EA Will Remain The Exclusive Developer Of NFL Simulation Games For Years To Come

EA Sports and the NFL are going to extend their deal to keep making more Madden games for years to come. That’s according to a report from Sports Business Daily and information from Albert Breer of MMBQ (see the tweet below). They both say the NFL owners will vote this week to give EA exclusive rights to making simulation football games through the 2025 season. According to the reports, the new deal could extend to the 2026 NFL season if the game series reaches “certain revenue goals.”

The deal between EA and the NFL will also reportedly give the game developer non-exclusive rights to arcade-style NFL games in addition to “embedded companion apps/modes.” EA’s deal with the NFL is currently set to expire at the end of the 2021 season.

This new deal comes not long after the NFL and Take-Two reached their own deal for non-simulation NFL games. 2K’s first new NFL game under its own contract won’t be released for some time. EA remains the only company that can develop officially licensed simulation football games.

2K Sports hasn’t published a football game in years, but it used to released the NFL 2K series, which was a simulation franchise. However, EA later snapped up the exclusive rights. If 2K is ever going to get back into the simulation football market, it won’t be for at least five years.

The meeting of NFL owners will take place on May 28.

Madden NFL 21 is due to launch later this year, featuring Baltimore Ravens QB Lamar Jackson on its cover. The game has so far only been confirmed for Xbox One and Xbox Series X, but it’s also expected to release on PlayStation 4, PlayStation 5, and PC. EA has teased that more details on Madden NFL 21 will be announced on June 1.

Now Playing: Patrick Mahomes Talks Madden 21 | Inside Xbox

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It’s Always Sunny In Philadelphia Will Address COVID-19 In Season 15

While most of It’s Always Sunny In Philadelphia co-creator Rob McElhenney’s attention is currently on his new game development workplace comedy Mythic Quest: Raven’s Banquet, he has hinted that the Always Sunny gang will eventually deal with the COVID-19 crisis in some form.

In an interview about the production of Mythic Quest’s surprise quarantine episode, NME asked what a similar episode would have looked like if it was produced for Always Sunny instead. As McElhenney has been writing new Always Sunny episodes while in quarantine, he promised, “When we come back, don’t worry, we will address all this in the way only Sunny can!”

Though as McElhenney pointed out, Always Sunny does already have a quarantine episode: The Gang Gets Quarantined, which is episode seven of the show’s ninth season. The episode sees the gang locking themselves inside the pub to avoid a seasonal flu, and even plays on the hand sanitizer-mania we’ve now experienced in real life

With new show Mythic Quest now confirmed for a second season, McElhenney touched on the future of Always Sunny–and he still hopes it’ll be a long one. Unlike many TV shows that are now being planned for limited runs, McElhenney hopes his show will go on for as long as it possibly can. “If people keep watching it and we keep having fun, why would we ever stop? It’s my dream job. I never understand why people leave shows,” he told NME. “And if they keep paying me and the audience keeps watching it and I still love it… why would I ever stop?”

Now Playing: Best Shows And Movies To Stream For May 2020 – Netflix, Hulu, Shudder, Amazon Prime Video

Minecraft Dungeons – Everything You Need To Know

Minecraft Dungeons is a brand new spin-off from blockbuster crafting game Minecraft, but it’s pretty different to its source material. What I mean is, even if you’re a huge fan of Minecraft, Minecraft Dungeons might not necessarily be what you’re expecting–instead of mining blocks, chopping down trees, and building all kinds of creative structures like you would in a building game like Minecraft, Minecraft Dungeons is an action role-playing game. For those less acquainted with the genre, that means it involves the hacking and slashing of a lot of monsters and other bad things, taking inspiration from a variety of classic titles like the illustrious Diablo series.

Minecraft Dungeons tells the story of a bad guy called the Arch-Illager, who was ostracized by a group of mean Villagers because he looked a bit different to them–sort of like what happened to Shriek in Ori and the Will of the Wisps. Anyway, he ended up becoming quite powerful, which radically accentuated the chip on his shoulder and made him reckon it was a good idea to set loads of villages on fire. Naturally, Minecraft Dungeons is all about your quest to stop him.

Once you’re up to speed, consider reading about our essential tips and tricks for playing Minecraft Dungeons, and keep an eye out for more nitty-gritty guides coming soon.

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What Do You Do In Minecraft Dungeons?

To put it as plainly as possible: Minecraft Dungeons tasks you with making your way through areas–or dungeons, as the name suggests–which are populated with a variety of enemies. You’ll encounter the zombies, skeletons, and spiders you might recognize from the original Minecraft, as well as some fan-favorites like Endermen, but you’ll also meet lots of new enemies, most of whom are irritatingly powerful.

Each dungeon usually features a particularly strong boss at the end, too, and tons of unique and valuable loot to collect along the way. It sounds like there’s a lot going on, but it’s incredibly manageable and approachable.

When you get new items, you can experiment with different builds–maybe you want heavy armor that negates incoming damage, or fancy robes that make spellcasting far more efficient. You can enchant items by gaining enchantments points, which are earned every time you level up, and buy items from two traders who start to hang out at your camp after you beat the first couple of dungeons. It’s basically just this: go to a dungeon, fight monsters, collect treasure, go back to camp, see if you’ve got any better items, go to a dungeon, and the cycle repeats itself.

Why Are You Exploring Dungeons In Minecraft Dungeons?

The core reason as to why you fight monsters in Minecraft Dungeons is to protect innocent villagers who have lost, or are at risk of losing, their homes. All of these monsters are, in Minecraft Dungeons at least, the dastardly legionnaires of the nefarious Arch-Illager, who was once shunned by society and now seeks to dominate it after gaining access to the Orb of Dominance, a mysterious object imbued with deep and dark power.

As you make your way through the game, however, you’ll see that there’s more to this Orb than meets the eye. It’s possible that the Arch-Illager isn’t the baddie at all, but merely a frightened little puppet, ventriloquized by an ambiguous power against his will.

Although the story isn’t very complex–or really present at all, aside from a couple of sentences that preface each dungeon–the gist is that people are in trouble, and you’re the hero humanity needs to prevent the encroaching monster conquest. Detailed plot beats almost always fall secondary to moment-to-moment play, so while Minecraft Dungeons does feature a narrative structure, it’s not particularly fleshed out or absorbing–combat and exploration are what draw you into this world.

