Games

Millions Flock To Grow Virtual Gardens In Viral Roblox Game (apnews.com) 37

Grow a Garden, a Roblox game created by a 16-year-old in just a few days, has shattered records for the most concurrent players in gaming history, surpassing Fortnite with over 21.6 million concurrent players at once. The Associated Press reports: Grow a Garden is as simple as its name suggests -- players can fill a plot of land with plants and animals, harvest and sell, trade or steal each others' bounty. The game is low stress, with an aesthetic reminiscent of Minecraft and a soundtrack of soothing classical tunes such as Mozart's Rondo Alla Turca playing in the background. Its popularity has further cemented Roblox' place not just in the gaming world but in popular culture -- for better or for worse, it's where the kids hang out.

Coincidence or not, Grow a Garden soared to popularity around the same time that Take-Two Interactive announced it would delay the launch of its wildly anticipated Grand Theft Auto 6 until next year. In late June, the gardening game logged 21.6 million concurrent players, surpassing Fortnite's previous record of 15.2 million according to Roblox. Analysts who follow Roblox's stock say Grow a Garden is helping boost the company's revenue and will push the company's quarterly earnings numbers above Wall Street's expectations.

While it's not clear if the GTA audience flocked to this simple gardening game to pass the time until then, the timing reignited the age-old debate about who gamers are and what titles are taken seriously by the video game establishment. It happened with Candy Crush, with puzzle games, with Animal Crossing. Are people who play cozy games true gamers? Or is the title reserved for the folks who shoot enemies in Call of Duty or drive around creating mayhem in GTA?

Games

Digital Foundry, the Most Trusted Name in Game Console Analysis, is Going Independent (theverge.com) 9

Digital Foundry, the gaming hardware analysis publication known for its technical console breakdowns, has separated from IGN ownership as of today, with founder Richard Leadbetter purchasing the outlet and its complete archives. Leadbetter, who retained 50% ownership since selling half to Eurogamer in 2015, acquired an additional 25 percent from IGN while investor Rupert Loman, Eurogamer's original co-founder, purchased the remaining quarter.

The five-person team will operate independently, maintaining its YouTube channel with 1.5 million subscribers and Patreon support generating approximately $200,000 annually. The publication plans to develop a full website for its written content and expand coverage while keeping most content free.
Businesses

Electronic Arts Tries (Once More) To End Its Football Addiction (ft.com) 47

Electronic Arts faces a familiar challenge as it prepares to launch Battlefield 6 on October 10: breaking its dependence on the FIFA franchise, now called EA Sports FC, which drives roughly 70% of company profits despite disappointing sales this year.

The company has poured unprecedented resources into Battlefield 6, treating it as a platform built for user-generated content rather than a traditional game release. Early signs appear promising -- the trailer hit nearly 5 million YouTube views in a week and shares climbed 5% after beta testing began -- but analysts remain cautious after last year's Dragon Age flop gutted subsidiary BioWare.
Games

Call of Duty's Anti-Cheat Will Require TPM 2.0 and Secure Boot for PC Players (gamespot.com) 105

Activision will require PC players of Call of Duty: Black Ops 7 to enable Trusted Platform Module 2.0 and Windows Secure Boot when the game launches later this year. The company begins testing these anti-cheat measures with Black Ops 6's Season 5 on Thursday without enforcement.

TPM 2.0 verifies untampered boot processes while Secure Boot ensures Windows loads only trusted software at startup. Both features perform checks during system and game startup but remain inactive during gameplay. Activision has also pursued legal action against 22 individuals who developed and sold cheats.
AI

Disney Struggles With How to Use AI - While Retaining Copyrights and Avoiding Legal Issues (msn.com) 29

