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Thread: Articole interesante legate de gaming

  1. #401 SP
    Manager paul's Avatar
    Halo Movies:
    Quote Originally Posted by Martin O'Donnell
    We made this over 18 years ago, statute of limitations is up, and only gave it to Bungie employees. You can find all this on the internet, but here's how the DVD looked.

    Enjoy!
    00:45 Main menu
    01:06 Wazzup Spoof
    02:20 Fanfest 2001
    04:43 Dolby Surround Test
    05:49 Ancient Halo
    19:31 Easter Egg Grunt
    20:14 Alternate Extractions

  2. #402 SP
    Manager paul's Avatar
    Quote Originally Posted by Droid News
    Meanwhile, it seems that a prototype of a model that seems to correspond to Xperia Play 2, the successor to this Xperia Play, was discovered.

    This was posted on Reddit, but it was originally for sale on a Chinese personal trading app. It is a prototype of the successor to Xperia Play.
    Xperia Play 2 is real! Prototype image found – Droid News
    Attached Images Attached Images e1ghbfvtj4o51-1-1200x900.jpg bfepxyvtj4o51-1-1200x900.jpg 4bgukgvtj4o51-1.jpg lbumthvtj4o51-1-1200x900.jpg

  3. #403 SP
    Manager paul's Avatar
    What happened to 12 of gaming's biggest studios after they were sold:

  4. #404 SP
    Turbo Killer RonanN1's Avatar
    Ceva deosebit vizionare placuta <3 Big Boxes.

  5. #405 SP
    Manager paul's Avatar
    Quote Originally Posted by Bloomberg
    Ken Kutaragi, the legendary inventor of the PlayStation gaming console, is taking on one of the hardest jobs in robotics. And he’s getting paid nothing to do it.

    The founder of Sony Corp.’s gaming business is the new chief executive officer of Ascent Robotics Inc., a Tokyo-based artificial intelligence startup. Kutaragi, 70, wants to make affordable robots that can safely move around and do physical work alongside humans in factories and logistics centers, and aims to have a working prototype in about a year. He said he receives no salary to save precious capital.

    “The Covid-19 outbreak has turned the old argument about robots taking our jobs on its head,” Kutaragi said in his first interview since taking the helm in August. “It’s pretty clear now that if we want to arrive at a new normal, we need more and more robots in our daily lives.”

    The industry veteran is vague about how he plans to accomplish this, other than to say partnerships will be key to moving forward. Ascent has worked with Kawasaki Heavy Industries Ltd. on a robotic arm that can pick parts out of a jumble using a single camera as input. It’s also developing autonomous driving software in collaboration with an unnamed Japanese carmaker. The company uses a combination of data from sensor-studded Lexus hybrids cruising Tokyo’s streets and a simulations where the algorithms are trained to handle so-called edge-case scenarios.

    The challenge is that he is trying to combine two technologies that have so far over-promised and under-delivered: autonomous driving and collaborative robots. The world’s biggest industrial automation companies including Fanuc Corp., ABB Ltd. and Kuka AG have struggled to grow the market for machines that can work alongside humans. At the same time, cars that can drive themselves seem to be perennially just over the horizon.

    “If you are looking to combine robotics and mobility, you need someone in charge who understands technology,” Kutaragi said. “We are thinking globally, not limiting our sights to Japan.”

    Kutaragi has a track record of solving difficult technical and business problems. He started his career at Sony in the 70s, working on some of the electronics giant’s most successful projects including liquid crystal displays and digital cameras. In the 90s, he revolutionized video gaming by pioneering the loss-leader model of spending billions on developing cutting-edge hardware and then recouping costs through content licensing deals. Kutaragi also demonstrated a keen sense of technology trends, famously shipping the PlayStation 2 with a DVD player and spurring the adoption of the new laser disc technology.

    Since leaving Sony in 2007, he has sat on the boards of e-commerce giant Rakuten Inc., app developer SmartNews Inc. and GA Technologies, which runs an AI-powered real estate listings website. Kutaragi has served as Ascent’s outside board director since 2018 and took over the CEO post on Aug. 26. He owns about 22% of Ascent, which he acquired from founder Fred Almeida who has left the startup. Masayuki Ishizaki, who preceded Kutaragi as CEO, has become the company’s chief operating officer.

