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  • Microsoft Gaming's franchise exec becomes new studio head for Minecraft dev Mojang
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    Justin Carter, Contributing EditorFebruary 12, 20251 Min ReadImage via Mojang.Minecraft creator Mojang has a new studio head in Kayleen Walters, who is taking over effective immediately.Per Variety, current chief saBredin will remain on and guide Walters through her new position until the end of February, then leave to "focus on personal goals outside of work." She joined Mojang in 2021 and was promoted to studio head in 2023.In addition to running Mojang, Walters will continue as Microsoft Gaming's VP and head of franchise development. Prior to joining Microsoft in 2018, she worked at Lucasfilm and rose to become its VP of franchise marketing and planning."This is an amazing opportunity to lead such a talented group of individuals and continue to build on the legacy of one of the most beloved games in the world," wrote Walters on LinkedIn. "I am looking forward to working closely with the team to bring even more creativity, innovation, and fun to our community."More leaders come to MojangWalters' arrival isn't the only shakeup to Mojang. Variety also reports Microsoft's content and studios head Amy Stillion will join the developer's leadership team and run its people experience team in Redmond, WA.Stillion joined Mojang in 2019 as chief of staff, then moved to a similar position for all of Microsoft Gaming in early 2024.In an internal email to Mojang staff, Minecraft franchise VP Helen Chiang said its new leadership and "clear vision for the future [makes us] well-positioned to tackle the challenges we face in the marketplace with speed and momentum."Read more about:[Company] XboxAbout the AuthorJustin CarterContributing Editor, GameDeveloper.comA Kansas City, MO native, Justin Carter has written for numerous sites including IGN, Polygon, and SyFy Wire. In addition to Game Developer, his writing can be found at io9 over on Gizmodo. Don't ask him about how much gum he's had, because the answer will be more than he's willing to admit.See more from Justin CarterDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Ex-Activision Blizzard head Bobby Kotick calls Bizarre acquisition a 'bad, expensive lesson'
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    Bobby Kotick, the former CEO of Activision Blizzard, has buyers remorse when it comes to acquiring Bizarre Creations back in 2007.In a recent interview with venture capital firm Kleiner Perkins on the Grit Podcast, Kotick called the British studio a "bad acquisition." However, he could not name said studio in the interview, and described it as "um...in Manchester, that did the driving game for Xbox."Bizarre, which is located in Liverpool, developed the Project Gotham Racing games for the original Xbox and Xbox 360 consoles. Activision Blizzard bought the studio for an initial $67.4 million, with an additional $40 million if certain benchmarks were hit over the next five years.From 2008 to 2010, Bizarre released four gamesGeometry Wars: Retro Evolved 2, Geometry Wars: Touch, Blur, and James Bond 007: Blood Stonebefore its shutdown in 2011.Kotick went on to discuss a "really good guy, who was running the day-to-day," whom he could not name, but appears to be then-studio head Brian Woodhouse. He considered Woodhouse "brilliant," but said Bizarre itself was an "$80 million" acquisition overall, and was subsequently written off two years later. "Everything about it violated all our principles," he said.Kotick's comments are bizarrely upfrontHigh-level video game executives often speak warmly about the studios they've acquired, and talk up the potential value they can add to the publisher's portfolio. This was, after all, how Microsoft sold the public on its acquisitions of Activision Blizzard, ZeniMax, and other third-party developers.Kotick's thoughts on Bizarre are more candid than most in his former position have been able to give, or at least more intentional. Often, if an executive is disappointed in a studio, they critique their most recent release and cut that developer's staff, as recently seen with BioWare and Phoenix Labs.As another example, Xbox boss Matt Booty talked about making "smaller games that give us prestige and awards" in 2023, just days after closing Tango Gameworks, makers of the acclaimed Hi-Fi Rush.After Bizarre's closure, several alums went on to found Lucid Games, which went on to continue Geometry Wars and more recently release Destruction AllStars on PlayStation 5. Lucid is also a co-developer on Rare's Sea of Thieves, and was acquired by Lightspeed Studios in 2023. At the time of that acquisition, Lucid said it would leverage its new parent company's resources while "continuing to enjoy full independence in the games that we create and the operation of the studio."
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  • Jumpship co-founder Dino Patti reacquires studio from Thunderful
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    Chris Kerr, News EditorFebruary 12, 20252 Min ReadImage via JumpshipJumpship co-founder Dino Patti has reacquired the studio from Thunderful.Thunderful shared the news in an investor update and explained it has transferred all shares in the studio to Dino Patti Holding ApSa company owned by Patti.The conglomerate also confirmed it has entered into a settlement agreement with Patti and other Jumpship leaders to settle any potential claims relating to an additional purchase consideration of up to roughly 21 million ($26 million).The transaction will require Thunderful to pay around 750,000 (929,000) to Jumpship Limited to cover expected winding-up costs. It will also waive all loans provided to Jumpship, which amounted to 1.3 million ($1.61 million) as of December 19, 2024.Thunderful said the deal is part of its previously announced cost savings program, which has resulted in other divestments, project cancellations, and mass layoffs.Somerville studio jumps ship with Thunderful moving away from internal developmentThunderful acquired Jumpship in 2022 for an undisclosed fee. The deal was announced on the same day the studio launched its debut title, Somerville.At the time, Thunderful said the move would help it build "strong internal IPs" and pledged to work with Jumpship to create "impactful narrative experiences."Now, just over two years later, Thunderful is attempting to reduce costs and focus on third-party publishing after admitting it made some "over-investments" in recent years.In a post on Linkedin, Patti (who you might also know as the co-founder of Limbo developer Playdead) said Jumpship is back under his control but needs rebooting completely."After Thunderful's acquisition in 2022 and recent changes, I've now reacquired the studio. Unfortunately, the company is now empty of employees, so the road ahead will be entirely different," he added. "But with every challenge comes an opportunityits always about moving forward with a bold and bright vision."Patti said he intends to take the studio in a "completely new direction" and promised to share more details soon.About the AuthorChris KerrNews Editor, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, andPocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Alan Wake 2 becomes profitable and Control sequel enters full production
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    Chris Kerr, News EditorFebruary 12, 20252 Min ReadImage via RemedyAt a GlanceAlan Wake 2 has sold over 2 million copies worldwide and is now generating royalties for Remedy.Control 2 entered full production in February 2025. The original title has now topped 4.5 million sales.Remedy saw annual revenue increase by 49.3 percent YoY to 50.7 million.Alan Wake 2 has started to generate royalties for developer Remedy after passing 2 million sales worldwide. The title had already recouped development fees and marketing costs.The Finnish studio shared the news in its fiscal report for the year ended December 31, 2024.It explained Alan Wake 2 saw "particularly high activity" around October 2024, when Remedy launched the Lake House expansion and a physical edition of the game. Those projects were followed up by the launch of a PlayStation 5 Pro update in November.Control, which debuted in 2019, has now sold over 4.5 million units worldwide. 600,000 units were sold in 2024.Discussing its wider project slate, Remedy said Control 2 entered full production earlier this month after the company verified the velocity of asset creation and established clear pipelines.Max Payne 1&2 is currently making "steady progress" in full production and is on track to meet key development objectives.FBC: Firebreak, a multiplayer shooter that serves as a Control spin-off, is also in full production and completed a closed technical test with external players in December. Remedy continues to expand its self-publishing team with a view to launching the title in 2025.Remedy working to deliver 'significant commercial success' by 2030Looking at the company's financial performance, Remedy saw full-year revenue increase by 49.3 percent year-on-year to 50.7 million ($52.6 million). The company posted an annual operating loss of 4.3 million ($4.4 million), but that's an improvement on the 28.6 million ($29.6 million) loss recorded during the previous fiscal year.Remedy expects revenue and operating profit to increase during 2025 and intends to deliver "sustainable, significant commercial success" by the end of the decade."We have two established own franchises, Control and Alan Wake, which are linked through the Remedy Connected Universe. Remedy will self-publish upcoming games, in which Remedy owns the IP. Growing and expanding the two franchises will be a key part of our future. In addition, we work with a partner franchise Max Payne that was originally created by Remedy," said the company, discussing its long-term prospects."By 2030, we aim to be a highly regarded creative studio with sustainable, significant commercial success. We have set ourselves the following financial targets: 1) Double the 2024 revenue by 2027 with continued growth beyond this milestone and 2) EBITDA margin of 30 percent by 2027 and maintain that minimum level throughout the strategy period."Read more about:Remedy EntertainmentTop StoriesFinancialsAbout the AuthorChris KerrNews Editor, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, andPocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Crytek laying off 15 percent of workforce and placing Crysis 4 on hiatus