What Do You Actually Do In The Dungeons?

You obviously need to fight your way through dungeons, but there’s more nuance to it than just clicking on bad guys. In Minecraft Dungeons, you have a range of weapons at your disposal, from swords, to cutlasses, to sickles, to bows. Chaining these in interesting ways is what will allow you to create innovative and powerful builds–sometimes a light, speedy weapon enchanted with lightning will help you to dispel irritating, low-health mobs, whereas other times you’ll want a blazing axe to deal hefty damage to massive stone golems. Sometimes you’ll want to knock a firework arrow on your crossbow before firing five different technicolor shots into a swarm of enemies, which is particularly effective as well as being nice to look at.

It’s not just weapons, though. Aside from pointy things you use to fight monsters, you’ve also got interesting armor combinations to work with, as well as magical objects called artifacts–we’ll get into those later. You can enchant armor to set nearby enemies on fire, or increase your movement speed, or even deflect incoming projectiles. Once you get about halfway through the game, your armor sets will play a huge part in deciding whether you can actually beat a dungeon, in that playing without decent enchantments becomes incredibly difficult. So, you’ll really want to make sure you experiment with armor combinations, and create builds based on weapons and armor that complement one another.

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Can I Play Minecraft Dungeons Without An Internet Connection?

While Minecraft Dungeons has an online mode–which makes progression remarkably easier–it’s also perfectly fine to play offline. I spent most of my time playing by myself and it’s just as fun that way, so if you don’t have a particularly strong internet connection or a whole lot of friends who are into Minecraft, you can just play offline.

In fact, you can beat the whole game without ever connecting to the internet. Admittedly, it might be slightly more tough to get through some of the later dungeons alone, but they’re certainly manageable, and I did the last three completely on my own. So don’t worry about ordering a fancy new router–once you’re able to install the game, you can play to your heart’s content without having to worry about the internet.

How Do You Get A Game Over In Minecraft Dungeons?

You only have four lives per expedition in Minecraft Dungeons, and while you don’t lose story progress with a game over, it’s frustrating to get right to the end of a dungeon, lose your last life, and have to start that same dungeon all over again.

If you want to know how to manage your lives well, check out our Essential Tips and Tricks guide, as that features pretty much all the relevant information for staying alive and beating dungeons without too much stress. Again, you’ll never have to start Minecraft Dungeons again right from the beginning, but game overs mean you lose all progress from your current expedition–except items, which you’ll get to keep.

Sometimes it’s actually worth pulling off a risky move to get a rare item, as you get to keep it even if you get a game over, and you can equip it before having another stab at the exact same dungeon, allowing you to try again with a more powerful arsenal.

What Are Artifacts In Minecraft Dungeons?

Earlier, I mentioned mysterious items called “artifacts.” Essentially, artifacts are versatile objects that operate in a similar capacity to spells from traditional RPGs. One might enable you to summon an animal companion, whereas another could generate a circular regenerative field, or emit an almighty bellow from a magical horn designed to push enemies several squares away from you.

You can equip three artifacts at any one time, meaning that you can select from a variety of different combinations. Experimenting with different builds is what ultimately makes or breaks a dungeon crawl–especially on higher difficulties, where the stakes are higher. In my experience, I often thought artifacts were more effective than weapons, so they’re not to be underestimated–especially if you can put together a powerful soul build.

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How Do You Explore In Minecraft Dungeons?

Each area in Minecraft Dungeons has a linear route through, and the way forward is signposted with regularly placed quest markers. However, it’s sometimes worth totally ignoring the correct way through and focusing on blind exploration.

Sometimes, if you decide to go the wrong way you can find hidden areas that are packed with unique and powerful loot. Dungeons within dungeons you might say, that are off the beaten track but definitely worth visiting. So, if you’re doing quite well on your current run, don’t be afraid to ignore the correct way forward in order to investigate the map in its entirety–you might come out with an extra powerful weapon as a result!

What Do You Do With Emeralds In Minecraft Dungeons?

Early in the game, you’ll notice a currency called emeralds, which you can obtain from chests and enemy drops in dungeons. Early on, it might seem as if there’s very little to spend these spoils of war on, but you’ll eventually attract traders to your camp who sell a variety of weapons and artifacts.

The conceit is that you can’t buy specific items–it’s almost like a lottery, where you can choose to spend a certain amount of emeralds on a certain type of gear without quite knowing what you’re going to get. On top of this, there are only two traders in the game, a blacksmith and a wandering merchant. Each of these traders will offer you deals to purchase objects, but they’re randomized based on your level. The prices aren’t super steep, but you can easily waste all your money and miss what you’re looking for. So be sure to crack every emerald pot–brown vases with green embellishments–and check every enemy drop in case there’s cash laying about. You’ll run out sooner than you might think, despite feeling like an emerald-ionnaire at the beginning of the game.


Apart from that, boot up Minecraft Dungeons and have fun! If you like real-time action combat that enables a variety of builds, from ninja archer to nefarious mage, this could be for you. And it could be the gateway for those in your life who may not necessarily be acquainted with this sort of game. If you need a bit more help, check out our essential tricks and tips guide for Minecraft Dungeons.

The game’s simple, Minecraft-emphatic aesthetic is gorgeous, its music propels moment-to-moment play, and its systems are fairly easy to comprehend once you get a hang of them (which this guide should have you plenty ready for). Just make sure to explore off the beaten path, to experiment with builds–even if you have a favourite one!–and to be savvy with your emeralds.

Minecraft Dungeons – Essential Tips And Tricks For Starting

Minecraft Dungeons is the latest adventure from Minecraft creator Mojang, and introduces a new spin on the classic Minecraft formula. Instead of tasking you with crafting structures from a variety of block types in first person, it asks you to roam a variety of dungeons in third-person view, defeating enemies along the way in order to reach the nefarious Arch-Illager’s castle and take him down once and for all.

Although Minecraft Dungeons is not the most difficult game, there are definitely some things you should take on board before booting it up–especially so if you’re a Minecraft fan who hasn’t got a lot of experience with dungeon-crawlers. Luckily, we’ve compiled a handy, spoiler-free guide for you to bring you up to speed while you’re waiting for Minecraft Dungeons to install.

