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PlayStation (Games)

Sony Has Sold 40 Million PS5s (theverge.com) 44

Sony announced it has sold over 40 million PlayStation 5 consoles despite the "unprecedented challenges of COVID" and supply chain issues. From a report: Unlike the press release shared when the PS5 crossed 10 million units sold as of July 2021, Sony didn't call its flagship console out as the "fastest-selling console in the history of Sony Interactive Entertainment," reflecting a slower pace of sales even as supply issues ebbed. PlayStation 5 shipments have begun to ramp up this year. Sony nearly hit 40 million consoles sold earlier this year and tripled the number of consoles it shipped from January to March 2023 at 6.3 million units. At the same time last year, it shipped just 2 million PlayStation 5 consoles.
Games

Ubisoft Will Suspend and Then Delete Long-Inactive Accounts (pcgamer.com) 51

Leaving a Ubisoft account inactive for too long "apparently puts it at risk of permanent deletion," writes PC Gamer, calling the policy "a customer-unfriendly practice." A piracy and anti-DRM focused Twitter account, PC_enjoyer, recently shared a screenshot of a Ubisoft support email telling the user that their Ubisoft account had been suspended for "inactivity," and would be "permanently closed" after 30 days. The email provided a link to cancel the move. Now, that sounds like a phishing scam, right? I and many commenters wondered that, looking at the original post, but less than a day later, Ubisoft's verified support account responded to the tweet, seemingly confirming the screenshotted email's legitimacy.

"You can avoid the account closure by logging into your account within the 30 days (since receiving the email pictured) and selecting the Cancel Account Closure link contained in the email," Ubisoft Support wrote. "We certainly do not want you to lose access to your games or account so if you have any difficulties logging in then please create a support case with us."

I was unable to find anything regarding account closure for inactivity in Ubisoft's US terms of use or its end user licence agreement, but the company does reserve the right to suspend or end services at any time. Ubisoft has a support page titled "Closure of inactive Ubisoft accounts." The page first describes instances where the service clashes with local data privacy laws, then reads: "We may also close long-term inactive accounts to maintain our database. You will be notified by email if we begin the process of closing your inactive account."

This page links to another dedicated to voluntarily closing one's Ubisoft account, and seems to operate by the same rules: a 30-day suspension before permanent deletion. "As we will be unable to recover the account once it has been closed, we strongly recommend only putting in the request if you are absolutely sure you would like to close your account."

"If you have a good spam filter or just reasonably assume it's a phishing attempt, then you might one day try your old games and find they're just gone," worries long-time Slashdot reader Baron_Yam. "If you're someone who still plays games from decades ago every so often, this is a scenario you might want to think about."

The site Eurogamer reports that when a Twitter user complained that "I lost my Ubisoft account, and all the Ubisoft Steam game[s] I've bought are now useless", Ubisoft Support "responded to say that players can raise a ticket if they would like to recover their account."

The original tweet now includes this "reader-added context" supplied by other Twitter users — along with three informative links: For added context, Ubisoft can be required under certain data protection laws, such as the GDPR, to close inactive accounts if they deem the data no longer necessary for collection.

Ubisoft has claimed they don't close accounts that are inactive for less than 4 years.

Emulation (Games)

Dolphin Emulator Abandons Steam Release Plans After Nintendo Legal Threat (arstechnica.com) 16

An anonymous reader quotes a report from Ars Technica: A few months ago, the developers behind the Wii/GameCube emulator Dolphin said they were indefinitely postponing a planned Steam release, after Steam-maker Valve received a request from Nintendo to take down the emulator's "coming soon" page. This week, after consulting with a lawyer, the team says it has decided to abandon its Steam distribution plans altogether. "Valve ultimately runs the store and can set any condition they wish for software to appear on it," the team wrote in a blog post on Thursday. "In the end, Valve is the one running the Steam storefront, and they have the right to allow or disallow anything they want on said storefront for any reason."

