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EVE Online devs cancel production on Project Nova

Production on Project Nova has ceased, according to EVE Online developer CCP Games.

Originally developed in collaboration with Sumo Digital, the spiritual successor to PlayStation 3 free-to-play game Dust 514 was scrapped in order to “take a step back and return to the drawing board”.

This comes just a month after CCP Games shared some news involving Project Nova, which included a teaser trailer, gameplay footage, and registration for an invite-only alpha to be held in November. Because of the cancellation, it’s safe to assume the alpha is no more.

“Over the course of Project Nova’s development we conducted a number of player research sessions with external partners, tirelessly playtested the game internally and brought community stalwarts in to help us evaluate the project,” explains a blog post.

As a result of this aforementioned feedback, CCP says that “the gameplay experience in its current form does not live up to our original vision and would not achieve our ambitious goals for this project,” thus stopping development. 

Instead, CCP plans to “take a step back and return to the drawing board, where we will spend more time figuring out how all this hard work can translate into something better and more meaningful for the EVE Universe.” 

CCP Games’ entire statement can be read here.

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Former Sierra On-Line dev posts original source codes to eBay

Former Sierra On-Line developer and creator of the Leisure Suit Larry games Al Lowe is listing the original source code for games he worked on to eBay, with more to follow.

It’s always nice to see a developer unearth and share their old collection of work with the rest of the community.

However, it’s a bit of a shame the games aren’t being donated (at the time of publication) to an organization like the Video Game History Foundation for preservation. 

As reported by Ars Technica, Lowe plans on listing more of his collection to eBay, which will likely include his other Leisure Suit Larry games, Kings Quest III, and Police Quest I.

As of right now, the source code for Leisure Suit Larry 2 is currently bidding at over $2,000 USD.

In addition, Lowe explains that he saved the original backups of his complete programming pipeline, which include the Sierra utilities that converted plain-text, ASCII commands to interpreted code. 

Lowe warns potential buyers that the disks haven’t been tested so there’s no guarantee that they will work, and owning the disks does not grant legal rights to commercially redistribute them. 

“Realize that, while you’ll have my data as of the day of Larry 1’s creation, you will not own the intellectual property rights to the game, the code, the art, or anything else,” Lowe says in the Leisure Suit Larry 1 listing

Interested developers can see what Lowe has listed of his collection so far by clicking here. 

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Stardew Valley dev announces decision to self-publish

Starting December 14, Stardew Valley developer Eric Barone (known as ConcernedApe) will be self-publishing the indie title on PC, Xbo, PS4, and PS Vita. Chucklefish remains as publisher on Nintendo Switch and mobile platforms.

As detailed in a developer blog, Barone notes the transition to self-publishing Stardew Valley as an organic one, writing how he’s ready to move forward on his own.

“I think self-publishing is the end-goal of most indie developers, and I’m happy to be in a place where that’s possible!” 

“When I first released Stardew Valley, I was a complete novice to the video game industry,” he writes. “Chucklefish, as my publisher, oversaw the distribution, console ports and translations of the game. They set up the official wiki and helped me redesign the website, to great effect.”

Chucklefish will stay on as publisher for the Nintendo Switch and mobile platforms to oversee the upcoming Switch multiplayer update and new Android version of Stardew Valley. 

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Get a job: Sucker Punch seeks a Senior Lighting Artist

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Bellevue, Washington

Sucker Punch Productions is looking for a Senior Lighting artist with a minimum 5 years of experience and a solid understanding of current run-time rendering technologies.

We have a dynamic, creative and friendly atmosphere at our studio where you can have a big impact on a project as an individual and as part of the team.  

Responsibilities

  • Lighting tasks on a significant portion of game environment.
  • Must communicate effectively.
  • Work closely with Leads and Art direction to achieve art goals.
  • Master proprietary lighting system, tools and systems.
  • Must be able to meet milestones and deadlines.
  • Troubleshooting lighting, art and tech issues, work to solve the issues with Leads, AD or engineers.

