40°

Terrible Ideas from Great Developers

Sometimes you just have to wonder 'what the hell were they thinking?'

Godmars2905416d ago

Sad to say but looking back as far as FFVII there's an obvious detachment in terms of plot logic and believability in the way Square makes games.

Maybe its always been there, its just that 8 and 16 bit graphics made the flaws more acceptable.

MidnytRain5416d ago (Edited 5416d ago )

This reminds me of the Angry Video Game Nerd.

"WHAT WERE THEY THINKING??!!!"

XD

"The crafty folk at BioWare gave us a choice: spend half your time collecting minerals and in turn have a happy ending, or focus on having fun using psychic powers to blast robots into oblivion and end the game in tears over Garrus' death. As you can probably tell, I chose the latter."

ROFL!

40°

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.

Read Full Story >>
gamesindustry.biz
Cockney3h 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.

Read Full Story >>
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

Read Full Story >>
gamesindustry.biz
lodossrage1d 5h 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.

Scissorman6h 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.