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    Chris Kerr, News EditorFebruary 12, 20251 Min ReadImage via CrytekCrytek is laying off 15 percent of its workforce and pausing production on Crysis 4.The company broke the news on X and explained the layoffs will impact its development and shared services teams.The German studio currently has around 400 employees, meaning around 60 people could lose their jobs.Crytek claimed the layoffs are a result of the "complex, unfavorable market dynamics that have hit our industry these past several years.""This has not been an easy decision to make, as we deeply appreciate the hard work of our talented teams," reads the statement. "After putting the development of the next Crysis game on hold in Q3 2024, we have been trying to shift developers over to Hunt: Showdown 1896."While Hunt: Showdown 1896 is still growing, Crytek cannot continue as before and remain financially sustainable. Even after ongoing efforts to reduce costs and cut operating expenses, we have determined that layoffs are inevitable to move forward."Crytek will offer severance packages and career assistance services to those impacted.The company insisted it will be able to become sustainable by prioritizing Hunt: Showdown 1896."We have a very strong gaming service and remain fully committed to to its operation," continues the statement. "We will continue to expand and evolve Hunt: Showdown 1896 with great content and drive our strategy for our engine CryEngine."Read more about:LayoffsAbout the AuthorChris KerrNews Editor, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, andPocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Krafton delivers record annual revenue, now wants to secure 'big franchise IP'
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    PUBG maker Krafton delivered record revenue and operating profit during the last fiscal year.As noted in its fiscal report for the year ended December 31, 2024, full-year revenue increased by 41.8 percent year-on-year to KRW 2.7 trillion ($1.85 billion). Operating profit rose by 54 percent year-on-year to KRW 1.2 trillion ($825.7 million).The South Korean company said both of those figures represent all-time highs and were driven by the "continued expansion and sustainability of the PUBG IP."Digging into the performance of its flagship franchise, Krafton said PUBG achieved its best revenue return on PC since 2018, while Battlegrounds Mobile India also delivered record-high traffic and revenue.Krafton said it's committed to making "bold investments" in the franchise to ensure its success as an evergreen, multi-platform series.The company currently has four new PUBG projects in development including an extraction shooter, tactical shooter, console-focused battle royale, and a hybrid casual project with less violence capable of targeting the "next generation" of playerswhich it views as children aged 12 and over.The company said those work-in-progress entries in the PUBG universe will focus on "core gameplay validation and team building with a long-term perspective."As explained by Krafton CEO CH Kim earlier this year, the company also believes it can leverage AI technology to push the franchise forward."While continuing to expand the PUBG IP, we will accelerate the discovery of a new franchise IP to further reinforce our competitive edge in the global gaming market," explained Kim, discussing the company's latest fiscal report."With our AI technology defining the future of gaming experiences, we aim to evolve beyond game development as a company that ultimately advances the global entertainment ecosystem.Krafton attempting to birth another colossal IP after PUBG proves its worthOutlining its strategy for 2025, Krafton pledged to make "aggressive" investments into its production capabilities to secure a "big franchise IP."In an earnings presentation, Krafton indicated it will invest in personnel, outsourcing, rent, leadership teams, and other "specialised" areas.Last year, the company added a notable weapon to its production arsenal with the acquisition of HI-FI Rush maker Tango Gameworkswhich had been on the brink of closure under previous owner Microsoft.With more investments on the horizon, Krafton expects development costs to increase by KRW 300 billion ($206 million) annually over the next five years. Itl will also strive to publish more titles during that time.Krafton believes its bid to deliver a colossal franchise represents an "all-out challenge" that can only be realised by "discovering new opportunities in games through originality."The company already has a roster of titles in the pipeline it believes could fit the bill, including life simulation title Inzoi, mobile extraction RPG Dark and Darker, survival adventure Subnautica 2, and frontier life simulation Dinkum Together.After firming up its vision for the next half-decade, Krafton has set itself a target of earning KRW 7 trillion ($4.8 billion) in annual revenue before 2030.
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  • Report: Unity continues mass layoffs with 'abrupt' communications and 5am emails
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    Unity has spent $205 million laying off 25 percent of its workforce this fiscal year and it looks like the company isn't finished yet.Multiple reports from (now former) Unity employees indicate the engine maker is continuing to axe roles across its business.A forum post from Behavior package tech lead, Shanee Nishry, stated their entire team had been cut during another round of layoffs.Behavior is a visual tool for authoring behaviors used to control NPCs and objects. According to Nishry's Linkedin page, they created the tool on their own personal time before it evolved into a core Unity product.Nishry said they have asked Unity to open source the tool but it's unclear whether that request will be granted.Unity lead game designer, Andr de Miranda Cardoso, explained they were also impacted by a layoff round that occurred "suddenly."There are more testimonies like those, including a post from Unity senior technical artist Peter Roe (spotted by 80.lv) who said he was told his role was being eliminated via an email sent at 5am from a 'noreply@unity' address."I was impacted by layoffs at Unity today, along with many talented and hardworking colleagues. While this news is tough, Im incredibly grateful for the nearly three years I spent at the company," he wrote on Linkedin."That being said, I want to call out the way Unity chose to communicate these layoffs. Receiving a 5am email from 'noreply@unity' informing me that my role was being 'eliminated' and that I'd lose system access by the end of the day felt completely abrupt and impersonal. Unity must do better in how they treat their workers in hard times like this."Last year, Unity said its restructuring program would deliver "attractive" revenue growth and healthy financials. The move was part of a wider company reset following the departure of former CEO John Riccitiello in the wake of the protracted Runtime Fee debacle.Riccitiello was eventually replaced on a permanent basis by current CEO Matthew Bromberg, who killed the revised Runtime Fee in a bid to earn back the trust of the development community.Game Developer has reached out to Unity for comment.
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  • Did you know the top brass at ARMA and DayZ studio Bohemia Interactive bought a 'disinformation outlet' in 2023?
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    In the last decade, it's become fashionable among the world's billionaires to purchase media outletswith some lately deciding to use that ownership as a means of shaping coverage. So it's no surprise that Bohemia Interactive CEO Marka panla and CFVO Slavomr Pavlektwo of the richest men in the Czech Republicwould want in on the action.What is surprising is one of the publications they chose to purchase. In 2023 the pair, through their media company Nae Mdia, acquired Parlamentn listy, a publication in the Czech Republic that's been accused for years of platforming extremist politicians, disinformation, and Russian propaganda.Unlike other unusual game industry-adjacent acquisitions Game Developer has reported on in the last year, this was not a secret transaction. panla and Pavlek are already the owners of Echo Media, which publishes the Czech publication Echo24 and its weekly print edition. Word of the purchase simply didn't make it far out of the Czech Republic. To those unfamiliar with the dynamics of the Czech media landscape, the purchase of Parlamentn listy would have appeared to be just another ordinary business move.In response to a request for for comment from Game Developer, panla explained that the purchase is part of his Pavlek's "broader media investment strategy." "We oversee a diverse portfolio of over 40 companies, including several significant media outlets like Echo24, Tdenk Echo, Hrot magazine, and Radio Prostor," he said. "Most of our operations are structured under the SPM holding company, though Parlamentn listy remains a separate entity." He stated that both Echo24 and Parlamentn listy rank "among the top 10 online news outlets" in the Czech Republic.Related:So why add this outlet to the roster? The answers, it turns out, are deeply tied to accusations of disinformation against Parlamentn listy.panla says there has been a "distortion of public debate" in the last decadeThe accusations against Parlamentn listy apparently played a role in panla and Pavlek's decision to add it to their portfolio. panla told Game Developer that the pair "recognized the increasing distortion of public debate during key moments like the 2015 European migration crisis and the Covid-19 pandemic.""This motivated us to take responsibility and help ensure independent voices challenging the prevailing narrative could be heard. We believe freedom of speech is essential for a prosperous and thriving society and competition of different world views, ideas and approaches is super important."He added that he sees recent "US/Western approaches to free speech and attempted control of thinking and narrative to support [a] single ideology" as comparable to what the Czech Republic experienced under communism during the Cold War.Image via Parlamentn listyIn a 2023 interview with Czech news site Seznam Zprvy (reviewed by Game Developer through GoogleTranslate), panla said he became interested in purchasing the publication following criticism of Echo24's print edition by an unnamed high-profile journalist."He calls the weekly Echo pro-Russian, talks about the pro-Russian elite, and for him, Parlamentn listy is a pro-Russian scum," panla said of the journalist, when speaking with Seznam Zprvy. "And for me, this whole line is very disturbing. It scares me when the heralds of the alleged truth openly spread hatred."panla told Game Developer that the operation of Parlamentn listy doesn't affect day-to-day life at Bohemia Interactive. "Our business structure is designed for efficient operation across multiple ventures. While Bohemia Interactive remains our primary focus, we've established strong management teams across our portfolio companies."It should be noted Bohemia has raised money