Gaming, Video Games, Online, Mobile, Multiplayer, Console and More
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Today, I'm going to explore something a lot of pirates don't seem aware of - the marked impact piracy can actually have on developers, particularly if they're independent. Sit back, ladies and gents, and let me tell you the long, sad tale of Gentlemen!
There'll also be some stuff in there for all you developers, as well. Sit tight.
Since 2012, ROBLOX - the world's largest creative online community - has experienced positively explosive growth. In the past six months alone, it's generated over 13.4 billion page-views and engaged users for 339 million hours. It shows no signs of stopping.
On Friday, I took the chance to have a brief sitdown with the organization's CEO, David Baszucki. Here's what he had to say.
We're living in somewhat curious times. See, the birth of the Internet has established something Marshall McLuhan termed "The Global Village." We're closer - and more connected - than we've ever been before. Unfortunately...the law hasn't really kept up with any of that. As a result, we've entered into a strange sort of limbo, where everything seems to be a gray area, and no one's quite certain what law to apply where. This needs to change.
You're pretty stoked for that new game you've been waiting for, aren't you? You've read every preview and news piece. You've tracked down every scrap of information you can. Everybody online is talking about how awesome the game is going to be. Those who've played it go on about how awesome it is.The more you hear, the more excited you become.
I've got bad news for you - your opinion might not be entirely your own.
The games industry has something of a problem expressing itself without using violence in some way, shape, or form. Not even narrative masterpieces like TellTale's Walking Dead and 2K's Bioshock Infinite stand apart from this trend. That doesn't mean it's impossible to tell a good story without violence, though.
The Fullbright Company has certainly managed with Gone Home.