In this guide, you’ll find the essential tips and tricks that we gleaned from our time playing the game. Once you think you’ve got a handle on the basics, stay tuned for more guides focussed on things like how the enchantment system works in Minecraft Dungeons. If this is the first you’ve heard about the Minecraft spinoff game and you have unanswered questions, consider reading our article that collates everything you need to know about Minecraft Dungeons.

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It's easy to become overwhelmed by mobs if you're not aggressive enough.
It’s easy to become overwhelmed by mobs if you’re not aggressive enough.

How To Fight Mobs

One of the first things you’ll notice in Minecraft Dungeons is that mobs–huge groups of enemies who attack you all at once–are totally vicious. Instead of panicking and running away, it’s best to charge right in and tackle them head-on. This is because if you find yourself backed into a corner, it’s easy to become overwhelmed without any means of escape, whereas being aggressive on your own terms allows you to carve your way through enemies in a more methodical manner.

Basically, be sure to take mobs on in large chunks at your own pace, and with growing momentum. Also, don’t be afraid to mix things up: As well as your primary weapon, you have a bow, artifacts, and enchantable armor to accentuate your staying power–don’t worry, we’ll break all of those down in detail, too.

Spare No Enchantment Point

Enchantments are your bread and butter in Minecraft Dungeons. Every piece of weaponry and armor in the game can be assigned an enchantment–some rarer types can even hold three!

Enchantments generally offer a range of buffs designed to increase your overall power rating. One enchantment might speed up how quickly you reload your bow, while another could charge your armor with lightning dispelled with each and every strategic combat roll. Almost every enchantment in the game is viable for use, so it’s worth playing around with a few until you find a combination that works for you.

To actually apply enchantments to your items, you need to spend enchantment points. You gain one point every time you level up, but fret not: if you enchant an item, you can regain the enchantment points you invested in it by salvaging the item, which destroys it and nets you some cash, too. Basically, don’t be afraid to enchant items early on–you can sell them once you get better ones, getting a hefty amount of enchantment points back and allowing you to go wild with new, more powerful weapons and armor.

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Use Your Bow And Arrow (Almost) All The Time

If you have used a bow and arrow in a video game before, you might be aware of how necessary it often is to be conservative with your quiver. Luckily, although arrows in Minecraft Dungeons aren’t quite infinite, they’re certainly farmable.

Replaying old levels at lower difficulties enables you to quickly and easily gain a crazy amount of arrows, so you should never be worried about zeroing out your quiver. Arrows are dropped by enemies, particularly skeletons, as well as brown chests labelled “Supplies.” So yes, arrows are easy to get–but here’s why they’re important.

Arrows are remarkably versatile in Minecraft Dungeons–on one hand, you can take out heavy enemies before they ever even come into melee distance, especially if you’ve got a bow enchanted with the ability to fire gigantic arrows or get bonus ricochet shots. At the same time, you can quickly snipe pesky mages who run away whenever you get in close enough to swing a sword. Don’t even get me started on bosses–arrows are your best friend here too.

Essentially, arrows are abundant, powerful, and extremely helpful–use them!

Chests Are Important

Chests in Minecraft Dungeons are quite difficult to come by, but they’re also well worth searching for.

Every individual area in Minecraft Dungeons has its own unique array of weapons, armor, and artifacts to uncover. Sometimes you might get a rare drop after defeating a miniboss like an Evoker or a Redstone Golem. However, the best way to nab unique loot, at least most of the time, is by choosing to actively ignore quest markers and exploring the unnecessary parts of Minecraft Dungeons’… dungeons.

There are different types of chests here, too. Often, you’ll find a supply chest, which is a sort of checkpoint marker designed to provide you with health-restoring food and a handy quiver full of extra arrows. But sometimes you’ll find a different kind of chest, which has the potential to contain unique weapons, armor, and artifacts that can’t be obtained anywhere else in the game.

If you’re struggling with a higher level dungeon, it’s worthwhile to train in one you have already cleared. And when doing so, you should make a conscious effort to explore every nook and cranny in the lower-level dungeon–it’s much easier now than it was before anyway, so you’ll probably be able to explore the entire map faster than your original linear run. Chest-hunting will ensure you’ll be wielding the strongest weapons, donning the best armor, and launching the most powerful arrows in no time. So don’t be afraid to retread old tracks–just make sure to pay extra attention if you do.

How To Jump Over Passages

Minecraft Dungeons has no dedicated jump button, so you might find yourself scratching your head once you see a deep and seemingly uncrossable chasm separating you from a fancy chest.

Don’t fret: if a drop is only a couple of squares wide, simply using the roll button in the direction of the chasm will allow you to access difficult-to-reach areas, which are often home to incredibly rare gear. Just don’t forget that a lot of these jumps are rigged so you get ambushed after opening said chest–the gear is always worth it, but you’ll want to make sure your preparations are airtight before committing.

However, if the gap looks pretty big, don’t even bother trying. You don’t lose a life from falling off the map, but you respawn with less health, which, when combined with the fact that you usually respawn mid-mob, is almost as bad as dying in the first place. By similar logic, little jumps, while certainly crossable, are not to be underestimated either–time them properly, or you’ll come back to life upset you even took a chance in the first place, listless, lootless, and about to be lifeless.

How To Best Approach Boss Fights In Minecraft Dungeons

There is one very, very important detail to remember about Minecraft Dungeons boss fights. If you lose a life, and it’s not your last one, you can try again from where you left off. So, if the boss only had a tiny sliver of health left when you died, for example, you’ll only need to land a single hit when you return to the arena, which you’ll respawn right outside of. It’s pretty convenient!

So, if you have two or three lives to play with, it’s actually worthwhile to experiment with some pretty radical strategies. Occasionally, killing yourself with TNT could be a really bold but ingenious move, in that it does devastating damage to the boss and you can come back to the fight fresh as a daisy.

Just remember to always keep an eye on your lives, because you only have four. If you’re on your last legs, you’ll want to prioritize avoiding all incoming damage and getting one or two hits in when it’s safe, Dark Souls style. TNT explosions are not recommended in these situations, obviously.

How To Prioritize Your Targets

Enemies in Minecraft Dungeons are versatile. You can kill some with one hit, whereas others can tank what seems like a million arrows. The less sturdy types are definitely the ones you need to get rid of first.

