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60°

Atari Losses could exceed 70 million

Atari has delayed filing its annual financial report because it needs time to determine the amount of a goodwill impairment charge that could increase its net losses to over USD 70 million.

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gamesindustry.biz
Macdory6905d ago

Maybe if they actually supported the consumers who buy their products rather than forcing developers to rush them out of the door too early, and then refuse to pay the cash for a patch they would gain a more loyal customer base ... but given the reputation of Atari for shafting its customers, I can understand why people are now holding off buying games published by Atari until they find out if there are any major problems ...

There is a moral here ... just look at the likes of Epic, Blizzard and Valve who actively support their games ... I don;t see these guys posting profit warnings

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
Cockney23d 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
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
lodossrage24d 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.

Scissorman23d 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.

__y2jb23d 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.