Domain: kotaku.com
Stories and comments across the archive that link to kotaku.com.
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Why Google Stadia Will Be a Major Problem For Many American Players
Earlier today, Google launched its long-awaited "Stadia" cloud gaming service at the Game Developers Conference in San Francisco. Unlike services from Xbox, PlayStation, and Nintendo, Stadia is powered by Google's worldwide data centers, allowing users to play games across a variety of platforms -- browsers, computers, TVs, and mobile devices -- all via the internet at a 4K resolution. One major problem with Stadia, which Google didn't mention in its presentation, is that it will require a ton of bandwidth, testing the limits of data caps that most U.S. internet service providers have.
"Most US ISPs cap their customers' bandwidth usage, usually somewhere in the neighborhood of 300 GB per month. And streaming 4K content eats up about 7GB an hour," Steve Bowling from YouTube gaming channel GameXplain tweeted. "And that's based on Netflix's publicly available guidelines for 4K video content, which is shot at 24 fps, a far cry from 60fps, meaning content at 4k60 could be more costly." He added: "Your average consumer likely isn't rocking a 100Mbps+ connection, and in some parts of America such options aren't even available, limiting Stadia's potential reach. And if you are, that cap can come at you fast, especially considering most folks are going to use their internet for more than just streaming games. Most ISPs offer additional data at a premium, but how many are going to want to pay that premium to stream 4K games?"
What's unknown is whether or not Google will work with ISPs to help alleviate this concern. PCWord also notes that there's no option to download and install a game if you want, which is an option available on Steam's streaming service. "You're always streaming it, and presumably copies sold through the Google Play store won't come with more traditional versions from other storefronts," reports PCWorld. "You're either all-in on Stadia and streaming or you're not."
UPDATE: A Google spokesperson told Kotaku they were able to deliver 1080p, 60 FPS gameplay for users with 25 Mbps connections. They also said that they expect Stadia to deliver 4K, 60 FPS for people with "approximately the same bandwidth requirements." How exactly they will achieve this is still unclear. -
US Labor Organization AFL-CIO Urges Game Developers To Unionize In Open Letter (gamasutra.com)
An anonymous reader quotes a report from Gamasutra: In the wake of Activision Blizzard's massive layoff wave, a move that was announced in the same call as the company's record quarter, the union federation AFL-CIO has published an open letter to game developers urging members of the industry to organize. The AFL-CIO itself is the largest labor organization in the United States and counts 55 individual unions (and more than 12.5 million workers) among its affiliates. The letter, readable in full on Kotaku, calls out many of the issues that have prompted conversations about unionization in just recent years like excessive crunch, toxic work conditions, inadequate pay, and job instability. The industry, points out AFL-CIO's secretary-treasurer Liz Shuler, boasted sales 3.6 times greater than those of the film industry in 2018, yet much of that financial success isn't felt by the developers working on the games that generate those billions. "Executives are always quick to brag about your work. It's the talk of every industry corner office and boardroom. They pay tribute to the games that capture our imaginations and seem to defy economic gravity. They talk up the latest innovations in virtual reality and celebrate record-smashing releases, as your creations reach unparalleled new heights," says Shuler.
"My question is this: what have you gotten in return? They get rich. They get notoriety. They get to be crowned visionaries and regarded as pioneers. What do you get? Outrageous hours and inadequate paychecks. Stressful, toxic work conditions that push you to your physical and mental limits. The fear that asking for better means risking your dream job. [...] Change will happen when you gain leverage by joining together in a strong union. And, it will happen when you use your collective voice to bargain for a fair share of the wealth you create every day. No matter where you work, bosses will only offer fair treatment when you stand together and demand it." -
Activision Blizzard Cuts 8% of Jobs Amid 'Record Results In 2018' (kotaku.com)
On an earnings call this afternoon, publisher Activision Blizzard said that it would be eliminating 8% of its staff. "In 2018, Activision Blizzard had roughly 9,600 employees, which would mean nearly 800 people are now out of work," reports Kotaku. "This afternoon, the mega-publisher began notifying those who are being laid off across its various organizations, which include Activision, Blizzard, and King." From the report: On the earnings call, Activision Blizzard CEO Bobby Kotick told investors that the company had "once again achieved record results in 2018" but that the company would be consolidating and restructuring because of missed expectations for 2018 and lowered expectations for 2019. The company said it would be cutting mainly non-game-development departments and bolstering its development staff for franchises like Call of Duty and Diablo. Development sources from across the industry told Kotaku this afternoon that the layoffs have affected Activision publishing, Blizzard, King, and some of Activision's studios, including High Moon. At Blizzard, the layoffs appear to only have affected non-game-development departments, such as publishing and esports, both of which were expected to be hit hard. "Over the last few years, many of our non-development teams expanded to support various needs," Blizzard president J. Allen Brack said in a note to staff. "Currently staffing levels on some teams are out of proportion with our current release slate. This means we need to scale down some areas of our organization. I'm sorry to share that we will be parting ways with some of our colleagues in the U.S. today. In our regional offices, we anticipate similar evaluations, subject to local requirements."
Thankfully, the letter promised "a comprehensive severance package," continued health benefits, career coaching, and job placement assistance as well as profit-sharing bonuses for the previous year to those who are being laid off at Blizzard. "There's no way to make this transition easy for impacted employees, but we are doing what we can to support our colleagues," Brack wrote. -
Riot Games Issues New Company Values In Wake of 'Bro' Culture Accusations (venturebeat.com)
An anonymous reader writes: Riot Games, the maker of the enormously popular League of Legends multiplayer online battle arena (MOBA) PC game, has issued a new set of company values on its web site. They're the result of some soul searching after the company was accused by many of its own employees last year of having a sexist "bro" culture. The company said that these new values replace the company's Manifesto from 2012 and reflects conversations with more than 1,700 Rioters about "what we want our company to be." -
Developer Bungie Splits With Publisher Activision, Will Keep World Shooter Series Destiny (kotaku.com)
Developer Bungie and publisher Activision are splitting up in an industry-shaking divorce that will see the shared world shooter series Destiny enter fully into Bungie's control. From a report: This development comes after years of tension between the two companies -- tension that has existed since before the first Destiny even shipped. Bungie, the studio that created and has led development on the franchise, told employees during a team meeting this afternoon, framing it as fantastic news for a studio that has long grown sick of dealing with its publisher. Employees cheered and popped champagne, according to one person who was there.
