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Bridge Games

Rob Fahey: "E3 serves two important roles in the game calendar. Firstly, of course, it's a product showcase - the one week in which all of the world's specialist games media is in one location, and the ideal timescale for product announcements for the year's Christmas sales period. E3 has, as a result, traditionally been the springboard for major launches, both hardware and software, with even formerly reticent Japanese firms gradually coming around to the idea of focusing their announcements on the show.

The second role, more of an emergent one, is E3's position as a windsock for the industry's trends and directions. Put so many product announcements together in one place, and you provide a wealth of data for pundits to work from. Couch them in large, glitzy press conferences, broadcast all around the world on the internet, and you create a clear, visible and very public indicator of where the industry is going."

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eurogamer.net
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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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Community77d ago
Cockney77d 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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Community77d ago
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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
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Community78d ago
lodossrage78d 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.

Scissorman77d 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.

__y2jb77d 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.