for charities benefitting the International Committee of the Red Cros to benefit people affected by Russia's invasion of Ukraine, fundraising that may be at odds with the editorial choices of Parlamentn listy.With two of the studio's co-founders and current C-suite leaders playing a bigger role in the Czech media and political landscape, it's notable that the money earned through sales of the ARMA series, DayZ, and other games in Bohemia's portfolio allowed them to make these kinds of moves.It's exceptionally notable when you dig into the articles published by Parlamentn listy and start to take in the reach of alleged disinformation on display.Parlamentn listy runs stories promoting many right-wing talking points and conspiraciesCriticism of Parlamentn listy's editorial strategy dates back to at least 2015, shortly after Russia illegally annexed Crimea in a prelude to its 2022 invasion of Ukraine. It was around this time that the Russian government began to wage a global propaganda war promoting its interests and driving internal conflicts in its global rivals. If critics like like those at Britsk listy are to be believed, ties between Parlamentn listy and Russian business interests served as the foundation for publishing stories promoting Russia's interests, such as coverage of the 2014 elections held in annexed Crimea after Russia's invasion (these elections are not recognized as valid by members of the international community).Since panla and Pavlek's purchase of the outlet in 2023, Parlamentn listy has run stories referring to Ukrainians as "scum," published a number of stories accusing trans women in sports of being men in disguise, promoted the right-wing talking point that President Biden declared Easter a "transgender holiday" (he commemorated International Transgender Day of Visibility, which takes place on March 31 every year, and overlapped with Easter in 2024) and regularly draws thin connections between European institutions and billionaire George Soros. Conspiracies about Soros are a pillar of modern antisemitism in the far right. There are conspiracy theories about the COVID-19 pandemic, regular stories about migrant crime, and anti-vaccination talking points.In response to Game Developer's queries on these stories, panla offered the following statement: "Our approach to media ownership centers on respecting editorial independence. Each outlet's content and editorial decisions rest with their respective editorial teams. We fundamentally disagree with attempts to silence or label media outlets based on their viewpoints. The practice of falsely labeling different voices as 'pro-Russian' or 'anti-science' has become a concerning mechanism for silencing legitimate perspectives.""It's encouraging to see improvement in this situation now, as what appeared to be a U.S.-originated censorship industrial complex extending globally is being dismantled."Image via Bohemia Interactive.The publication seems to have a keen eye for supporting the policies of President Trump. In a recent story about the chaotic termination of USAID operations this week (led by Department of Government Efficiency head and billionaire Elon Musk, whose company Starlink was being investigated by USAID), Parlamentn listy downplayed the agency's role as a vehicle for humanitarian aid, stating that "the agency's program objectives shifted from purely humanitarian support to political ambitions, leading it to withdraw from Russia in 2012 and from Bolivia a year later." It also promoted the administration's false claim that the U.S government "subsidized" media outlet Politico for $8 million, characterizing federal agency subscriptions to the publication as a federal handout.Not all of the above stories are necessarily pro-Russian talking points, but they do mirror positions promoted by Russian international propaganda operations like American media group Tenet Media, which was found to have been funded by RT employees Kostiantyn Kalashnikov and Elena Afanasyeva, who were charged by the FBI for allegedly violating the Foreign Agents Act.Podcasters Tim Pool, Lauren Southern, and Dave Rubin all regularly voiced similar positions while being paid millions by Kalashnikov and Afanasyeva (the three denied any knowledge of Russia's involvement with the company).It's unknown at this time if panla and Pavlek support any of the positions promoted by Parlamentn listy, but their involvement has raised concerns among some in the Czech game development community. Czech video game sales analyst Avi Duda told Game Developer they "weren't surprised" by the purchase, nodding toward donations made by Pavlek to the far-right Freedom and Direct Democracy political party (SPD), whose members are often favorably covered by Parlamentn listy. panla acknowledged those donations in his interview with Seznam Zprvy, noting he personally supports Svobodn and Civic Democratic Party (ODS), both traditional conservative parties tacking toward the center and center-right."They're of course free to do whatever they want and purchase any media, but buying this to prove to others that having different opinions is ok seems very short-sighted," Duda said. "I don't see a difference in what's written in the website now and what was written there before they owned it. It's always the same eyebrow-raising content with a bunch of straight up lies. They should know better than that."As The Czech Republic becomes a bigger player in the global game development market (Czech developer Warhorse Studios managed to sell a million copies of Kingdom Come Deliverance II the day it launched), the role its leaders play in public life is having a greater and greater impact. That they've chosen to back a publication criticized for its alleged pro-Russian stance as Russia wages a physical and propaganda war against its rivals gives developers reason to ask what kind of role panla and Pavlek wish to play.For now, that role appears to be an expansion of the pair's media portfolio. "Parlamentn listy was neither our first nor last media investment," panla said. As founders of Bohemia Interactive, both Slavomir Pavlicek and I remain committed to supporting media freedom through strategic investments."Our current portfolio demonstrates our ongoing commitment to fostering diverse voices in Czech media."
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  • Koei Tecmo appoints new CEO as co-founders Yoichi and Keiko Erikawa step back
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    Chris Kerr, News EditorFebruary 11, 20251 Min ReadImage via Koei TecmoDynasty Warriors and Ninja Gaiden developer Koei Tecmo has appointed Hisashi Koinuma as its new CEO.Koinuma will begin his tenure as representative director, president, and CEO starting on April 1, 2025. He previously served as representative director and COO of Koei Tecmo Games.He replaces outgoing president and CEO, Yoichi Erikawa, who will remain with the company as representative director and chairman of Koei Tecmo Holdings.It's a notable shift for the Japanese company. Yoichi Erikawa founded Koei Tecmo alongside his wife Keiko Erikawa in 1978. Back then, the company was simply known as 'Koei' and focused on personal computer sales. It soon pivoted into game development and eventually adopted its current moniker following a merger with Tecmo in 2008.Keiko Erikawa will also be shuffling roles and intends to step down as representative director and chairman to become director and chairman emeritus.Both co-founders will also relinquish their leadership positions within Koei Tecmo Games. Hisashi Koinuma will subsequently lead the division as representative director, president, CEO, and COO.With that leadership shift on the horizon, Koei Tecmo will initiate an absorption-type company split to establish Koei Tecmo Corporate Finance as a new subsidiary. The investment functions of Koei Tecmo Games will be bundled into the new division.The Japanese company said the move will "strengthen governance related to investment functions and achieve optimal cash management." Koei Tecmo Games will continue conducting business as usual following the split.Looking ahead, Koei Tecmo said it intends to become the "world's number one digital entertainment company" under its new leadership team by channelling the spirit of "creativity and contribution."About the AuthorChris KerrNews Editor, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, andPocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Square Enix's premium and MMO games are growing, but overall revenue is falling
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    Square Enix's financials for the first three quarters of the 2024-2025 fiscal year show the developer continues to face year-over-year declines.As of December 31, 2024, overall net sales were 248.5 billion (or $1.6 billion), down 3.5 percent year-over-year. Profit amounted to 24.7 billion ($162.7 million), a 7.5 percent yearly decline.The Digital Entertainment business was 160.3 during these nine months, down 10.7 percent from 2023-2024, and a 13 percent drop from the nine-month period in 2022-2023. According to Square Enix, net profits fell this year due to "weakness in existing titles in Games for Smart Devices/PC Browser."Net sales and operating income for that category were 56.3 billion and 5.6 billion respectively, respective drops of about about 28 percent (for a total of 21.7 billion), and about 58 percent (for a total of 7.9 billion) from the year before. Square said operating income's "sharp" decline was owed to "weakness in existing titles, royalty revenue recognized the previous fiscal year, and a content production account valuation write-down."Square Enix's digital entertainment sales have declined the last three fiscal years.However, it acknowledged profits and operating income rose for its HD (or premium) and MMO game divisions. Despite lower year-over-year net sales, HD games' operating profits were 4.6 billion, up 1.7 billion from last year (a 45 percent increase). Dragon Quest III HD-2D Remake was a noted highlight, and the company reported "stronger than expected" sales. As of early December, the RPG sold 2 million copies worldwide.Square Enix did not provide sales numbers for third-quarter HD game releases like Life is Strange: Double Exposure and Fantasian: Neo Dimensionboth released during the same nine-month period.Meanwhile, MMOs saw increases in net sales (44 billion, up 26 percent year-over-year for a total of 9.2 billion) and operating income (17.3 billion, a 20 percent year-over-year increase of 2.9 billion). Final Fantasy XIV and Dragon Quest X are the studio's "main titles in operation": the former's Dawntrail expansion released in July (and came to Xbox Series X|S that spring), and the latter had a major 7.3 update in January 2025.In its consolidated results, Square Enix said its forecast for the full fiscal year, which ends on March 31, 2025, has not changed.