[...] One of the most significant tensions between Bungie and Activision had long been the annualized schedule, which mandated the release of a new Destiny game or expansion every fall. Now, separated from Activision, Bungie will no longer be constrained to that schedule. "We'll continue to deliver on the existing Destiny roadmap, and we're looking forward to releasing more seasonal experiences in the coming months," the company said, "as well as surprising our community with some exciting announcements about what lies beyond." -
The FTC Says It Will Investigate Loot Boxes (kotaku.com)
The Federal Trade Commission this week agreed to investigate video game loot boxes, accepting an official request by Senator Maggie Hassan. In a Congressional oversight committee hearing yesterday, FTC chairman Joe Simons affirmed Sen. Hassan's request that loot boxes be investigated. From a report: During her turn to ask questions at the hearing, Hassan cited a recent report by Great Britain's Gambling Commission that found 31% of children in the country had at one point or another paid money to open a loot box, a well as moves by Belgium (which prompted Square Enix to pull three mobile games from the country), Japan, and other countries to limit how loot boxes can be used in games. "Given the seriousness of this issue, I think it is in fact time for the FTC to investigate these mechanisms to ensure that children are being adequately protected and to educate parents about potential addiction or other negative impacts of these games," Hassan said. "Would you commit to undertaking this project and keeping this committee informed about it?" In response, Simons said "yes," but declined to go into any more detail about the FTC's current position on loot boxes and whether they constitute a form of gambling. Despite vocal criticism from Hassan and a few others on the topic, regulators have not been jumping to get involved in the debate. -
The FTC Says It Will Investigate Loot Boxes (kotaku.com)
The Federal Trade Commission this week agreed to investigate video game loot boxes, accepting an official request by Senator Maggie Hassan. In a Congressional oversight committee hearing yesterday, FTC chairman Joe Simons affirmed Sen. Hassan's request that loot boxes be investigated. From a report: During her turn to ask questions at the hearing, Hassan cited a recent report by Great Britain's Gambling Commission that found 31% of children in the country had at one point or another paid money to open a loot box, a well as moves by Belgium (which prompted Square Enix to pull three mobile games from the country), Japan, and other countries to limit how loot boxes can be used in games. "Given the seriousness of this issue, I think it is in fact time for the FTC to investigate these mechanisms to ensure that children are being adequately protected and to educate parents about potential addiction or other negative impacts of these games," Hassan said. "Would you commit to undertaking this project and keeping this committee informed about it?" In response, Simons said "yes," but declined to go into any more detail about the FTC's current position on loot boxes and whether they constitute a form of gambling. Despite vocal criticism from Hassan and a few others on the topic, regulators have not been jumping to get involved in the debate. -
Strategy Guide Company Prima Games Is Shutting Down (kotaku.com)
Prima Games, the publishing company that has printed video game strategy guides since it was founded in 1990, is shutting down. "The label will no longer publish new guides starting now, and it will officially shutter in the spring," reports Kotaku. From the report: Thanks to the rise of sites like GameFAQs -- and major gaming publications like IGN commissioning their own online guides, which bring in monstrous amounts of traffic -- print strategy guides have struggled for years now. In 2015, Prima purchased and swallowed its biggest competitor, BradyGames, and has been consistently churning out guides for both print and the web, but it wasn't enough to survive what the company called "a significant decline" in the world of print video game guides. -
16-Year-Old Dethrones Tetris World Champion With Difficult Hyper-Tap Technique (kotaku.com)
Over the weekend, seven-time winner Jonas Neubauer showed up at the Classic Tetris World Championship in Portland, Oregon like he has every year since it moved there in 2011. Instead of adding another championship to his name, he finished in second place this time, bested by 16-year-old Joseph Saelee who went on an amazing three-game tear. From a report: "The kid played with pure heart, the most clutch Tetris that we've seen from anyone," Neubauer said after the dust had settled. "He just really had the ability, had the natural ability, and let it shine as bright as he could in his first tournament. [It's] truly an honor to pass the torch to the new generation of Tetris players." The veteran stood on stage holding a silver trophy, his first since losing to Harry Hong in 2014, and the unlikely Saelee, tears still in his eyes, hoisted the gold to applause from the crowd at Sunday's Retro Game Expo crowd.
Though Tetris came out on the NES in 1989, the Classic World Championship tournament as it exists today didn't get started until 2010 after the game's competitive scene spent most of the aughts trading strategies, high scores, and footage evidence throughout a scattered network of forums and websites. Now, top players from around the world compete annually at the Expo using the original game and controllers played on old CRTs to see who can get the highest score in individual head-to-head matchups. -
Slashdot Asks: Should 'Crunch' Overtime Be Optional? (forbes.com)
An anonymous reader quotes Forbes: Rockstar Games co-founder and VP Dan Hauser unleashed a storm of controversy when he casually stated in an interview with Vulture that "We were working 100-hour weeks" putting the finishing touches on Red Dead Redemption 2. Reaction was swift with many condemning the ubiquitous practice of crunch time in the video game industry in general and Rockstar's history of imposing harsh demands on its employees in particular... Hauser responded that he was talking about a senior writing team of four people working over a three-week period. This kind of intense short-term engagement was common for the team which had been working together for 12 years. Hauser went on to say that Rockstar doesn't "ask or expect anyone to work anything like this". Employees are given the option of working excessive overtime but doing so is a "choice" not a requirement.
A QA tester at Rockstar's Lincoln studio in the UK has taken to Reddit to answer questions and clarify misconceptions about overtime at Rockstar that have arisen in the wake of Hauser's comments.... He has no knowledge of working conditions at other Rockstar studios. The first thing the poster points out is that he and other QA testers (with the possible exception of salaried staff) are paid for their overtime work. He then writes "The other big thing is that this overtime is NOT optional, it is expected of us. If we are not able to work overtime on a certain day without a good reason, you have to make it up on another day. This usually means that if you want a full weekend off that you will have to work a double weekend to make up for it... We have been in crunch since October 9th 2017 which is before I started working here...."
[A] requirement to opt into weekly overtime shifts and more than a year of required crunch time ranging from 56 to 81.5 hours spent at work each week is a far, far cry from Hauser's claim that overtime is a "choice" offered to Rockstar's employees. The good news is that Rockstar has changed its overtime policies in response to the negative press engendered by Hauser's 100-hours comment [according to the verified Rock Star employed on Reddit]. Beginning next week "all overtime going forward will be entirely optional, so if we want to work the extra hours and earn the extra money (As well as make yourself look better for progression) then we can do, but there is no longer a rule making us do it."
The videogame correspondent for Forbes argues that this "crunch time is the norm" idea in the videogame industry "is unconscionable and untenable. No one, in any line of work, should be expected to sacrifice their family for their job. If people want to devote their life to their job, they should be able to do so but those who would rather work a standard work-week should also be able to do so without suffering adverse job-related consequences." But what do Slashdot's readers think?
Should 'crunch' overtime be optional? -
Slashdot Asks: Should 'Crunch' Overtime Be Optional? (forbes.com)
An anonymous reader quotes Forbes: Rockstar Games co-founder and VP Dan Hauser unleashed a storm of controversy when he casually stated in an interview with Vulture that "We were working 100-hour weeks" putting the finishing touches on Red Dead Redemption 2. Reaction was swift with many condemning the ubiquitous practice of crunch time in the video game industry in general and Rockstar's history of imposing harsh demands on its employees in particular... Hauser responded that he was talking about a senior writing team of four people working over a three-week period. This kind of intense short-term engagement was common for the team which had been working together for 12 years. Hauser went on to say that Rockstar doesn't "ask or expect anyone to work anything like this". Employees are given the option of working excessive overtime but doing so is a "choice" not a requirement.
A QA tester at Rockstar's Lincoln studio in the UK has taken to Reddit to answer questions and clarify misconceptions about overtime at Rockstar that have arisen in the wake of Hauser's comments.... He has no knowledge of working conditions at other Rockstar studios. The first thing the poster points out is that he and other QA testers (with the possible exception of salaried staff) are paid for their overtime work. He then writes "The other big thing is that this overtime is NOT optional, it is expected of us. If we are not able to work overtime on a certain day without a good reason, you have to make it up on another day. This usually means that if you want a full weekend off that you will have to work a double weekend to make up for it... We have been in crunch since October 9th 2017 which is before I started working here...."
[A] requirement to opt into weekly overtime shifts and more than a year of required crunch time ranging from 56 to 81.5 hours spent at work each week is a far, far cry from Hauser's claim that overtime is a "choice" offered to Rockstar's employees. The good news is that Rockstar has changed its overtime policies in response to the negative press engendered by Hauser's 100-hours comment [according to the verified Rock Star employed on Reddit]. Beginning next week "all overtime going forward will be entirely optional, so if we want to work the extra hours and earn the extra money (As well as make yourself look better for progression) then we can do, but there is no longer a rule making us do it."
The videogame correspondent for Forbes argues that this "crunch time is the norm" idea in the videogame industry "is unconscionable and untenable. No one, in any line of work, should be expected to sacrifice their family for their job. If people want to devote their life to their job, they should be able to do so but those who would rather work a standard work-week should also be able to do so without suffering adverse job-related consequences." But what do Slashdot's readers think?
