
by Daniel Ball and Cody Hargreaves
Dan: The word Beta can have a lot of connotations for many different people. Lovers of language will describe to you its Greek roots. A physicist will have his own spiel about just what the word Beta means to him. The same goes for medicine, electronics, and even psychology.
However, we gamers tend to have our own understanding of the word, or, indeed, multiple. It can be the beginning of something beautiful or, more commonly, an indicator of a really poor quality game.
You might download a ridiculously large installer (which for me and my middle-of-nowhere Internet is anything larger than 500MB. Go Australia!) only to play for five minutes and realise that all that lurking on forums, and all those trailers you religiously watched in anticipation were completely misleading.

New report from Skillsearch found that 22% of those surveyed had been laid off within the past 12 months.

It's a step forward for Stop Killing Games.

The Callisto Protocol director thinks the solution involves the right people, the right timing, and perhaps a little bit of AI
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.
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.
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.