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Kill Screen Staff
Jason Johnson
Chris Priestman
Jamin Warren
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Money saving developer layoffs may cost more in the long run

Many major videogame companies go through a common development process:  Developers staff up to make a huge game, then shed members once it ships because they no longer have anything for them to do. It happens again and again, whether the game is successful or not: Take-Two had a huge hit with Red D

Why games should give us more ways to fail

Jim Rossignol has a great take today on why he wants to play Day Z, XCOM, and FTL so much more than Dishonored: the more ways there are to fail, the more invested he becomes in a game. Novelists and scriptwriters have understood this trick for years: piling problems on to the protagonist, in as many

A gaming deity who doesn’t take himself too seriously

Peter Molyneux, the legendary English game developer, is known as much for what his games don’t deliver as for what they do. The maker of Theme Park and Black and White and Dungeon Keeper famously promises a revolution from each of his games, then castigates himself after the titles inevitably fall

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