The Dolphin team also takes pains to note that this decision was not the result of an official DMCA notice sent by Nintendo. Instead, Valve reached out to Nintendo to ask about the planned Dolphin release, at which point a Nintendo lawyer cited the DMCA in asking Valve to take down the page. At that point, the Dolphin team says, Valve "told us that we had to come to an agreement with Nintendo in order to release on Steam... But given Nintendo's long-held stance on emulation, we find Valve's requirement for us to get approval from Nintendo for a Steam release to be impossible. Unfortunately, that's that." "As for Nintendo, this incident just continues their existing stance towards emulation," the post continues. "We don't think that this incident should change anyone's view of either company."

Despite the disappointing result for the Steam release, the Dolphin team is adamant that "we do not believe that Dolphin is in any legal danger." That's despite the emulator's inclusion of the Wii Common Key, which could run afoul of the DMCA's anti-circumvention provisions. The Dolphin Team notes that the Wii Common Key has been freely shared across the Internet since its initial discovery and publication in 2008. And while that key has been in the Dolphin code base since 2009, "no one has really cared," the team writes. [...] With what they believe is a firm legal footing, the team writes that Dolphin development will continue away from Steam, but including a number of UI and quality of life features originally designed for the Steam release. Meanwhile, emulators like RetroArch and the innovative 3dSen continue to be available on Steam, with no immediate sign of a further crackdown from Valve or Nintendo.

Piracy

70% of Russian Gamers Are Pirates Following Western Publisher Exodus (torrentfreak.com) 93

According to a new study from online game development platform School XYZ, the exodus of major international video game publishers from Russia led to a sharp rise in the number of video gamers playing pirates games. TorrentFreak reports: Almost seven out of ten video gamers (69%) said they'd played at least one pirated copy in 2022, and more than half (51%) said that they're now pirating more than they did in 2021. As first reported by the Russian news outlet Vedomosti (paywall), the study was conducted across all regions of Russia and took into account all unlicensed game formats, in most cases downloaded from torrent sites. While over a quarter of respondents (27%) said they'd pirated three PC games in 2022, and 20% confessed to pirating more than 10, other figures from the study are more positive. Of the 31% of gamers who reported pirating nothing in 2022, all said that they were opposed to piracy. Just 7% of gamers admitted to buying no games at all in 2022, meaning that 93% bought at least one piece of legitimate content.

According to Alexander Kuzmenko, the former editor of Russian videogame magazine and gaming website Igromania (Game Mania), it's not just the departure of publishers including Sony, Microsoft, and Nintendo causing problem for gamers. When platforms like Steam and GOG, known for their ease of access, stopped supporting Russian bank cards, barriers appeared in a previously frictionless system. Yegor Tomsky, CEO at Watt Studio, agrees that buying content has become much more difficult. "Players are used to buying games on Steam in one click, and now, to buy a game, you need to perform the same actions as when downloading a pirated version, so everyone chooses to save money," Tomsky says.

As the Russian economy faces huge difficulties directly linked to the invasion of Ukraine, some fear that game piracy rates are heading towards the 90%+ mark last seen around two decades ago. People everywhere are trying to save money and according to Konstantin Sakhnov, co-founder of Vengeance Games, overseas game publishers may see lost profits reach $200-$300 million. A report from Kommersant published today indicates that local companies are also feeling the pain. According to data published by job search platform HH.ru, during the first half of 2023 the number of vacancies for video game developers in Russia plummeted 38%.

Games

Blizzard's Bringing Its PC Games To Steam, Starting With Overwatch 2 (polygon.com) 53

Blizzard Entertainment is bringing its PC games to Steam, starting with the release of Overwatch 2 on Valve's digital storefront on Aug. 10, Blizzard announced Wednesday. Polygon reports: The Windows PC version of Overwatch 2, like many of Blizzard's PC games, is currently only available through Battle.net. But with Microsoft's impending acquisition of Activision Blizzard and declining player engagement in the game, the maker of Diablo, Warcraft, and Overwatch appears to be changing its strategy. Blizzard says it will bring "a selection" of its games to Steam, but did not specify which titles beyond Overwatch 2 will make the jump from Battle.net. (A few classic Blizzard games, including the original Diablo and the first two Warcraft games, are available through GOG.com.)

