×
Graphics

'Fortnite' Creator Epic Games Supports Blender Foundation With $1.2 Million (blender.org) 43

Long-time Slashdot reader dnix writes: Apparently having a lot of people playing Fortnite is good for the open source community too. Epic Games' MegaGrants program just awarded the Blender Foundation with $1.2 million over the next three years...to further the success of the free and open source 3D creation suite.
It's part of the company's $100 million "MegaGrants" program, according to the announcement. "Open tools, libraries and platforms are critical to the future of the digital content ecosystem," said Tim Sweeney, founder and CEO of Epic Games. "Blender is an enduring resource within the artistic community, and we aim to ensure its advancement to the benefit of all creators."
Nintendo

'Super Mario Maker 2' Finally Acknowledges Nintendo Fan Communities (npr.org) 36

It was the best-selling game of June, with IGN calling it "the most accessible game design tool ever created, and that core is just one part of a greater whole..."

Since its launch three weeks ago, fans have already built over 2 million custom stages, NPR notes -- but the real news is that Super Mario Maker 2 finally represents a shift in Nintendo's attitude towards its fan community: It's Nintendo's reliance on the creative spirit of these dedicated players that makes the Super Mario Maker series such a quietly radical property within the Nintendo canon... By loosening its grip on a beloved property and tossing the keys to the player community, Nintendo feeds into the fan-obsessive tendencies they've previously refused. With the Super Mario Maker series, Nintendo acknowledges the history of competitive speedrunning, tournament play, and even the masochistic fan games that have made their games visible and interesting in an entirely different way. It's the rare Nintendo game that is depending on those players, creators, and spectators to keep it alive. Super Mario Maker 2 has only been out for a few weeks, but already we've seen how the game's deceptively complex course editor has led to the community making some astounding levels...

Nintendo has always been old-school in the way they rely on offline experiences, downplaying the kind of online communities that other developers prioritize. Ironically, it is that indifference that has made fan communities formed around Nintendo games feel singular and special -- they're smaller, more intimate, and regulated by the players themselves. With the Super Mario Maker franchise, Nintendo finally acknowledges the power and influence of its most obsessive fans -- by creating something that couldn't thrive without them.

IGN argues that "it's astonishing how incredibly well it's all held together in one cohesive package... It does nearly everything better than its already excellent predecessor, introducing some incredible new ideas, level styles, building items, and so much more - all while maintaining the charm of Mario games we know and love."

And Slashdot reader omfglearntoplay writes "If you like old games from the 1980s, this is your game."
Microsoft

Microsoft's Q4 Earnings and 2020 Expectations Are Through the Roof (windowsreport.com) 130

Slashdot reader John Nautu shares a report from Windows Report: Microsoft released their Q4 earnings and it's (almost) all good news. The giant registered amazing growth on all departments, increasing its share price by one third. It was a record fiscal year for Microsoft, and the numbers exceeded all expectations:

- Revenue was $33.7 billion and increased 12%
- Operating income was $12.4 billion and increased 20%
- Net income was $13.2 billion GAAP and $10.6 billion non-GAAP, and increased 49% and 21%, respectively
- Diluted earnings per share was $1.71 GAAP and $1.37 non-GAAP, and increased 50% and 21%, respectively
- GAAP results include a $2.6 billion net income tax benefit explained in the Non-GAAP Definition section below

Of course, Microsoft's partnership with many industry leading companies also played a role in the constant development and improvement of their products. Despite Azure leading the way, Office 365, Windows, and Microsoft Teams also contributed to the growth. [Teams recently overtook Slack with 13 million daily users.]
It's not all good news though. The Verge notes that the company's gaming business has stalled. "Gaming revenue declined by 10 percent this quarter, alongside Xbox software and services revenue decline of 3 percent."

Ryan Duguid, Chief Evangelist at Nintex, said the company is planning some big things for next year: "In 2020, we expect to see Microsoft double down in three key areas to further differentiate from the leading tech giants: AI and ML (across the entire platform), data (infinitely expandable, cost-effective, and supportive of ODI), and modern workplace (productivity software)." In after-hours trading, Microsoft shares gained more than 1%. "The closing price gave Microsoft a market capitalization of $1.045 trillion, the only U.S. company worth more than $1 trillion," reports MarketWatch.
Nintendo

