LA Noire dev responds to controversy News - - Page 1 | Eurogamer.net
june 2011 by infovore
'"The expectation is slightly weird here, that you can do this stuff without killing yourself," added McNamara. "Well, you can't, whether it's in London or New York or wherever; you're competing against the best people in the world at what they do, and you just have to be prepared to do what you have to do to compete against those people."'
This is what McNamara considers responding to controversy. I'm furious that men like this are allowed to manage other human beings.
management
industry
games
workingpractice
quality
brendanmcnamara
asshat
This is what McNamara considers responding to controversy. I'm furious that men like this are allowed to manage other human beings.
june 2011 by infovore
Black Easter Monday At Denki Towers « Denki
april 2010 by infovore
"...we haven’t been able to find the right publishing partner for Quarrel. Despite the game being finished, super polished, and everyone who plays it having great fun with it, we’ve slowly been remembering why we got out of the traditional games industry for so long and escaped to Interactive Television in the first place: this industry doesn’t value good games. Players do, but the games industry doesn’t. Instead it values low risk games – not even “calculated” risk games, just low risk." Such a shame; Quarrel has been looking great, and Denki know their games; it's absurd that this is the outcome facing Denki in 2010.
denki
games
redundancy
industry
businessmodels
absurd
sad
april 2010 by infovore
Gamasutra: Rockstar Spouse's Blog - Wives of Rockstar San Diego employees have collected themselves
january 2010 by infovore
"To whomever it may concern, In response to the unfortunate circumstances, some wives of Rockstar San Diego employees have collected themselves to assert their concerns and announce a necessary rejoinder, in the form of an immediate action to ameliorate conditions of employees." Jesus. Once again: the games industry treats its staff appallingly. As the first commenter says: "It's a video game people. Find a way to make one without imposing unethical, illegal, and debilitating working conditions."
rockstar
rockstarsandiego
games
industry
humanrights
employment
unethical
january 2010 by infovore
Gallery - Picture of the day - Image 1 - New Scientist
june 2009 by infovore
"This toaster was built from scratch by Thomas Thwaites, a design student at the Royal College of Art, London, as a project in extreme self-sufficiency and to highlight the effects of mass production we take for granted." And this is what it looks like.
toasterproject
toaster
industry
massproduction
june 2009 by infovore
The Toaster Project
june 2009 by infovore
"I'm Thomas Thwaites and I'm trying to build a toaster, from scratch - beginning by mining the raw materials and ending with a product that Argos sells for only £3.99. A toaster." This is clearly amazing, and a timely reminder of, you know, what the age of mass production really means.
technology
toaster
industry
massproduction
design
project
june 2009 by infovore
Play This Thing! | Game Reviews | Free Games | Independent Games | Game Culture
may 2009 by infovore
"I have this idea in the back of my head -- a fool idea of course -- that one day, people with the power to do something about it might stumble across the notion of "a stable business ecosystem," and conclude that actually, to sustain industry growth and survival, you might conceivably, you know, want to let developers potentially make a buck from time to time, even if publishers and retailers have the power to strangle them. That rewarding development success breeds more development success, and gives heart to those who want to create good games." I knew about 3D Realms (which is a shame), but not about Gamelab (which is also a shame). Also: Greg speaks Truth.
games
industry
business
development
IP
success
economics
may 2009 by infovore
Fullbright: Single-A games
may 2009 by infovore
"They're like triple-A games, but trimmed down and tightened to fit a smaller team, smaller scope, and usually a smaller audience-- to try new, interesting, and exciting approaches that the baggage of a triple-A game can almost never allow. Single-A games: they're what we need more of, and they're what The Path and Zeno Clash are outstanding examples of." I like your coinage, Steve.
stevegaynor
writing
games
independent
singlea
newwave
industry
may 2009 by infovore
ihobo: Ten Game Development Vices, Part One
april 2009 by infovore
"In this piece, each of the departments involved in making a videogame are examined and accused of one particular vice. In making these assessments, the assumption behind each is that the purpose of the videogames industry is to make games that players want to play, and not to make the games that developers want to play." It is good, and I'm looking forward to the second part.
development
games
industry
criticism
difficult
casual
mainstream
budget
april 2009 by infovore
Academia, Bauhaus, Postmoderism and Games « Applied Game Design
april 2009 by infovore
"[within the games industry]... the creativity-medium-invention and attitude-practice-deconstruction models often hold no water. Rather, there is only importance placed upon the “talent-meiter-immitation” model that is still in practice in the industry today." An interesting analysis of the nature of education (as it relates to the games industry) and models of learning. I have often lamented the depressing state of how career progression in the industry works, and this article helps quantifies it.