The acceptance of Steam as a platform for Blizzard's games is part of the studio's evolution, the company said in a blog post. "[O]ne of the ideas pushing us forward is meeting players around the world where they are, and making our games as easy as possible to access and play," the company said. "We want to give everyone a chance to experience our universes with old friends while making new ones, no matter how they choose to play." In its announcement, Blizzard said it's not moving away from Battle.net. But, it explained, "as we've evolved, the industry has evolved too -- gaming is no longer just for specific communities as it was when Battle.net launched over two decades ago, gaming is for everyone -- and though we remain committed to continually investing in and supporting Battle.net, we want to break down the barriers to make it easier for players everywhere to find and enjoy our games."

Blizzard says that players on Steam will still need a Battle.net account connected to Overwatch 2 to play the game. The Steam version will support Steam achievements and friends lists, but Blizzard did not announce Steam Deck support. Overwatch 2 can now be wishlisted through Steam. As for Blizzard's future plans for other game releases on Steam, the company said it will be "sharing more about potential other games coming to the platform when the time is right."

The Almighty Buck

Roblox Is Going To Let Developers Offer Subscriptions In Their Experiences (theverge.com) 8

Roblox is offering developers another way to earn money by allowing them to offer subscriptions within their experiences, according to a blog post published Tuesday. The Verge reports: Roblox already offers developers a lot of ways to monetize their experiences, including the ability to sell virtual items in an experience or on the Roblox marketplace, offering in-experience passes to certain content and gating experiences behind paid access. However, those examples are all one-time fees, and Roblox argues that subscriptions would offer a way for developers to "establish a recurring economic relationship with their users and potentially increase the predictability of their earnings." (Other monetization options include subscriptions to private servers, engagement-based payouts, and slotting in Roblox's "Immersive Ads.")

Subscriptions would also give Roblox another thing it can point to as a reason to develop for its metaverse platform instead of others. Epic Games' new system for Fortnite, for example, rewards creators based on factors like how long people play their experiences but doesn't allow creators to directly sell virtual goods or subscriptions inside those experiences. Developers looking for more flexibility in how they monetize might choose Roblox instead.

The Internet

Virtual Pet Website Neopets Plans $4 Million Comeback (bbc.com) 8

Virtual pet website Neopets, which was popular in the 2000s but declined in recent years, is planning a comeback with $4 million in funding and a promise to bring back 50 classic games on July 25th. The BBC reports: Launched in 1999 by British developers, the site let users care for cartoon pets, chat and play games. But after Viacom bought it, for $160 million in 2005, the site failed to keep up with the times and many elements stopped working. At its peak, in the mid-2000s, Neopets had 25 million users, rivaling the popularity of Tamagotchis and other virtual pets. But by 2017, that had collapsed to just 100,000 daily users, according to then chief executive David Lord.

But will the promise of new funding and functionality tempt people to return to their neglected pets? [...] Neopets said a management buyout deal meant the website was now an independent business without a large corporate owner. "Free from the corporate baggage that existed in the past, the newly united [Neopets Team] has now been entrusted with the decision-making and overall brand strategy of Neopets, enabling them to work solely on the betterment of the entire Neopets game and community," it said in a blog post. "The Neopets Team is, for the first time in over a decade, equipped to make meaningful changes in pursuit of a Neopian renaissance." It plans to begin the "new era" with a refreshed homepage, on Thursday, 20 July. Five days later, it will bring back 50 of the website's classic games amid plans to fix "many of the most beloved games" in the future.

Nintendo

FBI Used Nintendo Switch To Locate Abducted Child (kotaku.com) 85

According to a local report, the FBI used a Nintendo Switch to locate an abducted 15-year-old girl, who had been missing for 11 days back in August 2022. Kotaku reports: When the girl went missing on August 3, folks in Virginia put up fliers to locate her. Keitra Coleman, a volunteer with the local nonprofit Hear Their Voices (which helps find missing and exploited children, domestic violence victims, and people experiencing homelessness), told ABC15 they were on the case. [...] Unfortunately, no one was able to pinpoint her location -- until the girl booted up her Nintendo Switch to watch YouTube videos and download a game. A friend saw that she was online and informed the authorities. With Nintendo's cooperation, the FBI culled the Switch's IP address, uncovered her location, and moved in to arrest Roberts. Retired Arizona DPS Director Frank Milstead, who was not involved with the case, told ABC15 that police agencies often use digital device tracking info to apprehend suspected criminals and find missing people. "Thanks to the local police department's quick response and FBI Norfolk's ingenuity, we were able to locate the missing victim through her gaming account and reunite her with her family," an FBI representative said in a statement to Kotaku. "As the world evolves, so does the FBI and how we solve cases. This is just one example of that. And while criminals might think crossing state lines will help them get away, this case also serves as a reminder that because of the FBI's wide reach and partnership with local law enforcement -- these predators will be caught, and they will pay the consequences."
Sony