Qualifications and Skills

  • 5-years of experience in video game production with solid understanding of advanced run-time rendering technology, deferred lighting, light maps and baked lighting tech.
  • Ability to work with minimal direction and desire to take on responsibilities within team-based work environment.
  • Must have general knowledge of physical based lighting and rendering.
  • Ability to research or track down real-world reference when needed.
  • Traditional drawing, painting, photography or sculpture skills a plus.
  • Excellent Maya skills.
  • Highly developed eye for color, compostion and detail.
  • Problem solver with ability to learn new technologies and software on-the-fly.
  • Previous PlayStation game development a plus.

Portfolio and other Requirements

  • A portfolio review is required. 
  • Applicants must be able to work in the USA and willing to relocate to the Seattle, WA area.

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.

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Don’t Miss: David Gaider on writing Dragon Age

[Gamasutra examines the writing process behind the Dragon Age series by speaking with lead writer David Gaider, delving into how the team wanted to focus more on the “dark” in “dark heroic” and balance player choice throughout the game.]

In late 2009, BioWare booted up a new fantasy RPG franchise with Dragon Age: Origins, which rose to become one of the top games of that year. The game received particular accolades for its writing, which used a decision-based narrative structure and weighty, nuanced dialogue to tell an epic, emotionally-driven story. The writing went on to win a number of awards, and was a key component in the game’s success.

Not surprisingly, BioWare moved quickly on a sequel. Dragon Age II was released in early 2011, delivering a new story that expanded on the original’s rich game world. However, the game represented a departure from its predecessor, in a narrative sense. BioWare decided to ignore its own blueprint for success with Dragon Age II.

Gamasutra spent some time with David Gaider, lead writer on the Dragon Age franchise, who explained the ins and outs of how Dragon Age II was written.

“It’s an interesting process, approaching the story for a sequel,” says Gaider. “There’s a certain level of expectation among fans, and especially with a game like Dragon Age: Origins that follows so many different story branches, only so many options we could consider.

“Do we pick one branch and continue the story of the Warden, excluding all others? Do we try to accommodate multiple storylines from the outset? Do we start a new main character with a different story branch? Or do we try something new?”

Gaider and lead designer Mike Laidlaw decided they didn’t want to tell the same story with new names and faces. If there was one thing about Origins’ writing that was often criticized, it was that the plot followed a predictable Hero’s Journey. So they decided to focus more on the “dark” than the “heroic” in their “dark heroic” fantasy sequel, and go for a grimmer, more personal tale.

It was Laidlaw who first proposed the new game concept. His idea was this: instead of telling a linear, he suggested they modify the structure on a high level and jump between the major moments of a character’s life. Instead of telling a story over a short span of time in a wide open world, they would set the game within a single city, and jump through an epic ten-year period. This would be accomplished with the help of a framing device, allowing for the time jumps to be implemented as flashbacks.

“[The new approach] definitely allowed us some unique opportunities,” Gaider says. “Sometimes the lack of an ability to hand-wave time passing means we end up with a lot of events happening in an unrealistically short span, or repercussions for a player’s actions that either need to occur instantly or be relegated to the epilogue. So this offered us the chance to give a sense of greater scope.”

However, there were also unknowns. What would it feel like to play a game where you don’t see time’s gradual passage? Would jumping through time break narrative unity and pull the player out of the story? And how would this work from an implementation standpoint? Would creative resources get bogged down trying to account for the long-term impact of minor decisions that the player made five years ago in game time?

These questions began to work themselves out as the process unfolded. In some ways, the new concept worked just as planned. But in others, the team found that certain RPG elements emerged naturally, as a function of the genre, rather than as a matter of tradition. The game ultimately came to reflect a blend of these ideas – the concept as it was originally envisioned, and the actual limitations revealed by the writing process.

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PSA: Today is your last day to submit to Alt.Ctrl.GDC 2019!

