Are these woman and men with the same jobs, with pay discrepancy? Or are these just the differences between men and woman's pay within sectors of the industry (where men are more likely to be paid more on average because they are a majority or more likely to have senior roles)?
If its the former, I just don't understand why women would be paid less in this day and age.
I would love to be a game idea, I get ideas all the time, usually have projects in mind. When I was a kid I used to actually plan games (characters, story, items, levels, enemies etc) on A4 sheets of paper and staple them together, haha. It could be horrible during crunch time on the ground floor though
Blahblahblah diversity in games would be good yes I agree.
But is the problem the majority of gamers who seem content to play with whatever protagonist developers come up with as it is now? Or is the problem developers who are either repeating implicit patterns that have worked time and time again, or not brave enough to branch out from the norm? If gamers unanimously expressed "We don't much care for playing caucasian dudes who body build or are soldiers, in fact it might be fun to see diverse heroes!", would developers work to do so? If developers aren't likely to be coloured, does that make it more likely they will create un-coloured characters? Should they then consciously create a character with a gender or race in mind for the sake of diversity? Or should they just know the avenues are open and let creativity flow naturally? I think those are questions worth discussing.
Personally, I'm all for diversity in characters, but I'm more concerned with the quality of the writing of characters
Good for him, I'd take a million dollar salary if I could, any day of the week. 1.03 isn't that much for a CEO either, but he is just filling in till they get the real guy.
I picked it up earlier today and have spent several hours with it. The early moments were mesmerising, Levine's visions of worlds sculpted in caricatures of history and ideology are great, he should screenwrite again for the big screen. One thing I found initially was that the shooting mechanics felt clunky to me (playing on console), actually felt difficult to aim - never felt any trouble with twitch shooting controls on console before - and some of the control scheme felt awkward; like clicking R-stick to aim down sights as opposed to holding left trigger.
Anyway, small quibbles aside, its something special and I can't wait to see where the story goes. For anyone concerned, the minor spoilers Kevin uses in the review are all from within the first 40 minutes of the game; though I still think that a review should be completely spoiler-free.
What it comes down to is they did focus groups or ran a survey with a bunch of different covers, and found that the one chosen drew most people to pick up the box. The game cost 200 million to make. There's a responsibility to make all that money back just to break even (3,333,333 copies at $60), let alone secure a profit so that publishers can see that games like Bioshock Infinite can be successful, and continue to allow guys like Levine to develop more of them. The box art isn't about the content, its about sales - which isn't always shallow, sometimes its practical.
Also, Irrational went as far as to present about 5 different alternate covers, and allow a public vote on their website to determine the fan favourite. The highest voted will be printed on the underside of the cover, so you can flip it around and use the alternate cover instead. Its the one on the left.
Looking forward to Infinite coming out soon. I've been stuck at home with a broken leg for 4 weeks, another 4 to go until I'm allowed to start baring weight on it (a.k.a trying to walk), and a good new game will be a good way to kill some time. I'm going crazy here. Thanks for the interview Kev (another hour past)
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