Should 'crunch' overtime be optional? -
PlayStation Now Is Making Its Games Downloadable (kotaku.com)
PlayStation revealed in a blog post that PS Now subscribers will be able to download most PS4 and PS2 games currently in the PS Now Library and play them locally, offline. "Almost all PS4 games in the service, including Bloodborne, God of War 3 Remastered, NBA 2K16, and Until Dawn, will be available for download, in addition to the PS Now lineup of classic PS2 games remastered for PS4," the announcement reads. "This feature will be gradually rolled out to PS Now subscribers over the next couple of days, so if you don't see the feature on your PS Now today, make sure to check back again soon." Kotaku reports: While being connected to the internet isn't required to play PS Now games once they've been downloaded, the support page says your system will have to go online "every few days" in order to validate the PS Now subscription. In the past, PS Now had been exclusively for streaming games to your PS4. When it was announced in 2014, it was building off of Sony's 2012 acquisition of the Gaikai video game streaming service. While it offered a way for people to play older games on the newer console (since, unlike Xbox One, the PS4 isn't backwards compatible), it was hardly ideal due to problems with latency and its reliance on a consistently strong internet connection. Honestly, the only surprise here is that Sony didn't make this move sooner. -
Nintendo Shuts Down Tool Used To Build Pokemon Fan Games (arstechnica.com)
An anonymous reader quotes a report from Ars Technica: Since 2007, Pokemon Essentials has been a crucial part of the Pokemon fan game community. As a free mod for the paid RPG Maker software, Pokemon Essentials offers all the graphics, music, maps, and tilesets a fan game maker needs to craft their own Poke-adventure. Fans of the tool congregated around the PokeCommunity forums and a dedicated Pokemon Essentials wiki to download files, share creations, and discuss the scene. Earlier this week, however, PokeCommunity forum moderator Marin announced that "the Pokemon Essentials wikia and all downloads for it have been taken down due to a copyright claim by Nintendo of America." That means "we will not allow Pokemon Essentials or any of its assets to be hosted or distributed on PokeCommunity," the announcement reads. "We sincerely apologize that we have to do this, but there is no going around it." Fandom, the company that hosts the wiki, confirmed to the Verge that it had "received a DMCA notice on behalf of Nintendo notifying us of content that was in violation of its copyright holdings. After carefully assessing the violations in regards to the Pokemon Essentials wiki, we came to a decision to take it down." -
People Keep Trying To Scam Their Way Into Free Video Games (kotaku.com)
An anonymous reader shares a report: It's an epidemic that has been affecting indie game developers for years. When a game launches, strange emails start coming in. Sometimes they claim to be reviewers for websites that don't exist. Other times, they pretend to work for major outlets, using misleading email addresses to con developers out of their games. The scams have grown increasingly elaborate over the years, and for small-time developers who don't have a ton of experience dealing with press, it can be tough to sort out which requests are legitimate. (The problem appears to be more common in the indie scene -- one PR rep working in big-budget games told me they don't receive any scam requests like this.)
Emily Morganti, who handles PR for adventure games like Thimbleweed Park and West of Loathing, said in an email that these key scammers have become a regular feature of her job, like yanking weeds out of a garden. "I have the benefit of working for a lot of different indie devs, so I notice patterns that a developer who's only putting out their one game wouldn't see," she said. [...] Last fall, someone who went by the name Dmitry Tseptsov sent several emails to Morganti to ask for codes, explaining that he operated a coffee shop in Ukraine where he'd give out video games as prizes for trivia. "Even 1 key will help me a lot, for which I will be grateful," he wrote. "The cafe opened quite recently, but has a demand, and many people go to us. I mean, for my part, I promise to advertise your game." The coffee shop did exist, but Tseptsov had nothing to do with it, and as one developer discovered, the story was full of holes. -
People Keep Trying To Scam Their Way Into Free Video Games (kotaku.com)
An anonymous reader shares a report: It's an epidemic that has been affecting indie game developers for years. When a game launches, strange emails start coming in. Sometimes they claim to be reviewers for websites that don't exist. Other times, they pretend to work for major outlets, using misleading email addresses to con developers out of their games. The scams have grown increasingly elaborate over the years, and for small-time developers who don't have a ton of experience dealing with press, it can be tough to sort out which requests are legitimate. (The problem appears to be more common in the indie scene -- one PR rep working in big-budget games told me they don't receive any scam requests like this.)
Emily Morganti, who handles PR for adventure games like Thimbleweed Park and West of Loathing, said in an email that these key scammers have become a regular feature of her job, like yanking weeds out of a garden. "I have the benefit of working for a lot of different indie devs, so I notice patterns that a developer who's only putting out their one game wouldn't see," she said. [...] Last fall, someone who went by the name Dmitry Tseptsov sent several emails to Morganti to ask for codes, explaining that he operated a coffee shop in Ukraine where he'd give out video games as prizes for trivia. "Even 1 key will help me a lot, for which I will be grateful," he wrote. "The cafe opened quite recently, but has a demand, and many people go to us. I mean, for my part, I promise to advertise your game." The coffee shop did exist, but Tseptsov had nothing to do with it, and as one developer discovered, the story was full of holes. -
IGN Pulls Ex-Editor's Posts After Dozens More Plagiarism Accusations Surface (kotaku.com)
An anonymous reader shares a report: The gaming site IGN is working to remove all of the posts written by former editor Filip Miucin, who was fired two weeks ago for plagiarism, after internet sleuths found that dozens of his articles and videos copied or rephrased from other websites without attribution. "We've seen enough now, both from the thread and our own searches, that we're taking down pretty much everything he did," IGN reviews editor Dan Stapleton wrote on Twitter last night, referring to a thread on the gaming forum ResetEra cataloging the allegations. For days, people had pointed out more similarities between Miucin's work and various other articles and message board posts.
The plan, IGN editors said, is to scrutinize all of the work Miucin has published since the site hired him last October, then figure out what can be restored. IGN's editors also said they hope to re-review the games he reviewed, including ports of Doom and Skyrim on Switch, both which have been replaced by the same message: "This article has been removed due to concerns over similarities to work by other authors. The author of this article is no longer employed by IGN." In the recent days, Miucin has been accused of copying a Bayonetta 2 review from Polygon, copying from a video that took word-for-word from a NeoGAF post, and a number of videos in which Miucin read excerpts from Wikipedia about topics like Super Mario Odyssey and Shantae: Half-Genie Hero as if he had written them. The list even includes an Octopath Traveler article that copied from one of his own IGN colleague's reviews, much to that writer's dismay. Even his Linkedin resume is copied from a job template website, Kotaku reported. -
IGN Pulls Ex-Editor's Posts After Dozens More Plagiarism Accusations Surface (kotaku.com)
An anonymous reader shares a report: The gaming site IGN is working to remove all of the posts written by former editor Filip Miucin, who was fired two weeks ago for plagiarism, after internet sleuths found that dozens of his articles and videos copied or rephrased from other websites without attribution. "We've seen enough now, both from the thread and our own searches, that we're taking down pretty much everything he did," IGN reviews editor Dan Stapleton wrote on Twitter last night, referring to a thread on the gaming forum ResetEra cataloging the allegations. For days, people had pointed out more similarities between Miucin's work and various other articles and message board posts.
The plan, IGN editors said, is to scrutinize all of the work Miucin has published since the site hired him last October, then figure out what can be restored. IGN's editors also said they hope to re-review the games he reviewed, including ports of Doom and Skyrim on Switch, both which have been replaced by the same message: "This article has been removed due to concerns over similarities to work by other authors. The author of this article is no longer employed by IGN." In the recent days, Miucin has been accused of copying a Bayonetta 2 review from Polygon, copying from a video that took word-for-word from a NeoGAF post, and a number of videos in which Miucin read excerpts from Wikipedia about topics like Super Mario Odyssey and Shantae: Half-Genie Hero as if he had written them. The list even includes an Octopath Traveler article that copied from one of his own IGN colleague's reviews, much to that writer's dismay. Even his Linkedin resume is copied from a job template website, Kotaku reported. -
Game Company Receives Complaints About Bad Example Set By '%FEMALENAME' (kotaku.com)
ArenaNet narrative designer Jessica Price was fired last week after she accused a Twitter user of "mansplaining", and adding later "Don't expect me to pretend to like you here." (Her employer characterized this as "attacks on the community.")