Nintendo Unveils New Switch Model With Better Battery Life (kotaku.com) 48

This August, Nintendo is releasing a new Switch model with a longer battery life. It will be priced the same as the current model and, aside from the improved battery, feature the same specs. From a report: The new model's battery life will last between 4.5 and 9 hours, depending on the game. For Breath of the Wild, for example, the battery life will last for an estimated 5.5 hours. In comparison, the current model has a battery life that's between 2.5 and 6.5 hours, depending on the game. Once again, for Breath of the Wild, the battery life is 3 hours.
Social Networks

Social Media, But Not Video Games, Linked To Depression In Teens, Says Study (www.cbc.ca) 147

An anonymous reader quotes a report from CBC.ca: Screen time -- and social media in particular -- is linked to an increase in depressive symptoms in teenagers, according to a new study by researchers at Montreal's Sainte-Justine Hospital. The researchers studied the behavior of over 3,800 young people from 2012 until 2018. They recruited adolescents from 31 Montreal schools and followed their behavior from Grade 7 until Grade 11. The teenagers self-reported the number of hours per week that they consumed social media (such as Facebook and Instagram), video games and television. Conrod and her team found an increase in depressive symptoms when the adolescents were consuming social media and television. The study was published on Monday in JAMA Pedatrics, a journal published by the American Medical Association. The researchers "found that the increased symptoms of depression are linked to being active on platforms such as Instagram, where teens are more likely to compare their lives to glitzy images in their feeds," the report says. "They also tested to see if the additional screen time was taking away from other activities that might decrease depressive symptoms, such as exercise, but found that was not the case."

Surprisingly, time spent playing video games was found to not be contributing to depressive symptoms. "The study suggests the average gamer is not socially isolated, with more than 70 percent of gamers playing with other people either online or in person," CBC.ca reports.
Games

TurboGrafx-16 Mini Launches In March With 50-ish Games (kotaku.com) 43

You'll be able to complete the trifecta of tiny 16-bit throwback systems on March 19, 2020, when Konami releases the TurboGrafx-16 Mini. From a report: It'll include Dracula X, Bonk's Revenge, Gradius and many more games, including many Japanese exclusives. Konami said last week that it will sell the device exclusively through Amazon, with preorders opening up on Monday, July 15 during the online retailer's "Prime Day" promotion. The U.S. will get the TurboGrafx-shaped device shown above, while Japan will get a version modeled after the PC Engine and Europe's model will be styled after the CoreGrafx revision. No price has been announced for the U.S. model, but the Japanese one will cost 10,500 yen or around $100. The game library will be almost identical across all three systems, including 24 American versions of games and 26 Japanese versions. There is a little bit of overlap between the two -- for example, both the U.S. and Japanese versions of the action RPG Neutopia are included. That means it's not quite 50 games total, but it's still a rich lineup, which even includes CD-ROM games and some games from the Japanese SuperGrafx system.
Hardware

Qualcomm's New Snapdragon 855 Plus is a Natural Fit For Tomorrow's Gaming Phones (theverge.com) 52

Qualcomm has announced a mid-year refresh of its flagship Snapdragon 855 chipset. The new Snapdragon 855 Plus is further optimized for gaming, VR, AI, and 5G connectivity. From a report: It sticks to the same overall design and chip layout as the 855, but Qualcomm says the Plus's eight-core Kryo CPU runs at higher peak clock speeds of up to 2.96GHz. But more important to gamers is a 15 percent performance improvement from the Adreno 640 GPU. That will likely result in the 855 Plus making its way into the next wave of gaming-focused smartphones like those we've seen from Asus, Razer, and other companies. As for AI and VR improvements, Qualcomm is continuing to talk up its fourth-generation AI Engine that's capable of "more than 7 trillion operations per second." The Snapdragon 855 Plus will deliver "best-in-class cellular performance, superior coverage and all-day battery life in premium 5G devices," according to the company. It's still using two separate modems to get there, however, with both a Snapdragon X24 LTE 4G modem and Qualcomm's X50 5G modem on board. I guess we won't see a more efficient approach until the inevitable Snapdragon 865.
Games

Minecraft Earth Begins Closed Beta In Two Weeks on iOS (minecraft.net) 10

The Minecraft team has released "a handy video to illustrate exactly what to expect from the Minecraft Earth beta" on the Minecraft blog.

"We've even included actual moving images from said beta (with an impossibly upbeat, yet beautifully pedagogical voice-over by Stephen Scott of the Minecraft Earth Design Team, as a fun bonus!)" The closed beta will launch for iOS in the next two weeks, with the Android version following soon thereafter. As with most closed betas, the number of participants will be limited in numbers and locations. This is to make sure our servers are able to keep up with all the exploration, creation and, hopefully, surviving that is going on around the world...