Disney "cloned" Dwayne Johnson when filming a live-action Moana, reports the Wall Street Journal, using an AI process that they were ultimately afraid to use: Under the plan they devised, Johnson's similarly buff cousin Tanoai Reed — who is 6-foot-3 and 250 pounds — would fill in as a body double for a small number of shots. Disney would work with AI company Metaphysic to create deepfakes of Johnson's face that could be layered on top of Reed's performance in the footage — a "digital double" that effectively allowed Johnson to be in two places at once... Johnson approved the plan, but the use of a new technology had Disney attorneys hammering out details over how it could be deployed, what security precautions would protect the data and a host of other concerns. They also worried that the studio ultimately couldn't claim ownership over every element of the film if AI generated parts of it, people involved in the negotiations said. Disney and Metaphysic spent 18 months negotiating on and off over the terms of the contract and work on the digital double. But none of the footage will be in the final film when it's released next summer...

Interviews with more than 20 current and former employees and partners present an entertainment giant torn between the inevitability of AI's advance and concerns about how to use it. Progress has at times been slowed by bureaucracy and hand-wringing over the company's social contract with its fans, not to mention its legal contract with unions representing actors, writers and other creative partners... For Disney, protecting its characters and stories while also embracing new AI technology is key. "We have been around for 100 years and we intend to be around for the next 100 years," said the company's legal chief, Horacio Gutierrez, in an interview. "AI will be transformative, but it doesn't need to be lawless...." [As recently as June, a Disney/Comcast Universal lawsuit had argued that Midjourney "is the quintessential copyright free-rider and a bottomless pit of plagiarism."]

Concerns about bad publicity were a big reason that Disney scrapped a plan to use AI in Tron: Ares — a movie set for release in October about an AI-generated soldier entering the real world. Since the movie is about artificial intelligence, executives pitched the idea of actually incorporating AI into one of the characters... as a buzzy marketing strategy, according to people familiar with the matter. A writer would provide context on the animated character — a sidekick to Jeff Bridges' lead role named Bit — to a generative AI program. Then on screen, the AI program, voiced by an actor, would respond to questions as Bit as cameras rolled. But with negotiations with unions representing writers and actors over contracts happening at the same time, Disney dismissed the idea, and executives internally were told that the company couldn't risk the bad publicity, the people said...

Disney's own history speaks to how studios have navigated technological crossroads before. When Disney hired Pixar to produce a handful of graphic images for its 1989 hit The Little Mermaid, executives kept the incorporation a secret, fearing backlash from fans if they learned that not every frame of the animated film had been hand-drawn. Such knowledge, executives feared, might "take away the magic."

Disney invested $1.5 billion in Fortnite creator Epic Games, acccording to the article, and is planning a world in Fortnite where gamers can interact with Marvel superheroes and creatures from Avatar. But "an experiment to allow gamers to interact with an AI-generated Darth Vader was fraught. Within minutes of launching the AI bot, gamers had figured out a way to make it curse in James Earl Jones's signature baritone." (Though Epic patched the workaround within 30 minutes.)

But the article spells out another concern for Disney executives. "If a Fortnite gamer creates a Darth Vader and Spider-Man dance that goes viral on YouTube, who owns that dance?
Nintendo

Nintendo Has Sold Over 6 Million Switch 2s, But Still Can't Keep Up With Demand (engadget.com) 24

An anonymous reader shared this report from Engadget: Nintendo sold 5.82 million Switch 2s in less than four weeks and is on pace to hit its target of 15 million units by April 2026, the company said in its latest earnings report. If that pans out, the Switch 2 would easily outsell the original Switch, which took a full year to hit that same 15 million sales number...

Despite those superb sales figures, Nintendo says demand is outstripping supply in many regions and promises to boost production as soon as possible. There's some insight into Nintendo's available inventory elsewhere in the earnings report. The 5.82 million number counts sales up to June 30, and the company says that as of July 25, it had sold through "more than 6 million" consoles. That's not the clearest figure, but it definitely shows sales cratered in July despite consistent demand.

Switch 2 software sales were also strong with 8.67 million units sold...