Hey game makers, quick reminder that the call for submissions to Alt.Ctrl.GDC, the popular on-site Game Developers Conference showcase of unique control methods for playing games, closes today, November 30th, at 11:59 PM Pacific!

Organizers welcome any and all one-of-a-kind game peripherals, contraptions, and novelties which enhance game experiences and challenge our expectations — but you must submit today!

The showcase itself will take place March 20-22 of next year, during the final three days of GDC 2019. Teams for each submission chosen will be asked to showcase their game to GDC attendees at the Alt.Ctrl.GDC exhibit area; they’ll also receive a pair of Main Conference+Summit Passes and a pair of Expo Plus Passes, for a total of four free passes to GDC 2019!

For the third year in a row, one of the games selected to be part of the GDC 2019 ALT.CTRL.GDC showcase will also win the ALT.CTRL.GDC Award ($3,000) at the IGF ceremony during GDC, with judging taking place on-site.

In exchange for the passes and free exhibit space, teams will be responsible for their own travel and the delivery of their exhibit submission to GDC in San Francisco. Those interested in participating in Alt.Ctrl.GDC should fill out this online form in its entirety. Any questions about the form or the exhibit should be directed to ALT.CTRL.GDC’s organizer, John Polson.

GDC 2019 will itself take place Monday, March 18 to Friday, March 22, 2018 at the Moscone Convention Center in San Francisco, California.

Bring your team to GDC! Register a group of 10 or more and save 10 percent on conference passes. Learn more here.​

For more details on GDC 2019 visit the show’s official website, or subscribe to regular updates via Facebook, Twitter, or RSS

Gamasutra and GDC are sibling organizations under parent company Informa

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The Weekender: Back to Regular Programming Edition

Now that the chaos of Black Friday is over, we can return to our usual programming in the run-up to Christmas. It’s been a quieter week – we reviewed Royal Adviser and Farabel, but then nothing else aside from some news. On the horizon we’ve got reviews coming in for a few new projects, including C & C Rivals, but we’ll mainly be looking towards Christmas now for the big push.

Out Now

The Elder Scrolls: Bla-

Oh never mind. As you may have heard by now, Bethesda has officially pushed back the launch of The Elder Scrolls: Blades, until Match 31st, 2019 (at least). There hasn’t really been anything official from Bethesda on this, we’ve just got the iOS pre-order entry to go by.

We’re expecting preview code sometime soon, so if they do follow through with that at least we might be able to report back some early impressions before the year is up, but don’t get your hopes up.

Kingdom Rush: Vengeance (iOS Universal & Android) – Full Review Coming Soon!

This one was actually out last week but we didn’t do a Weekender update because of Black Friday. Still, it exists, and Richard’s reviewing it as we speak to expect the formal PT verdict to land sometime soon.

Vengeance is the next entry in Ironhide’s Kingdom Rush Tower-Defence/RTS games, featuring new towers, upgrades heroes and countless other bits as the devs continue to try and innovate their brand of strategy. It’s also fully playable offline, which is nice.

[youtube https://www.youtube.com/watch?v=hTdWNCxofTc?controls=0]

Morels (iOS Universal & Android) – Full Review Coming Soon!

Another card game port, Morels won a bunch of card game awards in 2012 and 2014 when it was originally release and depending what version you’ve seen you might also know it as ‘Fungi’. It’s finally made the jump to digital platforms.

This is a two-player game where you must forage mushrooms and acquire other ingredients and accessories to cook meals for yourself. The more and better quality meals you cook, the more victory points you gets. I’ve played the physical version – it’s a very easy, casual game for two people (although it needed a fair amount of room), but it wasn’t quite exciting enough for prolonged exposure. It’s not one you’d have busted out a lot.

The app seems to be ticking all the boxes though – a colourful design, a tutorial and in-app rulebook, new ways to play the game, and more importantly, plenty of different options. Solo player vs. an AI (with 3 difficulty levels), local pass & play and then online asynchronous or real-time versus another player.

