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Take-Two gründet neues Studio unter der Leitung von Michael Condrey (Dead Space, Call of Duty)
https://www.gamesindustry.biz/artic...an-michael-condrey-to-form-new-diverse-studio
Former EA and Activision development leader Michael Condrey has been signed by Take-Two's 2K label.

The creator, best known for his work on the Call of Duty and Dead Space franchises, will form a new studio based in Silicon Valley.

The exact location and scope of the studio is still to be determined, by Condrey tells GamesIndustry.biz that the new outfit will be proactive in building a diverse workforce.

"This is definitely a personal priority for me," he tells us. "One of the most exciting things about setting up a new studio is the opportunity, from a clean canvas, to shape the commitment to culture from the start. In fact, almost three years ago to the day, I spoke about the subject with GamesIndustry.biz.

"Diverse teams are more creative, more innovative, hit deadlines better and ultimately create experiences that are compelling to the broadest audience possible. It's hard to argue when you watch the critical and commercial success that films like Black Panther and Wonder Woman have achieved in Hollywood. Hiring people with diverse backgrounds and viewpoints is critical for our new studio to grow and flourish. It also shows for future hires that there are people in all levels of the organization who represent beliefs and experiences like their own."

This will be the second studio that Condrey has set-up after forming Sledgehammer with Glen Schofield. Sledgehammer is the Activision-owned developer responsible for Call of Duty: Advanced Warfare and Call of Duty: WWII.

Condrey's new outfit is part of the 2K games label, which operates a model where the development studios control their own creative destiny - something Hangar 13 spoke about last year. 2K doesn't mandate how a studio should look or operate.

"I've always admired the ambition and boldness of Take-Two," continues Condrey. "The company's portfolio is as exceptional as it is diverse. 2K, under [2K president] David Ismailer, is committed to an independent studio model, where development teams have creative and technical autonomy to collaborate and make their dreams become realities while still having the full support of one of the biggest publishers in the industry."

He continues: "I believe in the power and structure of the independent studio model and the magic that can happen when gifted creators can focus on the art and quality of their craft. By joining 2K, we get to enjoy the benefits of that structure with the confidence that smart partners are handling the parts of the business that would otherwise distract us from making the absolute highest quality game possible."

Condrey wouldn't be drawn on what his new studio might be working on. At Visceral, he was best known for building story-driven games, but under Sledgehammer has delivered some big multiplayer experiences, too. He simply tells us that he wants to make "high quality, ambitious and innovative games that connect people across the planet."

His first job, he says, is to build a leadership team before deciding on the cultural, style of games and even the scale of the studio. In other words, all options remain on the table.

"The industry is experiencing innovation at a rate that is exciting and unprecedented," he concludes.

"There are more platforms, genres, ways to market and avenues for developers to reach fans. At the same time, there is potential for incredible disruption coming via subscription services, cloud-based processing power, freemium business models on console, cross-play capabilities and a new console generation just around the corner. Our new studio, with no legacy creative or technology constraints in place, has tremendous latitude to explore, take risks and ultimately chart the most exciting and ambitious course available."
 
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Hideaki Itsuno (DMCV) nächstes Projekt könnte sehr wahrscheinlich Dragon's Dogma 2 sein
https://www.vg247.com/2019/02/07/dragons-dogma-2/
“So, when the discussion came up for Devil May Cry 5, I went to Kenzo [Kenzo Tsujimoto, Capcom founder] and I said… look, I want to make either Devil May Cry 5 or Dragon’s Dogma 2 next,” Itsuno told VG247 through a translator as part of a Devil May Cry 5 media tour. “He said ‘okay, do whatever you want. Do whichever one you want.’ So I thought, alright, y’know what… let’s do DMC5. So we did that.”
“Here we are – we’re now finishing up DMC5. But I had ideas for Dragon’s Dogma 2 at the time as well. So here we are, it’s the end of this project.” Itsuno grins.
 
Ehemalige Telltale-Mitarbeiter gründen ein neues Studio und wollen weiter Adventures machen.

The death of Telltale Games left a vacuum, and the game industry is starting to figure out how best to fill it. While Skybound is carrying “The Walking Dead: The Final Season” to its conclusion, what happens next for the franchise and games like it is a question mark.

