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  1. #46
    Moderador Avatar de Winjer
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    Resultados de vendas segundo o NPD, em Março de 2019


























  2. #47
    Tech Bencher Avatar de reiszink
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    Jon Peddie Research Predicts that 20 million PC gamer will move towards console gaming by 2022

    Vale o que vale, mas honestamente não me espantaria nada.

    Com quem vou falando e discutindo, cada vez vejo mais gente a abandonar o PC em prol das consolas.
    Intel i7 5820K - ASRock X99M Killer - 16GB G.Skill DDR4 - Gigabyte GTX 980Ti G1 - Plextor M6e 256GB + Samsung 850 EVO 500GB - Corsair H110 - EVGA G3 750W - Acer 27" 144Hz IPS - Zowie EC2-A - Filco Majestouch 2 TKL - HyperX Cloud II Pro

  3. #48
    Moderador Avatar de Winjer
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    Também não me espanta. O mercado de jogos de PC está uma desgraça neste momento.
    O hardware está caro, especialmente nas gráficas, memórias e CPUs da Intel.
    Temos de usar uma dezena de clientes para poder jogar, e a Epic store tornou tudo ainda pior com a guerra dos exclusivos.
    Vários jogos usam Denuvo, causando perdas de desempenho significativas, tempos de loading prolongados e problemas de estabilidade e compatibilidade.

    Entretanto nas consolas, é só jogar. Não é preciso criar uma dúzia de contas e instalar clientes para poder jogar.
    O hardware é muito mais barato. Neste momento também têm muitas promoções e ofertas de jogos.
    E depois existem aqueles jogos da Sony ou Nintendo, que mais ninguém faz, onde a jogabilidade, divertimento e narrativa são o foco.

    Cada vez mais é dificil justificar continuar a jogar no PC.

  4. #49
    Tech Veterano Avatar de MTPS
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    Tirando MP puro...não vejo motivo algum para continuar a investir em PC...é um mercado rendido à estupidez e irracionalidade.

  5. #50
    Master Business & GPU Man Avatar de Enzo
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    Citação Post Original de MTPS Ver Post
    Tirando MP puro...não vejo motivo algum para continuar a investir em PC...é um mercado rendido à estupidez e irracionalidade.
    O Sleepy tambem frisou a fluidez e resolução como pontos favoraveis ao PC.
    Acho que a maior parte de nós aqui já se mudou para as consolas, e não vejo nenhum arrependido. Com o preço duma 2070 nova, ja se arranja uma Xbox One X, uma PS4 Pro e um jogo para cada uma nos usados. Se um for o Horizon Zero Dawn e outro o Red Dead.......tão ali muitas muitas boas horas....
    Ideias sem Nexo e Provas do Tráfico de Hardware
    "que personifica o destino, equilíbrio e vingança divina." Dejá vú. Que cena!

  6. #51
    Tech Mestre Avatar de Sonas
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    E a falta de tempo das pessoas também faz isso... A consola ligas e jogas, não queres mais puff desligas....

    O PC com o que já foi dito... Actualizar drivers... 1000 clientes para jogares 1 jogo...

    A única coisa boa que vejo é que basicamente sacas ainda quase todos os jogos SP sem pagar...

    Sent from my VOG-L29 using Tapatalk
    PC: Intel i9 7900X | Asus ROG Rampage VI Extreme X299 | Gigabyte RTX 2080ti Gaming OC | 4 x 16GB G.Skill Trident Z RGB DDR4-3600mhz | SSD: Crucial 2TB + Crucial 500gb + 2xM2 960 EVO 512 GB| Anidees Cube | EVGA Supernova G3 1000W 80 Plus Gold Modular
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  7. #52
    Moderador Avatar de Winjer
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    Proposed Senate legislation could ban pay-to-win microtransactions and loot boxes aimed at kids

