A Indústria dos Videojogos - Tópico Geral (notícias, artigos, opiniões, análises)

‘Baldur’s Gate 3’ developer won’t make a sequel or expansion: “life is too short”

Speaking at this month’s Game Developers Conference (GDC) in San Francisco, Larian Studios founder and CEO Swen Vincke shared that the studio will not be following up the massive success of Baldur’s Gate 3 with another game in the Dungeons & Dragons series it’s set in.

“Baldur’s Gate will always have a warm spot in our heart,” shared Vincke. “We’ll forever be proud of it but we’re not going to continue in it. We’re not going to make new expansions which everybody is expecting. We’re not going to make Baldur’s Gate 4 which everybody is expecting us to do. We’re going to move on.”

“We’re going to move away from D&D and we’re going to start making a new thing,” he added.

Vincke’s announcement will likely come as a disappointment to many of the studio’s fans, following the massive success of Baldur’s Gate 3. The game achieved critical and commercial success, selling more than 10million copies and sweeping six categories at December’s The Game Awards.

However, Vincke explained that building on the game with more content isn’t Larian’s style. “We are a company of big ideas,” he said. “We are not a company that’s made to create DLCs or expansions. We tried that actually, a few times – it failed every single time. It’s not our thing. Life is too short. Our ambitions are very large.”

Looking ahead, it’s unclear what Larian will make next. In January, Vincke said that the studio’s upcoming project is “not what you think” it will be. “I think I really like this one,” he teased.
 

Phil Spencer wants Epic Games Store and others on Xbox consoles​


Phil Spencer doesn't just want Xbox games on other consoles. He wants other video game retailers on Xbox, too.

In an interview with Microsoft's CEO of Gaming during the annual Game Developers Conference, Spencer told Polygon about the ways he'd like to break down the walled gardens that have historically limited players to making purchases through the first-party stores tied to each console. Or, in layperson terms, why you should be able to buy games from other stores on Xbox — not just the official storefront.

Spencer mentioned his frustrations with closed ecosystems, so we asked for clarity. Could he really see a future where stores like Itch.io and Epic Games Store existed on Xbox? Was it just a matter of figuring out mountains of paperwork to get there?


"Yes," said Spencer. "[Consider] our history as the Windows company. Nobody would blink twice if I said, 'Hey, when you're using a PC, you get to decide the type of experience you have [by picking where to buy games]. There's real value in that." Spencer believes console players would benefit from that freedom too — and so would console makers like Microsoft.

Spencer explained how, in the past, console makers would typically subsidize the cost of expensive hardware, knowing that a portion of every dollar spent on games for the platform over the years would eventually make it back to the console maker. Then, in time, the console maker would recoup the subsidy — and hopefully more.


But, Spencer said, "Moore's Law has slowed down. The price of the components of a console aren't coming down as fast as they have in previous generations." Worse, he explained, the console market isn't growing, with more gamers moving to PC and handheld options. Now, the notion of subsidizing a console — and forcing players to purchase games through the official storefront to help recoup costs — might not make sense. The walls meant to lock people into consoles might be motivating them to stay out.

"[Subsidizing hardware] becomes more challenging in today's world," Spencer said. "And I will say, and this may seem too altruistic, I don't know that it's growing the industry. So I think, what are the barriers? What are the things that create friction in today's world for creators and players? And how can we be part of opening up that model?"


The answer, in part, is scrapping exclusivity on more and more Xbox games. Spencer explained that the game experience is hindered when it matters what consoles we play on or what shops sell us our games. As an example, he pointed to Sea of Thieves. A player, he explained, shouldn't have to worry about what hardware they or their friends own. They should just know if their friends have and want to play Sea of Thieves.

Now, Spencer said, "if I want to play on a gaming PC, then I feel like I'm more a continuous part of a gaming ecosystem as a whole. As opposed to [on console], my gaming is kind of sharded — to use a gaming term — based on these different closed ecosystems that I have to play across."


https://www.polygon.com/24108670/xbox-epic-games-store-phil-spencer-interview
 
Take-Two Buys Gearbox From Embracer, Confirms Development on New Borderlands Game

Embracer Group has officially divested Gearbox Entertainment, selling the division to Take-Two Interactive for $460 million.

In a press release, Embracer shared that it is divesting Gearbox Software, Gearbox Montreal, Gearbox Studio Quebec, and the franchises Borderlands, Tiny Tina's Wonderlands, Homeworld, Risk of Rain, Brothers in Arms, and Duke Nukem. Embracer will retain rights to Gearbox Publishing San Francisco (formerly Perfect World Entertainment, and which it plans to rename), the publishing rights to Remnant, Hyper Light Breaker, and other unannounced games, Cryptic Studios, Lost Boys Interactive, and Captured Dimensions. All of its retained assets will be integrated into other parts of Embracer Group. The sale is expected to close by the end of June.

Gearbox will join Take-Two's 2K division and will continue to be led by CEO and founder Randy Pitchford. Currently, Gearbox has both a new Borderlands and a new Homeworld game in development, as well as "at least one exciting new intellectual property," per a separate press release.

Notably, the full purchase price of $460 million will be paid to Embracer Group in Take-Two shares rather than cash. For comparison, Embracer originally purchased Gearbox for $363 million, half in cash and half in newly-issued Embracer Group shares, with an additional consideration of $1.015 billion (also partially in shares) to be paid out if Gearbox hit certain targets within six years.

Gearbox and Take-Two have had a long-standing relationship, with Take-Two serving as the publisher of the Borderlands franchise via its 2K label. The two also have partnered on an upcoming Borderlands film, as well as Gearbox's 2016 game Battleborn.