A team of four Telltale alumni recently founded AdHoc Studio to carry the interactive narrative torch into the future. Three members of the team departed Telltale in February 2017 and joined Ubisoft to work on an unannounced project. AdHoc CEO Michael Choung spent time at remaster-centric Night Dive Studios after he left Telltale in 2016.

Telltale’s history of crunch and long hours may have had a hand in the creation of AdHoc Studio, as the team tells it. According to Nick Herman, AdHoc’s chief operating officer, the first discussion of striking out on their own came during a late night conversation at Telltale. The team had long dreamed of taking interactive narrative beyond what they were doing at the now-defunct studio. To do that would require a smaller group willing to take risks.
Dennis Lenart and Herman, former Telltale creative directors, and Pierre Shorette, a former director of writing, had hopes of forming a new studio at Ubisoft. Unfortunately, that didn’t come to fruition, so the trio teamed back up with Choung to build something original on their own.


“Having to pitch something that ultimately fifty people need to understand and approve means a lot of the more adventurous or risky ideas often die early on for a bunch of different reasons,” Lenart, AdHoc’s chief technology officer, tells Variety. “We liked the idea that if it was just the four of us, we’d be able to more confidently wade into unfamiliar water.”

Telltale was slow to approve ambitious ideas. Prior to its collapse, the studio had a deal with Netflix that took years to get off the ground due to internal resistance.

While that partnership did bear some fruit in the form of a streaming version of “Minecraft: Story Mode,” the true potential was realized independent of Telltale’s involvement. “Bandersnatch,” an interactive movie in Charlie Brooker’s “Black Mirror” universe, shows how live-action and interactive narrative can reach new audiences.

“It feels like we’re at the precipice of a big shift in how we consume media where the lines between film, television and games are starting to blur,” Shorette, AdHoc’s chief creative officer, says. “With streaming platforms in our homes and cell phones in our pockets we’re in this unique time where the barrier to entry to interaction is gone. So as a group of people whose expertise and experience has come from making Interactive Narrative that sits in that space between, we feel now is the perfect time to form a studio that focuses on creating content for a new space.”

AdHoc is targeting the same kind of audience that latched onto “Bandersnatch.” Streaming television and film viewers are a ripe target, with 139 million Netflix subscribers and 23 million signed onto Hulu. It’s this group that AdHoc sees as primed for the work it wants to create.

“People are holding their favorite television shows and films in their hands, so what we’ve understood to be purely audio/visual experiences are now also haptic by default,” Choung says. “That should be good news for all creators since it offers them another dimension with which to tell stories, but it should be of particular interest to game devs since it’s basically what we already do. We don’t think of our audience as viewers, but as players. Players with agency that can manipulate what we put in front of them. So there’s a real opportunity here to be among the early innovators and we feel like with our partnership, which we’ll announce in the near future, we’ll be able to make real contributions to the form.”

AdHoc isn’t ready to discuss its first project or who it is partnering with just yet. However, the team is strongly hinting that its it will be an interactive, live-action experience. While full motion video games aren’t anything revolutionary, that segment has experienced a small renaissance thanks to Sam Barlow’s “Her Story,” CtrlMovie’s “Late Shift,” and Big Finish’s Tex Murphy revival, “Tesla Effect.”

“Making interactive experiences with real actors on the screen is something we’ve always talked about,” Shorette explains. We all have backgrounds and interest in film and television, so combining that with our experience in games is something we’re exploring right now.”

“Bandersnatch” opened the doors for Netflix, which says it will make more interactive programs. It also served as proof of concept for what AdHoc hopes to accomplish.

All four of the AdHoc founders have backgrounds in television and film. While there have been attempts at seamlessly blending live-action content with interactive elements, it’s only recently that technology has developed to the point where it can match what the studio hopes to accomplish.

“[“Bandersnatch”] seems to have scratched an itch that people didn’t quite know that they had,” Herman says. “That’s really exciting, and what we want to do is to make clear that live-action interactive isn’t a novelty, it’s unexplored territory that can be both creatively and commercially viable. For that we’re really excited about what we’re doing, and who we’re working with and that’s a hint at a project that we’ll have more to say about in the near future.”

