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50°

Brooding White Male Video Game Protagonists, Ranked

Kotaku:
Video games are amazing, because you can be anyone or anything in the universe: a blue hedgehog! A ghost! A unicorn with rocket launchers! About 80% of the time, though, you get to be a brooding white guy. There are so many of them that it’s hard to keep track. And they all seem to have dead wives.

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Community3735d ago
Kornholic3735d ago (Edited 3735d ago )

We get it, Cucktaku - it's cool and socially acceptable to be racist against white people. Give it a rest, already. I'm tired of this SJW narrative.

Kyosuke_Sanada3735d ago (Edited 3735d ago )

SJW's wont leave until the gaming industry is no longer a hot commodity. If gaming didn't boom and stayed in the late 90's - early 2000's realm of income, they would have attached on another moneymaker like fantasy football or whatever that's hip during that time.

Once it's required to make actual effort to earn money, they'll move on....

-waves at Leigh Alexander-

40°

TLOU Part 3 Story May Explore Congregation Of Immune People;Part 2 Initially Had Dynamic Time Of Day

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."

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twistedvoxel.com
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DivineHand12534d ago

Part 3? I thought Niel Druckmann said there will be no part 3.

50°

Ex-Naughty Dog Dev: Big Studios Are 'Forced' to Hire Like Factories

Former Naughty Dog artist Gabriel Betancourt explains why the "sweet spot" for game teams is under 200 people and how AAA "factories" kill creativity.

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powerupgaming.co.uk
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35d ago
phongtro123_com35d ago

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.

DarXyde35d ago

More than that, it's logistically untenable. Inevitably, when teams get too large, how do you keep tabs on accountability? I suspect this massive team size is a consequence of the perfectionism streak Naughty Dog has.

I wish we could have so many people working on something and it turns out great because I'm all for collaboration in spirit - the problem is too many people as part of the larger team and smaller units. Suppose for example that you have too many people in the art department; you will very often come up against fiercely competing visions for how things should look. That competitive vision will cause friction between team members, team doesn't work as a unit, the back and forth can further delay parts that the other departments are waiting for, etc etc.

A 200-person team says, to me, that we need to scale back game development. Even if it means we go back to PS2 era costs and scale, why not? Those games are still great fun, the budgets were in check, and you could literally break the 200-man team into like 10 20-man teams working on different projects.

30°

The Last of Us Part I PS5 Review: A Definitive, Pricey Remake

The Last of Us Part I PS5 review covering visuals, combat feel, accessibility, performance modes, and whether it is really worth the asking price of $69.99.

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spawningpoint.com
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SpawningPoint145d ago