So what happened in the week that followed? An anonymous reader writes: A Reddit user indicated he'd been speaking satirically when he posted that "We can probably fire anyone on the GW2 dev team as long we make a big enough stink," and expressed surprise later that no one had disagreed with him. But another female developer told Kotaku she saw a real call to action on 4chan, and that it was followed by angry letters to the game studio she freelances for calling for her firing too, complaining their games had declined since she was hired (along with another woman). The letters also complained her Twitter account set "a bad example for the letter-writer's children, who supposedly play this game." The company's CEO received "a three-digit number's" worth of angry letters -- though "Fifty or so of them glitched out with a lot of variables exposed, including %FEMALENAME."
"A deeper look at the names and emails associated with the letters went to Facebook bot profiles and people whose profiles indicated associations with Gamergate or 4chan," reports Kotaku -- and Brianna Wu made a similar charge on Twitter last week, citing research by a team of volunteers. "The overwhelming majority of people harassing Jessica Price today on Twitter are bots and sock puppets. These are throwaway accounts that are used as toys. Almost no one claiming to be upset is an established, normal Twitter user." The Verge reports that Wu monitored Jessica Price's account, and found harassment "as bad as she's ever seen," blocking at least 600 different accounts.
Another female narrative designer at Arkane Studios says her employer was messaged with a complaint that she'd "verbally abused" a Twitter user -- and discovered a (since-deleted) online petition calling for her firing. And an angry message was also sent to Opaque Space (collaborating with NASA on VR games and training), complaining the company should take responsibility for the "man hating ideals...spread through social media accounts" by their game design lead. "I know MANY people like me, especially women, who have frequent experience with people calling for their employers to fire them for speaking up, speaking out," she posted on Twitter.
The latest furor began with an accusation of mansplaining which a YouTube streamer defended as "my obvious attempt at creating dialogue and discussion", calling it "disheartening" that Jessica Price didn't "correct me in my false assumptions." -
Game Company Receives Complaints About Bad Example Set By '%FEMALENAME' (kotaku.com)
ArenaNet narrative designer Jessica Price was fired last week after she accused a Twitter user of "mansplaining", and adding later "Don't expect me to pretend to like you here." (Her employer characterized this as "attacks on the community.")
So what happened in the week that followed? An anonymous reader writes: A Reddit user indicated he'd been speaking satirically when he posted that "We can probably fire anyone on the GW2 dev team as long we make a big enough stink," and expressed surprise later that no one had disagreed with him. But another female developer told Kotaku she saw a real call to action on 4chan, and that it was followed by angry letters to the game studio she freelances for calling for her firing too, complaining their games had declined since she was hired (along with another woman). The letters also complained her Twitter account set "a bad example for the letter-writer's children, who supposedly play this game." The company's CEO received "a three-digit number's" worth of angry letters -- though "Fifty or so of them glitched out with a lot of variables exposed, including %FEMALENAME."
"A deeper look at the names and emails associated with the letters went to Facebook bot profiles and people whose profiles indicated associations with Gamergate or 4chan," reports Kotaku -- and Brianna Wu made a similar charge on Twitter last week, citing research by a team of volunteers. "The overwhelming majority of people harassing Jessica Price today on Twitter are bots and sock puppets. These are throwaway accounts that are used as toys. Almost no one claiming to be upset is an established, normal Twitter user." The Verge reports that Wu monitored Jessica Price's account, and found harassment "as bad as she's ever seen," blocking at least 600 different accounts.
Another female narrative designer at Arkane Studios says her employer was messaged with a complaint that she'd "verbally abused" a Twitter user -- and discovered a (since-deleted) online petition calling for her firing. And an angry message was also sent to Opaque Space (collaborating with NASA on VR games and training), complaining the company should take responsibility for the "man hating ideals...spread through social media accounts" by their game design lead. "I know MANY people like me, especially women, who have frequent experience with people calling for their employers to fire them for speaking up, speaking out," she posted on Twitter.
The latest furor began with an accusation of mansplaining which a YouTube streamer defended as "my obvious attempt at creating dialogue and discussion", calling it "disheartening" that Jessica Price didn't "correct me in my false assumptions." -
Google Is Planning a Game Platform That Could Take On Xbox and PlayStation (kotaku.com)
An anonymous reader quotes a report from Kotaku: We haven't heard many specifics about Google's video game plans, but what we have heard is that it's a three-pronged approach: 1) Some sort of streaming platform, 2) some sort of hardware, and 3) an attempt to bring game developers under the Google umbrella, whether through aggressive recruiting or even major acquisitions. That's the word from five people who have either been briefed on Google's plans or heard about them secondhand.
So what is this streaming platform, exactly? Like Nvidia's GeForce Now, the Google service would offload the work of rendering graphics to beefy computers elsewhere, allowing even the cheapest PCs to play high-end games. The biggest advantage of streaming, as opposed to physical discs or downloads, is that it removes hardware barriers for games. Whispers have been quieter about Google's hardware, whatever that may look like, but the rumors we've heard suggest that it will link up with the streaming service in some way. We're not sure whether Google is looking to compete with the technical specs of the next PlayStation and Xbox or whether this Google console will be cheaper and low-end, relying on the streaming service to pull weight. The streaming platform, which is code-named Yeti, was first reported by the website The Information earlier this year. -
Atari Co-Founder Ted Dabney Dies at Age 81 (eurogamer.net)
An anonymous reader quotes Eurogamer: Atari co-founder Ted Dabney has died, according to a close friend. Historian Leonard Herman, who told Dabney's story in an article for Edge magazine published in 2009, announced Dabney's death in a post on Facebook... Dabney, who was born in San Francisco in 1937, was diagnosed with esophageal cancer in late 2017, and, according to friends, decided against treatment after being told he had eight months to live.
In 1971 Dabney co-founded Atari predecessor Syzygy with Nolan Bushnell and developed Computer Space, the world's first commercially available arcade video game. In 1972 the pair co-founded Atari, and Computer Space was used for the basis of Pong, the video game that made the company its early-days millions. Dabney later left the company after a falling out with Bushnell.
"Nolan was not being the kind of person that I enjoyed being around any more..." Dabney remembered in a 2012 interview with the Computer History Museum. He added with a laugh that "Nolan had told me that if I didn't sell out he would transfer all the assets to another corporation and leave me with nothing anyway. So, you know, might as well sell out."
After the falling out Dabney still helped Bushnell launch Pizza Time Theater (the predecessor of Chuck E. Cheese's), later working at major tech companies like Raytheon, Fujitsu, and Teledyne, before finally buying a grocery store in California's Sierra mountains (where "my wife did all the work"). He eventually retired to northern Washington at the age of 69.
"Ted Dabney was an integral part of the early video game industry, and he literally assembled some of the hardware from which this industry was built with his own two hands," remembers Kotaku, adding "Not many people can lay claim to that kind of legacy."
