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40°

How Gamers Fail Themselves

Unscripted360 writes: Developers have made refreshing new IPs this generation that have failed in sales due to us failing in our support for them. Our fail will not only be the developer’s downfall but the downfall of gaming as we once knew it. Follow me now as I break down The What, The How and The Why of how we have failed and the end result because of it.

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unscripted360.com
Yi-Long5432d ago

... is Pure. Great little arcade-racer with gorgeous visuals, fun gameplay, great track-design, etc etc. It's a bit short and misses some depth, as well as 2-player split-screen and replays, but the game is still great fun!

I think Muramasa is another one of those gems that went by largely unnoticed. Still hoping for an XBLA/PSN release in HD.

yepitsme5432d ago

Would love to get Muramasa on XBLA/PSN. Who do we need to harass to make this happen?

Donski5432d ago

Enslaved is a great example of this.

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
Cockney18d 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
lodossrage19d 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.

Scissorman18d 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.

__y2jb18d 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.