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  • Valve reminds devs they can't use in-game paid advertising on Steam
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    This week, Valve is reminding developers that they are not allowed to use in-game advertising on Steam.According to its rules (which were visible in Steam's pricing policy, but now have their own dedicated page), developers cannot use paid advertising as a business model for their game, such as requiring players to engage with ads before playing, or locking gameplay behind ads."If your game's business model relies on advertising on other platforms, you will need to remove those elements before shipping on Steam," Valve stated.Other unsupported methods highlighted on the new page include using ads to "provide value to players," like giving a reward for watching or engaging with in-game ads. Developers are also not allowed to charge their fellow developers for access to Steam features like being included in game bundles or sale, store, and franchise pages.For existing games with ads, Valve recommends developers switch their those games to a single-purchase paid app or convert it to a free-to-play title while selling DLC or microtransactions.Publishers may be the only ones who want in-game adsOnline advertising policies takes on different forms, and some of Valve's rules are different than how they're handled outside Steam. For example, YouTube will require non-premium users to watch an ad (or some of it) before progressing.In 2024, executives at EA and Netflix expressed interest in bringing in-game ads to their titles. For Netflix, these promotions could be a potential revenue stream for its game business, and would only be served to subscribers of the ad-supported tier of its larger service.Conversely, EA head Andrew Wilson thought putting ads in triple-A games would be a "meaningful growth driver...as we start to build community and harness [its power] beyond the bounds of our games." At the time, he said any such ideas were early, but nonetheless indicated "very thoughtful implantations" were being concepted at the publisher.Months before the two companies opined on ads, Microsoft and Ubisoft came under fire for their pop-ups. In these instances, players felt these went too far in promoting 2023's then-upcoming Call of Duty: Modern Warfare III and Assassin's Creed Mirage. Back then, Ubisoft attributed the Mirage ad to a "technical error" from trying to put it in the main menu for other Assassin's Creed games.On Steam at least, there will be no obnoxious or restrictive promotions if Valve has anything to say about it.
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  • Massachusetts game dev among those suing Trump administration over anti-trans passport policy
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    Bryant Francis, Senior EditorFebruary 10, 20253 Min ReadImage via Adobe Stock.At a GlanceAn anonymous game developer is among those who have joined a discrimination lawsuit against president Donald J. Trump.The ACLU-filed lawsuit targets the State Department's new anti-transgender passport policy regarding gender identifiers.The policy denies transgender, intersex, and nonbinary Americans the right to list their correct gender on their passports. An anonymous game developer going by the name "Sawyer Soe" has joined the ranks of those filing a lawsuit against President Donald Trump's administration, accusing it of discriminatory behavior for a new anti-trans passport policy issued on January 20, 2025.The lawsuitfiled by the American Civil Liberties Union of Massachusetts on February 7argues that President Trump, Secretary of State Marco Rubio, and the State Department made a "abrupt, discriminatory, and dangerous reversal" of existing passport policy. During the Biden administration, transgender, nonbinary, and intersex Americans were able to obtain passports that accurately reflected their gender identity.Under Trump, the Department ceased issuing passports for the "X" marker used by many nonbinary Americans, and will no longer allow individuals to change the gender on their passport after transitioning, requiring them to rely on documents that identify them by their sex assigned at birth.Soe's participation in the lawsuit spells out in plain terms how this change in policy puts transgender, nonbinary, and intersex game developers at risk."The Passport Policy is unlawful and unconstitutional," the ACLU said in its filing. "It discriminates against individuals based on their sex and, as to some, their transgender status. It is motivated by impermissible animus. It cannot be justified under any level of judicial scrutiny, and it wrongly seeks to erase the reality that transgender, intersex, and nonbinary people exist today as they always have."Related:Soe is one of seven plaintiffs represented by the ACLU in this case. They and plaintiff "Bella Boe" have filed for anonymity during the lawsuit's proceedings. The suit argues that Soe, a nonbinary developer working for "a company that is a leader in video game development," is among those harmed by the passport rule change.How? The suit states that Soe has not been able to accurately update their United States passport, which expired in 2019, shortly when they came out publicly as nonbinary. Soe's employer is apparently planning an "on-site collaboration" with their colleagues in Canada, and they will be "required" by their employer to travel internationally to Canada multiple times in the coming year."[Soe] would feel safer if they had an 'X' sex designation on their passport because it would be consistent with their identity, it would protect their privacy as it would prevent disclosure of their sex assigned at birth to strangers, and it would match the other identity documents that they currently carry," the filing continues. "Due to the Passport Policy, [Soe] will no longer be able to obtain an 'X' sex designation on their passport that accurately reflects who they are, how they express their identity, and how others perceive them."Sawyer Soe's struggle spotlights the risks of harm to transgender game developers under TrumpIn 2024, game developers publicly worried on multiple occasions that a return to office by President Trump could lead to harm to their professional community. Among the many concerns were those driven by "Project 2025," a Heritage Foundation-led initiative to set policy and pre-screen staffers for the new administration. The group recorded its goals in a widely-viewed document called "The Mandate for Leadership."The document does not make any statements on policy changes surrounding gender identity markers on passports. But as we noted last year, the document takes aim at transgender Americans, identifying "transgender ideology" as a form of pornography that has "no First Amendment protection."Former President-Elect Trump Transition Team chief counsel also argued in the document that the Department of Labor should "rescind regulations prohibiting discrimination on the basis of sexual orientation, gender identity, transgender status, and sex characteristics."Soe's participation in the ACLU-filed suit spells out another instance of how Trump-led anti-trans policies might impact many game developers. As large studios and publishers stretch their operations around the globe, workers are being asked to travel internationally to work on or sometimes promote their games.At this moment, transgender, nonbinary, and intersex workers needing to update their passports can only engage in said travel if they acceptas the ACLU describes"terms that expose them to grievous harms and violate their constitutional rights to equal protection, travel, privacy, and speech."Read more about:Top StoriesCultureLaborAbout the AuthorBryant FrancisSenior Editor, GameDeveloper.comBryant Francis is a writer, journalist, and narrative designer based in Boston, MA. He currently writes for Game Developer, a leading B2B publication for the video game industry. His credits include Proxy Studios' upcoming 4X strategy game Zephon and Amplitude Studio's 2017 game Endless Space 2.See more from Bryant FrancisDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Mojang and Coffee Stain veterans form new publishing label Three Friends
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    Industry veterans from Mojang and Coffee Stain Studios have established a new indie publisher called Three Friends.The new label is focused on partnering with small Nordic teams (particularly those in Sweden) and has already signed a number of titles.Three Friends co-founders Albert Sfstrm, Daniel Kaplan, Sebastian Badylak, and Johan Hermeren said they want to help developers refine their vision and core mechanics by providing hands-on support, long-term investment, and strategic guidance."There's no secret trick to making a great gameit's not about one big idea, but about addressing thousands of small questions along the way," said Sfstrm."The right choices at the right time add up, shaping the final experience. We work closely with developers to create an environment where ideas can mature without drifting off course, helping teams focus their efforts and make the most of their time and resources."Three Friends publishing philosophy:The label will employ a publishing model built on three key principles: get in early, build it right; pick the right battles; and guidance, not control.Co-founder Daniel Kaplan said the label won't rush games to market or attempt to solve problems by simply throwing money at them. Instead, it wants to work hand-in-hand with indies from the outset to help turn strong ideas into standout games."Some of the best indie gameslike Valheim and Deep Rock Galactictook the time to refine their core gameplay before scaling up," he added. "That's why we partner with developers early, helping them figure out what makes their game special so they can double down on what works."Three Friends will start unveiling its publishing slate in spring 2025.
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  • Paradox's year-end report touts 'strong' 2024 output despite revenue decline
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    Paradox published its year-end financial report for 2024, where CEO Fredrik Wester stressed there should be no particular focus "on any one period.""There is a lot of variation between quarters, depending on what and how much we have released," he added.The report shows Paradox revenue in decline: fourth quarter revenue amounted to 709.1 million SEK (or $64.8 million), down 29 percent year-over-year. For the entire January 1-December 31, 2024 period, revenue was 2.2 billion SEK ($201 million), down 17 percent compared to 2023 in the same period.However, the Swedish publisher fared better with its operating profit, which increased by 19 percent (to 395.3 million SEK) in the fourth quarter and 10 percent (721.4 million SEK) for the full year. Unlike the previous year, where it wrote down 178.5 million SEK in operating profit, Paradox had no such reductions this quarter.Paradox is still picking itself back upParadox's 2023 report was centered around its displeasure with some games, namely Cities: Skylines II and Star Trek: Infinite. At the time, the studio pledged to support the former with updates and new content, and later acknowledged it became "overconfident" and "undisciplined."To that end, Wester said there's been "a lot" of work on improving its publishing and third-party divisions and "better managing our risk-taking and creating the best conditions for our own development, and especially focusing on games we know well."Release-wise, Paradox touted DLC for Hearts of Iron IV, Crusader Kings III, and others during 2024's fourth quarter. It also highlighted gains from new releases such as Tlatoani in Early Access, Space Trash Scavenger's 1.0 launch, as well as the sale of Mellabellum back to Game River.For the whole year, it noted the previously reported acquisition of Haemimont Games, makers of Surviving Mars. However, it did not touch on canceling Life by You and closing its studio, which resulted in a near-$20 million writedown."We close the year with a period of high revenue and good margins, supported by strong releases, successful marketing activities and a currency tailwind," wrote Wester. "At the same time, we remain cautious and meticulous in our decisions. [...] We have a very exciting 2025 ahead of us and we are more motivated than ever to deliver fantastic gaming experiences."Paradox's full 2024 report can be read here.