[youtube https://www.youtube.com/watch?v=s8T0bb_kspI?controls=0]

Marching Order (iOS Universal  & Android)

Finishing off this segment with another quirky logic puzzle, Marching Order sees you as a rather stressed out band manager trying to get their troupe in order. It may not sound like a challenge, but every animal you’re trying to sort has a specific set of preferences to keep them happy.

The trick of the game is to put the animals in the correct/optimum order, so that all animals are as happy as possible and the music is good when you eventually go on your march. The presentation and theme makes me think this one might be a good one for kids, but we haven’t had a chance to try it out yet. If anyone does, do let us know what you think!

[youtube https://www.youtube.com/watch?v=UtTG35zljKA?controls=0]

Sales & Updates

I would have thought you’d all be sale’d-out from last week, so I’ve not looked this week to see if anything’s going cheap – most of the good ones were part of Black Friday and Cyber Monday anyway.

On the update front there’s been no recent things that we can see worthy highlight, but we will use this as an excuse to drop in another bit of news that we know is relevant to your readers.

You’ll remember 2012’s Plague Inc.? Well developer Ndemic Creations are finally releasing a brand new game – Rebel Inc. It’s a bit of a departure – you’re not the insurgency itself, but you’re having the balance military and civilian priorities within your region to win the hearts of the people and stamp out the rebels.

Rebel Inc 3 1

The official feature list is:

  • Stabilise five different, richly modelled regions
  • Innovative representation of counter insurgency tactics
  • Use realistic initiatives to empower the local government
  • Highly detailed, hyper-realistic world based on extensive research
  • Intelligent strategic and tactical AI
  • Sophisticated narrative algorithms shaped by your decisions
  • Five unique governors with radically different abilities
  • Comprehensive in-game help and tutorial system
  • Full Save/Load functionality
  • Internet connectivity not required

It’s worth nothing that this appears to be trying to treat the subject matter seriously, even though it’s a fictional game. It’s already available for pre-order via iTunes if you’re interested, and it will be releasing on December 6th.

That’s all for this week’s update, enjoy your weekends!

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Put your merch to work: An indie’s guide to merchandise

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


Weather Factory – who made Lovecraftian card game Cultist Simulator, you should buy it – recently opened a merch shop. We’re a microstudio of two people (Alexis Kennedy, creator of games like Fallen London and Sunless Sea, and myself), so I wanted to see whether selling physical merch was a worthwhile side-project for an already over-busy indie team.

We launched our Church of Merch on Monday 17th September 2018. The following three-parter will take you through the deets: set-up, the merch itself and how it did in Month 1, and then some searingly insightful takeaways on, like, the ontology of enamel pins. It’ll be a zinger.

If you can’t be bothered to read ’em all, my conclusion is that if you have anybody in your team who’s interested in doing it, you should totally set up your own merch shop. Read on to find out why. 🙂

☽★☾

TLDR: merch is just another game dev project. Be clear about what you’re trying to achieve.

Weather Factory has a rich, weird, jazzy IP that lends itself nicely to merchandise. I wanted to lean into this and personally design rich, weird, jazzy items (#branding). Cultist is a niche game, so I also wanted to see if I could make merch that appeals to people who haven’t heard of Cultist as well as its core fans.

This meant our stuff had to be high-quality enough to attract buyers without relying on the quality of Being From That Game You Like. This put extra pressure on initial design, but I hope pays long-term dividends by enabling us to reach beyond our game’s user base and generate sales from a wider, non-Cultified audience.

Finally, we want to incorporate physical items into future Weather Factory games, so our merch experiment was also about market research and practicalities. Is it possible to set up and manage a merch store with only one part-time resource? What sort of items do our fans particularly respond to? Are there any types of merch which are a particular pain in the butt to make, so we can avoid them in the future?

