AI

The Unnerving Rise of Video Games that Spy on You (wired.com) 44

Players generate a wealth of revealing psychological data -- and some companies are soaking it up. From a report: While there are no numbers on how many video game companies are surveilling their players in-game (although, as a recent article suggests, large publishers and developers like Epic, EA, and Activision explicitly state they capture user data in their license agreements), a new industry of firms selling middleware "data analytics" tools, often used by game developers, has sprung up. These data analytics tools promise to make users more amenable to continued consumption through the use of data analysis at scale.

Such analytics, once available only to the largest video game studios -- which could hire data scientists to capture, clean, and analyze the data, and software engineers to develop in-house analytics tools -- are now commonplace across the entire industry, pitched as "accessible" tools that provide a competitive edge in a crowded marketplace by companies like Unity, GameAnalytics, or Amazon Web Services. (Although, as a recent study shows, the extent to which these tools are truly "accessible" is questionable, requiring technical expertise and time to implement.) As demand for data-driven insight has grown, so have the range of different services -- dozens of tools in the past several years alone, providing game developers with different forms of insight. One tool -- essentially Uber for playtesting -- allows companies to outsource quality assurance testing, and provides data-driven insight into the results. Another supposedly uses AI to understand player value and maximize retention (and spending, with a focus on high-spenders).

Developers might use data from these middleware companies to further refine their game (players might be getting overly frustrated and dying at a particular point, indicating the game might be too difficult) or their monetization strategies (prompting in-app purchases -- such as extra lives -- at such a point of difficulty). But our data is not just valuable to video game companies in fine-tuning design. Increasingly, video game companies exploit this data to capitalize user attention through targeted advertisements. As a 2019 eMarketer report suggests, the value of video games as a medium for advertising is not just in access to large-scale audience data (such as the Unity ad network's claim to billions of users), but through ad formats such as playable and rewarded advertisements -- that is, access to audiences more likely to pay attention to an ad.

Nintendo

100 Million and Counting: Nintendo Affirms that Switch is Still Mid-cycle (arstechnica.com) 26

Nintendo's latest financial report to investors, issued as an overview of its fiscal year's third quarter, came with a momentous announcement for the veteran video game and console producer: Switch has joined the 100 million-worldwide-sales club. From a report: What's more, Switch's current tally of 103.5 million means the device has leapfrogged over both the PlayStation 1 and Nintendo Wii in terms of sales. The count makes the Switch Nintendo's highest-selling home console of all time. While Sony's PS4 and PS2 console families continue to hold higher sales counts, neither got to the 100 million mark as quickly as Switch, which only needed 57 months to do so (March 2017 to December 2021). The only console family to get to the 100 million-global-sales mark faster is Nintendo's own portable DS platform, which needed only 51 months. The DS, which came out in 2004, launched at a lower $149 price point and went lower from there, while Switch has never sold for less than $199. In a statement to investors, Nintendo President Shuntaro Furukawa affirmed that the Switch console, as it nears its fifth anniversary, is "in the middle of its lifecycle." Furukawa said nearly the exact same thing a few months earlier when Switch crossed the 90 million-sales mark.
PC Games (Games)

GTA Metaverse? Rockstar Confirms 'GTA 6' Is In Active Production (forbes.com) 29

Rockstar Games recently acknowledged the "unprecedented longevity" of Grand Theft Auto V (and its online component Grand Theft Auto Online) — and confirmed their working on the next new game for the series.

But Forbes argues "The success of GTA Online itself may end up fundamentally changing the way Rockstar makes this series going forward..." The success of Grand Theft Auto 5 has been both a blessing and a curse. A blessing for Rockstar, making zillions from the success of GTA Online, and for those deeply invested in that world which has continually gotten new expansions and additions. But a curse for those waiting for GTA 6, as Rockstar is now about to release GTA 5 across three different generations, cementing its massive lead as the best-selling game in history, endlessly delaying a true sequel. Now, however, Rockstar has finally stated the obvious, they are working on the next GTA game, which we're all calling GTA 6, but Rockstar stops short of saying number that outright....

I don't know if we can say for sure if this is going to be GTA 6 specifically, either the name or the concept.... I can imagine a "new entry in the Grand Theft Auto series" being a massive game that is perhaps online from the start, including for its base campaign. And not to use the "m" word, but there are less compelling metaverses than what GTA Online has become, and Rockstar may want to lean into that even further to try to get ahead of competition trying to make their own virtual worlds. As such, I could see a future that blends a traditional numbered GTA sequel and GTA Online, and who knows what that would be called ("GTA World?" "GTA Infinite?"). Just saying, it may not be "GTA 6," exactly.

