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40°

Those that cannot innovate, replicate.

Are you familiar with William Dean Howell's Christmas Every Day? One of my(Thrillhouse17) favorite hobbies, gaming, is starting to look an awful lot like Christmas. And it isn't good.

Pretty much every game falls into one of two categories:

1) The Sequel Addict: They thrive on nostalgia, name recognition, and fear of change. They'll splash on some new paint and hide by new release shelves. Sometimes they'll go so far as implementing shiny new features, but look past the jewelry and you'll find the same old game you spent far too many nights with.
2) The Genre Culprit: These are perhaps the worst of the two. They lie and deceive you into thinking that they're completely different. They'll mesmerize you with a couple new tricks, maybe even throw new modes and features at you. You'll love the novelty, the adventure of treading new territory…but the second you get comfortable the surface strips away, and you'll realize the shocking truth: not only have you, and everyone, been here before, but this is a Sequel Addict in the making.

Just take a look at some upcoming releases:

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xblradio.com
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
Cockney44d 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
lodossrage45d 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.

Scissorman44d 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.

__y2jb43d 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.