"Nintendo had a very good quarter, more than doubling revenue over last year..."
Games

Itch.io Starts Returning the Free Games It Removed From Its Store (aftermath.site) 24

"Digital storefront Itch.io is reindexing its free adult games," reports Engadget, "and is talking to its partnered payment processors about plans to gradually reintroduce paid NSFW content..." In a statement included in the Itch.io update, Stripe said it hasn't closed the door on the possibility of being able to support adult content again in the future. In the meantime, Itch.io says it is talking to its other payment partners about accepting the card payments Stripe is currently no longer able to process.
Itch's founder told the gaming news site Aftermath that it was a notice from Visa that led to the sudden deindexing of so many games. But Aftermath notes that Visa and Mastercard have now "both released statements effectively washing their hands of the situation but also, paradoxically, justifying any actions they might have taken."

- Visa: "When a legally operating merchant faces an elevated risk of illegal activity, we require enhanced safeguards for the banks supporting those merchants..."

- Mastercard: "Our payment network follows standards based on the rule of law. Put simply, we allow all lawful purchases on our network. At the same time, we require merchants to have appropriate controls to ensure Mastercard cards cannot be used for unlawful purchases, including illegal adult content."

Aftermath's take? The part where the two companies act as though their hands have been tied by the long arm of the law is, frankly, bullshit. None of the games removed from Steam or Itch were illegal. They depict actions that are perfectly legal in other mediums. To re-quote Mike Stabile, director of policy at the Free Speech Coalition: "The stuff [companies] are talking about is entirely legal. It's legal to have in a book, it's legal to have in a game. They are making decisions based on their brand, based on public pressure from anti-porn groups, and that can be reversed."
Meanwhile, gamers are still pushing back: It's difficult to say just how many people have spent the past several days tying up the lines of card companies and payment processors, but the movement has made itself visible enough to gain support from larger industry bodies like the Communications Workers of America [the largest communications/media labor union in America] and the International Game Developers Association.
Businesses

The Industry's Rush To $80 Video Games Has Stalled - For Now 69

Major video game publishers have abandoned plans to sell new releases at $80 after initially signaling support for the elevated price point earlier this year, according to Bloomberg. Microsoft reversed course in late July, announcing The Outer Worlds 2 and other holiday titles including Call of Duty will sell for $70 instead of the previously planned $80.

Take-Two Interactive's Borderlands 4 and Sony's Ghost of Yotei were also priced at $70 after initial $80 expectations. Electronic Arts said it will not adjust prices for the near future, with the upcoming Battlefield 6 selling for $70. Production costs have grown tenfold over the past decade while sales have not increased proportionally.
The Internet

Scammers Unleash Flood of Slick Online Gaming Sites (krebsonsecurity.com) 29

Brian Krebs writes via KrebsOnSecurity: Fraudsters are flooding Discord and other social media platforms with ads for hundreds of polished online gaming and wagering websites that lure people with free credits and eventually abscond with any cryptocurrency funds deposited by players. Here's a closer look at the social engineering tactics and remarkable traits of this sprawling network of more than 1,200 scam sites. The scam begins with deceptive ads posted on social media that claim the wagering sites are working in partnership with popular social media personalities, such as Mr. Beast, who recently launched a gaming business called Beast Games. The ads invariably state that by using a supplied "promo code," interested players can claim a $2,500 credit on the advertised gaming website.

The gaming sites all require users to create a free account to claim their $2,500 credit, which they can use to play any number of extremely polished video games that ask users to bet on each action. At the scam website gamblerbeast[.]com, for example, visitors can pick from dozens of games like B-Ball Blitz, in which you play a basketball pro who is taking shots from the free throw line against a single opponent, and you bet on your ability to sink each shot. The financial part of this scam begins when users try to cash out any "winnings." At that point, the gaming site will reject the request and prompt the user to make a "verification deposit" of cryptocurrency -- typically around $100 -- before any money can be distributed. Those who deposit cryptocurrency funds are soon asked for additional payments. However, any "winnings" displayed by these gaming sites are a complete fantasy, and players who deposit cryptocurrency funds will never see that money again. Compounding the problem, victims likely will soon be peppered with come-ons from "recovery experts" who peddle dubious claims on social media networks about being able to retrieve funds lost to such scams. [...]

