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With all of the closures in the last few months, I wonder if we'll see any kind of shift in how the industry operates. Honestly, I think we need to see a shift away from these monolithic titles that consume an entire company for years and requires hundreds of employees, to smaller more diverse titles so dev houses can have more than one game every 4 years on the market, and one flop doesn't mean the end of the line for the entire company.
Now, I'm sure someone's going to jump in here and start yelling about how it's the global recession that's doing this, and these poor companies just can't stand in the face of such odds, but titles like Haze were flops before the pinch happened. And even with the recession, we're still hearing about how gaming has grown by leaps and bounds in 2008.
So many companies are like a house of cards. Any disturbance will knock them over. It might be time for the structure of things to change.
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1. It only really applies to the hardcore gamers as we are the only ones who feel the packed season where as people who play 1-2 games a year tops couldn't care less and don't see the cluster of game releases.
2. The holiday crunch pays off for developers even if the hardcore gamers don't think so. I don't have the study off hand but there is retail data that suggests that a #1 game in March/April or June/July will still be beat by a #20 game in November. Ofcourse there are exceptions (Oblivion) but a properly marketed game can absolutely kick ass and take names in October/November vs any other time of year. Its the nature of the holiday rush.
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