In short, and in order of importance, the Church of Merch’s aims were to:

  • Create attractive, boutique, on-brand merch within a sensible indie budget
     
  • See if selling physical merch was a viable long-term option for us, in terms of pipeline, storefront, profit and time
  • See what sort of items go down well with ‘our type of people’: people who are already playing Cultist Simulator + the people who aren’t but like weird occult stuff
     
  • Make some money!

TLDR: there’s no single ‘best’ place to sell merch. Pick the best shop for you, based on your project aims.

I looked into a bunch of different options. Did we want a dedicated page on our Weather Factory site somewhere? Did we want an entirely separate site? Did we want a ‘buy’ button on our website which would lead to some external seller like Shopify?

Bearing in mind our whole studio ethos is boutique, personable open production, I ended up settling on Etsy. It’s friendly and personable too; it’s full of weird individuals making weird individual stuff; it’s entirely controllable by us, without complicated add-ons; it gives our merch the chance to be seen by a wider consumer audience who are looking for other things; and I personally understand it, because I’ve shopped on Etsy for years. 

So far I’m very happy with it. The back-end is slick, there’re a lot of marketing options I haven’t yet made much use of, there’s a nice app, etc. If we scale up, maybe it’ll be less sparkly, and it’s a shame there isn’t (yet!) a Slack integration. But otherwise, it’s pretty perfect for what we’re trying to do.

TLDR: we spent time and resource on this. It was worth it.

The Church of Merch cost ~£7k to set up. This includes all stock costs, store listings, and my time. Our estimated profit from selling all our base stock comes to ~£7.7k, which already tells you merch stores are worth it for cashflow-delicate indies!

I love getting my art on, so I wanted to be the core designer on our merch where possible. I drew up a list of some feasible-sounding but not entirely generic merch ideas then looked around for specialist producers, who’d offer me the biggest range of highest-quality options. This meant I took on a time-cost of looking for specialists and talking to multiple people (rather than a quicker, more expensive one-stop supplier), but I think it also meant the end result was unusually weird and wonderful. YOU DECIDE!

For each item we made, the basic process went something like this:

  • The first step is your GRAND VISION. You take your GRAND VISION and you email a supplier and you say are you able to make my GRAND VISION a reality.
     
  • They email back politely saying yes if you make it less stupid, how about this mock-up?
     
  • You have a back and forth about colours, material and costs per volume.
     
  • It all ends with a big boss battle between yourself and TNT delivery who insist you haven’t been home since March 1943 but eventually you receive your goods and weep delightedly over their beauty.

Leave time in your schedule for these initial designs. If you want to open your merch shop in time for a specific event (e.g. Christmas), leave waaaaay more time than you think you’ll need. All in all I think I spent 2-3 months setting up the shop, though I wasn’t working to a fixed deadline, or working full-time on it. 

One final thing to note is: even though I spent considerable time on finding suppliers and commissioning weird stuff, the majority of this pain is now over. Restocking is as simple as pinging someone an email or clicking a big blue REORDER button. If I  branch out and decide to make a new bit of merch that’s totally unlike the others, I’ll probably need to go out and look for a new specialist supplier again. But over time – as I collect a larger and larger group of friendly people to make my stuff – this’ll go away, too.

TLDR: what’re your brand and project aims? How much do you want to be involved?

We worked with a different supplier for each bit of merchandise you see on our shop. This is because I wanted specialists, I wanted to keep costs down, I wanted unique rather than scalable items, and I figured we’d have more creative control with a smaller producer than in the production line of a bigger company.

All of our producers are in the UK, bar one that’s in China, because it didn’t make sense to pay international shipping for stuff I can get made here for roughly the same amount. China makes sense in one instance (our USBs) simply because the cost per item is so much cheaper than in the UK, even with vastly more expensive shipping + hefty customs charges.

If you’re looking for quantity and budget-friendliness instead – less ‘ooh, so boutique’ and more ‘make this not my problem’ –  here’s a list of larger suppliers. This isn’t remotely exhaustive, it’s just a collection the various names I’ve been recommended by kind devs who passed on their own pearls of merch wisdom when I was asking around.