Cloud

Inside Google's Plan To Salvage Its Stadia Gaming Service (businessinsider.com) 14

Google is trying to salvage its failing Stadia game service with a new focus on striking deals with Peloton, Bungie, and others under the brand "Google Stream." Business Insider reports: When Google announced last year that it was shutting down its internal gaming studios, it was seen as a blow to the company's big bet on video games. Google, whose Stadia cloud service was barely more than a year old, said it would instead focus on publishing games from existing developers on the platform and explore other ways to bring Stadia's technology to partners. Since then, the company has shifted the focus of its Stadia division largely to securing white-label deals with partners that include Peloton, Capcom, and Bungie, according to people familiar with the plans.

Google is trying to salvage the underlying technology, which is capable of broadcasting high-definition games over the cloud with low latency, shopping the technology to partners under a new name: Google Stream. (Stadia was known in development as "Project Stream.") The Stadia consumer platform, meanwhile, has been deprioritized within Google, insiders said, with a reduced interest in negotiating blockbuster third-party titles. The focus of leadership is now on securing business deals for Stream, people involved in those conversations said. The changes demonstrate a strategic shift in how Google, which has invested heavily in cloud services, sees its gaming ambitions.

Google has continued to prop up the Stadia consumer platform with a steady stream of titles. After Google closed Stadia's internal game studios, known as Stadia Games & Entertainment, insiders said the directive was to build out what was internally dubbed a "content flywheel" -- a steady flow of independent titles and content from existing publishing deals that would be much more affordable than securing AAA blockbusters, two former employees familiar with the conversations said. "The key thing was that they would not be spending the millions on the big titles," one said. "And exclusives would be out of the question." Executives and employees for the Stadia product have also shifted roles. Phil Harrison, the former PlayStation executive Google tapped to run its gaming operations, now reports to the company's head of subscriptions.
Patrick Seybold, a Google spokesperson, told Insider in a statement: "We announced our intentions of helping publishers and partners deliver games directly to gamers last year, and have been working toward that. The first manifestation has been our partnership with AT&T who is offering Batman: Arkham Knight available to their customers for free. While we won't be commenting on any rumors or speculation regarding other industry partners, we are still focused on bringing great games to Stadia in 2022. With 200+ titles currently available, we expect to have another 100+ games added to the platform this year, and currently have 50 games available to claim in Stadia Pro."
Games

Unity Games Make Up Nearly Half of Steam Deck Verified List (neowin.net) 21

"Steam Deck Verified list is ramping up!" writes Slashdot reader segaboy81, sharing a breakdown of some notable stats via a Neowin article: As of this writing, there are 136 Steam Deck Verified titles, which will alone give Steam Deck the largest launch library of any console, ever. In fact, at this time yesterday the Steam Deck Verified list was at 99 titles. This means there has been over a 30% jump in verified titles overnight. Let's look at the breakdown.

Of the 136 verified titles, 64 of them were developed with Unity. That could be an indication of how popular the engine is, but in all of Steam there are 26,142 titles that use it, out of 110,014. That's less than a quarter of all titles. But what about publishers? Square Enix tops this list and the top developers list, but not by a lot. Of the verified games, nine are published by Square, while five are published and developed by them. Among those titles is the awesome Power Wash simulator, which has a whopping 95.26% user rating.
Neowin also notes that 48 of the verified titles "have been released since 2021" and over a third "have been released within the last 14 months."
Games

The New York Times Purchases Wordle (nytimes.com) 58

The New York Times says it has purchased the viral word-guessing game Wordle for "an undisclosed price in the low seven figures." The newspaper says it'll remain "free to play for new and existing players, and no changes will be made to its gameplay." From the report: Josh Wardle, a software engineer in Brooklyn, created the game as a gift for his partner. It was released to the public in October, and it exploded in popularity in a matter of months. Ninety people played the game on Nov. 1, Mr. Wardle said. Nearly two months later, 300,000 people played it. To play the game, people are required to guess a predetermined five-letter word in six tries. The yellow and green squares indicate that the Wordle player has guessed a correct letter, or a combined correct letter and placement. The buzz around the game can be attributed to the spoiler-free scoring grid that allows players to share their Wordle wins across social media, group chats and more. The game's creator, Josh Wardle, announced the sale in a tweet, writing: "If you've followed along with the story of Wordle, you'll know that NYT games play a big part in its origins and so this step feels very natural to me."

