PUBG's parent company now owns Subnautica studio Unknown Worlds | PC Gamer - craigdumbet
PUBG's parent society now owns Subnautica studio Unknown Worlds
PUBG Corporation bring up companion Krafton will soon live the proud new possessor of Subnautica studio Unknown Worlds. Krafton said the acquirement will helper it "expand its IP and diversify the company's portfolio of groundbreaking games."
Playerunknown's Battlegrounds is the jewel in Krafton's top, but Uncharted Worlds will really be its 6th studio: It also owns maneuverable studios RisingWings and Dreamotion, Bluehole and PUBG Studios, and Glen Schofield's Striking Outstrip Studios, which is currently working on a Defunct Space-style survival horror brave call the Callisto Protocol that, for some reason, is set in the PUBG creation.
"It was immediately apparent how nearly Unknown Worlds and Krafton are aligned in the way we think about games and game development," Unknown Worlds founder and CEO Charlie Cleveland said in a statement. "Subnautica and PUBG some started meekly and evolved successfully through constant loop and feedback. We want to bring newborn games to the world stage—and with Krafton, we're a big step nigher. We'ray in truth looking forward to our future together."
Krafton same Unknown Worlds will continue to "function as an sovereign game development studio," with its current leadership and bodily structure intact. That commitment met with pushback from indie developer Raffaello Santi van Lierop, give and creative director of The Long Dark studio apartment Boondocks Games, who didn't cite Unknown Worlds specifically simply aforementioned on Twitter that it's "just not possible or true" that indie studios can remain independent after they've been noninheritable.
What does it mean to be independent? It boils down to a a couple of key decisions, ultimately. 1) Privy you allocate company resources as you wish? 2) Can you make the projects you wish? 3) Can you shut land your own company if you wish? If you can't do all three, you are not independent.October 29, 2021
New wave Lierop aforementioned military post-acquisition indie studios have a "relatively" large amount of freedom compared to 10 operating theatre 15 years ago, when teensy-weensy developers were much more apt to be pronounceable into larger organizations and disappear. "Simply no big acquirer is buying a company so giving them true independence," he tweeted. "They own you, they ain your IP, you need their permission to allocate resources, and if you don't want to rivulet your company any more, you will be replaced."
In a reply to van Lierop, Axiom Verge Divine Thomas Happ made a similar comment, noting that "independent" and "indie" are now good marketing buzzwords.
It's interesting how "independent" and "independent" are in real time preferred marketing words that cosmic companies want to use for themselves... information technology wasn't always that wayOctober 29, 2021
Information technology's true: Lepton Arts, one and only of the biggest videogame publishers in the domain, has an indie-focused publishing division called EA Originals, as do Starbreeze (Starbreeze IndieLabs) and Take-Two (Private Naval division). As van Lierop aforesaid, it's not necessarily a bad matter—it's actually a boon for many an—only it does blur the lines of what "indie" is in the public awareness.
Krafton said that alongside its current supporting for Subnautica and Subnautica: Below Cypher, Unknown Worlds is also working along a unexampled "genre-shaping game" that's expected to get into archean access sometime in 2022. I've reached dead set Krafton for more selective information on
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