Share your own favorite memories of Atari and Ted Dabney in the comments. -
Sony Ends Production Of Physical Vita Games (kotaku.com)
Sony is ending physical production of Vita games, news outlet Kotaku reports. Although the hardware manufacturer says digital distribution will continue, this move will mark the end of physical cards for the maligned portable game system, Kotaku added. From a report: Sony's American and European branches "plan to end all Vita GameCard production by close of fiscal year 2018," the company told developers today in a message obtained by Kotaku. The message asks that all Vita product code requests be submitted by June 28, 2018, and that final purchase orders be entered by February 15, 2019. Sony's 2018 fiscal year will end on March 31, 2019. -
Guinness Strips Billy 'King of Kong' Mitchell's World Records (engadget.com)
In February, legendary arcade gamer Billy Mitchell was accused of cheating his way into the record books for high scores in Donkey Kong. As a result, he was stripped of his 1.062 million score on the Donkey Kong Forums. Today, Kotaku reports that "Guinness World Records will remove Billy Mitchell's Donkey Kong scores, as well as his records for Pac-Man, from their database following Mitchell's disqualification from the Twin Galaxies leaderboards yesterday." From the report: Mitchell is one of the world's most famous arcade game players, at one time holding world records in Donkey Kong, Donkey Kong Jr, and Pac-Man. Yesterday, all of Mitchell's records were removed from the leaderboards at Twin Galaxies, an organization that tracks video game records and high scores. The decision came after a lengthy arbitration process determined that Mitchell used the Multiple Arcade Machine Emulator (MAME) to achieve some record scores that had been said to be performed on arcade machines, a violation of Twin Galaxies' rules. In light of this, Guinness World Records will also remove his records.
"The Guinness World Records titles relating to Mr. Mitchell's highest scores on Donkey Kong have all been disqualified due to Twin Galaxies being our source of verification for these achievements," a representative of Guinness told Kotaku via email. Mitchell did not return request for comment. Guinness continued, "We also recognize records for First perfect score on Pac-Man and Highest score on Pac-Man. Twin Galaxies was the original source of verification for these record titles and in line with their decision to remove all of Mr. Mitchell's records from their system, we have disqualified Mr. Mitchell as the holder of these two records. Guinness World Records will look to update and find the appropriate holder of these records in the next few days." -
Sony PlayStation 5 Unlikely To Arrive Until 2020: Gizmodo (kotaku.com)
A recent online rumor got people buzzing about a possible 2018 release of PlayStation 5, but that's probably not going to happen, Gizmodo reports. Citing a source, the outlet says it believes the next PlayStation may not arrive until 2020. From the report: It's been nearly five years since the PlayStation 4 and Xbox One launched, which has triggered bouts of nervousness and excitement among video game fans who want to know when they'll have to start hoarding pennies for a new generation of consoles. The PS4 launched seven years after the PS3, the Xbox One eight years after the Xbox 360. It's not unreasonable to be thinking about the next generation. We don't have a concrete answer just yet, but we have been asking around, and what we've heard is a whole lot of uncertainty. -
EA Created An AI That Taught Itself To Play Battlefield (kotaku.com)
Electronic Arts' Search for Extraordinary Experiences (SEED) Division has created a "self-learning AI-agent" that has managed to teach itself how to play Battlefield 1 multiplayer. From a report: In this blog post, Magnus Nordin from SEED details how his team, inspired by Google's work with old Atari games, wondered "how much effort it would take to have a self-learning agent learn to play a modern and more complex first person AAA game like Battlefield." So they tried to find out. The results are an "agent" that, while inferior to human players, "is pretty proficient at the basic Battlefield gameplay." The agent changes behaviour if it's low on health or ammo, and while more complex behaviours like knowing the details of each map are beyond it (at the moment), EA has found that "while the human players outperformed the agents, it wasn't a complete blowout by any stretch." -
GTA Online Is Full Of Abandoned Modes (kotaku.com)
An anonymous reader shares a report: GTA Online just had its most active month ever. It is consistently one of the top-selling games on Steam, Xbox and Playstation. It is always in the top 10 of the best selling games each year. The community is huge. Yet players looking to play a wide variety of modes modes will have trouble finding anybody to play with or against.
The problem, paradoxically enough, is an overabundance of content. GTA Online has a huge variety of things to do, including missions, races, heists, and deathmatches. When the game first launched, this variety was great. But the game has only gotten bigger. Now, after four years and dozens of updates, GTA Online almost feels too big and empty. The player base has spread out across too many jobs and events, making it hard to play anything but the latest new thing. -
Japanese Console Market Grows For the First Time In 11 Years (kotaku.com)
According to Famitsu, hardware sales in Japan experienced a huge spike in 2017 compared to the previous year. In 2016, Japanese hardware sales were 117.05 billion yen ($1.05 billion), while in 2017, they jumped to 202.37 billion yen ($1.81 billion). Kotaku reports: Software sales also increased: in 2016, they were 182.4 billion yen ($1.63 billion) and the following year, they were 189.3 billion yen ($1.69 billion). A big part of this increase is due to the Nintendo Switch's brisk hardware sales. The PS4 has also continued to churn out steady numbers. The last time the Japanese gaming market saw an uptick was in 2006, when the Nintendo DS Lite, the Nintendo Wii, the PS3 launched. -
Nintendo Delaying 64GB Game Cards For Switch Until 2019, Says Report (kotaku.com)
According to The Wall Street Journal, Nintendo is pushing back the introduction of larger 64GB game cards for the Switch. Nintendo had planned to make them available during the second half of 2018, but has reportedly told developers that they would have to wait. The reason is reportedly due to technical issues. Kotaku reports: As Kotaku previously reported, Nintendo's Switch games keep their size slim, with downloads for Super Mario Odyssey, Arms and Splatoon 2 ranging from 2-6GB. However, third party developers have been releasing bigger, data-heavy games, outpacing the Switch's 24GB of usable onboard memory. The Journal notes that Nintendo has already sold over 10 million Switch consoles, meaning developers could continue to flock to the platform, regardless. -
36,744 People Are Watching Overwatch's Jeff Kaplan Sit Motionless With A Yule Log (kotaku.com)
An anonymous reader quotes Kotaku: He's been this way for over an hour, and as word's gotten out the audience has swelled to over 30,000... The Twitch stream opened a couple hours ago on an empty chair. A few minutes later Kaplan walked in and sat down. He's been there ever since, sometimes crossing his legs, sometimes uncrossing them, and always looking, watching, waiting. And lest anyone think the stream is somehow a small segment of footage on loop, there have been a few weird moments sprinkled throughout, including one where Jeff gets booped by an off camera boom mic. In the other, less action filled parts, you can feel time passing as the rate of Jeff blinking changes. Three different blinking speeds, we'll call them long stare, short stare, and turbo eye lash flicking, have taken shape in the stream like the ghosts of Christmas past, present, and future...
It's boring to the point of being impossible to look away. It's actually the opposite of what this time of year's supposed to be about. You should be having human interactions with other people. Catching up with family and friends. Not sitting with your phone or laptop transfixed by a motionless Jeff Kaplan...so far he's just continued to sit and stare, perhaps pondering the future of the game or that email he forgot to respond to from a few days ago or maybe just the fact the how many Christmas Eves ago he never imagined where he'd be on December 24, 2017. -
Apple Says Apps Must Now Disclose Odds For Loot Boxes (kotaku.com)
Apple has revised the guidelines for its App Store, including a provision that loot boxes must be transparent about their odds. "Apps offering 'loot boxes' or other mechanisms that provide randomized virtual items for purchase must disclose the odds of receiving each type of item to customers prior to purchase," reads the new rule, which will affect the most popular games on iOS, including Hearthstone, The Simpsons Tapped Out, and Clash Royale. Kotaku reports: Loot boxes, which have always been common in the world of iOS gaming, are virtual grab bags that can give players a host of items ranging from common to rare. Most of the time, you can buy these loot boxes not just for in-game currency but for real money, which has led some players to classify them as gambling -- a label that the Entertainment Software Rating Board doesn't acknowledge. As rage over these practices gets louder and louder, Apple's move is the first of what may be many steps that game publishers and distributors voluntarily take in an attempt to avoid regulation from outside bodies. -
Free Game Company Sues 14-Year-Old Over 'Cheats' Video -- Claiming DMCA Violation (bbc.co.uk)
Bizzeh shared this report from the BBC: A mother has written a letter in defense of her 14-year-old son who is facing a lawsuit over video game cheats in the US. Caleb Rogers is one of two people facing legal action from gaming studio Epic Games for using cheat software to play the free game Fortnite. The studio says it has taken the step because the boy declined to remove a YouTube video he published which promoted how to use the software... "This company is in the process of attempting to sue a 14-year-old child," she wrote in the letter which has been shared online by the news site Torrentfreak.