Sony Agrees to 10-Year 'Call of Duty' Deal with Microsoft (theverge.com) 26

The Verge reports that Sony "has agreed to a 10-year deal for Call of Duty with Microsoft to keep the franchise on PlayStation after the proposed Activision Blizzard acquisition." Microsoft Gaming CEO Phil Spencer says Sony and Microsoft have agreed to a "binding agreement" to keep Call of Duty on PlayStation. This ends a bitter battle between the companies that has been waged both privately and publicly over the past year after Microsoft announced its proposed acquisition of Activision Blizzard in January 2022...

Kari Perez, head of global communications at Xbox, confirmed the 10-year commitment to The Verge. Perez later confirmed to The Verge that the deal is only for Call of Duty, though. That makes the deal similar to a 10-year agreement between Microsoft and Nintendo, but not the various deals Microsoft has struck with Nvidia and other cloud gaming platforms to bring Call of Duty and other Xbox / Activision games to rival services...

Microsoft has always maintained it would keep Call of Duty on PlayStation, arguing it doesn't make financial sense to pull the game from Sony's consoles. Xbox chief Spencer tried to settle the argument in November before appearing in court last month and reiterating, under oath, that Call of Duty would remain on PlayStation 5. All eyes are now on the regulatory situation in the UK, after Microsoft's proposed deal was blocked there earlier this year.

The Financial Times writes that the Sony-Microsoft agreement "signalled a truce between the two gaming giants after a bruising 18-month battle that had seen the Japanese company become the biggest opponent to the acquisition. It follows regulatory breakthroughs for Microsoft on both sides of the Atlantic last week that have left it on brink of clinching victory for a deal that is expected to reshape the gaming industry."

The Verge also shares this interesting detail: Tensions over the fate of Microsoft's Activision Blizzard deal really came to a head when [Sony's] Jim Ryan spoke to Activision CEO Bobby Kotick on February 21st, 2023 — the same day Microsoft, Activision, Sony, and others were meeting with EU regulators. Ryan said to Kotick, "I don't want a new Call of Duty deal. I just want to block your merger." Jim Ryan confirmed the meeting during testimony in the FTC v. Microsoft hearing. "I told him [Bobby Kotick] that I thought the transaction was anti-competitive, I hoped that the regulators would do their job and block it."
Games

'GTA 6' Leaker is Unfit to Stand Trial, Say Group of Psychiatrists (gamerant.com) 68

A new article in Game Rant points out that the 2013 game Grand Theft Auto V was "the most successful piece of fictional media ever made, amassing almost 8 billion dollars." So with a sequel planned, it was a big deal when 50 minutes of authentic pre-release footage was leaked by a U.K. teenager.

Game Rant reports that the trial of that teenager has begun. But a group of psychiatrists has just declared that the teenager "is unable to stand trial, so instead, the jury will decide if he committed these alleged crimes instead of delivering a verdict based on his guilt." 18-year-old Arion Kurtaj, a member of the hacker group named Lapsus$, attempted to blackmail Rockstar Games by releasing the Grand Theft Auto 6 source code online. Kurtaj has a history of hacking into giant companies, like when he caused nearly three million dollars of damage to Uber by releasing private information...

This story almost feels like a side mission in Grand Theft Auto 6, but it's all true. Kurtaj also had an unnamed partner in crime who demanded a four million dollar ransom from EE, a British mobile company. The two hackers were known as "key players" in Lapsus$. Lapsus$ has members all over the world and is suspected to be highly organized. The group has attacked companies as big as Samsung, Microsoft, Nvidia, and Ubisoft.

Kurtaj has been charged with three counts of blackmail, as well as nine other offenses, including fraud.