    Founded in 2016, Ascent has raised about $18 million to date and employs about 50 engineers, most of whom are foreigners. Kutaragi declined to say how much runway the company has left and whether it plans additional financing.

    “If we don’t do it, someone else out there will,” Kutaragi said. “Management is tough, but that’s how it was with PlayStation too. It’s something I’m good at.”
    PlayStation Inventor Starts New Career Making Robots for No Pay - Bloomberg
    Attached Images Attached Images ken_kutaragi_bloomberg_01.jpg ken_kutaragi_bloomberg_02.jpg

  6. #406 SP
    Manager paul's Avatar
    For his 30th career anniversary, we met Shinji Mikami, one of the most prolific creators and contributors to the game industry.

    Over a long interview, he told us about his beginnings at Capcom, the birth of the Resident Evil series and his views on the horror genre.

    This documentary is split in two parts - with part two coming October 29th.

  7. #407 SP
    Admin MonkY's Avatar

  8. #408 SP
    Why so serious ? razvanrazy's Avatar
    Ce nu inteleg eu aici este cum vand studiourile, ca sa aiba cifra de afaceri?
    Nu e ca si cum EA Romania fac FIFA aici si tot ei il vand si in magazin.

    Pot intelege la studiourile mici, care vand prin iOS/Android, sa zicem, dar la Ubisoft sau EA chiar nu pot intelege.

  9. #409 SP
    Admin MonkY's Avatar
    Pai cum sa nu aiba cifra de afaceri? Ce conteaza daca vinde un anumit publisher pentru ei sau vand direct... nu tot la ei ajung banii (sau in fine, o parte din bani)? Ei cu ce crezi ca isi platesc oamenii, serviciile, chirie, etc. daca nu din banii veniti din vanzari/tranzactii/whatever? Therefore, din cifra de afaceri.

  10. #410 SP
    Senior Member Khufu's Avatar
    Eram ieri in masina prin oras si absolut random am dat pe radio in loc sa imi pun muzica de pe Spotify, cum fac de obicei, si eram pe Tananana sau Guerilla, unul din astea doua. Am prins un segment de emisiune cu niste baieti care au zis acest text din articol, nu am prins exact cine erau cu totii, dar se refereau practic la cat au reusit sa vanda jocurile/francizele as a whole, nu studiourile din Romania in sine. Deci, noi ca tara, prin studiourile astea din toata tara, cu cei 6000 de oameni, ne-am adus aportul la cele 200 de mili.

    Nu am ascultat foarte mult, baietii aia erau extrem de plictisitori, probabili sefuti ceva, corporate-drone talk.

  11. #411 SP
    Manager paul's Avatar

  12. #412 SP
    Manager paul's Avatar
    Todd Howard interview:

  13. #413 SP
    Senior Member Khufu's Avatar
    Activision Blizzard Made $1.2 Billion From Microtransactions In Just Three Months


    Activision Blizzard has reported new financial numbers for the July-September period, and it was a gigantic quarter for the gaming publisher. One section of the company's business that did particularly well was microtransactions. For the three-month period, Activision Blizzard made $1.2 billion from microtransactions, which are called "in-game net bookings." This is a dramatic 69 percent improvement over the same period last year, when Activision Blizzard made $709 million from in-game net bookings.

    Microtransactions are very big business for Activision Blizzard. For the latest reporting period, Activision Blizzard made $1.95 billion in revenue from all of its business combined, so the $1.2 billion figure from microtransactions represents more than half of the company's total revenue.

    Activision's Call of Duty franchise was a bright spot for microtransactions. Microtransaction sales from Modern Warfare and the battle royale game Warzone were four times higher than the same period last year. Growth was always expected, with far more players jumping into Call of Duty than usual this year

    Additionally, Activision reported that Modern Warfare's first-year sales are the highest in Call of Duty history, and two-thirds of sales came digitally.

    Activision Blizzard also owns King, the makers of Candy Crush. Microtransaction revenue from King's games grew year-over-year, but a specific number was not divulged.

    https://www.gamespot.com/articles/ac.../1100-6483985/


    Nu o sa scapam prea curand de ele

  14. #414 SP
    Member TravisPastrana's Avatar
    Cat timp sunt pur si simplu cosmetice si nu afecteaza/ajuta cu nimic gameplay-ul/jucatorul nu vad de ce ar fi o problema.
    Acum cativa ani as fi fost super impotriva dar in ultima perioada nu ma mai prea afecteaza(again, atat timp cat sunt pur cosmetice).
    In COD MW/Warzone am si cumparat vreo 3 bundle-uri + season pass pt fiecare sezon.

