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30°

DualShockers Interview: Extra Credits

I got a chance to sit down (skype) with James Portnow, Daniel Floyd and Allison Theus, the people who bring you Extra Credits.

Each week Extra Credits makes an attempt to educate those who not only play, but create video games through a series of lectures that provide insight into the world of gaming. Tackling topics such as conflict, combat, sexuality and symbolism in games, Extra Credits is required watching for anyone who want video games to be taken seriously as a medium and as an art form.

There were some technical difficulties (skype) and I was stuttering like a much less charming Jeff Goldblum, but we manage to have some interesting conversation about their process, the origin of the series and where gaming may be headed.

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dualshockers.com
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Community5596d ago
taz80805596d ago

Escapist has some good stuff. Good interview.

Chadness5596d ago

Nice interview, I haven't seen much of their stuff, but what I have seen has been pretty darn good.

JohnColaw5595d ago

I <3 The Esacpist, great to hear more from them. Always gotta love the Jeff Goldblum approach to interviews.

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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Cockney30d 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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lodossrage31d 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.

Scissorman30d 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.

__y2jb29d 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.