In case it needs to be said, there’s no shame in wanting to fling your merch over the fence to make it someone else’s problem. It may well make more sense for what you’re trying to achieve. Please don’t take my interest in the strange and smol as a critique of a more scalable, economic approach!

TLDR: it’s a total pain in the butt, but you get there in the end.

Let me introduce you to the Babadook that’ll haunt your own Church of Merch. It was hard working out shipping costs ahead of time (see mad scrawlings, above), as there’s a lot of inconsistency across weight, size, service speed, item value, delivery country, etc… You also have a significant time-cost of actually posting stuff when the orders start coming in, the fact that countries are constantly buggering about with customs checks and postal strikes, deciding whether your profit margins can eat the cost of postal fees (which significantly helps shift items), and managing ongoing customer queries about where things are. Budget for all of this!

BUT. Once you’ve shipped a few things you’ll know how it all works, you’ll learn all the boring parcelly things you didn’t know you didn’t know before, and you’ll realise how insane you were to not have a Drop & Go account. The admin side of shipping stuff is a real, significant pain in the butt, but so long as you *expect* it to be a pain in the butt and leave time to get to grips with it all, you’ll be fine.

One final bit of advice here: draw this tedious shipping stuff back up into your #branding. For example, every Weather Factory parcel comes in some fun colour-coded parcel, with ribbon and hand-written cult thank-you cards and some of them are holographic fuschia parcels. You could opt for the most economic options, but then your studio’s brand becomes ‘Most Economic’. Maybe that’s you! But if it isn’t, seek ye some jollier packaging.

☽★☾

Thus endeth Part the First of my merch research! Next time: the stuff we actually made and sold, and the numbers the Church did in its first month (with little to no marketing, I might add).

If you’re an indie and have questions or stories about setting up your own store, ping me in the comments here, or on Twitter. 🙂

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Video: Building an environment to tell a story in Dear Esther

The original Dear Esther started out as a Half-Life 2 mod and was popular among the modding community, but lacked in visual detail which was consistent with the amount of narrative being detailed. So how did the game manage to reconnect the visuals with the story?

In this GDC 2013 talk, LittleLostPoly’s Robert Briscoe discusses his philosophy and approach to some of the important processes involved in telling a rich visual story through the environment of Dear Esther.

It was an insightful talk that’s still definitely worth watching, so developers shouldn’t miss the opportunity to do so now that it’s freely available on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent company Informa

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GameStop reports $488.6 million loss despite strong software sales

GameStop has released its financial results for the third quarter ended ended November 3, 2018, reporting an adjusted full-year earnings forecast to compensate for “current sales and margins trends,” adding that the new figures will include the planned sale of Spring Mobile.

The company reported a net loss of $488.6 million for the quarter, or $4.78 per diluted share, compared to net income of $59.4 million, or $0.59 per diluted share in the prior-year quarter. 

Total global sales increased 4.8 percent to $2.1 billion (increased 6.3 percent in constant currency), with new hardware sales increasing 12.8 percent, driven largely by Xbox One X and Sony PS4 sales. This seems to be in line with what the retail giant reported last quarter, attributed to strong sales of the Nintendo Switch.

New software sales increased 10.9 percent, thanks in part to strong sales of Red Dead Redemption II and Marvel’s Spider-Man. The company reported accessories sales increased 32.6 percent on the strength of headset and controller sales, while pre-owned sales declined 13.4 percent. 

Chief operating officer and chief financial officer of GameStop Rob Lloyd explains that the company lowered its projected forecast because it now anticipates a weaker fourth quarter, despite sharing better-than-expected third-quarter results.

“While our Black Friday and Cyber Monday sales were strong, we anticipate that our fourth quarter sales will skew more towards hardware than initially planned which, along with underperformance of certain titles, weakness in pre-owned and recent sales promotions, will result in fourth quarter earnings that are below our previous expectations,” Lloyd said in a statement.