Articles about Gaming - Industry and Anecdotes

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Re: Articles about Gaming - Industry and Anecdotes

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impar wrote: Mon Jul 19, 2021 11:14 am Greetings!
thegrommit wrote: Sat Jul 17, 2021 9:46 pm https://ukdefencejournal.org.uk/classif ... videogame/
A user has posted a classified document online relating to the Challenger 2 in order to improve the accuracy of the design of the tank in combat game ‘War Thunder’.
Imagine that for an optics\ballistic system. Treason trial...
He might still get that, I think. These investigations take time, but the assurance in writing that the material was still classified and the fake declassification may ensure it leads to some action.
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Re: Articles about Gaming - Industry and Anecdotes

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I'm almost tempted to start a Ubisoft specific thread at this point

https://kotaku.com/first-it-was-an-assa ... 1847326742
“It’s a classic case of mismanagement for eight years,” said one former developer. “Instead of adding layers of value we kept running around in a loop.”

These messy prototyping phases aren’t unusual, but in Skull & Bones’ case, it never stopped. Meanwhile, despite each new reboot, teams were tasked with building something based on blueprints that kept dramatically changing. In 2015, there were roughly 100 people working on Skull & Bones, according to three sources. By 2019, there were closer to 400, with many from other Ubisoft studios pitching in despite ongoing tinkering with fundamental aspects of the game’s design.
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Re: Articles about Gaming - Industry and Anecdotes

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thegrommit wrote: Tue Jul 20, 2021 3:52 pm I'm almost tempted to start a Ubisoft specific thread at this point

https://kotaku.com/first-it-was-an-assa ... 1847326742
“It’s a classic case of mismanagement for eight years,” said one former developer. “Instead of adding layers of value we kept running around in a loop.”

These messy prototyping phases aren’t unusual, but in Skull & Bones’ case, it never stopped. Meanwhile, despite each new reboot, teams were tasked with building something based on blueprints that kept dramatically changing. In 2015, there were roughly 100 people working on Skull & Bones, according to three sources. By 2019, there were closer to 400, with many from other Ubisoft studios pitching in despite ongoing tinkering with fundamental aspects of the game’s design.
The amazing thing is that they do this sort of thing and still manage to turn a profit. This was during the time the son of the other started to manage the studio, right?
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Re: Articles about Gaming - Industry and Anecdotes

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Tabajara wrote: Tue Jul 20, 2021 4:01 pm
thegrommit wrote: Tue Jul 20, 2021 3:52 pm I'm almost tempted to start a Ubisoft specific thread at this point

https://kotaku.com/first-it-was-an-assa ... 1847326742
“It’s a classic case of mismanagement for eight years,” said one former developer. “Instead of adding layers of value we kept running around in a loop.”

These messy prototyping phases aren’t unusual, but in Skull & Bones’ case, it never stopped. Meanwhile, despite each new reboot, teams were tasked with building something based on blueprints that kept dramatically changing. In 2015, there were roughly 100 people working on Skull & Bones, according to three sources. By 2019, there were closer to 400, with many from other Ubisoft studios pitching in despite ongoing tinkering with fundamental aspects of the game’s design.
The amazing thing is that they do this sort of thing and still manage to turn a profit. This was during the time the son of the other started to manage the studio, right?
I can't remember TBH, but it's clear the relationship between Ubi corporate and some of its studios is kinda broken.
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Re: Articles about Gaming - Industry and Anecdotes

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https://www.rockpapershotgun.com/tencen ... ion-is-now
Tencent announced they're set to buy UK game developer Sumo Digital, the folks behind games like Crackdown 3, Team Sonic Racing and Sackboy: A Big Adventure. The deal is reportedly worth £919 million ($1.27 billion), and means Tencent will fully own the company.
The full list of acquisitions is %-()
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Re: Articles about Gaming - Industry and Anecdotes

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thegrommit wrote: Tue Jul 20, 2021 6:42 pm https://www.rockpapershotgun.com/tencen ... ion-is-now
Tencent announced they're set to buy UK game developer Sumo Digital, the folks behind games like Crackdown 3, Team Sonic Racing and Sackboy: A Big Adventure. The deal is reportedly worth £919 million ($1.27 billion), and means Tencent will fully own the company.
The full list of acquisitions is %-()
It's crazy as well how computer gaming became a big, billionaire business, within our lifetime, within the last 3 decades. Even niches like game streaming became millionaire businesses.

