megaton , Obsidian pedigree. / rpgs. budget , Alpha Protocol .
MS , ( ) KOTOR Neverwinter Nights.
megaton , Obsidian pedigree. / rpgs. budget , Alpha Protocol .
MS , ( ) KOTOR Neverwinter Nights.
Last edited by hakoo; 09-10-2018 at 23:03. Reason:
Capcom switching their games from "one time purchase" model to "continuous recurring revenue" model
:
3. Growth Strategy Aimed at Increasing the User Base of Each IP Medium-term Long-term As the founder of Capcom, I think it is important to create a structure for passing the business on to the next-generation. As with any structure, building the foundation is the most challenging part, but efforts launched five years ago are finally starting to take shape. To establish solid growth strategies and further enhance corporate value, there are two risks that are critical to address; first, I will talk about the stable growth mechanism (control of earnings volatility risks).
To mitigate earnings volatility risks over the medium-to-long term, measures enabling sustainable growth must include (1) transforming the foundation of our Consumer business model from a traditional one-time sale “transactional model” to a continuous “recurring revenue model” and (2) creating a business portfolio and diversifying earnings risks by thoroughly leveraging Capcoms basic strategy, Single Content Multiple Usage.
Source: http://www.capcom.co.jp/ir/english/d...al_2018_01.pdf
, .
Capcom gaming .
, comeback timing mmo ( 10 . MH ) . microtransactions .
fortnite , .
, .
Games as a Service Games as a memorial Service .
gaas games.
,quests,dlc . : fortnite-pubg ,,boosts ..... hakoo , !
Capcom Resident evil 7 Switch hardware, streaming.
streaming MegaMan.
https://www.ign.com/articles/2018/06...net-connection
The game can only be played via cloud streaming.
Capcom wants to get into a mystery business that's illegal in Japan, but legal in the US/EU
Gacha !
Capcom wants to release approximately 3 major games every (fiscal) year
Capcom shipments per platform, FY 2018.pecifically, new titles [Diagram 1-A] will work as growth drivers as we (1) release approximately three major titles each year, (2) extend the sales life of these titles to 3–4 years with additional content and pricing strategies and (3) strengthen our presence overseas, which comprises approximately 85% of the total market.
jk_blue_tiger (17-10-2018),Kane (17-10-2018),Nek_Food (18-10-2018)
Last edited by Sir_Teraflop; 17-10-2018 at 16:32.
Nek_Food (18-10-2018)
!! ..
Jade Raymond leaves EA
Electronic Arts has a new shake-up in its Montreal studio today, as Motive studio founder Jade Raymond is leaving EA and a new executive is taking over.
Samantha Ryan, who runs EAs mobile, Maxis, and BioWare studios, will now add responsibility for Motive in Montreal as well. She will oversee all of EAs North American studios, with the exception of Respawn and EA Sports.
Jason Schreier
Huh. A looooot of people have left EA Motive this year.For more context, Motive (Montreal) wasn't only working on Jade Raymond's big new IP. They also made the single-player campaign for Battlefront 2 and had some other things in the works. They absorbed the remnants of BioWare Montreal last year and, from what I've heard, lost a lot of top staff throughout 2018, including a big exodus in March or April of this year. I don't know why but have heard various stories from both happy and unhappy employees there.
There's also now a Motive studio in Vancouver (formerly EA Vancouver I believe), which is working on a Star Wars open-world game, if that helps clear up some confusion. I'm sure there are shared staff across both studios.
Now I need to get off this website and focus on that other gargantuan story!
Announcing Project Atlas — A vision for a cloud-native gaming futureAt EA, we envision a future in which games go even further beyond the immersive experiences players enjoy today. Im talking about games that offer living, breathing worlds that constantly evolve. Youll play them one day, and when you come back the next, things have changed based on inputs from other players, AI, and even the real world.Today, I want to share an inside view of what were working on to bring together some of the most transformative technologies into an integrated “engine + services” game development platform. A platform designed from the core to harness the massive power of cloud computing and artificial intelligence and putting it into the hands of game makers in a powerful, easy to use, one-stop experience.link.Were calling this Project Atlas and we believe in it so much that we have over 1,000 EA employees working on building it every day, and dozens of studios around the world contributing their innovations, driving priorities, and already using many of the components.
Employees are leaving DICE due to Battlefront 2 development hell + strong competitors in Stockholm
It seems many BioWare employees are jumping ship to ImprobableAnother article does add that:Close to 40 employees have left Dice this year, a number that is expected to increase. Among the causes is the failed launch of Star Wars Battlefront 2, as well as tough competition from new gaming companies in Stockholm.
At the start of 2018, Dice was the Swedish gaming sectors biggest employer, with over 700 employees in Sweden.
According to LinkedIn, close to 40 employees have left [Dice] this year, however sources indicate the real number is in fact higher. Additionally, a handful of employees have quit but not yet left the company.
Some of the people who have left the company have spent over 10 years at Dice [...], which has previously been known for having a very low layover rate, in particular for executive/management positions.
[...] One major reason for people leaving Dice is that new gaming companies which have begun competing for employees.
Both Epic Games [Fortnite] and Ubisoft have recently opened offices in Stockholm. [Previously established companies] King and Paradox Interactive are also growing in size.These four companies are the primary organizations who are recruiting staff from Dice. [...] At least 13 employees have left Dice to work [for Ubisoft's new studio, started by former Dice-boss Patrick Bach]. [...] Another 8 have joined Paradox Interactive [...].
Another cause for people leaving Dice is the failed launch of Star Wars Battlefront 2 last year. [... Due to massive criticism], developers had to rush a new version of the game out. "It was a debacle. For many [employees], it was very tough to have to quickly redo the game", one source says.
[Dice have grown from 699 employees to 737, however that number doesn't tell the truth]. That number includes other personnel under the Dice-umbrella, including employees working on Frostbite, the development group SEED, the Gothenburg-based studio Ghost, as well as all EA-employees based in Sweden.
Dice is nevertheless the seventh most popular employer among Swedish students and academics at the start of their career [off-topic, but in order from most popular to least on that list is: Google, IKEA, Spotify, Tesla, Microsoft, Apple, DICE, Volvo, ICA, Tetra Pak].EDIT:
To clarify on one thing: that "700 employees" number includes everyone working on Frostbite, the development group SEED, the Gothenburg-based studio Ghost, as well as all EA-employees based in Sweden. Actual people working for "actual, core" DICE would be around 400 people, so about a 10%+ loss of employees.
WolfRathmA (22-11-2018)
, neogaf ; https://www.neogaf.com/
design . . !
Bookmarks