    While that is still the case across much of the US political sphere, Missouri-based Republican Senator Josh Hawley has drafted a bill -- known as the "Protecting Children from Abusive Games Act -- that could ban various microtransactions if they "exploit children." The microtransactions that are under fire with Hawley's legislation include pay-to-win purchases, and, of course, loot boxes.
    Though loot boxes are more clear cut, Hawley's proposed legislation breaks down pay-to-win microtransactions into two distinct forms. First, you have free-to-play games that start by giving players a smooth but "false" sense of progression upon initial download. Often within hours, the difficulty is "artificially" ramped up to push players into making compulsive purchases. In this case, players are usually only competing against themselves.
    Then there are multiplayer titles (full-priced or free) where gamers are offered "paid upgrades" that provide them with noticeable competitive advantages over other players who can't or won't make the purchases themselves. The Star Wars: Battlefront 2 microtransaction debacle is an excellent example of this.

    The second type of pay-to-win purchases is already widely criticized in the gaming community, but the first type will likely see significant pushback from mobile game addicts and publishers in particular, as they are almost an accepted norm in the free-to-play mobile gaming world.
    Hawley's bill announcement specifically calls out Candy Crush as a "notorious example" of this form of pay-to-win microtransactions. Though the game is popular among adults, Hawley would likely argue that its colorful, cartoon visuals are designed to target kids.
    Hawley's announcement notes that Candy Crush earns Activision Blizzard roughly $2 billion every year. With that much money on the line, assuming Hawley's bill is successful, it's probably safe to assume that the publisher won't take these potential restrictions lying down.
    Even EA pushed back against Belgium's anti-loot box legislation until it had no choice but to give in - likely for fear that Belgium's laws would set a dangerous precedent throughout the world; one that could significantly harm EA's bottom line given how much money it makes from loot boxes in its games.
    Only time will tell whether or not Hawley's push to protect children will pay off, but we'll keep you updated on the situation as it develops.

  8. #53
    Moderador Avatar de Winjer
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    Sony and Microsoft to explore strategic partnership

    https://news.microsoft.com/2019/05/1...c-partnership/

    Sony Corporation (Sony) and Microsoft Corp. (Microsoft) announced on Thursday that the two companies will partner on new innovations to enhance customer experiences in their direct-to-consumer entertainment platforms and AI solutions.

    Under the memorandum of understanding signed by the parties, the two companies will explore joint development of future cloud solutions in Microsoft Azure to support their respective game and content-streaming services. In addition, the two companies will explore the use of current Microsoft Azure datacenter-based solutions for Sony’s game and content-streaming services. By working together, the companies aim to deliver more enhanced entertainment experiences for their worldwide customers. These efforts will also include building better development platforms for the content creator community.

    Sony logoAs part of the memorandum of understanding, Sony and Microsoft will also explore collaboration in the areas of semiconductors and AI. For semiconductors, this includes potential joint development of new intelligent image sensor solutions. By integrating Sony’s cutting-edge image sensors with Microsoft’s Azure AI technology in a hybrid manner across cloud and edge, as well as solutions that leverage Sony’s semiconductors and Microsoft cloud technology, the companies aim to provide enhanced capabilities for enterprise customers. In terms of AI, the parties will explore incorporation of Microsoft’s advanced AI platform and tools in Sony consumer products, to provide highly intuitive and user-friendly AI experiences.

    “Sony is a creative entertainment company with a solid foundation of technology. We collaborate closely with a multitude of content creators that capture the imagination of people around the world, and through our cutting-edge technology, we provide the tools to bring their dreams and vision to reality,” said Kenichiro Yoshida, president and CEO of Sony. “PlayStation® itself came about through the integration of creativity and technology. Our mission is to seamlessly evolve this platform as one that continues to deliver the best and most immersive entertainment experiences, together with a cloud environment that ensures the best possible experience, anytime, anywhere. For many years, Microsoft has been a key business partner for us, though of course the two companies have also been competing in some areas. I believe that our joint development of future cloud solutions will contribute greatly to the advancement of interactive content. Additionally, I hope that in the areas of semiconductors and AI, leveraging each company’s cutting-edge technology in a mutually complementary way will lead to the creation of new value for society.”