In Minecraft Dungeons, all enemies can deal damage to you, but only some can withstand it. If you focus all your energy on a heavily-armored enemy first and foremost, all of the easily-killed ones will simultaneously wail on you and you’ll be dead in no time. On the other hand, killing them with a single hit apiece will enable you to go one-on-one with the heavier lads, which really puts the odds in your favor. With swords, bows, and artifacts at your disposal, these slow-moving tanky types won’t stand a chance.

So, clear out the easy enemies first, and when there’s only one big, armor-clad villain left, they’ll essentially just be arrow fodder. Fight clever and you’ll never lose.

Break all of these rules if you see a mage, though. They should be killed first every time, no matter what, as they buff enemies until they’re almost unkillable. Honestly, if you see a mage, drop everything and go straight for them, even if it means making a beeline through the middle of a mob. They’re weak, so a single arrow will take them down, but make sure you actually shoot said arrow or you’ll have an incredibly tough fight on your hands.

There are two progression metrics in Minecraft Dungeons: character level, and power rating.

The truth is that neither one matters all that much. Levelling up nets you access to enchantment points, which are hugely important, but power mostly just denotes an almost arbitrary numeric recommendation for entering dungeons. I completed some level 22 dungeons at power level 16, but was defeated within minutes when I tried a level 16 dungeon shortly afterwards.

That’s why it’s important not to worry about power ratings too much. If a dungeon is recommended as 20 power, and you’re only at 12, it can still be worth a crack. Each piece of gear and equipment has a power rating, but higher power ratings don’t necessarily make them better items, meaning that an overall power level of 30 could be dramatically worse than another build ranked as 15.

The reason for this is mostly because each item has unique enchanting potential, so even though one axe might be rated as 12 power, it could have two enchantment slots, whereas a level 18 version might only have one. On top of that, because each enchantment is unique, the 18 axe might have a poor selection available, whereas the technically less valuable one could allow you to combine lightning attacks with soul absorption. What is soul absorption, you ask? Well…

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How To Use A Soul Build In Minecraft Dungeons

This last tip isn’t completely necessary, but if you really, truly want to deal damage in Minecraft Dungeons, you can commit to a magical build based on something called “soul gathering.”

On top of standard armor in Minecraft Dungeons, you can collect rare Soul Robes that enable you to harvest the souls of the enemies you kill. Now, this might sound complex, and it is a little bit tough at first, but here’s the deal–Artifacts in Minecraft Dungeons are sort of like spells, which you can use instead of your weapons. Some allow you to summon a wolf or a llama, whereas others enable you to light your quiver on fire, or put down a special totem that will heal you mid-battle.

So what is soul damage? Well, the above artifacts can be used with any build, but certain soul artifacts function as reservoirs for the souls you collect. These artifacts do one of two things: deal damage, or regain health. It’s worth noting that Soul robes reduce artifact cooldown times, acting in a similar capacity to mage robes in traditional RPGs, and if you play smart, you’ll essentially have an infinite loop of devastating soul damage and last-ditch soul healing.

So, if you’ve gotten the hang of Minecraft Dungeons and want to try something a little more fun, deck yourself out in a nice soul outfit, equip a soul dagger and soul bow–which harvest souls quicker, as you might expect–and get your best magical soul artifacts in order. All of a sudden you’ll be nigh-invincible–just don’t forget any of the previous tips along the way.

Indiana Jones 5 Update: Writing Has Only “Just Started”

Indiana Jones 5 hit a snag recently when director Steven Spielberg–who directed every previous Indiana Jones film–announced he was leaving the project. The movie is still happening, and Lucasfilm has brought on Logan and Walk the Line director James Mangold. Producer Frank Marshall has provided an update on how the movie is coming along, and it’s very early days.

Marshall told Collider that the writing process for Indiana Jones 5 only “just started.” He didn’t share any details on the script, but the last we heard, Jurassic Park writer David Koepp was attached as the screenwriter. Lucasfilm president Kathleen Kennedy has confirmed that Indiana Jones 5 will be a “continuation” of the series instead of a reboot, but no story details are confirmed yet.

Indiana Jones 5–or whatever Lucasfilm decides to call the movie–is scheduled to be released in theatres in 2022. Marshall told Collider that the COVID-19 crisis is likely to impact how the movie is made. He said he expects you won’t see “big crowd scenes” in film for some time. Additionally, the craft services department–which delivers food to cast and crew–will likely be eliminated, he said.

“The number one thing, obviously, is the safety of everybody–the cast, the crew, and all of us. So, we’re looking at the guidelines that are coming slowly, from the health experts and the studios and the different parts of the business, and we’re just trying to incorporate everything, so we can move forward and be safe,” he said. “It’s going to obviously slow things down, so we’re trying to adjust.”

Also in the interview, Marshall spoke about why Mangold is the right choice to direct Indiana Jones 5. He said Mangold has a deep appreciation for the series, and he’s familiar with Indiana Jones actor Harrison Ford, who is returning for this new movie.

“His love of the franchise,” Marshall said of Mangold. “He’s a wonderful filmmaker. I think he also has a relationship with Harrison. It was all of the right pieces coming together, at the right time.”

In addition to Walk the Line and Logan, Mangold directed Girl, Interrupted, 3:10 to Yuma, and Ford vs. Ferrari. He earned Oscar nominations for Logan (Best Adapted Screenplay) and Ford vs. Ferrari (Best Picture).

While Spielberg is no longer directing Indiana Jones 5, he’s on board as a producer.

Now Playing: Best Shows And Movies To Stream For May 2020 – Netflix, Hulu, Shudder, Amazon Prime Video

PSA: Call Of Duty Modern Warfare/Warzone Season 3 Battle Pass Is Ending Soon

Call of Duty: Modern Warfare and Warzone‘s Season 3 Battle Pass is nearly finished. The Battle Pass is in its final week, so now is your last chance to progress through the pass to unlock everything.

As usual, you can earn new tiers in the Season 3 Battle Pass through gameplay alone, or you can spend real money to buy tiers. Alternatively, you can buy the entire Battle Pass–containing all 100 tiers–for $10 USD. The Battle Pass includes a new Operator, Alex, along with all kinds of extras such as cosmetics, weapon blueprints, double XP tokens, and more.

The Battle Pass applies to both Modern Warfare and the battle royale game Warzone, because the two titles share progression.