He adds: "I've long admired the NYT's approach to their games and the respect with which they treat their players. Their values are aligned with mine on these matters and I'm thrilled that they will be stewards of the game moving forward."
Sony

Sony Buys 'Destiny' Game Developer Bungie for $3.6 Billion (bloomberg.com) 58

Sony Group is purchasing Bungie, the U.S. video game developer behind the popular Destiny franchise, for $3.6 billion to bolster its stable of game-making studios. From a report: The deal announced on Monday is the third significant video-game acquisition announced this month, following Microsoft's purchase of Activision Blizzard for $69 billion two weeks ago and Take Two Interactive snagging mobile game leader Zynga on Jan. 10. Buying Bungie will give Sony one of the most popular first-person shooter games to compete with the massive Call of Duty series, which Sony's main rival now owns through Activision.
Classic Games (Games)

Secrets of 'Space Invaders' -- and One Very Tiny Homegrown Cabinet (ieee.org) 34

IEEE Spectrum has republished an article from nearly 40 years ago remembering one of the long-forgotten secrets of the classic video game Space Invaders.

It's about that iconic descending musical notes accompanying the onslaught of the aliens... The more aliens a player shot, the faster they approached; their drumbeat quickened, the tension mounted. Ironically, says Bill Adams, director of game development for Midway Manufacturing Co., of Chicago, Ill., which licensed Space Invaders for sale in the United States, these features of the game were accidental. "The speeding up of the space invaders was just a function of the way the machine worked," he explained. "The hardware had a limitation — it could only move 24 objects efficiently. Once some of the invaders got shot, the hardware did not have as many objects to move, and the remaining invaders sped up. And the designer happened to put out a sound whenever the invaders moved, so when they sped up, so did the tone."

Accident or not, the game worked. As of mid-1981, according to Steve Bloom, author of the book Video Invaders, more than 4 billion quarters had been dropped into Space Invaders games around the world — "which roughly adds up to one game per earthling."

But Space Invaders also enjoyed at least one special home-grown revival earlier this month. One hobbyist used an Arduino Pro Micro board to build their own Space Invaders arcade cabinet that's just 3.15 inches tall (80 millimeters).

Made from thin hand cut plywood with pinhead joysticks, "Its Microchip ATmega328 microcontroller contains a processor running at 16MHz," reports the projects site Hackster.io, "which is far faster than the processor in the original Space Invaders arcade cabinet."
Classic Games (Games)

Can AI Help Us Reimagine Chess? (acm.org) 64

Three research scientists at DeepMind Technologies teamed up with former world chess champion Vladimir Kramnik to "explore what variations of chess would look like at superhuman level," according to their new article in Communications of the ACM. Their paper argues that using neural networks and advanced reinforcement learning algorithms can not only surpass all human knowledge of chess, but also "allow us to reimagine the game as we know it...."

"For example, the 'castling' move was only introduced in its current form in the 17th century. What would chess have been like had castling not been incorporated into the rules?"

AfterAlphaZero was trained to play 9 different "variants" of chess, it then played 11,000 games against itself, while the researchers assessed things like the number of stalemates and how often the special new moves were actually used. The variations tested:

- Castling is no longer allowed
- Castling is only allowed after the 10th move
- Pawns can only move one square
- Stalemates are a win for the attacking side (rather than a draw)
- Pawns have the option of moving two squares on any turn (and can also be captured en passant if they do)
- Pawns have the option of moving two squares -- but only when they're in the second or third row of squares. (After which they can be captured en passant )
- Pawns can move backwards (except from their starting square).
- Pawns can also move sideways by one square.
- It's possible to capture your own pieces.


"The findings of our quantitative and qualitative analysis demonstrate the rich possibilities that lie beyond the rules of modern chess."

AlphaZero's ability to continually improve its understanding of the game, and reach superhuman playing strength in classical chess and Go, lends itself to the question of assessing chess variants and potential variants of other board games in the future. Provided only with the implementation of the rules, it is possible to effectively simulate decades of human experience in a day, opening a window into top-level play of each variant. In doing so, computer chess completes the circle, from the early days of pitting man vs. machine to a collaborative present of man with machine, where AI can empower players to explore what chess is and what it could become....

