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10°

Videogame industry looks for second-half comeback

SAN FRANCISCO (Reuters) - With the once-resilient videogame industry mired in a slump, investors are looking to big-name titles and potential price cuts for game consoles in the second half of the year to help spur a rebound in sales.

Major game publishers Activision Blizzard Inc and Electronic Arts Inc will report quarterly results next week, on the heels of dismal June U.S. videogame sales, which registered their biggest drop since 2000.

But the 2009 game release schedule is heavily weighted with big-name titles in the second half of the year, analysts say, in contrast to a strong first half line-up in 2008. That has made year-over-year comparisons particularly ugly.

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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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Community38d ago
Cockney38d 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
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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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gamesindustry.biz
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Community39d ago
lodossrage39d 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.

Scissorman38d 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.

__y2jb38d 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.