Modern Warfare/Warzone Season 4 is just around the corner, but Activision has not yet announced an exact start date or provide any details on what will be in its Battle Pass. Activision has posted a few teasers that suggests the iconic Call of Duty character, Captain Price, will be included in the Season 4 Battle Pass. All of the details should be confirmed soon, with Season 3 currently wrapping up.

It’s an intriguing time for Modern Warfare and Warzone, as Activision is expected to announce 2020’s Call of Duty game anytime now. Interestingly, reports have suggested that Activision will in fact announce the new game–rumored to be Black Ops: Cold War–through the Warzone game. The nuclear warhead discovered in Warzone will reportedly eventually detonate, changing the Warzone map to give it a Cold War-era look to promote the new game.

Now Playing: Call Of Duty: Warzone Video Review

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New Official Xbox Clothing Line Available On The Microsott Store

Wanting to show your love for Xbox beyond owning every single legacy console? Well, you can now do that with line of Xbox official clothing that has just dropped. Microsoft has collaborated with Meta Threads to bring you everything from hoodies to franchise tees so that you too can rep Xbox from the boardroom to the bedroom.

Xbox announced the official clothing collaboration on May 20, so if you’re looking to level up your work-from-home fit then why not consider picking up something new in the brand’s standard neon-green and black colorway?

If you were worried that the new Xbox official clothing line would just be shirts and jackets stamped with the titular logo, then you can breathe a sigh of relief. You’ll also be able to pick up Gears of War-related merchandise, jogging pants with Xbox Prime on them, and a whole bunch of Bleeding Edge clothing too. Talk about good advertising!

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Fans will also be able to browse the official Xbox clothing line to pick up accessories and hats, including a bunch of snapbacks and wool caps that will let you show your love for titles like Forza Horizon 4, Minecraft, and more. With no expiry date on this Meta Threads collaboration, it looks like the collection is here to stay, so there’s no need to rush out of the door to grab some green joggers right this very second. We do think they’ll elevate your current merch wardrobe, though, so if you’re fashion-minded then why not just go all out?

However, what’s the point of being dressed head to toe in Xbox gear if you’re not keeping up to date with the latest Xbox titles? With Vampire: The Masquerade – Bloodlines 2 and Assassin’s Creed: Valhalla on the horizon and being touted as part of highly-anticipated lineup for the Xbox Series X, we reckon now’s a good time as any to get excited over both games and gear.

Now Playing: Xbox Series X First Look At Gameplay – Inside Xbox

Skyrim Grandma, The World’s Oldest Streamer, Is Cutting Back Her Schedule

Shirley Curry, also known to the internet as Skyrim Grandma, announced earlier this month that she would be cutting back on her famous streams of The Elder Scrolls V: Skyrim because of comments that she’s received on her videos. After gaining an enthusiastic following in the streaming community for her passion for the game and becoming a world record holder as the world’s oldest professional streamer, she’s now taking a break from the activity.

Curry, who may be featured as an NPC in future Skyrim games, has been an avid player of the title since 2007 according to this article from Senior Planet. While her YouTube channel, active since 2011, was originally just for Curry to interact with other fans of Elder Scrolls V, she began to stream herself playing the game in 2015. However, she became famous almost overnight in late 2015 when she was featured on Reddit, and it’s been stardom ever since.

Being a popular streamer isn’t just a walk in the park, though. With some streamers being subjected to so much visibility and scrutiny to rival that of Hollywood celebrities, being in the public eye as a content creator can be exhausting.

Curry recently vlogged (as above) about receiving unwanted comments on videos of herself playing Elder Scrolls V this year. She mentions receiving comments that are negative, and that they’re affecting her enjoyment of the game and her playstyle. Curry likes to focus on the roleplaying aspects of Skyrim, so she may not always be using the most optimal builds.

The Skyrim grandma noted that she wasn’t “enjoying recording anymore” because she felt like she was “under a microscope all the time”. She’s since made the decision from May 2 to take a break from streaming and, when she resumes, to have a much-reduced schedule compared to her daily uploads.

The decision appears to be related to Curry’s health too; she mentions that she’s trying to ensure that she’s looking after herself, and there’s no doubt that a daily streaming schedule is tiring even for Twitch power users in the prime of their lives.

Curry is still working on her new stream schedule, but she can be found on YouTube along with all of the previous videos uploaded to her channel.

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Assassin’s Creed Valhalla Dev Talks About Creating A “Coherent And Complete” Eivor

Like Assassin’s Creed Odyssey before it, Assassin’s Creed Valhalla will allow players to choose to play as a male or female version of the main character, Eivor. In a new video, narrative director Darby McDevitt says you’ll get a full story now matter which you choose to play as.

“We want our character, Eivor, to exist in a coherent space and have a coherent personality,” McDevitt said. “So that by the time you get to the end of our game no matter which little paths you’ve taken through our game, you always feel that Eivor was Eivor.”

“Whether you choose male or female, and both options are valid in our game, you will always feel that Eivor is coherent and complete,” he added. “And I think the result will speak for itself. There’s a lot of cool mystery and intrigue around the character Eivor, and we can’t wait for you to dive into that mystery.”

In Odyssey, the two main characters–Kassandra and Alexios–are siblings. However, it remains to be seen, exactly, how Valhalla will handle explaining the lore behind the two Eivors. Both the male and female Eivor are canon.

Valhalla is due for release later this year as a launch title for the PlayStation 5 and Xbox Series X. The game will also be released for PlayStation 4 and Xbox One, as well as PC.

Like many Assassin’s Creed games, Valhalla is based on real history, but the historians at Ubisoft had to do a little more digging to construct a narrative from the dark ages. At the same time, Ubisoft says it isn’t concerned with comparisons to God of War, despite the similarly Norse setting. For more on Valhalla, witness our pre-order guide.

Now Playing: Assassin’s Creed Valhalla Full Presentation | Inside Xbox

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What Did the Games Industry Think 2020 Would Be Like in 2010?

Cast your mind back to 2010. It was a time when games – by and large – weren’t a service. Nor were many of them free-to-play. Back then loot boxes were on the fringe and micro-transactions were really only just getting going. In 2010, we were still playing on PlayStation 3, Xbox 360, and the Wii. League of Legends was a new thing, as was Minecraft. World of Warcraft, meanwhile, was ancient – five years old! Ten years ago people weren’t spending their free time absorbed in Let’s Plays or watching players broadcasting their games. At this point, Twitch didn’t exist. Remember Justin.tv? And thanks to the Wii, motion control seemed an inevitable part of the future, with PlayStation and Microsoft both about to jump in, with Move and Kinect (then known as Natal) respectively.