  15. #415 SP
    Manager paul's Avatar
    Cancelled Daredevil: The Man Without Fear (PS2, Xbox, PC):

  16. #416 SP
    Turbo Killer RonanN1's Avatar
    We need to talk about that Massive Capcom Leak | MVG

  17. #417 SP
    Manager paul's Avatar
    Sega’s foray into Virtual Reality, Sega VR, was never released — but through the power of source code, we’ve brought it back to life.
    Sega VR Revived: Emulating an Unreleased Genesis Accessory | Video Game History Foundation
    Sega V.R. U.S. Debut @ 1993 Summer CES in Chicago:

    Unreleased Sega VR Headset Emulated On HTC Vive!:
    Attached Images Attached Images sega_visions_vr-scaled.jpg segavr-3.png hudshot2x.png tools_usage.png trackercheck2x.png firstlevel2x.png blankcolumn2x.png vscroll2x.png ht_found2x.png sequential_frames.png stereo_lightness.png eyes_desync.png sequential_frames_desync.png segavr_runninginvr-1024x629.png lens_sample_fisheye-1-1024x495.png

  18. #418 SP
    Manager paul's Avatar
    Robin Taillandier & Jon Valdes - Every Strand Counts: Physics and Rendering Behind Frostbite’s Hair:

  19. #419 SP
    Manager paul's Avatar
    Despre development crunch, cazul EA de pe vremuri, cu Middle-earth:
    ‘Battle for Middle-earth’ exposed the stresses of game development. They haven’t gone away.

    When mobile game publisher Scopely purchased FoxNext Games, the makers of “Marvel Strike Force,” from Disney in January 2020, the deal probably didn’t capture much attention. It may have looked like a high dollar business shifting around financial assets. But under the headlines, past the spreadsheets and contractual obligations, were 17 people, who, since developing EA’s PC-based strategy game “Lord of the Rings: Battle for Middle-earth” in 2004, still worked together as a unit. They never broke up because at EA they had bonded through a development period strenuous enough to bring serious public attention to the game industry’s culture of exploitation.

    Although a project 16 years in the past, the aftermath of “Battle for Middle-earth” made overt what happened behind-the-scenes as the video game industry grew from small teams to major productions involving hundreds. Lasting fallout from the game’s creation made long hours and developer treatment an issue warranting attention. “Battle for Middle-earth” became the catalyst for studios to begin rethinking their approach, in part due to widespread public outcry and young developers realizing their workweeks were anything but normal. Even a decade and a half later, crunch is still prevalent in the industry. Earlier this year, CD Projekt Red’s extended development of “Cyberpunk 2077” raised ire after the studio reneged on an earlier promise to avoid crunch, forcing six day workweeks on its employees.

    Released in December 2004, “Battle for Middle-earth” found critical success and sales high enough to warrant a sequel, but the lasting legacy of the game’s roughly two-year development by EA Los Angeles is found in the memories of desperation from former employees, lawsuits and internal culture change — as well as lifelong loyalties.

    Despite legal victories and years that have passed, out of the eight people who spoke or provided written responses to The Post about their time at EA Los Angeles, six requested anonymity. Their reasons were varied. One was concerned about their current employers seeing their name attached to this story. Another worried about potential reprisals from EA in the future. Whatever changes the EA Los Angeles team implemented within EA during their tenure, stories about crunch culture continue to surface, including at studios affiliated with EA.

    The developers were unanimous on this, however. In their eyes, “Battle for Middle-earth’s” creation represented the video game industry at its most exploitative.

    The development marathon

    In May, 2004, the team leader at EA Los Angeles called a meeting to deliver seemingly good news — a change in the ship date allowed for a six-week extension on their deadline. “The entire team gave a collective groan. All they saw in front of them was six more weeks with crushing 12-hour days, seven days a week,” one former employee wrote in a LinkedIn message to The Post. While long, those days were supposed to push the team across the finish line.

    “It was always said, ‘But it’s only going to be for a little bit of a short period of time,” and then that finish line just kept getting moved further and further and further out,” said Adam McCarthy, then the lead animator at EA Los Angeles.

