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40°

Myspace: The Game is confirmed

Sarcasticgamer.com hilariously details the announcement of Myspace: The Game.

Sarcastic Gamer writes:

'Quick as ever to cash in on the next big thing, Activision have announced that Treyarch will be developing a side-project at the same time as the upcoming Call of Duty: World of War. Reflecting on the current global obsession with social networking, Myspace: The Game will "test all witty, internet-savvy teenagers to the limit in a bid to discover who the true king or queen of shameless internet posing will be."'

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sarcasticgamer.com
JSA-Gamer6487d ago

Awesome. It's obviously fake, but awesome nonetheless... Approved.

Fishy Fingers6487d ago

Sarcasticgamer & Friday. Just think about that before you go crazy. Funny though

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.

Scissorman25d 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.