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  • SEC confirms Roblox part of 'active and ongoing' investigation
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    Roblox is part of an active investigation being conducted by U.S. regulator the Securities and Exchange Commission (SEC).As reported by Bloomberg, the SEC confirmed Roblox is involved in an "active and ongoing investigation" but refused to elaborate further.Responding to a Freedom of Information Act request, the SEC said providing additional information could "harm to the ongoing enforcement proceeding."Bloomberg has been unable to learn more about the investigation. Roblox owner Roblox Corp has yet to respond to a request for comment from Bloomberg, while the SEC declined to provide more context.Roblox is no stranger to headlines. The platform, which allows users to build and play video game experiences, has faced heavy criticism over a perceived lack of child protections.Roblox Corp rolled out new safety measures in November 2024 to protect younger players. Prior to that, Bloomberg reported that employees at the company were concerned it wasn't taking adequate steps to combat predatory behaviour targeting children.A number of current and former Roblox staffers told Bloomberg that catching predators had become a "Sisyphean task."At the time, Roblox Corp told Game Developer it "protects users of all ages on the platform" and claimed Bloomberg's report contained "glaring mischaracterizations."Bloomberg, however, wasn't alone in raising the issue. In October 2024, Hindenburg Research claimed Roblox Corp had lied about player metrics and downplayed the presence of predators on its platform."The company has cut moderation costs in an attempt to appease Wall Street, while endangering kids with a platform that exposes them to illicit content and facilitates pedophilia at scale," claimed the report.Once again, Roblox Corp rejected those allegations and claimed Hindenburg's report was inaccurate.Game Developer has reached out to Roblox Corp for comment.
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  • Nintendo's smartphone apps have topped 900 million downloads
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    Nintendo president Shuntaro Furukawa says smartphone apps and games remain a "very important" part of the business.The Switch maker has launched a variety of mobile titles over the years including Fire Emblem Heroes, Mario Kart Tour, and Super Mario Run.A number of those titles, such as Miitomo and Dr. Mario World, have since been axed. Others like Animal Crossing: Pocket Camp are no longer in active development but remain playable.More recently, Nintendo has expanded its mobile efforts to include media applications such as Nintendo Music.During a recent shareholder Q&A, Furukawa explained those smartphone projects have cumulatively generated over 900 million downloads worldwide, enabling Nintendo to introduce more people to its properties and characters. That very much remains the plan."Our intent is to utilize smart devices, which have broad penetration, to create opportunities for consumers to come into contact with Nintendo game worlds and music even outside of dedicated game systems," said Furukawa."Going forward, we would like to continue to develop these types of initiatives, including integration with games, for individual titles."Furukawa explained some consumers are now encountering Nintendo properties for the first time before they've even purchased console hardware.It's something the company views as a considerable boonhence its continued investments in other areas such as theme parks and moviesand Furukawa said Nintendo will continue its efforts on mobile platforms as a result."Going forward, even as we transition to Nintendo Switch 2, it remains important to increase touchpoints beyond video games," he added. "We believe that smart devices will take on a very important role in this endeavor, and we will continue to conduct research and implement initiatives."The Switch 2 is currently slated for release in 2025. Nintendo unveiled the console last month but won't be sharing concrete hardware specs until later this year.The original Switch just crossed 150 million lifetime sales and remains on track to become the best-selling Nintendo system in history.
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  • Company of Heroes developer Relic to build for the future with smaller titles and classic revivals
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    Chris Kerr, News EditorFebruary 10, 20252 Min ReadImage via Relic EntertainmentCompany of Heroes developer Relic Entertainment is implementing a new business strategy after gaining independence from Sega.The Canadian studio will now focus on three key areas by deepening its commitment to existing titles, developing and publishing "smaller-scope" games, and reimagining classic franchises.Relic said it will maintain support for major titles such as Company of Heroes 3 while continuing to develop the larger, more complex strategy titles that have become its bread and butter.It hopes those more robust projects will give it the freedom to explore new genres and experiences through in-house projects that are smaller in scale.Relic also intends to "explore opportunities" to bring some of its classic titles to modern audiences by working on remasters, re-releases, or entirely new projects that "capture the spirit of the originals."Notably, Relic CEO Justin Dowdeswell said the company will continue to invest in its workforce and said the new chapter represents a "significant milestone for the studio.""By embracing independence and focusing on our core strengths, we are confident in our ability to deliver innovative, high-quality games that will resonate with players around the world. The future of Relic Entertainment is bright, and we are excited to embark on this new journey," he added.Relic CEO insists new strategy won't place more jobs at riskSpeaking to Game Developer about the new strategy, Dowdeswell insisted the pivot won't lead to redundancies and said the company is on "much better footing" after making layoffs following its split from Sega in 2024."Our new approach allows us to service our business needs while being in a strong position to react to opportunities in the market," he added.When asked how Relic will choose which classic titles to revive, Dowdeswell said the decision will be a "multifactored process" involving conversations with external partners. It will also be dependent on internal resources and other projects that are in development.When it comes to the more experimental projects Relic intends to develop, Dowdeswell said the hope is to bring them to market in under two years."We're looking to operate with smaller teams on shorter timeframes, which means likely getting a game in market roughly in the 1-2 year range," he continued. "Budget costs will vary depending on scope, but these titles will have a notably smaller budget than the big Relic RTS games we will continue to work on."Read more about:Top StoriesAbout the AuthorChris KerrNews Editor, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, andPocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • WB Games begins recovery process post-exec departure, Suicide Squad and MultiVersus shutdowns
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    Warner Bros. Discovery's (WBD) games division has had a tough time, and that will persist for another few years. A new Bloomberg report reveals the company has "major gaps" in its slate after division head David Haddad's exit in January, and the joint failures of Suicide Squad: Kill the Justice League and MultiVersus.Two dozen current and former developers speaking to Bloomberg claim the company was done in by a lack of direction during Haddad's tenure, which led to "years of ineffectual trend-chasing and wasted development time." His lack of games experience showed as studios reportedly spent months seeking his approval on various matters, from their next game project to whether or not they would appear at a trade event like E3.Staff at WB Games Montreal and Monolith Productions expanded on those thoughts, telling Bloomberg they felt "stuck in limbo" while waiting for Haddad and his team to provide answers. Former WB Montreal head Martin Carrier acknowledged games "lost a little focus" as "a lot was going on politically" within WBD.JB Perrette, WB's games and streaming head, told Bloomberg the company would get "right back" to profitability as it looks for Haddad's successor. But the desired profitability will take "two to three years" of rebuilding.The path ahead for WB GamesBloomberg's report gives a timeline of how various WB Games studios have been impacted by executive decisions.For Monolith, its Wonder Woman game quietly underwent a soft reboot in early 2024 that's seen it converted from a game built around the Nemesis system (from the studio's own Shadow of Mordor) into a more conventional action-adventure title. The project was birthed after WB executives canceled an earlier project Monolith was making for over three years and several key staffincluding studio head Kevin Stephensleft to start EA's Cliffhanger Games.WB Games Montreal was conscripted to make a live-service Batman game after Haddad first joined in 2016. That project eventually turned into Gotham Knights, which the team hoped could be redeemed with a "1.5 version." That idea was rejected, and after failed pitches based on DC heroes Constantine and the Flash, WB Montreal was assigned as a support developer on Rocksteady's Suicide Squad. It recently laid off nearly 100 developers shortly before that game's end, and is now helping with Wonder Woman and pitching a game project based on Game of Thrones.As for Rocksteady, its history with Suicide Squad and that game's troubled development has been previously documented. According to Bloomberg, the developer is now at work on another single-player Batman game described as "years away" from release.Avalanche Software, creators of Hogwarts Legacy, is currently at work on new content for that game and a sequel. However, Bloomberg raises the question of whether a sequel can be as big a success as the original game was in 2023.Two developers were notably unmentioned in this report: NetherRealm and Player First. The former recently touted that Mortal Kombat 1 sold 5 million copies and indicated it had new content on the horizon. Meanwhile, Player First's future is in question after it ends MultiVersus support in May.Bloomberg's full report can be read here.