The Courts

Bungie Wins Landmark Lawsuit Against Player Who Harassed Destiny Staff (polygon.com) 19

An anonymous reader quotes a report from Polygon: Bungie has won almost $500,000 in damages from a Destiny 2 player who harassed one of its community managers and his wife with abusive, racist, and distressing calls and messages, and sent an unsolicited pizza order to their home in a manner designed to intimidate and frighten the couple. According to members of Bungie's legal team, the judgment from a Washington state court sets important precedents that will empower employers to go after anyone who harasses their employees online, and strengthen the enforcement of laws against online trolling and harassment. "This one is special," Bungie's attorney Dylan Schmeyer tweeted.

As laid out in the court's judgment, the defendant, Jesse James Comer, was "incensed" when the community manager -- whom both Bungie and the court declined to name, to protect them from further harassment -- spotlighted some fan art by a Black community member. Using anonymous phone numbers, Comer left a string of "hideous, bigoted" voicemails on the community manager's personal phone, some asking that Bungie create options in Destiny 2 "in which only persons of color would be killed," before proceeding to threaten the community manager's wife with more racist voicemails and texts. Then he ordered a pizza to be delivered to their home, leaving instructions for the driver to knock at least five times, loudly, to make the intrusion as frightening as possible.

The court ruled that Comer was liable to pay over $489,000 in damages, fees, and expenses it had accrued in protecting and supporting its employees, investigating Comer, and prosecuting the case against him. As laid out in a Twitter thread by Kathryn Tewson, a crusading paralegal who worked on the case, the judgment is significant because it recognizes that patterns of harassment escalate from online trolling to real-world violence; establishes that harassment of an employee for doing their job damages the employer as well, which can then use its resources to go after the culprit; and recognized a new tort -- a legal term for a form of injury or harm for which courts can impose liability -- around cyber and telephone harassment. While it may seem odd to celebrate a judgment that awards a company -- rather than an individual -- with damages for personal harassment, the significance of the case is that its legal precedent empowers and motivates employers to use their resources to protect employees who face harassment as part of their jobs. Bungie and its lawyers have broken important new ground that could improve the level of protection for workers in the game industry and beyond.

Businesses

Sega of America Workers Overwhelmingly Vote To Unionize (engadget.com) 14

Workers at Sega of America have voted to unionize. Engadget reports: In a union representation election with the National Labor Relations Board, the workers voted 91-26 in favor of their unit, which is called the Allied Employees Guild Improving Sega (AEGIS-CWA). Nineteen ballots were challenged, while three were void. As a result, the group has now officially organized with the Communication Workers of America.

The unit comprises more than 200 workers in various departments across the company, including the brand marketing, games as a service, localization, marketing services, product development, sales and quality assurance teams. While it's hardly the first games union in North America, the workers say it's "the largest multi-department union of organized workers in the entire gaming industry." However, ZeniMax Workers United/CWA includes around 300 quality assurance workers at ZeniMax Studios.

AEGIS-CWA plans to push for improved base pay and benefits, more staff to "eliminate overwork patterns" and more balanced workloads. The workers are also seeking remote work options, clearly defined responsibilities for each role and more.

Games

The Disappearance of Classic Video Games (gamehistory.org) 140

The Video Game History Foundation: The Video Game History Foundation, in partnership with the Software Preservation Network, has conducted the first ever study on the commercial availability of classic video games, and the results are bleak. 87% of classic video games released in the United States are critically endangered. Imagine if the only way to watch Titanic was to find a used VHS tape, and maintain your own vintage equipment so that you could still watch it. And what if no library, not even the Library of Congress, could do any better -- they could keep and digitize that VHS of Titanic, but you'd have to go all the way there to watch it. It sounds crazy, but that's the reality we live in with video games, a $180 billion industry, while the games and their history disappear.

For accessing nearly 9 in 10 classic games, there are few options: seek out and maintain vintage collectible games and hardware, travel across the country to visit a library, or... piracy. None of those options are desirable, which means that most video games are inaccessible to all but the most diehard and dedicated fans. That's pretty grim! This is where libraries and archives should come in. Anyone should be able to easily explore, research and play classic video games, in the same way that they can read classic novels, listen to classic albums, and watch classic movies. But outdated copyright laws are preventing institutions like ours from doing our jobs.