[T]hreat hunting platform Silent Push reveals at least 1,270 recently-registered and active domains whose names all invoke some type of gaming or wagering theme. Here is a list of all domains that Silent Push found were using the scambling network's chat API.

Censorship

Visa and Mastercard Are Getting Overwhelmed By Gamer Fury Over Censorship (polygon.com) 245

An anonymous reader quotes a report from Polygon: In the wake of storefronts like Steam and itch.io curbing the sale of adult games, irate fans have started an organized campaign against the payment processors that they believe are responsible for the crackdown. While the movement is still in its early stages, people are mobilizing with an eye toward overwhelming communication lines at companies like Visa and Mastercard in a way that will make the concern impossible to ignore. On social media sites like Reddit and Bluesky, people are urging one another to get into contact with Visa and Mastercard through emails and phone calls. Visa and Mastercard have become the targets of interest because the affected storefronts both say that their decisions around adult games were motivated by the danger of losing the ability to use major payment processors while selling games. These payment processors have their own rules regarding usage, but they are vaguely defined. But losing infrastructure like this could impact audiences well beyond those who care about sex games, spokespeople for Valve and itch.io said.

In a now-deleted post on the Steam subreddit with over 17,000 upvotes, commenters say that customer service representatives for both payment processors seem to already be aware of the problem. Sometimes, the representatives will say that they've gotten multiple calls on the subject of adult game censorship, but that they can't really do anything about it. The folks applying pressure know that someone at a call center has limited power in a scenario like this one; typically, agents are equipped to handle standard customer issues like payment fraud or credit card loss. But the point isn't to enact change through a specific phone call: It's to cause enough disruption that the ruckus theoretically starts costing payment processors money.

"Emails can be ignored, but a very very long queue making it near impossible for other clients to get in will help a lot as well," reads the top comment on the Reddit thread. In that same thread, people say that they're hanging onto the call even if the operator says that they'll experience multi-hour wait times presumably caused by similar calls gunking up the lines. Beyond the stubbornness factor, the tactic is motivated by the knowledge that most customer service systems will put people who opt for call-backs in a lower priority queue, as anyone who opts in likely doesn't have an emergency going on. "Do both," one commenter suggests. "Get the call back, to gum up the call back queue. Then call in again and wait to gum up the live queue." People are also using email to voice their concerns directly to the executives at both Visa and Mastercard, payment processors that activist group Collective Shout called out by name in their open letter requesting that adult games get pulled. Emails are also getting sent to customer service.

Emulation (Games)

Easy NTSYNC Arrives For Steam Users With GE-Proton 10.10 28

Long-time Slashdot reader drinkypoo writes: GloriousEggroll has released GE-Proton 10.10, a heavily breathed-upon version of Valve's version of Wine used with Steam, and the big news is that it supports NTSYNC by default on supported platforms. That means amd64 systems whose kernel is built with the CONFIG_NTSYNC option, available in the 6.14 series or later or for 6.12 or 6.13 as a patch.

NTSYNC is support for certain fine-grained Windows NT scheduling primitives for Linux, the use of which improves performance and compatibility for Windows programs. Maximum performance gains range from modest to dramatic, with most programs falling towards the lower end of the spectrum, but it can substantially improve minimum frame rates for some titles. You can observe that ntsync is being used from the console output, e.g. using "tail -f ~/.steam/steam/logs/console-linux.txt". You will see messages like "wineserver: NTSync up and running!"
First Person Shooters (Games)

'It's DOOM, but You Can Cut, Copy and Paste Opponents' (adafruit.com) 13

From the Adafruit blog: Greg Technology (aka Greg Sadetsky) on YouTube demonstrates a version of Chocolate Doom where opponent characters can be cut, copied, and pasted at will to add a bit more fun to the game.
Obviously this means you can paste in your attackers multiple times. ("They're kind of not really happy if you do that..." Greg says at one point in the video. "But then, you can also cut them... like, vaccuum them out.")

