It's hardly an original observation, but 2020 has been one hell of a year. It stands to reason that one of the more catchy coinages has been the term "doomscrolling" -- the act of opening Twitter first thing in the morning and scrolling down to find out what fresh hell has unfolded while you slept, even though you know for certain that it's going to put you in a bad mood before you've even had your first mouthful of coffee.
For the games industry, too, it's felt like brand new reasons to drink heavily have been coming thick and fast. Even cushioned by some great sales numbers thanks to a global population suddenly finding itself with a lot of indoor leisure time to fill, we've still faced a year in which the industry has been forced to rapidly adapt to remote working (with very mixed success), rocked by a host of scandals over inappropriate behaviour and sexual harassment, witnessed an ongoing spat over digital distribution revenues that's become increasingly bitter, angry and cynical, seen its growth in markets like China threatened by geopolitical sabre-rattling and attacks on democracy, and now faces a major demand-led recession just in time for two new console launches -- for at least one of which headline software titles have been delayed into next year.
"It's been a year of upheaval -- and upheaval almost always creates opportunities for someone"
What I'm saying is that there hasn't been a whole lot of good news to write about. There have been some fantastic games released, of course, and a handful of important success stories, but for the most part, almost every good story has had a caveat, and few of the clouds have had much of a silver lining.

https://www.gamesindustry.biz/articl...clouds-opinion