games
education
industry
career
design
academia
bauhaus
progress
april 2009 by infovore
'Generation gap will hurt studios,' says Seamus Blackley | Game Development | News by Develop
april 2009 by infovore
"'taking three great graduates and putting them to work on the next Godfather game... is a fine business decision, but the perspective for us is that it is a much better idea to take these three guys who perhaps have a beautiful idea and a different way of working, protect them a little bit as they build up a new idea and a new way of looking at things and a new way of design - and a few years from now they will be a much better business," Blackley explained. "In the '90s there was no mechanism to do that - and we lost a generation of designers. I think its important we look to reclaim that new generation.'"
seamusblackley
games
business
industry
education
recruitment
april 2009 by infovore
The Game Industry - Push cx
april 2009 by infovore
"Looking in, it’s clear that the game industry is broken and not getting fixed anytime soon. I will not be joining the game industry. I’m interested in building a profitable business making fun games in a good working environment, and that’s simply not what it does. Maybe I could hoist one more flag in the indie games parade, but I think of myself as building a Micro-ISV in the web software business. It’s a much nicer community." As usual: anyone with a degree of sanity looking in from the outside comes to the same conclusions.
games
industry
management
work
overtime
crunch
lunacy
april 2009 by infovore
T=Machine » Cultural differences: game developers vs web developers
october 2008 by infovore
Adam's a smart guy and all, but god, most of this just really rubs me the wrong way. He's correct about business (or rather, he's correct about many of the things I hate about Web Entrepreneurship at the moment); I don't really think his views on product design ring true, though.
design
web
games
industry
comparison
development
product
october 2008 by infovore
T=Machine » Publishers are from Mars, Developers are from Venus
september 2008 by infovore
"Over the last few years, there has been a big shift in power and success away from independent studios, and towards in-house, publisher-owned studios. This has been driven by several things, sound economic reasons, competitive reasons, and because the strong independent studios had done a good job at creating a slew of new IPs (which publishers were eager to snap up, as always). In my experience relatively few people in the games industry realise this... So, what’s next? What’s going to happen over the next 3-5 years?" Adam on the business of the games industry, and what's facing it next.
games
business
industry
economics
startup
web
development
publishing
september 2008 by infovore
Twenty Sided » Blog Archive » The Cost of Spectacle
august 2008 by infovore
"By the time Joe Average has hardware that can run your fancy-pants game, it’s long gone from stores... You keep aiming your game at this tiny, pirate-infested group [of players with 'gaming rigs'] and wondering why sales are so small."
games
mooreslaw
industry
production
values
technology
casual
hardcore
august 2008 by infovore
MTV Multiplayer » “A Higher Standard” — Game Designer Jonathan Blow Challenges Super Mario’s Gold Coins, “Unethical” MMO Design And Everything Else You May Hold Dear About Video Games
july 2008 by infovore
Gosh. Long, detailed, smart, wonderful interview with Jonathan Blow. I can't even begin to find a suitably quote for this box so: please, just *read* it.
design
games
time
fiction
narrative
industry
medium
reward
risk
braid
play
interview
july 2008 by infovore
PS3 pricing costs Sony USD 3bn News // None /// Eurogamer
june 2008 by infovore
"[Sony]... lost USD 2.16 billion on PS3 in 2007, and a further USD 1.16 billion this year... the company has warned investors that ... 'the large-scale investment...may not be fully recovered'" This isn't sustainable, guys.
games
economics
finance
industry
profit
loss
lossleader
investment
ps3
sony
june 2008 by infovore
Cradle To Cradle: Remaking the Way We Make Things
february 2008 by infovore
"William McDonough's book, written with his colleague, the German chemist Michael Braungart, is a manifesto calling for the transformation of human industry through ecologically intelligent design." I took a look at Tom's copy a few weeks; looked good.
sustainability
design
manufacture
products
environment
industry
february 2008 by infovore
Radiohead kills the entire music business « Green Tea Ice Cream
october 2007 by infovore
“This feels like yet another death knell,” emailed an A&R executive at a major European label. “If the best band in the world doesn’t want a part of us, I’m not sure what’s left for this business.”
radiohead
music
industry
business
october 2007 by infovore
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