Ms. Rogers added that she had not given her son parental consent to play the game as stated in its terms and conditions, and that as the game was free to play the studio could not claim loss of profit as a result of the cheats... In a statement given to the website Kotaku, Epic Games said the lawsuit was a result of Mr. Rogers "filing a DMCA counterclaim to a takedown notice on a YouTube video that exposed and promoted Fortnite Battle Royale cheats and exploits... Epic is not OK with ongoing cheating or copyright infringement from anyone at any age," it said.
Cory Doctorow counters that the 14-year-old "correctly asserted that there was no copyright infringement here. Videos that capture small snippets of a videogame do not violate that game creator's copyrights, because they are fair use..." -
EA Buys Out a Game Studio After Shutting Another One Down 3 Weeks Ago (arstechnica.com)
EA has acquired the video game studio Respawn Entertainment. "The studio, co-founded by former Infinity Ward chiefs and Call of Duty co-creators in the wake of their departure from Activision, has been bought out in a deal whose total value could reach $455 million," reports Ars Technica. "The news by itself may seem odd, considering that EA shut down one of its other wholly owned studios, Visceral Games, only three weeks ago." From the report: A report from Kotaku sheds light on why EA made the move: as a response to another game publisher, Korea's Nexon, making a formal bid to buy Respawn outright. Nexon currently publishes a mobile spinoff of Respawn's Titanfall shooter series. Kotaku, citing sources close to the matter, claims that Nexon had bid to buy the company outright. EA exercised its contractual right to match the offer, Kotaku says, and it ultimately outbid Nexon. Among other things, the buyout preserves Respawn's continued work on an upcoming EA game set in the Star Wars universe; EA currently enjoys an exclusive license to making Star Wars-related video games, and any takeover by another company would have to resolve whether or how such a project would continue in production. Respawn's Star Wars project still does not have a title, a release date, or revealed gameplay footage. Respawn announced its work on an additional, unnamed VR game at Oculus Connect 4 last month; the EA statement says that project will continue apace, as well. -
EA Shuts Down Visceral Games, Shifting Development On Its Star Wars Game (kotaku.com)
Visceral Games, the studio behind games like Battlefield Hardline and Dead Space, is being shut down by EA. The Star Wars game in development at Visceral will be revamped and moved to a different studio. Kotaku reports: "Our Visceral studio has been developing an action-adventure title set in the Star Wars universe," EA's Patrick Soderlund said in a blog post. "In its current form, it was shaping up to be a story-based, linear adventure game. Throughout the development process, we have been testing the game concept with players, listening to the feedback about what and how they want to play, and closely tracking fundamental shifts in the marketplace. It has become clear that to deliver an experience that players will want to come back to and enjoy for a long time to come, we needed to pivot the design." Soderlund added that Visceral will be "ramping down and closing" and that "we're in the midst of shifting as many of the team as possible to other projects and teams at EA." "Lastly," he said, "while we had originally expected this game to launch late in our fiscal year 2019, we're now looking at a new timeframe that we will announce in the future." -
Third 'Nintendo World Championship' Ends With Three Unreleased Switch Game Levels (kotaku.com)
An anonymous reader writes: The Nintendo World Championships wrapped up in Manhattan Saturday with two finalists competing on three as-yet-unreleased levels from the upcoming Nintendo Switch game Super Mario Odyssey. 16 contenders had been selected from Mario Kart 7 qualifying rounds at Best Buy stores in eight U.S. cities, and Thomas G. "surged up through the 'underground,' the loser's bracket," reports Kotaku, "after overcoming opponents in games like Mario Party 2 and Super Mario Bros. Deluxe."
Thomas G. found himself in the final round against defending champion John Number, and Kotaku has embedded video clips from Twitch of their climactic final showdown on the three unreleased levels. "The first level forced the two to do a little timing-based puzzle solving, hitting buttons with their caps to create platforms on walls, which they could then hop across to the moon. Level two was a vertical platforming stage using Mario's new cap abilities to fling and fly up the side of a tower. The final boss fight from above closed out the race, with Thomas G. landing the final punch to the boss' face and taking home the trophy." -
PewDiePie Is Inexcusable But DMCA Takedowns Are Not the Way To Fight Him (vice.com)
An anonymous reader quotes a report from Motherboard: Felix Kjellberg, better known as PewDiePie, is the most popular YouTuber in the world. He's gotten himself into another controversy, this time for shouting the n-word while livestreaming a video game. The 27-year-old Swede has repeatedly been criticized for hate speech, and just last month said he would no longer make Nazi jokes after a white supremacist rally in Charlottesville, Virginia turned violent. But while playing PlayerUnknown's Battlegrounds on Sunday, Kjellberg, who has over 57 million subscribers on YouTube, called another player the n-word before erupting into laughter. "What a fucking n****r," he said. "Jeez, oh my god. What the fuck? Sorry, but what the fuck? What a fucking asshole. I don't mean that in a bad way." Kjellberg did not immediately respond to a request for comment, and has yet to publicly acknowledge the incident.
In response to Kjellberg's use of a racial slur, a number of video game players and developers have condemned the creator. Sean Vanaman, the co-founder of video game company Campo Santo, decided to use copyright law to push back against Kjellberg. On Twitter, he said he was filing a Digital Millennium Copyright Act (DMCA) takedown request against the famous YouTuber regarding a video in which Kjellberg plays Campo Santo's game Firewatch. There are compelling reasons to [remove hate speech from major internet platforms] by any means necessary, but DMCA overreach is among the least compelling options, considering that it unilaterally puts power into the hands of what are essentially uninvolved parties and allows for little arbitration or defense on the part of those who have their content removed. -
GTA V Flooded With Negative Reviews On Steam After OpenIV Modding Tool Shuts Down (kotaku.com)
OpenIV, a popular modding tool used by tons of GTA V fans, is shutting down. After nearly 10 years of operation, the creators claim they have received a cease and desist from Take-Two Interactive -- the publisher of Grand Theft Auto. The news has shocked the PC Grand Theft Auto community, who use OpenIV to add thousands of mods into GTA V. Many upset modders have retaliated by flooding GTA V with negative reviews on Steam. Kotaku reports: According to a post on the official OpenIV website, the alleged cease and desist came on June 5th 2017. The supposed problem, OpenIV's creators say, is that the program allows "third parties to defeat security features of its software and modify that software in violation Take-Two's rights." After discussing their options, the team behind the tool says they decided it was not worth their time to fight back. "Yes, we can go to court and yet again prove that modding is fair use and our actions are legal," creator GooD-NTS wrote. "Yes, we could. But we decided not to. Going to court will take at least few months of our time and huge amount of efforts, and, at best, we'll get absolutely nothing. Spending time just to restore status quo is really unproductive, and all the money in the world can't compensate the loss of time. So, we decided to agree with their claims and we're stopping distribution of OpenIV." -
New Threat To Traditional Sports Leagues: Millennials Prefer Watching eSports (venturebeat.com)
Professional sports leagues "officially have a millennial problem," writes VentureBeat, citing some interesting findings from L.E.K. Consulting.- 40% of millennials prefer watching esports to traditional sports
- 26% of millennial eSports enthusiasts reported a significant uptick in eSports viewing over the past year
- 61% of esports followers said they spent less time watching TV over the past 12 months, and 45% said they had cut back on traditional sports viewing
- Together millennials -- ages 17-34 -- and Generation Z peers -- age 16 and under -- comprise 45% of America's consumer base
"At a certain point, this comes down to a new form of media better serving an upcoming generation of consumers," concludes VentureBeat. "Esports leagues are all online. Most matches stream for free on sites like Twitch. They are available on the web or through smartphone apps. Competitive gaming is easily accessible, and it lives where Millennials are already spending their time."