The combination of human curiosity and a powerful reinforcement learning system allowed us to reimagine what chess would have looked like if history had taken a slightly different course. When the statistical properties of top-level AlphaZero games are compared to classical chess, a number of more decisive variants appear, without impacting the diversity of plausible options available to a player....

Taken together, the statistical properties and aesthetics provide evidence that some variants would lead to games that are at least as engaging as classical chess.
"Chess's role in artificial intelligence research is far from over..." their article concludes, arguing that AI "can provide the evidence to take reimagining to reality."
Classic Games (Games)

After 56 years, SEGA Officially Sells Off All Its Arcades (polygon.com) 21

There may still be cabinets in rows with flashing lights and electronic sounds — but Polygon reports a historic change in the world of videogame arcades: Even though arcades all over the world have been in a steady decline over the past 20 years, owing to the ubiquity of console and PC gaming, they've kept a fairly major place in Japan's gaming culture. However, in 2020 with the COVID-19 pandemic, even Japan's arcades started to falter. In late 2020 Sega sold 85% of its shares in the company's arcades, which are run by the Sega Entertainment division, to Genda. Now, as new variants of COVID-19 crop up and the arcade business continues to struggle, Sega has sold the remaining shares to Genda as well, according to Eurogamer and Tojodojo.

Sega's arcades will be renamed GiGO throughout Japan, according to a tweet from Genda chief executive Takashi Kataoka.

"It's worth noting that although Sega's Entertainment business ran its arcade locations, the company manufactured and sold arcade machines themselves separately and will likely continue to do so," reports Video Games Chronicle.

And "While it is sad to see an era of Sega's history come to an end, this doesn't mean Sega will stop making actual arcade games," notes the Metro, which points out that Sega "has continued to supply arcades with new games right up to the present day."

But Syfy Wire notes the news comes "after a remarkable 56 years maintaining a coin-operated gaming presence from its native Japan." In memory Eurogamer shared it editor-in-chief's posts about visiting Tokyo's iconic arcade and anime district Akihabara.
Games

Valve Will Start Selling the Steam Deck Next Month (theverge.com) 30

It's official: Valve's Steam Deck gaming portable will go on sale starting February 25th. The Verge reports: According to the company's blog, customers who have reservations will get an email on that day and have three days to place an order. Valve also says that it'll release new batches on a weekly basis, so if you've got a reservation, March will be the time to keep an eye on your email.

Here's some more info from Valve's announcement: "We will start sending invites shortly after 10:00 am on February 25th, PST. Order emails are sent in the same order that reservations were made. You can only order the Steam Deck model that you originally reserved. Your reservation deposit will be applied to the final price of Steam Deck, and shipping costs are included." Valve says that the orders placed on the 25th will start shipping out on the 28th.

Games

Game Developers Not Interested in NFTs, Survey Finds (axios.com) 47

NFTs remain a contentious topic for developers, according to the State of the Game Industry survey, with a majority claiming their companies aren't interested at all. From a report: The survey states that 72% of respondents related to cryptocurrency and 70% of respondents related to NFTs have no interest in either. "The current implementation of both technologies is still very limited, with 1% of respondents saying that their studio already uses either." Big names like Ubisoft and Square Enix have shown interest in the NFT wave, alongside veteran developers Will Wright and Peter Molyneux. But the interest among developers themselves is far more scattered, and the general reaction from the video game community is poor.
XBox (Games)

Xbox CEO Phil Spencer On Reviving Old Activision Games (washingtonpost.com) 73

An anonymous reader quotes a report from The Washington Post: With its $68.7 billion acquisition of mammoth embattled video game publisher Activision Blizzard, Microsoft will be taking on a lot. It will be absorbing a company criticized by its employees for its workplace culture, one that is embroiled in lawsuits alleging gender-based discrimination and sexual harassment. Microsoft will also be taking on game development studios that have inched closer to unionization over the past several months. But it will also be adding an element that newly minted CEO of Microsoft Gaming Phil Spencer sees as core to Microsoft's strategy for consumer acquisition: a slew of video games and long-abandoned franchises.