To not mention how Minecraft and Roblox came from nothing in the last decade and became billion dollar businesses.
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Re: Articles about Gaming - Industry and Anecdotes

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And I thought some of the Ubisoft stuff last year was bad:

https://news.bloomberglaw.com/daily-lab ... oy-culture
The suit also points to a female Activision employee who took her own life while on a company trip with her male supervisor. The employee had been subjected to intense sexual harassment prior to her death, including having nude photos passed around at a company holiday party, the complaint says.
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Re: Articles about Gaming - Industry and Anecdotes

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Greetings!
Activision Blizzard Sued by California for Alleged Widespread Discrimination and Harassment

https://wccftech.com/activision-blizzar ... arassment/
Playdate preview: You won’t believe how fun this dorky, $179 game system is
Preorders start July 29 for this $179 Game Boy-like delight—which we've tested for weeks.

Image

https://arstechnica.com/gaming/2021/07/ ... system-is/
Playdate hands-on: a Game Boy from a different dimension
A few days with Panic’s crank-powered handheld

https://www.theverge.com/22587172/playd ... on-preview
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Re: Articles about Gaming - Industry and Anecdotes

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thegrommit wrote: Thu Jul 22, 2021 12:28 am And I thought some of the Ubisoft stuff last year was bad:

https://news.bloomberglaw.com/daily-lab ... oy-culture
The suit also points to a female Activision employee who took her own life while on a company trip with her male supervisor. The employee had been subjected to intense sexual harassment prior to her death, including having nude photos passed around at a company holiday party, the complaint says.
Now there's an employee reaction to the corporate reaction:
Nearly a thousand Activision Blizzard employees slam its response to harassment suit
More than 800 employees have signed an open letter
By Mitchell Clark Jul 26, 2021, 5:27pm EDT

Hundreds of Activision Blizzard employees have signed a letter (published by Bloomberg, Polygon, and Kotaku) that rebukes the company’s response to California’s allegations that Activision Blizzard has a discriminatory work culture and issues with sexual harassment. The company’s response to the lawsuit, which paints an extremely upsetting picture of its culture and how women are treated there, has largely been to deny the allegations.

In their letter, which can be read below, the employees say that response “creates a company atmosphere that disbelieves victims,” and they call for “immediate corrections” from the company’s top leaders.

The letter was written in response to both public and internal statements made by Activision Blizzard and its executives in response to the California Department of Fair Employment and Housing lawsuit against the company. Part of the company’s public response to the lawsuit was to call the state’s suit “irresponsible behavior from unaccountable State bureaucrats that are driving many of the State’s best businesses out of California.” The employees’ letter also calls on executive Fran Townsend to step down from her role as sponsor for the company’s women’s network after she sent an email that claimed the lawsuit painted an “untrue picture” of the company’s culture and called it “meritless.”
https://www.theverge.com/2021/7/26/2259 ... nt-lawsuit
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Re: Articles about Gaming - Industry and Anecdotes

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Greetings!
The careful balancing act of translating an Ace Attorney game
A chat with localization director Janet Hsu

The success of the long-running Ace Attorney series hinges on great writing. Like most visual novel-style games, the quirky legal dramas involve a lot of text, with players reading dialogue and poring over clues in order to help their seemingly doomed clients. This means that localization is particularly important — as each new entry is translated from Japanese to English, localizers need to make it approachable for a new audience while retaining what makes it special in the first place.

https://www.theverge.com/22594314/the-g ... -interview
This YouTube channel is using AI to gloriously remaster classic game intros and cutscenes

https://www.theverge.com/2021/7/25/2259 ... w-onimusha
It took me two years and 300 hours to beat Sekiro
I got gud

I don’t consider myself a gamer — I’m just someone who quite likes playing video games. Apart from a Game Boy in the 1990s, the first console I owned was a Nintendo Switch that I bought in early 2018 to play The Legend of Zelda: Breath of the Wild. I finally got around to buying a PlayStation 4 in the latter part of the same year. So it’s no surprise that when I first announced to a few experienced gamer friends and colleagues that I was going to play Sekiro: Shadows Die Twice, most of them suggested I try another game first, or maybe not bother playing it at all.
...
https://www.polygon.com/22580009/sekiro ... e-fromsoft
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