    Those 12 hour days continued for upward of six months, not weeks. The game didn’t finish development until November, shipping in December.

    “I’m sure I’ll be busy,” development director Chris Corry remembers thinking when he joined the project late in the development cycle, in July 2004, after leaving LucasArts. “There will probably be a little bit of crunch for a month or two. You can put up with anything for just a couple of months. Not realizing at the time, of course, that I would be there for probably six or eight weeks before I would be calling recruiters again and saying, ‘Oh, my God, what have I done?’”

    At EA Los Angeles, days off didn’t necessarily exist, and hours were fluid. “In general, it was made clear to us that the bar for not being at work was high — you couldn’t just be sick or want a vacation,” one team member, who held the title of project manager, wrote. Typically, a morning meeting happened around 10 a.m., and a gameplay test came around 10 p.m. Both were required, so everyone stayed.

    “We were living there. People had sleeping bags next to their desks,” McCarthy explained.

    When a meeting room was full of sleeping developers, an unspoken rule said to shut the door and not wake them up. “Maybe this is par for the course at EA and I have never heard about it. But then, the longer I was there, days became weeks, it was clear that whether this was par for the course at EA or not, clearly it was not right. It clearly was not,” said Corry.

    The lights at the Los Angeles studio were never turned off. Someone coded, designed levels or added sound 24 hours a day. Artists created assets to mirror Peter Jackson’s movie adaptations; as “Battle for Middle-earth” included clips from the films, the narrative following Jackson’s take. An alternate playable story line provided a “what if” scenario, with a different ending that saw Sauron’s forces victorious.

    The cause for this punishing schedule, according to one former employee, was management, who requested to see multiple playable versions of different mechanics before deciding on a direction. This meant wasted hours and assets.

    “Crunching for the indecision of people who are supposed to be smarter and more decisive than the people working for them is pretty heartbreaking,” said one former employee. “I remember one weekend when we suddenly had to phone everybody at home to get in the office. There’s big changes ahead. Then they sat there for hours, waiting to be assigned something to do while the execs holed up in a conference room and tried to figure out what they were doing. A young woman, really talented, who was on the art team, quit and she said to me, ‘You know, this isn’t the life I want. I want a normal life.’”

    As little as nine months from launch, fundamental changes were being made to the game. “They decided that the camera was too close to the overhead map, and due to some technical restriction that I didn’t understand, the camera couldn’t be pulled out. So we were asked to take every single asset in the game and scale it down so that everything was smaller and fit on screen,” McCarthy said.

    Team members without work in their specialty were still required to be in the office in case their skills were needed. “Let's say there was like a group of engineers who were working on a specific issue that really needed to be solved,” began McCarthy. “If those guys were working until 10 o'clock, everybody was expected to stay that late. Toward the end of the project, it got to be ridiculous because the art department was done. There was nothing else being added to the game. And we were turned into game testers.”

    Permission was given to hire additional help, but EA’s reputation as a “crunch factory” during that time meant candidates were lost to other companies, including “World of Warcraft”-maker Blizzard. As more came and went, the resume stack slimmed down.

    “We ended up having to hire people who weren’t necessarily the right fit, which then resulted in even more stress when those people weren’t able to do the work exactly as the team management wanted,” wrote the project manager.

    “Fundamentally, you can’t look at any situation like this and see it as anything but a failure of management,” Corry said.

    A former employee stated walls were punched, alcohol was a constant, and people were fired. When one artist became pregnant, the team joked enviously about having a kid to leave the office. Some shared more radical, harmful ideas among themselves.

    “I discussed with a colleague how we’d both considered crashing our cars on the freeway that morning, just to get a day away from the horror of our everyday lives at work. We’d both slogged our way through commute traffic, weighing the cost/benefit analysis of making insurance claims, renting an interim vehicle, purchasing a new one and suffering minor injuries, all for the reward of a day away from our project at EA, a reward which at that moment seemed almost priceless,” wrote one former employee in an email to The Post.

    Laundry service came to the studio because no one went home. “The room where everyone dropped off their dirty clothes developed a nice musty smell that never really did go away,” wrote the project manager.

    Recognizing the problem for those with families, EA offered to send flowers to spouses. One unmarried developer chose to order flowers for themselves. “When they showed up, they were wilted and half-dead, which somehow felt like the perfect metaphor for all of the misguided attempts to make the schedule ‘better’ for us,” wrote a former employee.