Embracer Group has been gradually shedding a number of its many, many studios after an multi-year acquisition spree fell apart last year. Most recently, it divested Saber Interactive, and has made numerous cuts such as the closure of Saints Row developer Volition, the cancellation of an unannounced Deus Ex game, and the layoffs of over 900 staff, with more expected in the future.
 

SEGA sells Relic Entertainment, lays off 240 staff across European studios​

Relic Entertainment to become an independently-run studio.

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SEGA has sold Relic Entertainment and will reduce headcount by approximately 240 roles at several of its European studios with the aim of optimizing fixed expenses, the company announced.

Relic Entertainment will become an independently-run studio and continue to support its titles, including Company of Heroes 3.
According to GamesIndustry.biz, most of the layoffs are across Creative Assembly and SEGA Europe, while a “small number” will be cut from HARDlight.

Here is the full message from Relic Entertainment on going independent:

We have an important announcement for our players and fans. With an external investor, Relic Entertainment will become an independently-run development studio. This is a huge change for us, but one thing does not change: we want to create amazing experiences for our players.

To our fans, we want to assure you we will continue to support our titles, including Company of Heroes 3—we are looking forward to the 1.6 Update in April, loaded with new content and features requested by our community.
We want to thank SEGA, whose support over the years and guidance during this transition have been instrumental to our success. We may be out of the SEGA business, but we remain friends and colleagues.

We are excited about this next chapter for Relic, and we hope you will all join us in creating new experiences for our fans worldwide.

Noice quanto à Relic indie, e uma imensa pena pela CA levar com a tareia da Sega na época das vacas magras e os japoneses continuarem a assobiar.
A Relic perdida em títulos de warhammer 40k ad aeternum seria uma tristeza.
 

Half-Life 2 actor Louis Gossett Jr dies aged 87 (@Eurogamer)

"It's about the humanity of the people that he stood for."

Vortigaunt
Image credit: Valve

Louis Gossett Jr., the first Black man to win a supporting actor Oscar and known to millions as the voice of Half-Life 2's vortigaunts, has died at the age of 87.

Whilst the aliens were voiced by Tony Todd in Episode Two and Half-Life: Alyx, the original versions in Half-Life 2 and Half-Life 2: Episode One were voiced by Gossett.

As reported by AP (thanks, PC Gamer), Gossett died yesterday morning in Santa Monica, California. At the time of writing, no cause of death was provided.

AP Entertainment
@APEntertainment

From AP’s archives: Louis Gossett Jr. on receiving a Hollywood legacy award in 2020.Louis Gossett Jr., the first Black man to win a supporting actor Oscar and an Emmy winner for his role in the seminal TV miniseries “Roots,” has died. He was 87.


"Never mind the awards, never mind the glitz and glamour, the Rolls-Royces and the big houses in Malibu. It's about the humanity of the people that he stood for," Gossett's cousin, Neal L. Gossett, said via a family statement.

Gossett won an Oscar and Emmy for his role in An Officer and a Gentleman and an Emmy for his role in Roots.



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Using a replica fibre-to-the-home (FTTH) link serving a standard laptop over a busy Wi-Fi broadband connection (simulating the worst-case peak load), the two companies were able to reduce the response times, known as latency, when accessing an Internet site from 550 milliseconds (0.55 seconds) to just 12 milliseconds (0.012 seconds) whilst maintaining fast speeds. The latency reduced to only 1.05 milliseconds (0.00105 seconds) when an ethernet cable was used in place of Wi-Fi.

Latencia de 1ms a usar cabo de rede... Isso é uma latência inferior aos comandos.
Por exemplo o comando da Xbox tem uma latencia de 11ms por bluetooth e 8ms pelo dongle ou cabo.
 

How Hidden Nazi Symbols Were the Tip of a Toxic Iceberg at Life Is Strange Developer Deck Nine​


Inside the developer of Life Is Strange's internal struggles with toxicity, hate speech, crunch, and more.

BY REBEKAH VALENTINE


Early last year, while working on the next entry in the Life Is Strange franchise, a few developers at Deck Nine stumbled upon something that didn’t belong in their game: Nazi symbols.

Initially, developers noticed a reference to the number 88, and flagged the issue to their bosses assuming it was an innocent mistake. But in the ensuing weeks, others found more problematic signs and in-universe labels, such as references to a racist meme, the number 18, and the Hagal rune. As the number of possible hate symbols mounted, staff grew increasingly concerned that someone was putting these items in their game deliberately as a dog whistle to white supremacists.

Nazi imagery would be inappropriate in most games, but in a Life Is Strange title the dissonance was especially frightening. Since its inception, the series has been lauded for thoughtful portrayals of marginalized individuals. Its most recent entry, Life Is Strange: True Colors, won Games for Impact at The Game Awards in 2021 and a GLAAD Media Award for Outstanding Video Game. With such a reputation, developers tell me, there was an expectation that any whiff of hate speech would be immediately removed and thoroughly investigated.

But as weeks went by, management remained silent and staff unrest grew. This wasn’t the first time executives had failed to act when marginalized individuals at the studio felt unsafe. According to over a dozen current and former employees across several departments, most of whom spoke to me on condition of anonymity for fear of reprisal, Deck Nine’s management has long let a toxic work culture fester at the studio. They claim the C-suite has protected multiple abusive leaders, encouraged crunch, and allowed bullying of individuals advocating internally for more authentic representation in Life Is Strange.

Now on the cusp of announcing its next game and struggling to secure other projects, Deck Nine leadership is facing growing internal discontent from those harmed by its inaction. While the developers of Life Is Strange love and believe in the series, many of them increasingly struggle to reconcile the values the games promote with the culture in which they are made.

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Full article - @ign.com

 
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