The games created by Activision Blizzard's developers provide the centerpiece of Microsoft's strategic thinking around the acquisition. The titles are some of the most popular in the world. And those Activision Blizzard properties extend well beyond Call of Duty, World of Warcraft and Candy Crush. In discussing some of the intellectual properties owned by Activision Blizzard, Spencer's excitement may have mirrored the enthusiasm of a "StarCraft" player noticing the long-dormant franchise's logo in Microsoft's acquisition announcement. "I was looking at the IP list, I mean, let's go!" Spencer said. " 'King's Quest,' 'Guitar Hero,' I should know this but I think they got 'HeXen.' " "HeXen," indeed an Activision Blizzard property, is a cult hit first-person game about using magic spells.

Microsoft's pending acquisition of Activision Blizzard also means owning the rights to many creations from gaming's past, including Crash Bandicoot, the original Sony PlayStation mascot. There's also the influential and popular Tony Hawk skateboard series and beloved characters like Spyro the Dragon. Toys for Bob, one of the studios working under the Activision Blizzard banner, successfully launched games like "Crash Bandicoot 4: It's About Time," but was later folded into supporting Call of Duty games. Spencer said the Xbox team will talk with developers about working on a variety of franchises from the Activision Blizzard vaults. "We're hoping that we'll be able to work with them when the deal closes to make sure we have resources to work on franchises that I love from my childhood, and that the teams really want to get," Spencer said. "I'm looking forward to these conversations. I really think it's about adding resources and increasing capability."
Spencer said he's concerned about tech companies unfamiliar with the gaming industry barging in to the space, as opposed to the current, experienced competition against Nintendo and Sony. "They have a long history in video games," he said. "Nintendo's not going to do anything that damages gaming in the long run because that's the business they're in. Sony is the same and I trust them. [...] Valve's the same way. When we look at the other big tech competitors for Microsoft: Google has search and Chrome, Amazon has shopping, Facebook has social, all these large-scale consumer businesses. [...] The discussion we've had internally, where those things are important to those other tech companies for how many consumers they reach, gaming can be that for us."

He added: "I think we do have a unique point of view, which is not about how everything has to run on a single device or platform. That's been the real turning point for us looking at gaming as a consumer opportunity that could have similar impact on Microsoft that some of those other scale consumer businesses do for other big tech competitors. And it's been great to see the support we've had from the company and the board."
Sony

Sony Expects Microsoft To Keep Activision Games Multiplatform 64

Sony said Thursday that it expected Microsoft to ensure that games from Activision Blizzard are available on non-Microsoft videogame platforms if Microsoft completes its proposed acquisition of Activision. From a report: "We expect that Microsoft will abide by contractual agreements and continue to ensure Activision games are multiplatform," a Sony spokesman said Thursday. Activision supplies some of the most popular games for Sony's PlayStation game console, including the Call of Duty series. After Microsoft on Tuesday announced its acquisition plan, some analysts raised the possibility that Activision games might be available exclusively for Microsoft's own Xbox console and its subscription videogame services in the future.
Microsoft

Activision CEO Bobby Kotick Will Reportedly Leave the Company After Microsoft Acquisition Closes (businessinsider.com) 45

Earlier today, Microsoft announced it will buy the video game publisher Activision Blizzard in a $69 billion deal. It's the largest video game acquisition in history and will make Microsoft the world's third-largest gaming company by revenue, behind Tencent and Sony, when and if the deal closes. According to Insider, citing a report from the Wall Street Journal, Activision CEO Bobby Kotick is expected to leave the company once the deal closes. From the report: Those sources said that both Microsoft and Activision have agreed that Kotick "will depart once the deal closes," which could take anywhere from 12 to 18 months. That's in stark contrast to what Microsoft said in its press release on Tuesday morning. "Bobby Kotick will continue to serve as CEO of Activision Blizzard," the release said, "and he and his team will maintain their focus on driving efforts to further strengthen the company's culture and accelerate business growth. Once the deal closes, the Activision Blizzard business will report to Phil Spencer, CEO, Microsoft Gaming."

Kotick reportedly knew for years about a variety of claims of sexual harassment and rape at his company. An investigation by the Wall Street Journal detailed several specific examples of harassment and rape at Activision. Kotick was not only aware of those claims but, in a least one instance, reportedly intervened to keep a male staffer who was accused of sexual harassment despite the company's human resources department recommending he be fired.

