All Channels
Popular
20°

DRM: We Explore The Controversy Spawned By Spore

Ushered in with the recent release of Will Wright's Spore, the term DRM has entered a renaissance of popularity. Splashed across both digital and print headlines, it seems that everyone is sharing their thoughts on the digital rights management process.

Read Full Story >>
gameinformer.com
Yi-Long6433d ago

... when I BUY something, I wanna be able to play it as much as I want. So if it's a game, I want to be able to install it as much as I want. If it's a movie, I wanna be able to watch it as much as I want. If it's a song, I wanna be able to listen to it as much as I want, on the player that I want.

It's that easy.

...and when there's DRM forced onto my potential purchase which works against that simple 'demand', I just wont BUY it. Cause that would just be a 'rental'.

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.

Read Full Story >>
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.

Read Full Story >>
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

Read Full Story >>
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.