    Many were young, in their 20s, and assumed this was normal. For them, “Battle for Middle-earth” became the most important thing in their lives.

    “[I wish] that I would have pushed back harder. I could have done more and, and I do think about that,” Corry said.

    The cycle

    An open letter written and posted to a blog by the wife of a “Battle for Middle-earth” developer, titled “EA Spouse,” first brought these conditions to light. The writer, later revealed as Simutronics developer Erin Hoffman, wife of then EA Los Angeles QA engineer Leander Hasty, spoke about producers who promised a short crunch at the beginning, stating that time spent upfront would make the latter half of the project easier. Instead, the crunch only continued, and grew worse without any additional pay, vacation or sick days. “This is unthinkable,” Hoffman wrote at the time.

    Hoffman’s letter didn’t instantly change the “Battle for Middle-earth” team. “I think it was kind of a slow ramp,” McCarthy said. “Like it came out and everyone’s like, ‘Oh, hey, check out this thing.’ But you know, this is just something that’s being said that everybody knows. It wasn’t until we saw non-game industry press pick it up that it was weird.”

    “The fact that the story was getting out and had an effect like that, I felt gratified,” Corry said.

    Her letter led to a number of changes over time, including corporate turnover, where those responsible either were reassigned or took positions elsewhere. New producers better managed the work/life balance through more sensible schedules, putting deadlines on Fridays rather than Mondays, negating the need for weekend crunch. Some developers took it upon themselves to join a cultural shift, not working extended hours unless paid. Along with developers on other EA projects, two lawsuits concerning overtime were brought, one settled in 2005 for $15.6 million, the other for $14.9 million a year later. The latter came as a direct response to EA Los Angeles, including plaintiff Leander Hasty, citing his time on “Battle for Middle-earth.”

    One former employee began to choke up when retelling their time working on “Battle for Middle-earth,” and explained why they didn’t immediately leave, and instead worked on “Command & Conquer 3” as new producers settled things down. “I couldn’t leave those guys alone. It was so messed up and I could shield them. I wasn’t going to leave them there,” they said.

    This team became a squad, naming themselves “The Pirate Ship” to convey a “tight, cohesive, self-contained vessel that followed its own rules, able to sail through any storm and stay afloat on whatever corporate sea it found itself navigating … with a crew that loved each other,” said one former employee.

    “I would never do that again. But if you’d asked me, two years later, I might have been able to say yeah, I’ll tough it out. … I think I would have been fine with it when I was younger, but I’m 48 now. I don’t want to work even eight hours a day,” joked McCarthy, still with the Pirate Ship today.

    There’s lingering anxiety from the work. While former employees at the company approached The Post to share their experiences, anonymity for some stems from fear of repercussions — something that weighs heavily on younger developers seeking to advance their careers. Even with the years between then and now, some of the former EA Los Angeles team still don’t feel they’re clear of the corporate eye. “Those big corporations have long memories sometimes,” wrote a Pirate Ship member in an email to The Post.

    EA Los Angeles closed in 2009. (Today, DICE LA, which was founded after EA Los Angeles was shuttered, is sometimes referred to internally as EA LA.) The Pirate Ship formed Zynga LA, which after multiple mergers (and more numbers on a spreadsheet obscuring the people behind them), became Kabam under Fox’s banner in 2017. “Battle for Middle-earth” not only brought this team together (for nearly 20 years now), but illuminated the industry’s cycle of crunch. Overwork burns people out. Younger hires push through, but eventually tire as they start families. Developers leave for other jobs, making them and their work appear replaceable and disposable when viewed through a corporate lens. That leads to more crunch, as new hires replace those leaving, requiring training and workflow adjustments. The cycle seems ceaseless.

    “You can abuse somebody if you don’t value their longevity,” McCarthy said. “You think you can replace them with kids coming out of school because there’s always gonna be somebody hungry.”
    ‘Battle for Middle-earth’ exposed the stresses of game development. They haven’t gone away. - The Washington Post

  20. #420 SP
    Member morphine's Avatar
    Ma amuza cand unii nu realizeaza ce industrie dezvoltata este cea a gamingului.
    https://www.eurogamer.net/articles/2...f-duty-in-2020

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