    “Sony has always been a leader in both entertainment and technology, and the collaboration we announced today builds on this history of innovation,” said Satya Nadella, CEO of Microsoft. “Our partnership brings the power of Azure and Azure AI to Sony to deliver new gaming and entertainment experiences for customers.”

    Going forward, the two companies will share additional information when available.

  9. #54
    Moderador Avatar de Winjer
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    Introducing Xbox Game Pass Designed for PC Players




    We believe the player should be at the center of their gaming experience and be able to harness the unique benefits of the devices they choose to play on.
    Nowhere is that belief more important than on the PC. As the creators of Windows, we have a unique responsibility to ensure we’re investing in experiences that benefit players everywhere, while respecting the PC community’s preference for an open, highly customizable platform.
    We’ve not always lived up to our aspiration of keeping gamers at the center of everything we do when it comes to the experience they’ve had on Windows.
    Today I’d like to share three steps we are taking to contribute to the thriving PC gaming ecosystem:


    Introducing Xbox Game Pass Designed for PC Players


    Two years ago, we launched Xbox Game Pass on Xbox One, and since then we’ve seen how valuable a curated library of high-quality games can be for players and game developers alike. It offers a great way to discover and play your next favorite game. We researched whether a similar opportunity exists for PC players and PC game developers, and we believe that it does. We also considered the importance of bringing something new and additive to the PC gaming ecosystem, and we believe that we can. So, we designed a service specifically for the needs of PC gamers and PC game developers. It’s called Xbox Game Pass, just like the original, but it’s a new experience that we are building together with the PC community.
    Xbox Game Pass for PC will give players unlimited access to a curated library of over 100 high-quality PC games on Windows 10, from well-known PC game developers and publishers such as Bethesda, Deep Silver, Devolver Digital, Paradox Interactive, SEGA, and more. And just as we committed on the console, it is our intent to include new games from Xbox Game Studios in Xbox Game Pass for PC the same day as their global release, including titles from newly acquired studios like Obsidian and inXile. We’re working with over 75 developers and publishers to bring PC content to the service and we’ll ensure the library remains curated and full of great PC titles across a variety of genres, with new games added every month.
    Xbox Game Pass for PC members will also receive discounts in the Microsoft Store on Windows of up to 20% on games currently in the library and up to 10% off related game DLC and add-ons.
    We look forward to sharing more at E3, including the great games coming to the library, as well as more details on when and how you’ll experience the new Xbox Game Pass service for PC gamers.

    More Choice in Where to Buy Xbox Game Studios Titles

    Enabling gamers to play together, through cross-platform play and cross-network play across Windows 10 PCs and console, is vitally important. Building communities across all of those players, regardless of the store or platform they’ve chosen (console or PC), is also vitally important because it helps bring players together, allows games to find their largest audience and allows gaming to deliver its true potential of uniting people around the power of play.
    With that in mind, our intent is to make our Xbox Game Studios PC games available in multiple stores, including our own Microsoft Store on Windows, at their launch. We believe you should have choice in where you buy your PC games.
    In March, we announced that Halo: The Master Chief Collection will come to PC later this year, launching on Steam in addition to the Microsoft Store on Windows. We will continue to add to the more than 20 Xbox Game Studios titles on Steam, starting with Gears 5 and all Age of Empires I, II & III: Definitive Editions. We know millions of PC gamers trust Steam as a great source to buy PC games and we’ve heard the feedback that PC gamers would like choice. We also know that there are other stores on PC, and we are working to enable more choice in which store you can find our Xbox Game Studios titles in the future.
    We want to bring players together to create a shared player community regardless of where they play, so it’s our intent that new Xbox Game Studios titles include features such as voice and text chat, LFG, friends lists and cross-play across PC and console. On Windows 10 you’ll find this functionality in the Xbox Game Bar, which we’ll continue to evolve and expand.

