
Your virtual plans are dead; your diva live has been put into rehab; Dante is still stuck in Hell.
Such was the predicament created this Friday, when Facebook officially threw down the banhammer against game developer Lolapps—the twelfth-most popular developer on Facebook, reports Inside Social Games, with more than 14 million monthly active users accessing its titles.
Any attempts to pull up games like the Electronic Arts-blessed Dante's Inferno, or the Cryptic Studios-based Champions Online Facebook game, or even one of Lolapps' independent titles like Yakuza Lords, are now met with a simple "The page you requested was not found" error. And the only message from Facebook so far as to why Lolapps has been eradicated from the site is as follows: "We have disabled applications from LOLapps due to violations of our terms."

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.