As is also common with beta versions, your progress will occasionally be reset as we test and develop various features of the game.

If you are selected to participate in the closed beta (congratulations!), you will receive an invitation email to the email address you have associated with the Microsoft Account or Xbox Live account you submitted in your registration. If you are selected (congrats again!), you will need to play at least once every 7 days. If you don't, we'll give your spot to someone else, as space in the beta is very limited.

You have to be 18 years or older to participate.

Classic Games (Games)

They're Making a Movie Based On the 1978 Game 'Space Invaders' (deadline.com) 132

The 1978 arcade game Space Invader will become a major motion picture, reports Engadget. "The writer behind the 'Mortal Kombat' reboot is involved."

Deadline reports: It will take work fleshing this into a full-fledged alien-invasion movie, but the title is certainly a brand. In the game, a series of blocky aliens descended from the top of the screen to the bottom, and players basically blasted them until their thumbs cramped, or the invaders succeeded in overwhelming the slow-triggered defender of earth.
"Nothing surprises me any more," adds the headline at Io9. Once, I would be surprised and bemused by the things Hollywood tries to turn into major franchises in 2019. I might observe how the truth now matches what we used to make up as parody. But, look, Battleship is a real movie and Rihanna was in it and that was seven years ago... Since the arcade game is entirely devoid of plot, except for the riveting narrative of shooting up until your thumbs cramp, it'll probably be some entirely original plot about alien invaders, maybe something Independence Day-esque, with some inevitable cute nods to the original thrown in... [W]e'll keep you posted as long as you keep putting quarters into the machine.
Yahoo Movies UK calls the news "apparent proof that Hollywood will literally make a movie out of anything... Also in the pipeline is a live-action outing for Sonic the Hedgehog, which was delayed earlier this year so that Paramount could redesign the character following a fan backlash."

I'm still waiting for a big-budget Hollywood blockbuster based on Pong.
Facebook

Facebook AI Pluribus Defeats Top Poker Pros In 6-Player Texas Hold 'Em (arstechnica.com) 58

Carnegie Mellon University and Facebook AI research scientists have developed an AI dubbed Pluribus that took on 15 professional human players in six-player no-limit Texas Hold 'em and won. The researchers describe how they achieved this feat in a new paper in Science. Ars Technica reports: Playing more than 5,000 hands each time, five copies of the AI took on two top professional players: Chris "Jesus" Ferguson, six-time winner of World Series of Poker events, and Darren Elias, who currently holds the record for most World Poker Tour titles. Pluribus defeated them both. It did the same in a second experiment, in which Pluribus played five pros at a time, from a pool of 13 human players, for 10,000 hands.

Co-author Tuomas Sandholm of Carnegie Mellon University has been grappling with the unique challenges poker poses for AI for the last 16 years. No-Limit Texas Hold 'em is a so-called "imperfect information" game, since there are hidden cards (held by one's opponents in the hand) and no restrictions on the size of the bet one can make. By contrast, with chess and Go, the status of the playing board and all the pieces are known by all the players. Poker players can (and do) bluff on occasion, so it's also a game of misleading information.

Nintendo

Nintendo Switch Lite Launches September 20 For $200 (venturebeat.com) 86

Nintendo has confirmed the much-rumored Nintendo Switch Lite, revealing that the new slimmed down console -- available in gray, yellow, and turquoise -- will launch on September 20 for $199.99. From a report: The device, which first came to light last year, is $100 less expensive than its predecessor and, as such, it does lack a number of key features compared to its bigger brother. For example, the Nintendo Switch Lite only offers a single "handheld" game-play mode, compared to the additional "TV" and "tabletop" modes of the Nintendo Switch. While this raises questions about the use of "switch" in the device's name given that it doesn't actually switch between modes, it also means that compatible games are limited to those that support handheld mode in the Nintendo Switch Library. However, gamers will be able to buy separate Joy-Con controllers (and a device to charge them) to use wirelessly with other games that don't support handheld mode.
Businesses

Pirate Our Games, Don't Buy Them From Key Resellers, Say Indies (bbc.com) 97

Small video games studios are asking the public to stop buying their titles from "unauthorised" markets, saying the sales cost them more than they earn. From a report: Several have said it would even be better if consumers pirated their games rather than purchased discounted unlock codes from the "key resellers." One label is running a petition calling on the biggest such market -- G2A -- to halt sales of indie games outright. But G2A has defended its business model. It said the indies benefited from its policy of sharing a cut of sales made by third parties. "Hundreds of developers earn money from selling their keys through marketplaces such as G2A," head of communications Maciej Kuc told BBC News.

