
On most gaming platforms, when a game goes through an approval process there's some rigorous legal testing in addition to quality control. That's why you never hear about Wii or PS3 games being pulled from the shelves for copyright violations. But the world of iPhone/iPod Touch games? Apple treats it like the Wild West. So long as it passes quality control (some games don't - just look at Yoot Saito's Gabo), Apple doesn't seem to have a problem with releasing a title to iTunes - often despite glaring copyright issues. Just take a peek at these few examples.

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.