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40°

Justifying Your Purchase

Isaiah from the itbrog.com writes to fellow gamers, journalist and developers. With more and more money being invested in games and gaming peripherals we are seeing, not only gamers become overly-protective, but developers as well. What role does the journalist play and how do you see the gaming culture maturing?

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Community5677d ago
ShadowPraxis5677d ago

People jump through some serious mental hoops in order to make themselves feel better about potentially bad purchases rather than just suck it up and deal. Cognitive dissonance is a bitch.

jnune095677d ago

It's hard to see your favorite game get bashed. If I know I'm going to buy something regardless of reviews I try to seek out positive ones because it's like that me and the reviewer have things in common.

RogueCheddar5677d ago

But it's fun to be a fanboy sometimes. It's nice to feel like you're part of a club.

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
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Community28d ago
Cockney28d 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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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
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Community29d ago
lodossrage29d 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.

Scissorman28d 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.

__y2jb28d 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.