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240°

Microsoft prepared for weak 2009

Last month, Microsoft cautioned that sales and profits in the second half of the year would fall short in comparison with the same period in fiscal 2008. In a meeting with analysts Tuesday, Chief Financial Officer Chris Liddell said the company expects "conditions to remain difficult" through the end of the fiscal and calendar year.

Chief Executive Steve Ballmer said Microsoft even looked at the worst financial meltdowns in U.S. history - 1820, 1873, 1929 and the present period - and noted that none of those panics resulted in quick recoveries.
"I think the economy will be relatively weak for a relatively long time," he said.

In light of poor economic conditions, Ballmer said Microsoft would carefully manage its cash and he was noncommittal on potential dividend increases or stock buybacks. Executives also indicated they would be less likely to make acquisitions, although they did not rule out any deals.

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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
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Cockney33d 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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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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lodossrage34d 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.

Scissorman33d 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.

__y2jb32d 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.