It’s that connection to a broader audience that motivated AdHoc to start with interactive narrative. Their time at Telltale helped clarify the opportunities and challenges that exist when laying out the welcome mat for those who do not typically identify as part of the core gaming audience.

“We saw a lot of people who wouldn’t traditionally consider themselves ‘gamers’ connect with what we do, which was exciting,” Herman explains. “That said, it did create a little tension trying to developing for traditional gamers while keeping things simple enough for people who are new to the idea of interacting with their entertainment. It’s really important to know who your audience is to get them the balance they’re looking for.”

Telltale’s “The Walking Dead” was revolutionary, winning numerous game of the year awards, but the studio started to see diminishing returns from the adventure genre it helped revitalize. Despite a variety of different licensed intellectual property, compelling characters, and snappy writing, the samey gameplay kept Telltale from evolving its offerings. In its last years, the studio was accused of reducing the genre to a formula.

“I think the [genre’s] reputation is largely deserved,” says Choung says. “Luckily we’ve had the good fortune of working on titles that are cited as exceptions to the rule. Games are just really difficult to make, and more often than not devs end up having to prioritize in ways that aren’t conducive to great narrative. For us, the narrative is the game. Just that small difference in priority should yield interesting results.”

Part of breaking out of that box is using tools that are better suited to the task. Telltale was on the verge of leaving behind the aging Telltale Tool engine in favor of Unity. The transition created a number of challenges, but would have positioned the studio to expand its options.

The AdHoc team was unwilling to say much about their reasons for departing Telltale. Choung left in October 2016, while the others stayed on until February 2017 (a month before Kevin Bruner was ousted by Telltale’s board).

“I think when we look back at our time there the memories are mostly happy ones,” Herman says. “But at a certain point you just get the sense that the party’s over and it’s time to move on.”

Despite remaining largely quiet about their time at Telltale, there’s a sense that the AdHoc team wants to correct one of the biggest complaints about Telltale’s senior management. The studio, especially under co-founder Kevin Bruner’s leadership, had a reputation for stifling creative talent to the point that people like “The Walking Dead’s” Jake Rodkin and Sean Vanaman opted to leave.

“I’ll just say that because we’re creatives ourselves, we’ll really be focused on recognizing, empowering, and ultimately retaining creative talent,” Choung says.

Despite embarking on an interactive narrative project as their inaugural project, AdHoc doesn’t see itself as limited to that genre. They want to put emotional engagement at the center rather than a particular play style.

“Working at Telltale for as long as we did, you can kind of get stuck in the thinking that you’re only working in this very specific band of choice-based games,” Lenart says. “Between the four of us, we’ve gone on to work for both AAA and indie studios since and what we’ve found is that a lot of what we learned at Telltale still applies to a much broader set of experiences.”

Games are a series of choices. The trick is making them meaningful. Sometimes those decisions impact the moment-to-moment gameplay, like picking the right weapon or skill upgrade for a situation. Others drive the narrative, fostering deeper relationships between the player and non-player characters.

AdHoc sees choice at the heart of the games it plans to develop.

“Most of our conversations center around maximizing the dramatic potential of those kinds of moments, while making sure people still feel agency and responsibility over what’s going on,” Herman says. That ethos has impact that could reach far beyond interactive narrative, all the way to action games, including first-person shooters.

While that’s not in the cards right at launch, Choung doesn’t want to pigeonhole AdHoc Studio. To that idea, he simply says, “Let’s not rule anything out.”
https://variety.com/2019/gaming/news/adhoc-studio-telltale-ubisoft-1203128704/

Das sind die Leute, die für Tales from the Borderlands und The Wolf Among Us verantwortlich waren. Geil!
 
The Wolf Among Us 2 würde ich zwar auch sehr gerne spielen aber wenn Sie so ein Storytelling in ähnlicher Form in andere Genres übertragen können wäre das schon interessant.