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  • Roblox sues 'rule-breaking' third-party marketplace PlayerAuctions
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    Roblox Corp. has filed a lawsuit against PlayerAuctions, a third-party website that sells digital goods for various games.The developer is taking the marketplace to task for "infringing on [our] property, disrupting the virtual economy, and interfering with contractual relationships." It hopes to shut down the buying and selling of digital Roblox goods on the site, which it alleges PlayerAuctions has "willfully" done despite several cease-and-desist letters.Farmville creator Zynga previously sued PlayerAuctions in 2010 on similar grounds. According to CBS News, a settlement between Zynga and the site was reached for an undisclosed sum the following year, and games from the developer have not appeared on PlayerAuctions since.PlayerAuctions' Roblox marketplace gray areasAs Polygon notes, PlayerAuctions' Roblox marketplace includes boosting services (paying someone to play under your account) and buying specific accounts or in-game pets for the Adopt Me game. Third-party marketplaces are technically not illegal, but players who use them can inadvertently violate a game's user termsaccording to the developer, 12-15 percent of players have been suspended or banned for unknowingly breaking the rules by using sites like PlayerAuctions in some capacity.With young players such a key demographic for Roblox, this means PlayerAuctions is exacerbating the company's problems of addressing child safety on its platform.Roblox Corp.'s suit also points out the website features its trademarks, which "undercuts Roblox's legitimate business operations, confuse its users, and diminish [our] ability to control the pricing and distribution of our game's virtual goods." The developer alleges 8-10 percent of players appealing their suspensions for real-money trading directly mentioned PlayerAuctions.A Roblox Corp. representative told Polygon it would "continue to be vigilant to combat unauthorized use of our platform and hold those responsible accountable for their actions." The developer also filed an injunction to prevent PlayerAuctions from using its trademarks while the suit is pending.The full lawsuit can be read here.
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  • Sega lowers sales forecast after scrapping Football Manager 25
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    Sega has explained the abrupt cancellation of Football Manager 25 (FM25) and delays to two new free-to-play titles means sales are now expected to fall below its previous fiscal forecast.Breaking down its Q3 performance in its latest fiscal results, Sega said its Entertainment Contents business remains "strong" after both sales and profits increased year-on-year.Looking specifically at the Consumer sub-segment (which houses Sega's video game operations within Entertainment Contents), sales increased to 164.8 billion yen ($1.1 billion) from 149.1 billion yen ($983.3 million).Operating income within the sub-division also increased to 25.1 billion yen ($165.6 million) from 11.6 billion yen ($76.5 million) over the same period.Sega noted that upswing was due to strong catalog sales of titles like Persona 5 Royal (Remaster) and Unicorn Overlord. It also heaped praise on new releases Sonic x Shadow Generations and Metaphor: ReFantazio, which have now topped 2 million and 1 million sales, respectively.Metaphor, specifically, is currently exceeding sales expectations.Sega upbeat about prospects of game business despite high-profile cancelationDespite those positives, Sega has downgraded its Consumer sales forecast following the FM25 cancellation, but noted ordinary income is now expected to surpass expectations due to solid digital and catalog sales."Due to the development cancellation, the Group recorded a loss in the third quarter by work-in-process assets write-downs," Sega added."This decision was made because, despite aiming the development for significant advancements in the standard series through the renewal and the addition of new features for the UI and graphics, it was determined that it would be difficult to ensure sufficient product quality expected by the March release."With carrying over the development assets to its sequel, the Group will continue development efforts to produce and serve higher-quality works."Sega also recorded an extraordinary loss of approximately 6.1 billion yen in the second quarter following the sale of Amplitude Studios through a management buyout.Looking ahead, the company is forecasting full-year net sales of 320 billion yen (down from 335 billon yen) and ordinary income of 44 billion yen (up from 40 billion yen) within its Entertainment Contents division.
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  • Capcom axing Resident Evil Re:Verse with Steam concurrent player estimates in the single digits
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    Capcom is pulling the plug on Resident Evil Re:Verse, a live-service shooter that pits various characters from the horror franchise against each other.The company will remove the title and all DLC from sale on March 3, 2025, before switching off the servers on June 29. Players will need to consume any in-game items and currency they have purchased prior to that date.Capcom confirmed the title is being pulled across all platforms. It didn't offer a concrete reason for the shutdown and suggested Re:Verse had actually exceeded expectations in some ways since launching in 2022."Resident Evil Re:Verse was developed in celebration of the 25th anniversary of the Resident Evil series, and your overwhelming support for the game has far exceeded our expectations since the time of its release," wrote the publisher in an update."Now that we've reached a new turning point for the series, we feel that Resident Evil Re:Verse has served its original, celebratory purpose admirably."Despite those assertions, Resident Evil Re:Verse currently has a 'mostly negative' rating on Steam from almost 3,000 user reviews.According to SteamDB estimates, the title had essentially flatlined on the platform and could only pull in three concurrent players at one point this week.It apparently managed to deliver an all-time peak of 2,115 concurrent players over two years ago, but has failed to even come close to replicating those numbers.It's unclear how Re:Verse may have performed on other platforms.
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  • Take-Two financials: NBA 2K exceeds expectations and GTA V surpasses 210M sales
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    Grand Theft Auto maker Take-Two has reiterated its net bookings forecast of $5.55 billion to $5.65 billion for the current fiscal year following a "solid" quarter that saw NBA 2K beat internal expectations and Grand Theft Auto V exceed 210 million lifetime sales.As noted in the company's fiscal report for the third quarter ended December 31, 2024, net bookings increased by 3 percent year-on-year to $1.37 billion.Net bookings derived from recurrent consumer spending (which includes live service products such as GTA Online) increased by 9 percent year-on-year and accounted for 79 percent of total net bookings.Mobile net bookings increased by 6 percent driven by Zynga titles such as Match Factory, Toon Blast, and Words with Friends. That upswing fell short of the company's guidance range, however, largely due to "underperformance" across Take-Two's hypercasual mobile portfolio.Digging into those numbers, Take-Two said NBA 2K25 delivered a "phenomenal performance" and has now sold-in over 7 million copies during the current fiscal year.The basketball sim also delivered "extremely strong" engagement compared to last year, with recurrent consumer spending up by over 30 percent and daily active users up by almost 20 percent.Take-Two bracing for bumper year with GTA VI launch on the horizonGrand Theft Auto V remains a huge earner for Take-Two almost 12 years post-launch and has now sold over 210 million copies worldwide. The action title's multiplayer component, GTA Online, delivered a "strong quarter" and remains one of the largest net bookings contributors despite an anticipated decline in recurrent consumer spending.GTA+ membership, which provides GTA Online players with access to perks and game content, also rose by 10 percent year-on-year.Sticking with Rockstar, Take-Two said Red Dead Redemption 2 is currently attracting its highest level of concurrent players on Steam and has now sold-in over 70 million copies.It also confirmed that Grand Theft Auto VI remains on track to launch in fall 2025 and believes the long-awaited sequel will create a notable "inflection point" for its business. Take-Two also expects other high-profile releases to hit the ground running."This calendar year is shaping up to be one of the strongest ever for Take-Two, as we plan to launch Sid Meiers Civilization VII on February 11th, Mafia: The Old Country in the Summer, Grand Theft Auto VI in the Fall, and Borderlands 4," said Take-Two CEO Strauss Zelnick."We continue to invest prudently in our development pipeline and remain confident in Zynga's potential to create new mobile forever franchises as demonstrated by their ongoing success with Match Factory. As we continue to deliver hits, we remain highly confident that we will achieve sequential increases in, and record levels of, Net Bookings in Fiscal 2026 and 2027."