Maybe that's why Major League Baseball's video streaming company recently paid $300 million for the right to stream League of Legends through 2023. -
New Release Of StarCraft In 4K Ultra High Definition Announced (theverge.com)
The classic 90s-era videogames StarCraft and StarCraft: Brood War will be re-released this summer -- remastered in 4K Ultra High Definition. An anonymous reader quotes The Verge: It will also include a number of updates, such as remastered sound, new additional illustrations for the campaign missions, new matchmaking capabilities, the ability to connect to Blizzard App, the ability to save to the cloud, and more... Blizzard also announced that it was issuing a new update to StarCraft: Brood War this week, which will include some bug fixes and anti-cheat measures, but will also make StarCraft Anthology (which includes StarCraft and Brood War) available to download for free.
Kotaku reports that the news was announced at this weekend's I <3 StarCraft event in South Korea, "a mini-tournament between some of the game's best players being held to honor the game's legacy." -
Twitch Will Begin Selling Games You're Watching Later This Year (kotaku.com)
Twitch, home to millions of people who go to the site to watch games being player, is adding an e-commerce element to its game streaming platform. The Amazon-owned company announced today that it will sell video games directly on its site, which is already used by nearly 10 million daily active users. From a report: The new game sales program will allow stream viewers to click a "Buy Now" button at the bottom of the stream page to purchase the game they are viewing. Sales go through Twitch parent company Amazon, and while games will be available worldwide, only U.S. dollars will be supported as payment currency at launch -
'Counter-Strike' Gets Invaded By An Unblockable Chat-Bot (kotaku.com)
An anonymous reader writes: "At least one intruder is taking advantage of a Counter-Strike: Global Offensive exploit to flood lobbies (even private ones) with text from chat bots that can't be kicked," writes Engadget. The attack "allegedly comes from one person," according to Kotaku, which reports that "It's a similar exploit to one found a few weeks ago, where typing messages into a lobby allowed users to rank up and down as they chose." The chat bot's text includes various complaints about Counter-Strike which it claims motivated the attack, including cheaters, hackers and "bugs that break the game," and it urges a one-day boycott "to proof [sic] them that we care about the game and want them to fix it." -
Valve Is Shutting Down Steam's Greenlight Community Voting System (theverge.com)
Valve's crowdsourced Greenlight submission program, which let the gaming community select which games get chosen for distribution via Steam, is shutting down after nearly five years. It will be replaced with a new system called Steam Direct that will charge developers a fee for each title they plan to distribute. The Verge reports: Steam Greenlight was launched in 2012 as a way for indie developers to get their games on Steam, even if they weren't working with a big publisher that had a relationship with Valve. Steam users would vote on Greenlight games, and Valve would accept titles with enough support to suggest that they'd sell well. Kroll says that "over 100" Greenlight titles have made $1 million or more. But Greenlight has also had significant problems. Developers could game the system by offering rewards for votes, and worthy projects could get lost amidst a slew of bad proposals. Since Valve ultimately made the call on including games, the process could also seem arbitrary and opaque. The big question is whether what's replacing it is better. To get a game on Steam Direct, developers will need to "complete a set of digital paperwork, personal or company verification, and tax documents similar to the process of applying for a bank account." Then, they'll pay an application fee for each game, "which is intended to decrease the noise in the submission pipeline" -- a polite way of saying that it will make people think twice before spending money submitting a low-quality game. Steam Direct is supposed to launch in spring of 2017, but the application fee hasn't been decided yet. Developer feedback has apparently suggested anything from $100 -- the current Greenlight submission fee -- and $5,000. -
YouTube Views Are Down Across the Board, Analysis Says (kotaku.com)
An anonymous reader quotes a report from Kotaku: For months, YouTubers have complained that their view counts are down. New data from the third-party stat tracker SocialBlade confirms what YouTubers fear: viewership is lower across the board. SocialBlade crunched some numbers for Kotaku and determined that, since the first half of the year, YouTube views are now 5-7% lower. Between July and September, that decrease was 10%. It's pretty significant. Why YouTube views have gone down is unclear, but some good theories are floating around. SocialBlade Community Manager Danny Fratella pointed to two potential causes: view audits and altered video-promoting algorithms. During view audits, YouTubers don't actually lose views. YouTube is removing botted or invalid playbacks from the view count. This happens all at once in a sort of purge -- something YouTube has explained publicly. But now that YouTubers have tools like SocialBlade to more rigorously moderate their data, they may be noticing these purges more, Fratella suggested. He added that SocialBlade doesn't see view counts purged as often as subscriber counts -- the main complaint going around YouTube communities. Although YouTubers have widely complained that fans are now randomly unsubscribed from their channels, YouTube and SocialBlade both told me that they've noticed nothing out of the ordinary in subscription data. YouTube's video-promoting algorithm may also play a role in an apparent decreased viewership. What videos the platform draws more eyes to reflects their philosophy on what videos should go viral. -
YouTube Views Are Down Across the Board, Analysis Says (kotaku.com)
An anonymous reader quotes a report from Kotaku: For months, YouTubers have complained that their view counts are down. New data from the third-party stat tracker SocialBlade confirms what YouTubers fear: viewership is lower across the board. SocialBlade crunched some numbers for Kotaku and determined that, since the first half of the year, YouTube views are now 5-7% lower. Between July and September, that decrease was 10%. It's pretty significant. Why YouTube views have gone down is unclear, but some good theories are floating around. SocialBlade Community Manager Danny Fratella pointed to two potential causes: view audits and altered video-promoting algorithms. During view audits, YouTubers don't actually lose views. YouTube is removing botted or invalid playbacks from the view count. This happens all at once in a sort of purge -- something YouTube has explained publicly. But now that YouTubers have tools like SocialBlade to more rigorously moderate their data, they may be noticing these purges more, Fratella suggested. He added that SocialBlade doesn't see view counts purged as often as subscriber counts -- the main complaint going around YouTube communities. Although YouTubers have widely complained that fans are now randomly unsubscribed from their channels, YouTube and SocialBlade both told me that they've noticed nothing out of the ordinary in subscription data. YouTube's video-promoting algorithm may also play a role in an apparent decreased viewership. What videos the platform draws more eyes to reflects their philosophy on what videos should go viral. -
YouTube Views Are Down Across the Board, Analysis Says (kotaku.com)
An anonymous reader quotes a report from Kotaku: For months, YouTubers have complained that their view counts are down. New data from the third-party stat tracker SocialBlade confirms what YouTubers fear: viewership is lower across the board. SocialBlade crunched some numbers for Kotaku and determined that, since the first half of the year, YouTube views are now 5-7% lower. Between July and September, that decrease was 10%. It's pretty significant. Why YouTube views have gone down is unclear, but some good theories are floating around. SocialBlade Community Manager Danny Fratella pointed to two potential causes: view audits and altered video-promoting algorithms. During view audits, YouTubers don't actually lose views. YouTube is removing botted or invalid playbacks from the view count. This happens all at once in a sort of purge -- something YouTube has explained publicly. But now that YouTubers have tools like SocialBlade to more rigorously moderate their data, they may be noticing these purges more, Fratella suggested. He added that SocialBlade doesn't see view counts purged as often as subscriber counts -- the main complaint going around YouTube communities. Although YouTubers have widely complained that fans are now randomly unsubscribed from their channels, YouTube and SocialBlade both told me that they've noticed nothing out of the ordinary in subscription data. YouTube's video-promoting algorithm may also play a role in an apparent decreased viewership. What videos the platform draws more eyes to reflects their philosophy on what videos should go viral. -
'No Man's Sky' Releases Huge New 'Foundation' Update (thenextweb.com)