Games

Freeciv 3D In the Browser Now Ready! (fciv.net) 31

Long-time Slashdot reader Andreas(R) has an announcement: Freeciv 3D in the browser is now ready to be played by everyone on FCIV.NET! This is a version of the classic strategy game Freeciv.

The game is open source with an AGPL license, and has been in development since 2016. Freeciv 3D has the same goal as Lichess and other open source web games: creating an accessible platform for Freeciv players of all levels.

Freeciv 3D for the web has been in development for many years, and now we think the game is ready!

It's 2023, and the game now has a window where you can pose questions to ChatGPT.

In 2004, Civilization IV's lead designer answered questions from Slashdot readers.
Games

After Riots In France, Macron Partially Blames Video Games On Violence (npr.org) 108

President Emmanuel Macron is partially blaming video games for the spread of violence in France following the shooting death of a teenager during a police traffic stop in a Paris suburb last week. NPR reports: "It sometimes feels like some of them are experiencing, on the streets, the video games that have intoxicated them," Macron said in a press conference on July 1. He added that protesters are using Snapchat and TikTok to organize themselves and spread "a mimicking of violence, which for the youngest leads to a kind of disconnect from reality." Concerns that video games promote shootings, massacres or rioting are now about half a century old; it has been traced back to the 1976 release of Death Race, an arcade video game which put players behind the wheel of a car to mow down humanoid figures for points. The argument gained renewed traction in the 1990s with the release of much more realistic first-person shooter games. It is an old bogeyman that politicians have latched onto in the wake of horrific tragedies. But it has become less common as troves of studies have largely concluded there is no causal link between video games and violent behavior.

Christopher Ferguson, a professor at Stetson University in Florida who has studied the impact of such games on the public, said he is surprised at Macron's comments. The president is 45 years old and belongs to a generation raised with video games, so "seeing him mention this is almost anachronistic," Ferguson said, sounding perplexed. "The evidence is very clear. Whatever may be going on in France, whatever violence is occurring, it certainly is not due to violence in video games." Decades of research, especially long-term experiments spanning decades, have consistently found "that playing violent video games, do not cause even prank-level aggressive behaviors, let alone violent crimes," Ferguson said. He also noted that the overall violent crime in the U.S. dropped significantly between 1993 and 2020, the same period during which violent video games soared in popularity.

And it's not just in the United States. A 2019 study out of Oxford University determined that early violent video game playing among British teenagers does not predict serious or violent criminal behavior later in life. According to Ferguson, if video games were the cause of rampant violence, then countries like Japan, South Korea and the Netherlands, which consume more violent video games per capita, would be rife with bloodshed. "Instead, they're three of the most peaceful countries on the planet in terms of violent crime," he said. "You could wave a magic wand and take all these people's video games away, and that's not going to have any effect in any way going to help their lives and reduce their aggression," Ferguson said. So why do politicians turn to the familiar refrain? Ferguson said it is a way for elected leaders to shift the blame away from failing government policies. "It gets people talking about the wrong thing. They're thinking about video games. They're not thinking about gun control or whatever inequalities are happening in France," Ferguson said.

Games

Mid-1990s Sega Document Leak Shows How It Lost the Second Console War To Sony (arstechnica.com) 35

An anonymous reader shares a report: Most of the changes on the Sega Retro wiki every day are tiny things, like single-line tweaks to game details or image swaps. Early Monday morning, the site got something else: A 47MB, 272-page PDF full of confidential emails, notes, and other documents from inside a company with a rich history, a strong new competitor, and deep questions about what to do next.

The document offers glimpses, windows, and sometimes pure numbers that explain how Sega went from a company that broke Nintendo's near-monopoly in the early 1990s to giving up on consoles entirely after the Dreamcast. Enthusiasts and historians can see the costs, margins, and sales of every Sega system sold in America by 1997 in detailed business plan spreadsheets. Sega's Wikipedia page will likely be overhauled with the information contained in inter-departmental emails, like the one where CEO Tom Kalinske assures staff (and perhaps himself) that "we are killing Sony" in Japan in March 1996.

