case you had a huge 16gb update just to play the game. This is ridiculous when not everyone has a fast broadband connection and could take hours and hours of downloading just to start the game when they purchase it...

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.