"No Man's Sky changed a great deal this morning, getting new modes and a ton of gameplay tweaks thanks to update 1.1, the largest one yet," reports Kotaku. Calling it "the first of many free updates," the game's developers introduced a new Minecraft-style Creative Mode which "allows players to explore the universe without limits, and build a huge base," plus a tougher Survival Mode, "creating a much more challenging endurance experience." The Next Web calls it "features that really should have been in the game from Day One." Now, when you stumble upon a desolate outpost, you can build your own base on it, which can be upgraded with new housing, hydroponics, research, and storage buildings. If all goes well, you'll start to attract alien settlers who bring their own skills to your new society. As your stockpiles of resources begin to swell, you'll want to schlep them across the galaxy to other bases and trade terminals. Which is where freighters come in... Oh, and did I mention you can now stack items five times per inventory slot, meaning you can carry more stuff? Handy. "The discussion around No Man's Sky since release has been intense and dramatic," Hello Games announced Friday, describing update 1.1 as "putting in place a foundation for things to come... the first small step in a longer journey." Hello Games founder Sean Murray tweeted "We're getting better as quickly as we can for the players who invested in us," adding "Thank you for sticking with us." At 2 a.m. this morning, he tweeted "If you could have lived our lives over the last months, you'd know how meaningful this is," adding "Here's the update..." -
Shadow Warrior 2 Developers Say DRM Is a Waste of Time (arstechnica.com)
zarmanto writes: Ars Technica reports that one particular game studio might finally get it, when it comes to DRM'ed game content. They're publishing their latest game, Shadow Warrior 2, with no DRM protection at all. From the article: "We don't support piracy, but currently there isn't a good way to stop it without hurting our customers," Flying Wild Hog developer Krzysztof "KriS" Narkowicz wrote on the game's Steam forum (in response to a question about trying to force potential pirates to purchase the game instead). "Denuvo means we would have to spend money for making a worse version for our legit customers. It's like the FBI warning screen on legit movies." Expanding on those thoughts in a recent intervew with Kotaku, Narkowicz explained why he felt the DRM value proposition wasn't worth it. "Any DRM we would have needs to be implemented and tested," he told Kotaku. "We prefer to spend resources on making our game the best possible in terms of quality, rather than spending time and money on putting some protection that will not work anyway." "The trade-off is clear," Flying Wild Hog colleagues Artur Maksara and Tadeusz Zielinksi added. "We might sell a little less, but hey, that's the way the cookie crumbles! We hope that our fans, who were always very supportive, will support us this time as well," Zielinski told Kotaku. "...In our imperfect world, the best anti-pirate protection is when the games are good, highly polished, easily accessible and inexpensive," Maksara added. -
VR Devs Pull Support For Oculus Rift Until Palmer Luckey Steps Down (vice.com)
After it was revealed that Oculus founder Palmer Luckey backed a pro-Trump political organization called Nimble America that is dedicated to "shitposting" and spreading inflammatory memes about Hillary Clinton, several developers of the Oculus Rift virtual-reality headset have announced that they will stop supporting the headset until its founder steps down. One of the biggest developers for Oculus Rift, Insomniac Games, told Motherboard, "Insomniac Games condemns all forms of hate speech. While everyone has a right to express his or her political opinion, the behavior and sentiments reported do not reflect the values of our company. We are also confident that his behavior and sentiment does not reflect the values of the many Oculus employees we work with on a daily basis." Fez and Superhypercube developer Polytron also said in a statement, "In a political climate as fragile and horrifying as this one, we cannot tacitly endorse these actions by supporting Luckey or his platform." Motherboard reports: Motherboard has reached out to several other, more well-known VR developers who work with Oculus including Fantastic Contraption makers Northway Games and Job Simulator makers Owlchemy Labs. Northway Games couldn't be reached immediately for comment but tweeted the following: "What. The. Fuck. [accompanied with a link to the news via Kotaku]" and "Definitely using every fibre of my 'professionalism' to not tweet some tweets right now." Owlchemy Labs, which is currently developing for Job Simulator for the Oculus Touch controls, declined to comment either way. E McNeill, who has developed a couple of games for Oculus Rift and GearVR, suggested that like-minded VR developers raise money for Hillary Clinton's campaign to counter the money Luckey has raised for Trump. [E McNeill tweeted: "Idle Q: Would any Oculus devs join me in a donation drive for HIllary? We could aim to beat Nimble America's $11k. I'd start with $1k myself."] "This backlash is nonsense," said James Green, co-founder of VR developer Carbon Games. "I absolutely support him doing whatever he wants politically if it's legal. To take any other position is against American values." -
Super Mario Is Coming To The iPhone (popularmechanics.com)
One of the first announcements made at Apple's iPhone 7 launch event was that Nintendo's Super Mario Bros franchise will be coming to the iPhone. The announcement was short, sparse with details, but certainly well received. Popular Mechanics reports: "Nintendo head Shigeru Miyamoto took the stage early in Apple's iPhone 7 reveal in San Francisco today to announce and demonstrate the new game Super Mario Run, the first Mario game for the iPhone. The game is simple: Mario runs completely, a la Temple Run, and you push buttons to make him jump and try to reach the end of the levels. Miyamoto says 'you can play the game one-handed for the very first time.' There's a battle mode, too, where you try to top friends' scores. Super Mario Run will come out sometime this fall before the holiday season. Pricing is TBA, but Miyamoto promises there will be a single price and no in-app purchases." In a separate report via Kotaku, Nintendo said, "We do intend to release the game on Android devices at some point in the future." The news sent Nintendo's stock soaring, up 29 percent in U.S. trading after the announcement. -
Sony Is the Only Remaining Obstacle To PS4-Xbox Cross-Play (kotaku.com)
In March, Microsoft announced native support for cross-platform play between Xbox One and Windows 10. At the time, the company also added that this support could be extended to "other console and PC networks," something which led people to wonder if truly cross-platform gaming, on any platform, was next. When asked, Sony did say that it was open to the idea. "PlayStation has been supporting cross-platform play between PC on several software titles starting with Final Fantasy 11 on PS2 and PC back in 2002. We would be happy to have the conversation with any publishers or developers who are interested in cross-platform play." But since then, it appears that Sony has had a change of heart, which has resulted in developers asking the company for an update. Kotaku reports: In recent days, the developers behind Rocket League and The Witcher 3 have both called for Sony to break down the walls separating PlayStation Network and Xbox Live and allow cross-platform multiplayer. What's changed in the last few days are developers making an open call for Sony to make good on having that conversation with publishers and developers. In an interview with IGN, Psyonix president Jeremy Dunham explained how the Rocket League developer had already taken care of the technical side of things. "We're literally at the point where all we need is the go-ahead on the Sony side," said Dunham, "and we can, in less than a business day, turn it on and have it up and working no problem. It'd literally take a few hours to propagate throughout the whole world, so really we're just waiting on the permission to do so." In another statement to IGN, CD Projekt RED CEO Marcin Iwinski supported Psyonix. -
Microsoft Could Turn Every PC Into an Xbox (theverge.com)
For the past few years, Microsoft has been trying to mold Xbox One system's user interface and functionalities to resemble that of Windows 8 and Windows 10's Modern UI. But the company has also hinted that we will be seeing a closer integration in the coming months. It is expected to unveil some of that at E3 tradeshow next week. Long-time Microsoft watcher Tom Warren reports for The Verge: Microsoft is currently working on a secret project internally, codenamed Helix. Kotaku originally reported on the Project Helix name, and the work is designed to more closely combine Xbox and Windows 10. Some of that work has started, but more of it is due later this year and next year with future upgrades to Windows 10. Microsoft wants to enable features like streaming PC games to the Xbox One, but sources familiar with the company's plans also tell us there are greater ambitions to make Xbox One games playable on a PC without needing a console for streaming. Part of this could involve bringing the full Xbox One UI and system directly into desktop versions of Windows 10. The latest Xbox One dashboards are built on top of Windows 10, so most of the work involved would be customizing the interface towards keyboard and mouse. Bringing the Xbox One UI over to Windows 10 machines would effectively turn every PC into an Xbox One, especially if they're also capable of running the latest console games.