    Supporting Win32 Games on Windows 10

    We want creators to be inspired to bring their best content to Windows 10, and we want Windows 10 to be the place where gamers come to discover their next favorite PC game. We recognize that Win32 is the app format that game developers love to use and gamers love to play, so we are excited to share that we will be enabling full support for native Win32 games to the Microsoft Store on Windows. This will unlock more options for developers and gamers alike, allowing for the customization and control they’ve come to expect from the open Windows gaming ecosystem.
    When I think about the role we play as a company to support and evolve gaming on Windows, it’s critical that we make decisions that reinforce the open nature of the PC, focusing on how best to unite players on all devices around the games they love. That philosophy will guide us as we introduce new ways to discover and play games on Windows.
    These are just a few of our steps in a journey to contribute to gaming on Windows 10. We know that PC gamers want to see games, so I hope you’ll join us at our annual Xbox E3 2019 Briefing on Sunday, June 9 to hear more, including the amazing lineup of new games and offers coming to PC players.
    Mais jogos para Steam, suporte para jogos em Win32 em vez de UWP e uma subscrição com acesso a muitos jogos. E nada de exclusivos manhosos com a Epic Store.
    Parece uma boa iniciativa da Microsoft para os jogadores de PC.

  10. #55
    Moderador Avatar de Winjer
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    AAA game downloads on the brink of overtaking physical in Europe


    AAA console sales in two European markets are now primarily digital, GamesIndustry.biz can reveal.
    The latest figures from GSD highlight how consumers are rapidly moving away from buying games on a disc. The data firm took a selection of major AAA franchises -- including Assassin's Creed, Far Cry, Star Wars, Batman, Battlefield, Monster Hunter, Call of Duty, Grand Theft Auto, Red Dead Redemption, FIFA, Dragon Ball, Need for Speed and Tom Clancy -- and compared their digital/physical sales split during the first quarter of 2019 with the same period in 2018.
    The most digital friendly region is the Nordics, where 66% of AAA console games (PS4 and Xbox One only) are now sold as downloads -- a rise of 13% compared with the same period in 2018. The UK is in second place, with 56% of its 1.36 million games being sold through Xbox Live and PlayStation Network (UK data for 2018 is not available).
    The most physical friendly market is Italy, where just a third of console game sales are digital. However, in 2018 only a quarter of AAA game sales in Italy were downloads.
    Q1 2019:
    Country Overall Q1 Sales Digital Q1 Sales Physical Q1 Sales Digitsation
    Benelux 412,825 178,785 234,040 43%
    France 851,234 401,013 450,221 47%
    GSA* 1,355,423 673,357 682,066 50%
    Iberia 634,006 219,747 414,259 35%
    Italy 494,339 163,954 330,385 33%
    Nordics 372,701 247,363 125,338 66%
    UK and Ireland 1,360,942 761,333 599,609 56%
    Q1 2018:
    Country Overall Q1 Sales Digital Q1 Sales Physical Q1 Sales Digitsation
    Benelux 473,285 156,889 316.396 33%
    France 1,392,256 433,216 959,040 31%
    GSA* 1,754,677 711,481 1,043,196 41%
    Iberia 775,450 204,307 571,143 26%
    Italy 622,060 156,275 465,785 25%
    Nordics 469,733 250,836 218.897 53%
    *GSA - Germany, Switzerland, Austria.
    The fastest rising digital market is France. In 2018, 31% of the selected franchises were sold digitally, with the rest being sold in a box. However, by 2019 that had increased to 47%.
    The next market to become predominantly digital will be "GSA," which is Germany, Switzerland and Austria. The market is currently an even split between physical and digital AAA game sales.
    Despite the rapid change, physical games remain the dominant market for the time being. Across all European territories, 52% of AAA console games were sold in a box during Q1 2019.
    The study was conducted by ISFE's GSD charts project on behalf of GamesIndustry.biz.

 

 
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