Es steht ihnen theoretisch nicht's im Wege The Wolf Among Us 2 zu ihrem ersten Spiel zu machen. Andererseits sind sie bisher nur zu viert. Ich hoffe wirklich, dass man sich noch einige Ex-Telltale devs mit ins Boot holt. Kent Mudle wäre z. B eine fantastische Wahl, da er an so ziemlich allen Telltale-Spielen mitgearbeitet hat und seine ersten Projekte als Creative Director zufällig Batman: The Enemy Within und The Walking Dead: The Final Season waren, die mit Abstand die zwei besten Telltale-Spiele post-Borderlands sind.

Da sehe ich unglaublich großes Potential, vorallem wenn man sieht, was andere Ex-Telltale devs nach ihrem weggang von Telltale gemacht haben, wie Sean Vanaman und Jake Rodkin (The Walking Dead: Season 1, Firewatch) oder Adam Hines (Tales from the Borderlands, Oxenfree).

Sie scheinen zudem schon einen Partner gefunden zu haben, den sie zu einem späteren Moment enthüllen wollen. Im Interview haben sie sehr ausführlich darüber geredet, dass sich durch Black Mirror: Bandersnatch neue Möglichkeiten für dieses Genre geöffnet haben. Ich kann mir vorstellen, dass sie nun mit Netflix zusammenarbeiten könnten, wobei das doch trotzdem eher unwahrscheinlich ist. Vielleicht tun Sie sich auch mit Epic Games zusammen.
 
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Activision Blizzard streicht hunderte Jobs - Umstrukturierung des Konzern steht bevor
https://www.bloomberg.com/news/arti...-to-plan-job-cuts-as-sales-of-key-games-stall
Activision Blizzard Inc. plans to announce job cuts Tuesday in the face of slowing sales, according to people familiar with the matter, bringing fresh upheaval after spotty results roiled stocks this week. The shares dropped as much as 2.5 percent to $42.88 on Friday.

The layoffs, which could number in the hundreds, are part of a restructuring aimed at centralizing functions and boosting profit, said one of the people, who asked not to be identified because the changes haven’t been announced. Activision employed 9,800 people at the end of 2017.

The game maker, one of the largest in the world, acknowledged on a November conference call that some key titles, such as Overwatch and Hearthstone, were seeing flat or declining numbers of users. After disappointing sales of Destiny 2: Forsaken, the company parted ways with its developer, Bungie Inc., a move that could reduce annual revenue by as much as $400 million.

Analysts expect Activision’s sales to decline by about 2 percent this year, to $7.28 billion.
 
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konnte man sich zwar schon denken, schließlich hat capcom die letzten jahre nichts anderes gemacht (resi remaster > resi 7 + resi 2 remake / dmc 4 remaster > dmc 5) aber ist natürlich gut, wenn dazu nun auch handfeste gerüchte im umlauf sind.
 
also wenn robertson darüber schreibt und dazu noch das plural benutzt, gehe ich mal von "handfesteren" gerüchten aus, als was man sonst auf reddit & co. so findet, aber klar, bestätigt ist da nix. :D

aber wie gesagt: ist jetzt auch keine große überraschung, dass capcom mit dem remaster das heutige interesse an onimusha testen will. haben sie die letzten jahre schon so gemacht.
 
Die Leute, die Activision zu dem machen, was es ist, sind leider die letzten, die von irgendwelche Massen-Entlassungen betroffen sein werden.

Bin ganz bei dir. Die Schadenfreude (fallender Aktienkurs inklusive) konnte ich mir trotzdem nicht entgehen lassen.
Trifft aber natürlich immer erstmal die kleinen Leute weiter unten in der Kette, ist so und war schon immer so.
 
Paradox teasert einen neuen Titel mit einer fake Dating-App an
https://www.pcgamer.com/paradox-vampire-the-masquerade-ARG/
There's a new dating app that appears to take the term 'thirsty' quite literally. It's called Tender, a "soulmate algorithm", and seeing as how its powered by Paradox Interactive (you can even sign in with an existing Paradox account) it's probably not really trying to set you up on a date. Considering the rather bloody nature of the app's announcement video, the fact that it asks your blood type before inviting you to match with sick people near you, and that Paradox owns White Wolf Publishing (which filed an interesting trademark just last year), this smells a lot like an ARG for a new Vampire: The Masquerade game. Maybe.

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bitte ein neuer vampire: the masquerade ableger und dann direkt im bloodlines stil. :waah:
 
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