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Taipei Game Show 2010 concludes

The 2010 Taipei Game Show (TGS, not to mix with Tokyo Game Show) is concluding today, at the Taipei World Trade Center in Taiwan, after around 62 game developers and distributors showed countless new games at 450 booths. Now in its 18th year, TGS offers five days of fun and entertainment to gamers of all kinds, from online games to PC or console games. TGS 2009 attracted over 300,000 visitors, making it one of Asia's leading trade fairs for games. TGS receives more global attention as well because of its its close ties to the booming Chinese market.

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gameslatest.com
Ilikegames765963d ago

sounds more like ads when reading it.

GamesLatest5962d ago

It just an expo that no one cares about. You can find more advertising articles about CeBit or E3, but no one cares because they are so famous and many people wants to read about them, but mention an Asian E3? Huh? how many would care to read?

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
Cockney51d 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
lodossrage52d 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.

Scissorman51d 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.

__y2jb51d 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.