A lot has changed, then. Would it have been possible to predict where we’d be by now, in 2020? Let’s find out, because ten years ago IGN polled a panel of industry veterans about what they thought gaming would be like in 2020. Let’s see how their predictions worked out.

Games Will Be Everywhere and Played by Everyone

A common thread amongst our panel back in 2010 was the belief that games would continue to become more mainstream; that the audience would expand to encompass wider demographics. “Nintendo have recently hit a gold mine with the Wii and the DS and the brand new market of non-gamers it’s attracted,” Paul Denning, Senior Gameplay Programmer at Rocksteady Studios (the Batman: Arkham games) told us back then. “Microsoft and Sony are eyeing the market and licking their lips. Both are bringing out their own tech to entice people to their platform and that can only be a good thing.”

The traditional platform holders didn’t really deliver when it came to their own tech. Move was underwhelming and never became core to PlayStation’s offering, while Kinect proved to be a costly distraction for Microsoft, seeing the company chasing a broad audience while under-serving its existing player base.

Denning was, nevertheless, absolutely correct about games becoming more mainstream. It’s just that Microsoft and Sony weren’t the prime drivers of that change. “In 2010… I said many things will be the same, and on the surface they are,” says Gareth Wilson, who worked on Project Gotham Racing 3 and 4 as Lead Designer at Bizarre Creations ten years ago, and now oversees new IP development as Creative Director at Traveller’s Tales, the studio famous for its LEGO video games. “The big three are still battling it out in the console wars. But scratch the surface and things have changed massively. Very few people predicted the rise of free-to-play in 2010, first on mobile and then on PC and console. If you’d told me ten years ago the biggest game in 2019 was a free-to-play multiplatform shooter I would have been very surprised!”[poilib element=”quoteBox” parameters=”excerpt=%22If%20you%E2%80%99d%20told%20me%20ten%20years%20ago%20the%20biggest%20game%20in%202019%20was%20a%20free-to-play%20multiplatform%20shooter%20I%20would%20have%20been%20very%20surprised!%E2%80%9D%20-%20Gareth%20Wilson”]

Free-to-play games were just one part of the broadening of the market. Other key changes were the explosion of mobile gaming, the growth of digital marketplaces, the influence of key regions outside the West, and the rise of Let’s Plays and streaming. All these factors helped contribute to growth that has seen global sales of game hardware and software go from $67 billion in 2010 according to a report from research firm Gartner, to more than $160 billion in 2020 according to research firm Newzoo.

Our panel foresaw many knock-on effects from games becoming more mainstream too. “I believe video games will become an important extension of all visual entertainment,” said Chris Pickford, who was an associate producer working on Project Gotham Racing and other titles at Bizarre Creations at the time, and is now working on an unannounced multiplayer action game at Improbable Game Studios. “There will be lots more crossover between different media formats – films, games, websites, even theme parks! As companies get smarter with their IPs and learn to manage their ideas, they’ll be able to use different aspects of them in different ways, and create full encompassing experiences for the end user.”

Nintendo’s present strategy is a great example of this, allowing it to use the strength of its own IP to expand its reach and awareness through mobile games, theme parks, movies, and more. Strong IP and cross-platform support also allowed Nintendo’s Amiibos to ride the rise and fall of the toys-to-life category, whereas the likes of Skylanders and Disney Infinity are now just footnotes.

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We’ll See An Interface Revolution

One of the bigger topics in 2010 was the idea that the next decade would see significant interface innovations. “We’re going to see some fundamental changes to both the input and the output of games devices,” said Hermen Hulst, former Managing Director of Guerrilla Games (Killzone, Horizon: Zero Dawn), now head of Worldwide Studios. “Gestural interfaces are already happening, of course, and the screen as we know it might be a thing of the past too. I’m not sure if there will be a complete virtualization by 2020, but I like the idea of a wearable device – one that we control and interact with through natural hand gestures, and that we use to augment our physical world.”

Hulst’s prediction is very much the end goal for devices like HoloLens, but the path to the maturation of that technology – and AR in general – is proving to be a long one. Back in 2010, it was the success of the Wii that was the impetus for a lot of the conversations around gesture controls, but despite the fact that both Microsoft and Sony were prepping their own solutions, many members of the panel weren’t entirely convinced.

“There will be a lot of experimenting with interfaces during the next ten years but I think the basic general purpose controllers that will be used by the majority of the games will stay pretty similar to what they are now,” said Avalanche Studios Lead Game Designer Peter Johansson, who has worked on the Just Cause series and Mad Max. “Pressing a button is still often the easiest way to do an action. Motion controls will play a part but have matured into being used where it really enhances the experience.”

That’s certainly proven to be true for console gaming, where we use motion controls in combination with buttons to do things like throw Cappy in Super Mario Odyssey, or guide petals around a meadow in Flower. While motion controls were ultimately a sideshow, we have nonetheless been part of an actual interface revolution over the last ten years that has fundamentally changed how we lead our digital lives and play games on the go.

In the last ten years touch screen devices have become our ever-present technology portals, and a whole generation of kids are now growing up as touch screen natives. The new era ushered in by smartphones represented a paradigm shift, and games in turn adapted to play a large role in the new ecosystem.[poilib element=”quoteBox” parameters=”excerpt=In%20the%20last%20ten%20years%20touch%20screen%20devices%20have%20become%20our%20ever-present%20technology%20portals%2C%20and%20a%20whole%20generation%20of%20kids%20are%20now%20growing%20up%20as%20touch%20screen%20natives.”]

There have been other advances in interfaces too – geolocation games like Pokemon GO make the entire globe a playspace, toys came to life in our living rooms, and the re-emergence of VR, and in particular room-scale VR, changed how we interact with virtual spaces… and spurred some controller evolution too.

Digital Distribution Will Be Transformative

The rise of the smartphone came hand in hand with the growing importance of digital storefronts. Ten years ago, Steam was well-established, the App Store was beginning its meteoric growth after launching with a selection of 500 apps in 2008, and Xbox Live Arcade and the PlayStation Store had been around since late 2004 and late 2006 respectively. Digital distribution was here to stay, but exactly how much it would change the games industry was still up for debate.