Microsoft

Microsoft To Buy Activision Blizzard in $69 Billion Video Game Mega-Deal (hollywoodreporter.com) 201

Microsoft will buy the video game publisher Activision Blizzard in a $69 billion deal that would reshape the gaming landscape. From a report: The deal, if completed, would bring together Microsoft, which owns the Xbox game platform and the Xbox Game Studios (which owns Bethesda Softworks and 343 Industries, among other game publishers) and Activision, owner of the Call of Duty, Warcraft and Tony Hawk franchises, among others. Microsoft will become the world's third-largest gaming company by revenue, behind Tencent and Sony, when and if the deal closes.

The deal comes as Activision Blizzard grapples with its own #MeToo reckoning, spurring dueling investigations from the state of California and federal agencies. The company was accused of rampant sexual harassment and discrimination involving alcohol-fueled parties, male employees allegedly joking about rape, a female employee who died of suicide after colleagues shared a nude photo and a so-called "Cosby Suite" because the executive who worked there had earned a reputation for unwanted sexual advances.

The Almighty Buck

Angry Gamers Have Scared Some Game Companies Away From NFTs (nytimes.com) 72

"In recent months, at least half a dozen game studios have revealed plans to add NFTs to their games or said they were considering doing so," reports the New York Times.

Then they were confronted by gamers like 18-year-old Christian Lantz, who for years has played GSC Game World's first-person shooter game S.T.A.L.K.E.R. Mr. Lantz was incensed. He joined thousands of fans on Twitter and Reddit who raged against NFTs in S.T.A.L.K.E.R.'s sequel. The game maker, they said, was simply looking to squeeze more money out of its players. The backlash was so intense that GSC quickly reversed itself and abandoned its NFT plan.

"The studio was abusing its popularity," Mr. Lantz, who lives in Ontario, said. "It's so obviously being done for profit instead of just creating a beautiful game...."

[C]lashes over crypto have increasingly erupted between users and major game studios like Ubisoft, Square Enix and Zynga. In many of the encounters, the gamers have prevailed — at least for now.... Players said they see the moves as a blatant cash grab. "I just hate that they keep finding ways to nickel-and-dime us in whatever way they can," said Matt Kee, 22, a gamer who took to Twitter in anger this month after Square Enix, which produces one of his favorite games, Kingdom Hearts, said it was pushing into NFTs. "I don't see anywhere mentioning how that benefits the gamer, how that improves gameplay. It's always about, 'How can I make money off this?'"

Much of their resentment is rooted in the encroachment of micro transactions in video games. Over the years, game makers have found more ways to profit from users by making them pay to upgrade characters or enhance their level of play inside the games. Even if people had already paid $60 or more for a game upfront, they were asked to fork over more money for digital items like clothing or weapons for characters.... Merritt K, a game streamer and editor at Fanbyte, a games industry site, said gamers' antagonism toward the companies has built up over the last decade partly because of the growing number of micro transactions. So when game makers introduced NFTs as an additional element to buy and sell, she said, players were "primed to call this stuff out. We've been here before."

That has led to bursts of gamer outrage, which have rattled the game companies. In December, Sega Sammy, the maker of the Sonic the Hedgehog game, expressed reservations about its NFT and crypto plans after "negative reactions" from users. Ubisoft, which makes titles like Assassin's Creed, said that it had misjudged how unhappy its customers would be after announcing an NFT program last month. A YouTube video about the move was disliked by more than 90 percent of viewers. "Maybe we under-evaluated how strong the backlash could have been," said Nicolas Pouard, a Ubisoft vice president who heads the French company's new blockchain initiative.

Game companies said their NFT plans were not motivated by profit. Instead, they said, NFTs give fans something fun to collect and a new way for them to make money by selling the assets. "It really is all about community," said Matt Wolf, an executive at the mobile game maker Zynga, who is leading a foray into blockchain games. "We believe in giving people the opportunity to play to earn."

The article also rounds up examples of game companies it says have "come out against crypto."
  • "Phil Spencer, the head of Microsoft's Xbox, told Axios in November that some games centered on earning money through NFTs appeared 'exploitative' and he would avoid putting them in the Xbox store."
  • "Valve, which owns the online game store Steam, also updated its rules last fall to prohibit blockchain games that allow cryptocurrencies or NFTs to be exchanged...."
  • "Tim Sweeney, the chief executive of Epic Games, the maker of the game Fortnite, said his company would steer clear of NFTs in its own games because the industry is riddled with 'an intractable mix of scams.' (Epic will still allow developers to sell blockchain games in its online store.)"
  • The blowback has affected more than just game studios. Discord, the messaging platform popular with gamers, backtracked in November after users threatened to cancel their paid subscriptions over a crypto initiative."