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  • SEGA and Sports Interactive cancel Football Manager 25 after missing 'quality target'
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    Chris Kerr, News EditorFebruary 7, 20252 Min ReadImage via Sports InteractiveFootball Manager 25 (FM25) has been scrapped just weeks ahead of its proposed March 2025 launch window so developer Sports Interactive can focus on the next entry in the franchise.The title had already been delayed twice but has now been canceled by Sports Interactive and publisher Sega following 'extensive' internal discussions.In a post on the Football Manager website, Sports Interactive confirmed pre-orders will be refunded and apologized for taking so long to communicate the decisionbut noted it had to fulfil regulatory obligations."Due to stakeholder compliance, including legal and financial regulations, today was the earliest date that we could issue this statement," said the studio.Sports Interactive said FM25billed as a major overhaul for the seriespresented a number of challenges that ultimately prevented the team from achieving its desired goals."Each decision to delay the release was made with the aim of getting the game closer to the desired level but, as we approached critical milestones at the turn of the year, it became unmistakably clear that we would not achieve the standard required, even with the adjusted timeline," it explained."Whilst many areas of the game have hit our targets, the overarching player experience and interface is not where we need it to be. As extensive evaluation has demonstrated, including consumer playtesting, we have clear validation for the new direction of the game and are getting closehowever, we're too far away from the standards you deserve."The studio said it could have released FM25 in its current state and rolled out fixes at a later date, but felt that would have been the wrong decision.It also suggested that pushing the release date back again would result in the title launching too late in the football season, potentially disrupting the cadence of future releases.The studio will now focus on the next entry in the long-running soccer management sim."Through the cancellation, every effort is now focused on ensuring that our next release achieves our goal and hits the quality level we all expect," it continued. "We will update you on how we are progressing with that as soon as we are able to do so."About the AuthorChris KerrNews Editor, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, andPocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • ESA Brings top studios together at GDC to unveil new accessibility initiative
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    Beth Elderkin, Content Marketing Manager (GDC)February 6, 20252 Min Readvia ESA and GDCImproving accessibility is a crucial topic in game development, and some of the industry's top minds are coming together exclusively at GDC 2025 to share how developers can collaborate toward its advancement.Game Developers Conference organizers are thrilled to announce that theEntertainment Software Association (ESA)will take the Main Stage atGDC 2025side by side with Electronic Arts, Google, Microsoft, Nintendo of America, and Ubisoft to unveil a new accessibility initiative to improve the player experience.Available for all GDC participants, so make sure you're registered to take part in this groundbreaking experience!On Thursday, March 20that 12:15-1:15pm,From Idea to Action: Lessons from a New Accessibility Initiative (Presented by the Entertainment Software Association), join Accessibility Consultant Paul Amadeus Lane as he leads a panel discussion with five tech and video game companies to debut an accessibility initiative:Amy Lazarus, Director, Player Inclusion, Electronic ArtsDara Monasch, Product Manager, Play Games, GoogleAnna Waismeyer, Senior Accessibility Research Lead, MicrosoftSteven Evans, Senior Technical Program Manager, Nintendo of AmericaDavid Tisserand, Director, Accessibility, UbisoftTens of millions of Americans live with some form of disability, and the video game industry is continuing to work to ensure that more people can experience the power of play. Learn more about this new initiative and hear from panel participants about the importance of coming together as a coalition for the benefit of the greater player community.This session is for everyone, especially developers, corporate professionals, and those involved in accessibility in games.Don't miss the chance to be on the ground floor for this industry-defining collaboration, dedicated to making the games we love accessible for all. Join us at GDC 2025!GDC returns this March 17-21, 2025, and registration is open! For more information, be sure to visit ourwebsiteand follow the#GDC2025hashtag on social media.Subscribe to the GDCnewsletterandRSSfeed.Get regular updates onGDC social mediaincluding Bluesky, Instagram, TikTok, and LinkedIn.GDC and Game Developer are sibling organizations under Informa.Read more about:event-gdcFeatured BlogsAbout the AuthorBeth ElderkinContent Marketing Manager (GDC)Beth Elderkin is the content marketing manager for the Game Developers Conference (GDC). She keeps buying new copies of 'Skyrim,' even though she already owns it.See more from Beth ElderkinDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Blind Squirrel Games acquires Colombia-based Distributed Development
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    Developer Blind Squirrel Games has expanded into Colombia by purchasing the service-based Distributed Development for an undisclosed amount.The new offshoot, rebranded to Blind Squirrel Colombia, will initially focus on co-developing games for its parent company. Eric Herrera will continue to lead as its studio director, and the team is expected to expand "significantly" to 25-30 employees by the end of 2025.In the announcement, Herrera noted his team previously worked with Blind Squirrel on projects such as Age of Darkness: Final Stand's multiplayer. To him, those team-ups "made clear that formally joining forces would be mutually beneficial. Beyond our studio initiatives, we also look forward to also playing a central role in nurturing and growing talent in the region."Distributed Development's proprietary AI tool a big factorBefore the acquisition, Distributed Development worked with clients such as Microsoft on deep software development. Blind Squirrel hopes to use the Manizales, Colombia-based studio's proprietary AI tool made for Unreal Engine, which it hopes will "improve project efficiency and streamline development, and help the company deliver high-quality game experiences while optimizing resources."Along with Colombia, Blind Squirrel has teams in California, Texas, and New Zealand. The new get is part of "[our] strategy to continue scaling development efforts and tapping into new talent pools globally," said Blind Squirrel.Mainly known for co-developing State of Decay 3 and Warframe Mobile, Blind Squirrel is developing its own original games again. Cosmorons, an arcade shooter slated to release later in 2025, is its first non-support project since 2021's Early Access launch for Drifters Loot the Galaxy.
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  • Report: Bandai Namco cuts ties with over 100 workers in Japan
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    Justin Carter, Contributing EditorFebruary 6, 20252 Min ReadImage via Bandai Namco.At a GlanceBlue Protocol's closure may have left its mark on Bandai Namco, which has seemingly lost nearly 120 devs in nine months.It appears the number of Bandai Namco staff has quietly shunk for nearly a full year.Per Automaton, the online database for Japan's Pension Service (JPS) includes the number of insured employees at a company. Bandai Namco's website shows 1,294 employees as of April 1, 2024; the JPS page shows 1,177 employees, meaning 117 people have left between then and now.In October 2024, Bloomberg reported the Japanese developer was "pressuring" up to 200 Tokyo-based employees (of a then-overall 1,300 worker headcount) to resign. Alleged actions involved putting team members in rooms with nothing to do, and it was claimed at the time that nearly 100 employees had already left voluntarily.Why the effort? Last year, Bandai Namco faced a huge loss with its action-MMO, Blue Protocol. The game was only playable in Japan and was set to be published by Amazon Games in the west, but the developer terminated the deal and killed the game in January 2025.The internal team that makes online games like Blue Protocol, and which had already shut down Gundam Evolution a year after that game's launch, was dissolved at the end of 2024.More recently, the Bandai Namco subsidiary Reflector Entertainment laid off staff in November 2024 and January 2025. The cuts came after the commercial underperformance of its debut title, Unknown 9. Plans to expand the game into a transmedia venture have been scrapped, and the studio is now working on a project based on a pre-existing Bandai Namco IP.Despite these reductions, the developer has recently revealed Dragon Ball: Sparking Zero! sold 5 million copies. Its recent third quarter earnings for the 2024-2025 fiscal year also noted "favorable results" for Elden Ring due to DLC and repeat sales.Game Developer has reached out to Bandai Namco for comment, and will update when a response is given.Read more about:Bandai NamcoAbout the AuthorJustin CarterContributing Editor, GameDeveloper.comA Kansas City, MO native, Justin Carter has written for numerous sites including IGN, Polygon, and SyFy Wire. In addition to Game Developer, his writing can be found at io9 over on Gizmodo. Don't ask him about how much gum he's had, because the answer will be more than he's willing to admit.See more from Justin CarterDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Report: Hi-Rez Studios laid off dozens of developers from Smite team
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    Justin Carter, Contributing EditorFebruary 6, 20251 Min ReadImage via Hi-Rez Studios.At a GlanceDevelopers across Smite's design, production, and esports teams have been impacted by a new wave of layoffs at Hi-Rez StudiosSmite and Realm Royale developer Hi-Rez Studios seems to have conducted layoffs this week. Nearly 30 employees (at time of writing) revealed they were impacted on social media, and their posts have been compiled into a single Reddit megathread.A reason for the layoffs has currently not been disclosed. According to Gaming World's Jake Lucky, these cuts are "massive" and seem to primarily impact the Smite team, which is developing the sequel Smite 2.Hi-Rez previously laid off workers October 2024, targeting the cosmetic and system features teams across its various subsidiaries. This new round looks to be more widespread: producers, designers, programmers, and esports commentators are among those affected.With last year's cuts, CEO Stewart Chisam explained the studio eliminated staff to ensure Smite 2's long-term success. Chisam's X account has been deleted since then, and at time of writing, a statement on today's layoffs has not been published to LinkedIn or other channels.This makes Hi-Rez the latest developer to cut staff this week, preceded by ProbablyMonsters, Iron Galaxy, and 31st Union.Game Developer has reached out to Hi-Rez for comment, and will update when a response is given.Read more about:LayoffsAbout the AuthorJustin CarterContributing Editor, GameDeveloper.comA Kansas City, MO native, Justin Carter has written for numerous sites including IGN, Polygon, and SyFy Wire. In addition to Game Developer, his writing can be found at io9 over on Gizmodo. Don't ask him about how much gum he's had, because the answer will be more than he's willing to admit.See more from Justin CarterDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Paradox to acquire Surviving Mars developer Haemimont Games
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    Paradox Interactive has agreed to purchase Tropico 5 and Surviving Mars developer Haemimont Games.The Swedish publisher said the deal will bolster its internal capabilities to help expand its strategic focus within the management genre.Paradox has agreed to purchase all shares in the Bulgarian studio. The acquisition consists of an undisclosed upfront cash consideration and a performance-based earnout of similar size."We are very happy to welcome Haemimont Games to Paradox" said Fredrik Wester, CEO of Paradox, in a press release. "They bring a tight-knit team with long experience in developing management games with many well received projects in their portfolio."Moreover, they have a strong creative streak, technology developed for their niche, a new IP in development and a strong culture that fits Paradox's way of working. We have strong faith in their team and leadership, and our main focus now is to ensure that they can continue to create great games under new ownership."Haemimont's leadership will stay onParadox confirmed Haemimont's current leadership team will remain with the studio and said its ongoing projects won't be impacted by the move. Once the deal is completed, Haemimont will become a wholly-owned subsidiary of Paradox.The news follows a tumultuous year for Paradox. Last summer, the company scrapped upcoming project Life By Youa life simulation title overseen by The Sims 2 executive producer Rod Humbleand shuttered developer Paradox Tectonic.That cancelation resulted in a write down of SEK 208 million ($19.8 million).Just months earlier, it set a new revenue record following the launch of Cities: Skylines II, but noted the high-profile title launched in a disappointing state. Rehabilitating the city builder became something of an ordeal.Prior to that, it split from Lamplighters League developer Harebrained Schemes after the project fell short of internal targets.Discussing those setbacks in October 2024, Paradox deputy CEO Mattias Lilja said the company was guilty of becoming overconfident and subsequently took some "unnecessary risks."