“Digital distribution will be huge,” declared Jeremiah Slaczka, Co-Founder and Creative Director of 5th Cell, which is best known for the Scribblenauts games. “It changed the way music is sold and I think it will have a huge impact on games as well. In 2000 we were just being introduced to 300kbps DSL. In 2010 10mbps is normal in a lot of places. Where will we be in 2020? Cloud computing is a possible avenue. I don’t think physical media will be wiped out, but think it’s possible for the majority of games, like music, to be downloaded from online-enabled platforms. It’s happening already now.”

“I’ll be amazed if we’re still doing boxed product in 2020,” commented Jamie Jackson, who was Creative Director at DJ Hero developer FreeStyleGames and is now Chief Creative Officer at Mythical Games, a technology studio with a blockchain-based platform. “Digital distribution may be the only way to access your entertainment, be it games, TV, or films.”

Other panelists were more conservative. “Although online distribution will become even more important (expect full game downloads to be commonplace),” said Traveller’s Tales’ Gareth Wilson, “people will still be buying games from shops in ten years time. There will be people who simply prefer to physically own a title, and a download doesn’t make a good birthday present.”

It was Dan Greenawalt, Game Director at Forza Motorsport developer Turn 10 Studios, however, who really honed in on how digital distribution will fundamentally change game publishing itself, as well as how we’ll interact with games. Gaming, he said, “will continue to trend along the same lines as recent developments: ubiquity of games and devices catering to a bigger and even more diverse audience who are hungry for interactive entertainment; digital distribution having effectively leveled the publishing field so you have risky, experimental indie games coexisting with huge blockbuster titles in a virtual and sustainable marketplace; and of course, the uber-connectedness of it all – with social media and user-generated content playing central roles in how players define themselves and the experiences they have with the games they play.”

The Definition of a “Game” Will Continue to Evolve

But what, exactly, would those games be like? “Of course a few new genres will come into existence, probably enabled by the fact that our games consoles are increasingly networked, mobile, and equipped with innovative interfaces,” PlayStation’s Worldwide Studios head Hermen Hulst told us. “But most of today’s basic genres will still exist in 2020, just like most of today’s genres were already there in 2000. I guess playing a game like Cowboys and Indians is always appealing, regardless of the state of technology.”

Hulst was certainly spot on in terms of new genres being enabled by networking and mobility. The battle royale genre is absolutely the product of a thoroughly networked age, for instance, and the genre has a large audience playing on mobile too. Auto Battlers also, are very much at the nexus of networking and mobile gaming. Other new genres from the last decade include incremental games (initially popularised by Cookie Clicker) and walking simulators (spearheaded by Dear Esther, which technically was available as a free-to-play mod in 2008, but only commercially released in 2012).

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A number of other notable genres found the spotlight in the last ten years. Modern survival games kicked off with Minecraft, but evolved when DayZ came on the scene. Digital CCGs blew up, thanks to Hearthstone. You could also argue that this was the decade of loot shooters (Borderlands was released in 2009), hero shooters (Team Fortress 2 led the way in 2007) and Souls-likes (Demon’s Souls came out in 2009).

Avalanche Studios’ Peter Johansson had a broader response to what the games of 2020 would be like. “The definition of what constitutes a game will be less clear since all games will be so integrated with other forms of entertainment,” he said.

This is certainly becoming true. Think about the distinction between a game like Her Story and a TV show like Black Mirror: Bandersnatch. The lines can be very blurred indeed. Telltale’s Minecraft: Story Mode is another interesting example; it now exists as both a game and an interactive show on Netflix, in which the game’s action sequences are automated, but you can still make all the dialogue decisions.

In a general sense the definition of what a “game” is continues to evolve. Ten years ago it had already changed drastically, with game devices capable of encompassing a broad suite of experiences, from Brain Training and Nintendogs to Wii Fit. Since then we’ve seen walking simulators put storytelling front and centre, we’ve seen incremental games create never-ending, ever-escalating gameplay loops, and we’ve seen a whole lot of experimentation – think 80 Days, Heavy Rain, The Stanley Parable, P.T., Return of the Obra Dinn, and many more.

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Online Connectivity Will Be Taken for Granted

“All games will be online but by that I don’t mean massive multiplayer,” said Avalanche Studios’ Peter Johansson in 2010. “‘Online’ will be firmly integrated into our way of life and games will naturally tap into that connectivity. I’m talking about social networks, digital distribution, downloadable content, mobile connectivity, community, etc. There’s so much untapped potential there of which we’ve only just begun to scratch the surface.”

Being online – or at least having the ability to be online at any time – is very much a given in many parts of the world now, with games wrapped up in that expectation in countless ways. Blizzard Entertainment’s President J. Allen Brack, who was working on World of Warcraft at the time, also touched on what that might mean. “You’ll have everything online,” he said. “There’ll still be single player games, but there’ll be a lot more connectedness in games than we have now. I think potentially you’ll look back on the idea of connecting to small numbers of players like we have right now as kind of quaint. I’m a big believer in the ‘everyone playing together’ kind of model and there will be more games that come along that are everyone playing together.”

Connecting a hundred players in games like PUBG and Fortnite is no big deal in 2020, nor is queueing into just about any mode of popular online titles like Call of Duty or League of Legends. All of that works so smoothly – the matchmaking, the low queue times – because behind the scenes there are hundreds of thousands, if not millions, of active players.

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Of course, there are issues with everyone playing together – toxicity in chat can be a major problem, and so voice chat is often restricted to players that are grouped up, which is a disappointing – but not unexpected – limitation of our always-connected age. It has the byproduct, however, of reducing humanisation in many of our online interactions.

That humanisation can be absent in other places too. The ubiquitous nature of social media and online life has introduced direct lines of communication between members of the games industry and consumers, for both better and worse. At its worst, this has resulted in campaigns of harassment, and the formation of an us versus them mentality. At its best, it has led to tight knit communities in which gamers are actively involved in the development process.[poilib element=”quoteBox” parameters=”excerpt=The%20ubiquitous%20nature%20of%20social%20media%20and%20online%20life%20has%20introduced%20direct%20lines%20of%20communication%20between%20members%20of%20the%20games%20industry%20and%20consumers%2C%20for%20both%20better%20and%20worse.”]

