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We're Leaving You | Wonderwallweb

Wonderwallweb Writes:

Today we are finally making an announcement that we have been pondering for a while now....The site will be closing down.

There is no doubt that this is a difficult decision for us and one that makes us feel quite sad, over the five years the site has been running we have given away over 200 prizes, written over 750 reviews and over 5000 pieces of gaming news, however due to constraints on budget we are unable to expand in the direction we would like to and this is the ultimate reason why we are closing down.

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wonderwallweb.com
nix5947d ago (Edited 5947d ago )

all the best guys. too bad things didn't work out the way you all wanted it to be.

see you guys in thesixthaxis! q:

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
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"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.