AI

Nvidia's AI-Powered Scaling Makes Old Games Look Better Without a Huge Performance Hit (theverge.com) 41

Nvidia's latest game-ready driver includes a tool that could let you improve the image quality of games that your graphics card can easily run, alongside optimizations for the new God of War PC port. The Verge reports: The tech is called Deep Learning Dynamic Super Resolution, or DLDSR, and Nvidia says you can use it to make "most games" look sharper by running them at a higher resolution than your monitor natively supports. DLDSR builds on Nvidia's Dynamic Super Resolution tech, which has been around for years. Essentially, regular old DSR renders a game at a higher resolution than your monitor can handle and then downscales it to your monitor's native resolution. This leads to an image with better sharpness but usually comes with a dip in performance (you are asking your GPU to do more work, after all). So, for instance, if you had a graphics card capable of running a game at 4K but only had a 1440p monitor, you could use DSR to get a boost in clarity.

DLDSR takes the same concept and incorporates AI that can also work to enhance the image. According to Nvidia, this means you can upscale less (and therefore lose less performance) while still getting similar image quality improvements. In real numbers, Nvidia claims you'll get image quality similar to running at four times the resolution using DSR with only 2.25 times the resolution with DLDSR. Nvidia gives an example using 2017's Prey: Digital Deluxe running on a 1080p monitor: 4x DSR runs at 108 FPS, while 2.25x DLDSR is getting 143 FPS, only two frames per second slower than running at native 1080p.

Desktops (Apple)

Humble Subscription Service Is Dumping Mac, Linux Access In 18 Days (arstechnica.com) 37

An anonymous reader quotes a report from Ars Technica: Humble, the bundle-centric games retailer that launched with expansive Mac and Linux support in 2010, will soon shift a major component of its business to Windows-only gaming. The retailer's monthly subscription service, Humble Choice, previously offered a number of price tiers; the more you paid, the more new games you could claim in a given month. Starting February 1, Humble Choice will include less choice, as it will only offer a single $12/month tier, complete with a few new game giveaways per month and ongoing access to two collections of games: Humble's existing "Trove" collection of classic games, and a brand-new "Humble Games Collection" of more modern titles.

But this shift in subscription strategy comes with a new, unfortunate requirement: an entirely new launcher app, which must be used to access and download Humble Trove and Humble Games Collection games going forward. Worse, this app will be Windows-only. Current subscribers have been given an abrupt countdown warning (as spotted by NeoWin). Those subscribers have until January 31 to use the existing website interface to download DRM-free copies of any games' Mac or Linux versions. Starting February 1, subscription-specific downloads will be taken off the site, and Mac and Linux versions in particular will disappear altogether. Interestingly, the current Trove library consists of 79 games, but Humble says that the Trove collection will include "50+ games" starting February 1. This week's warning to Humble's Mac and Linux subscribers notes that "many" of the current Trove games will appear on the Humble Launcher, which is likely a nice way of saying that some of the existing games will not -- perhaps around 20 or so, based on the aforementioned numbers. Despite these changes, Trove's selection of games will remain DRM-free. FAQs about the Humble Launcher suggest that subscribers can download Trove files and continue accessing them in DRM-free fashion, no Humble Launcher or ongoing subscription required. The same promise has not been made for the more modern game collection found in the new Humble Games Collection.

XBox (Games)

Microsoft Has Discontinued All Xbox One Consoles (theverge.com) 60

Microsoft has stopped manufacturing all Xbox One consoles. The software giant originally discontinued the Xbox One X and digital Xbox One S ahead of the Xbox Series X launch, then quietly stopped manufacturing the Xbox One S at the end of 2020, leaving retailers to sell out their remaining stock. From a report: "To focus on production of Xbox Series X / S, we stopped production for all Xbox One consoles by the end of 2020," says Cindy Walker, senior director of Xbox console product marketing, in a statement to The Verge. Microsoft's confirmation comes just as a Bloomberg report suggested Sony had planned to end PS4 production at the end of 2021, but that the company will now manufacture around a million PS4 consoles in 2022. Sony has confirmed PS4 production is still ongoing, amid struggles by both Microsoft and Sony to meet demand for their latest Xbox Series X and PS5 consoles.

Slashdot Top Deals