There has never been a more complicated time to be an independent triple-A game studio. The most widely sold home console of the generation is a motion-controlled sand trap that no one ever really figured out. The more easily reachable part of the home console market has a high point of entry, necessitating lengthy productions, expensive high-definition visuals, online multiplayer, co-op, Achievements, Trophies, and planning out chunks of downloadable content months or years in advance. ...
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