In response to a comment on YouTube, Sadetsky explained that "It stores a reference to the kind of monster (every monster has a unique type number).

"So yeah, you could paste them across games!"
Classic Games (Games)

ChatGPT Loses in a Game of Chess Against Magnus Carlsen (time.com) 73

The world's best human chess player beat ChatGPT, reports Time magazine. Magnus Carlsen posted on X.com earlier this month that "I sometimes get bored while travelling," and shared screenshots of his conversations with ChatGPT after he beat the AI chatbot "without losing a single piece." ChatGPT lost all its pawns, screenshots the Norwegian grandmaster shared on X on July 10 showed. ChatGPT resigned the match... "That was methodical, clean, and sharp. Well played!" ChatGPT said to him, according to the screenshots Carlsen posted.

Carlsen told the AI bot that he thought it "played really well in the opening," but ultimately "failed to follow it up correctly." He went on to ask ChatGPT for feedback on his performance. "Your play showed several strong traits," ChatGPT told him...

About a week after Carlsen posted that he beat ChatGPT in the online chess match, he lost the Freestyle Chess Grand Slam Tour in Las Vegas to teenage Indian grandmaster Rameshbabu Praggnanandhaa.

The Courts

'Call of Duty' Maker Goes To War With 'Parasitic' Cheat Developers in LA Federal Court (msn.com) 18

A federal court has denied requests by Ryan Rothholz to dismiss or transfer an Activision lawsuit targeting his alleged Call of Duty cheating software operation. Rothholz, who operated under the online handle "Lerggy," submitted motions in June and earlier this month seeking to dismiss the case or move it to the Southern District of New York, but both were rejected due to filing errors.

The May lawsuit alleges Rothholz created "Lergware" hacking software that enabled players to cheat by kicking opponents offline, then rebranded to develop "GameHook" after receiving a cease and desist letter in June 2023. Court filings say he sold a "master key" for $350 that facilitated cheating across multiple games. The hacks "are parasitic in nature," the complaint said, alleging violations of the game's terms of service, copyright law and the Computer Fraud and Abuse Act.
Role Playing (Games)

Julian LeFay, 'Father of The Elder Scrolls,' Has Died Aged 59 (ign.com) 10

Julian LeFay, widely regarded as the "Father of The Elder Scrolls," has died at age 59 following a battle with cancer. IGN reports: It was announced last week that LeFay, now co-founder and technical producer at OnceLost Games, had stepped back from game development after a lengthy battle with cancer, in order to spend time with his family and loved ones. A statement from OnceLost Games, published today, has now confirmed LeFay's passing -- "with profound sadness and heavy hearts."

Born in Denmark in 1965, LeFay began his career working on early Amiga and NES games, before becoming one of Bethesda's earliest employees in 1987. After working on a string of Elder Scrolls titles, his career next took him to Sega, and then ultimately to found OnceLost Games in 2019 to develop a new open-world RPG, Wayward Realms, that was successfully pitched on Kickstarter as a Daggerfall spiritual successor.
"Julian LeFay was not just a colleague -- he was a visionary who fundamentally shaped the gaming industry as we know it today," OnceLost Games' statement reads. "Known as the 'Father of The Elder Scrolls', Julian directed the creation of legendary titles including Elder Scrolls 1 and 2: Arena, Daggerfall, and Battlespire. His pioneering work established the foundation for open-world RPGs and influenced countless developers and games that followed."

Bethesda also issued a statement, writing: "Without Julian, we would not be here today. If you had the opportunity to work with Julian, you were blessed to know a one-of-a-kind force of nature, who pushed everyone to create something special. His work and spirit will live on both in our memories and in our games."

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