"Wish I could get our staff, sales people, retailers, analysts, media, etc. to see and understand what's happening in Japan. They would then understand why we will win here in the US eventually," Kalinske wrote. By September 1996, this would not be the case, and Kalinske would tender his resignation. Not all of the compilation is quite so direct or relevant. There are E3 floor plans, nitpicks about marketing campaigns, and the occasional incongruity. There is a Post-It note stuck to the front of the "Brand Strategy" folder -- "Screw Technology, what is bootleg 96/97" -- that I will be thinking about for days.

Nintendo

Nintendo's CEO Says its Online Accounts Key To Its Next Console Transition (theverge.com) 33

At Nintendo's 83rd annual shareholders meeting last week, president and CEO Shuntaro Furukawa said the company is hoping for a smooth transition from the Switch to its unannounced next game console, pointing to Nintendo Accounts as being key to the generational hand-off. From a report: Nintendo has pointed to its accounts as being integral to future business in the past, as in the Nintendo Account segment of a special report it released at the end of 2021.

In response to an investor asking if the company has any specific measures in place to make the leap to a Switch successor, Furukawa pointed to the difficulty of switching customers from one console to the next, saying in the past, the company had to rebuild a relationship with its customers each time. Furukawa noted that the more than 290 million Nintendo Accounts are cross-platform and can be used with console games as well as mobile apps. To close out his answer, he said that while moving onto the company's yet-unannounced next-generation console, Nintendo would do its best to make the transition smooth for customers.

Microsoft

Microsoft Seems To Think We're Getting a PS5 Slim This Year (theverge.com) 29

Microsoft thinks we're getting a PS5 Slim model later this year that might be priced at $399.99. From a report: The software giant is currently waiting a ruling in the FTC v. Microsoft hearing and as part of the case Microsoft has filed documents which reveal it thinks a PS5 Slim is on the way "later this year." Here's exactly what Microsoft says: "PlayStation likewise sells a less expensive Digital Edition for $399.99, and is expected to release a PlayStation 5 Slim later this year at the same reduced price point."
The Courts

Apple To Ask US Supreme Court To Undo App Store Order In Epic Games Case (reuters.com) 53

Apple said it will ask the U.S. Supreme Court to review a judge's order in the antitrust case filed by Epic Games, the creator of "Fortnite." The order, issued by the 9th U.S. Circuit Court of Appeals, largely upheld a previous ruling that prohibits Apple from restricting developers from including links to alternative payment options in their apps, potentially reducing Apple's sales commissions. Reuters reports: Apple said in a court filing (PDF) it will ask the justices to take up its appeal of a ruling on Friday by the San Francisco-based 9th U.S. Circuit Court of Appeals that kept in place most of the order issued in 2021 by U.S. District Judge Yvonne Gonzalez Rogers. [...] Apple's attorneys in Monday's filing said the 9th Circuit reached too far in issuing a nationwide injunction against Apple alleging that it violated a California state unfair competition law. Apple said its petition in the Supreme Court that it will raise "far-reaching and important" questions about the power of judges to issue broad injunctions.
AMD

AMD CPU Use Among Linux Gamers Approaching 70% Marketshare (phoronix.com) 127

The June Steam Survey results show that AMD CPUs have gained significant popularity among Linux gamers, with a market share of 67% -- a remarkable 7% increase from the previous month. Phoronix reports: In part that's due to the Steam Deck being powered by an AMD SoC but it's been a trend building for some time of AMD's increasing Ryzen CPU popularity among Linux users to their open-source driver work and continuing to build more good will with the community.

In comparison, last June the AMD CPU Linux gaming marketshare came in at 45% while Intel was at 54%. Or at the start of 2023, AMD CPUs were at a 55% marketshare among Linux gamers. Or if going back six years, AMD CPU use among Linux gamers was a mere 18% during the early Ryzen days. It's also the direct opposite on the Windows side. When looking at the Steam Survey results for June limited to Windows, there Intel has a 68% marketshare to AMD at 32%.

Beyond the Steam Deck, it's looking like AMD's efforts around open-source drivers, AMD expanding their Linux client (Ryzen) development efforts over the past two years, promises around OpenSIL, and other efforts commonly covered on Phoronix are paying off for AMD in wooing over their Linux gaming customer base.

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