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  • Greenheart Necromancer reinvents the idle game, shows how to rethink 'predatory' mechanics
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    Glitchhikers developer Silverstring Media is back with another boundary-pushing game. This week the studio announced Greenheart Necromancer, an "idle game" where players tend to a small balcony garden using the dark arts. Like many idle games, it's meant to be played over long periods of time, with players taking time away from their game and making an effort to come back and tend to their plant after time has passed.But unlike most idle games think AdVenture Capitalist, AFK Arena, and Idle Heroes, the devs at Silverstring want to avoid the "predatory microtransactions and stress" built into the genre. As studio director Lucas J.W. Johnson and creative director Claris Cyarron explained to Game Developer in a recent chat, the game is meant to relax players and possibly help them manage their attention, rather than urging them and harvest resources as soon as their in-game timers are up.How? Through two primary means: giving players reason to let timers run for ages without checking them, and creating a relaxing environment that takes the sting out of "failure." Or in words players would understand: it's to capture the experience of being a mediocre gardener, but having the power of botanical necromancy to back them up.Greenheart Necromancer wants you to walk away from the gameCyarron explained to Game Developer that development on Greenheart Necromancer started after an internal game jam, where the small team settled quickly on wanting to make a game about a "balcony garden," the same kinds they'd made in their own apartments during the COVID-19 lockdowns in 2020. She nodded to the plant looming over Johnson during our call, a lemon tree named "Linus" that unfortunately has bug infestation issues.She said the idea of turning the idle game genre on its head was an early part of the project"flipping the script" on what they feel are "pernicious and problematic" game mechanics is part of the team's ethos.But how exactly are idle games "pernicious and problematic?" Your mileage may vary on "problematic" (they're certainly not as compulsive as gambling, and don't risk players burning away their life savings), but the most successful ones do lure players' attention by juggling carrots and sticks that make them stare at timers ticking down the way a souffl chef carefully watches their creation.Image via Silverstring Media.The pleasant feeling that comes with precisely managing those timers is usually drawn further and further out, encouraging players to either watch advertisements or purchase microtransactions to speed up timers. Combine that with the satisfying sound design, vibrations, and visual effects that have been A/B tested into oblivion, and you have a genre designed to extract as much time, attention, and money from players as possible."It very quickly preys on the dopamine loop of wanting to see the next thing happen, so you keep your eyes on [the game] longer than you probably should," said Cyarron.It's up for debate how "problematic" that is for the general public, but players who struggle with compulsive behaviors (particularly neurodivergent ones who struggle to focus or otherwise might hyperfixate on games) can see what should be a fun simulation game slowly turn into something that feels like an obligation or a chore (this writer has experienced this on multiple occasions and has now largely sworn off free-to-play mobile games).And when games become chores, the fun fades away.The hope, Cyarron and Johnson said, is that Greenheart Necromancer never feels like a chore. At best, they want it to be a "coworking app," something players can have running on another monitor or device, pumping out "chill beats" and showing their plants swaying in the wind.It's okay to let your plants dieIn the real world, gardening is a chore because if you don't keep up with your plants, they die. And most people don't get into gardening to kill plants. In Greenheart Necromancer, death is fine, because the player character is...well, a Necromancer. She's a "socially anxious" witch who, like many pandemic gardeners, doesn't know much about taking care of plants and struggles to keep them alive.Luckily when you can bring life back from the dead, the sting of failure falls away.But it's more than just about rolling back the clock. Johnson said that the team has been experimenting with creating progression paths that only open up when players let plants die, so walking away from the game for a few days while you're on a trip opens doors instead of resetting them."Rather than thinking of the 'down state' as a failure state, the down state is just another moment where the game is waiting for the player to input something without any sort of punishment," added Cyarron.You can also see in the announcement trailer how the team is using slowerthough still pleasantanimations to draw out each interaction with the plant, a contrast from the animations and visual effects in traditional idle games.The result is a game loop meant to sit alongside other parts of the player's life, rather than take time away from itthough that sense of "sitting alongside" will be different for different players. Cyarron explained she has Attention-Deficient Hyperactivity Disorder (ADHD), and her ability to focus on tasks manifests differently than that of her coworkers (some who might struggle more, others who struggle less).Being able to accommodate the many ways players manage their time and attention will be a key test for whether Greenheart Necromancer can truly break ground in the idle game format.The attention economy comes for us allThere's definitely something in the air when it comes to conversations about "the attention economy." You've probably heard the line "everything competes with TikTok," a reference to how the short-form video app has been so finely tuned to keep users scrolling from video to video, eating up time they could be spending on anything else. As Allison Stanger noted in a piece at The Atlantic, "platforms such as TikTok and its American-founded counterparts Facebook, Instagram, and X arent mere communication channels; theyre sophisticated artificial-intelligence systems that shape, amplify, and suppress human expression based on proprietary algorithms optimized for engagement and data collection,""Attention is the substance of life," TV host Chris Hayes writes in his new book The Siren's Call, a deep dive into how modern technology and the economics of the internet have shaped our behaviors and politics. "Increasingly it feels as if our experience is something we don't fully agree to, and the ubiquity of that sensation represents a kind of rupture. Our dominion over our own minds has been punctured. Our inner lives have been transformed in utterly unprecedented fashion. That's true in just about every country and culture on earth."So while attention-grabbing idle games are the most useful reference point for the design sensibilities of Greenheart Necromancer, its makers acknowledge they aren't working in a vacuum, and that there's renewed focus on how games of all types eat up the time and money of players. "Think of Stardew Valley, Johnson said, noting he loves using as an example because it's game he loves. In theory, Stardew Valley is a cozy game about getting out of busy city life and starting a calmer life out on the farm. "But the game design has this intrinsic need [for the player] to be as efficient as possible."That's because when players start out, they're tasked with pleasing the spirit of their dead grandfather at the start of the third in-game year. To make sure the ghost is happy, players have to quickly learn the efficiencies of running their farm, incentivizing the creation of Rube-Goldberg machines that pump out milk, eggs, and produce at lightning speed.It's a tough line to walk critiquing that featureafter all, that standard (and other milestones throughout the game) is the challenge moving players forward and helping them learn the systems. Without it, millions of players wouldn't have fallen in love with Stardew Valley.The conversation goes broader though. Cyarron pointed out that players are expressing exhaustion with huge open world RPGsthey may want to spend time in that game world or otherwise enjoy the experience, but the idea of hours and hours of devoted attention to see all the great work the developers put into the game is losing its shine for some folks."I'm glad the player base is starting to have conversations about how many hours becomes 'disrespectful,'" Cyarron said. "We've all had experiences of going into a game world and then bringing something out from it with us that we carry for the rest of our lives.""That's one of the promises of games, that's why I love this shit. You can definitely have that in those [open world games], but that's not the only way games can have that impact...there's got to be ways that just aren't about dumping all of these hours and also your attention."Whether you agree or disagree with the Silverstring team's thinking about attention-grabbing gameplay mechanics, their work on Greenheart Necromancer shows one thing: there's plenty of room to explore in genres ruled by free-to-play giants. Maybe your next great game will "flip the script" on a game genre or mechanic you don't enjoy.
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  • Forget E3: The ESA is back with a new video game conference for 'changemakers'
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    The Entertainment Software Association (ESA), organizer of the once-revered but now-dead E3 showcase, is returning to the event fold with the Interactive Innovation Conference (iicon).The conference is being pitched as an "essential convening for change makers across industries," but will seemingly focus on those careening through the world of video games.It will take place at the Fontainebleau Resort in Las Vegas from April 27 to April 30, 2026.A number of high-profile companies from the game industry have already confirmed their attendance, including Amazon Games, Disney, Electronic Arts, Epic Games, Microsoft, Nintendo of America, Sony Interactive Entertainment, Square Enix, Take-Two Interactive, Ubisoft and Warner Bros. Games.The ESA claims iicon will unite a broad spectrum of sectors that "converge with interactive entertainment.""For decades, video games have been at the forefront of technological and cultural innovation," said ESA president and CEO Stanley Pierre-Louis. "With iicon, we are creating a space for visionaries across industries to come together, connect and reimagine whats possible through interactive entertainment."It seems like a wildly different proposition from E3, which was largely known for colossal hardware and software reveals alongside iconic (and frequently comedic) executive presentations.The ESA has confirmed iicon will select attendees and audience members on an invite-only basis.You can find out more on the event website.
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