Also, for better and worse, gamers have shown over the last decade that they can wield real power. Recent examples include the overwhelming response to Blizzard’s heavy-handed handling of pro Hearthstone player Blitzchung, who made a pro Hong Kong statement at the end of an official tournament stream, and was stripped of prize money and banned for a year, effectively ending his career. (The company later walked the punishment back.) EA’s implementation of loot boxes and pay-to-win elements in Star Wars Battlefront 2 also became a cause to rally round, eventually seeing the game’s microtransactions disabled shortly before the game’s wide release, so large was the furor.

Other aspects of the games industry have also come under the spotlight in the last decade. We’ve seen revelations of sexism and toxicity at companies like Riot Games and we’ve read about the persistence of crunch culture in studios including Epic Games, in which developers work long hours for weeks or months on end to hit a deadline. Consumers and lawmakers have also targeted game companies over loot boxes, accusing the industry of employing exploitative business models that are tantamount to gambling.

Rising Development Costs Will Impact Design

Micro-transactions were already part of the conversation in 2010. Street Fighter Series Executive Producer Yoshinori Ono saw how things would develop, commenting that micro-transactions were now “in almost every game released. This has also created a new marketplace (literally) and this trend will continue. Games will have to be designed with this in mind.”

The changes to the mobile games market over the last decade really highlight what Ono foresaw. Where initially developers could price their games somewhat fairly, they quickly had to drop to a dollar at most, and before long the expectation for consumers became that mobile games are free… which meant that revenue had to come from in-app purchases.

On PC and consoles, development costs continued their long rise, so the increasing importance of loot boxes and other micro-transactions, not to mention the introduction of concepts like season passes, were part of a broader shift towards business models that could help generate ongoing revenue.

These factors, alongside others – such as the emergence of free-to-play on PC and the rise of early access/playable alphas – culminated in one of the defining trends of the last ten years, that many games became a service.

This was accompanied by a move towards smaller release slates from many of the big publishers. In late 2009, for instance, after laying off 1500 staff and cancelling a number of projects, then-Electronic Arts CEO John Riccitiello said the company would be cutting its releases from more than 50 titles in 2009 to around 40 in the 2010 fiscal year. Fast forward to the fiscal year ending March 2021 and EA will be releasing 14 games, and that includes two remasters and several annual sports titles.

Another way publishers have combated rising development costs and team sizes is through “external development”, or outsourcing, which is a large part of modern game development. They also continued the well-established trend of taking advantage of tax breaks or lower labour costs by opening studios in financially favourable locations.

Major publishers may have released less games in the last decade than in the decade before, but overall we now have more games to choose from each year, and that’s due to the rise of independent developers. To put it in perspective, in 2010, there were 276 new games released on Steam. By 2016 this had jumped to 4,207, and by 2018 it hit 9,050. Gaming is now a saturated market for lower profile titles, where quality is no guarantee of success and discoverability is one of the biggest hurdles.[poilib element=”quoteBox” parameters=”excerpt=In%202010%2C%20there%20were%20276%20new%20games%20released%20on%20Steam.%20By%202018%20it%20was%209%2C050.”]

China Could Play a Major Role

The landscape has changed dramatically, but there’s a large aspect we haven’t even mentioned yet – the ascendancy of China. China came to be the largest gaming market in the world in 2015 and held that position until 2019. (2019 revenues were predicted to be USD $36.5 billion, just shy of the U.S. market prediction of USD $36.9 billion.)

Rocksteady’s Paul Denning singled out China in our original roundtable. “There’s a huge untapped potential in places like China that if used correctly could help the industry grow,” he said. “Already there’s been some companies that have started development there… Ubisoft have already started this process with their EndWar team for instance.” Denning was talking about making games in China, and essentially anticipating that big games would increasingly be made by studios all around the world. 2018’s Assassin’s Creed Odyssey was created by ten studios, for instance.

China has proven to be an important emerging market too. In the last decade a number of publishers from other parts of the world have established large player bases there, such as Bluehole Studio with PlayerUnknown’s Battlegrounds (PUBG) and Blizzard Entertainment with Overwatch. Both partnered with Chinese companies to make it happen. During PUBG’s early access success Tencent Games inked a deal to publish the Windows version of PUBG in China, then developed what would come to be known as PUBG: Mobile. NetEase has published Blizzard’s games in China since 2008, and is a development partner on Diablo Immortal.

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Even so, there is a strict approvals process around what can be released, so many non-Chinese games must be modified before they’re greenlit. This was the case for the Windows version of PUBG, while PUBG: Mobile wasn’t approved for monetisation in China at all, forcing Tencent to release the similar, but state-friendly, Peacekeeper Elite. All publishers are subject to the whims of the Chinese government too. It instituted a nine-month approval freeze on new games in 2018, for instance, and has also introduced measures to curb hours played by minors.

Over the last decade, as publishers like Activision-Blizzard have looked to grow their mainland Chinese audience, so too have Chinese companies grown their foothold outside the country. Tencent – now the largest games publisher in the world – has full ownership of Riot Games, a 40% stake in Epic Games, a 5% stake in Ubisoft, and to come full circle, a 5% stake in Activision-Blizzard, and more than 10% in Bluehole Studio. And that’s just some of its investments.

Gaming Will Be a Pillar of the Entertainment Industry

The games industry in 2020 is both familiar yet radically different to its 2010 self. In terms of reach and revenue it has expanded significantly, yet many of the drivers of those changes have only come into their own in the last ten years: mobile, free-to-play, digital distribution, the importance of China.

Nonetheless, our panel made some astute observations about where we might be by now. And while many saw significant challenges ahead, due to factors like escalating budgets and team sizes, there was also a sense that gaming would be more important than ever by 2020.[poilib element=”quoteBox” parameters=”excerpt=The%20games%20industry%20in%202020%20is%20both%20familiar%20yet%20radically%20different%20to%20its%202010%20self.”]

“My take is that the industry will strengthen its place as one of the main pillars of the entertainment industry,” said Yannis Mallat, former CEO of Ubisoft Montreal (Assassin’s Creed, Far Cry), now CEO of Ubisoft’s Canadian Studios, “becoming even more mass market, widening its reach and cementing its place as a cultural product.”

How might things look in another ten years? Keep an eye on IGN in the coming days, as we’re going to find out.

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Cam Shea heads up IGN’s Australian content team and loves CCGs. Check out his Legends of Runeterra review and say hey on Twitter.