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MMOGames.com presents: Beta Blues

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.

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mmogames.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
Cockney23d 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
lodossrage24d 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.

Scissorman23d 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.

__y2jb23d 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.