"We don't plan on taking away that possibility anytime soon, as it would be hurtful not only to our customers but also to the many developers who use our platform to their benefit." He added that G2A already took measures to tackle illegal sales. And he said developers were partly responsible for some of the scams on its site because of the "thousands of free keys" they had created for giveaways. The campaign's organiser, however, has dismissed this defence. "They are harming our industry and the value of our games," Mike Rose, from the Manchester-based publisher No More Robots, told BBC News.

Businesses

Unlivable Wages in Expensive Cities Are Plaguing the Video Game Industry (digitaltrends.com) 495

An anonymous reader shares a report: Crunch has been one of the biggest topics in video game industry news over the last year with reports of massive studio layoffs at established studios following closely behind. Another topic relating to these issues that hasn't received as much attention, however, are the low and unfair wages developers are being paid in exchange for their increasingly demanding work. Just like issues with crunch and layoffs, it's a problem developers are afraid to speak openly about because of the fear of retaliation from current and future job opportunities. In light of all the news surrounding crunch and layoffs at studios, Beck Hallstedt sparked the conversation about developers being paid unlivable wages on Twitter, using the Quality Assurance (QA) jobs at Gearbox Software as a prime example.

They go on to say, "I know crunch is the big thing to criticize in games but please, please, please talk about how bad wages are too. People are living in their cars and pulling out loans to pay rent because of this stuff." They point out information from PayScale, which shows the average Gearbox Software salary at $54,000, but that number isn't the full picture. That average is taken from a small group of people -- in Gearbox Software's case, 10 -- who reported their earnings. Some of these individuals are senior level designers that are making as much as 105k, bumping up the average salary higher than it is. [...] Many game studios are located in major cities like San Francisco, Los Angeles, Seattle, and New York. This makes the cost of living far higher than it is in other places in the country. Since many studios do not allow their staff to work remotely, developers have to live in the city or relocate to find consistent work. Rent, food, transportation, and sometimes even student loans and medical care can factor into the cost of living.

Hallstedt has been working as a freelance concept artist for over three years, with their first in-house job being a 2D Art internship at High Voltage Software in Chicago. "I was hired at $12 an hour, which I'm honestly happy with for an intern position in the Midwest. I was learning as much as I was contributing, and the artists there spent time guiding me through adapting to a studio pipeline," they said. "It was great, and the generosity of those artists has guided my entire career." A few weeks after the internship ended, Netherrealm Studios reached out and asked Hallstedt to submit their resume as an associate concept artist. During the interview, they were offered to work on Injustice 2 for their standard 9-month temporary contract. The offer they received wasn't anywhere near what they imagined it would be. The salary was $11 an hour, which was $1 less than their prior internship had offered, except that this would a full-time commitment.

Crime

Hacker Who Launched DDoS Attacks on Sony, EA, and Steam Gets 27 Months in Prison (zdnet.com) 76

An anonymous reader shares a report: A 23-year-old man from Utah was sentenced this week to 27 months in prison for a series of DDoS attacks that took down online gaming service providers like Sony's PlayStation Network, Valve's Steam, Microsoft's Xbox, EA, Riot Games, Nintendo, Quake Live, DOTA2, and League of Legends servers, along with many others. Named Austin Thompson, but known online as DerpTrolling, the man is the first hacker who started a trend among other hackers and hacking crews -- namely of launching DDoS attacks against gaming providers during Christmas, which they later justified using ridiculous reasons such as "to spoil everyone's holiday," "to make people spend time with their families," or "for the lulz." The hacker's DDoS attacks were extremely successful at the time, in 2013, in a time when most companies didn't use strong DDoS mitigation services.
XBox (Games)

Microsoft's Cloud-Only Xbox Still In Development, Report Says (vg247.com) 36

According to Thurrott's Brad Sams, Microsoft is still developing a low-cost, cloud-based Xbox console. "Sams suggests the low-power box will be just capable enough to allow a player to 'move around in a virtual environment,' but crucially, game elements like NPCs, interactables, text and even graphics won't be there," reports VG247. From the report: This is obviously not playable, but the idea is that having movement calculations run locally reduces input lag compared to a 100% streamed game. Though this might make technical sense, it's hard to imagine the company pushing this hard unless the difference is really perceptible. Of course, there's a lot we still don't know about the streaming market, and some segment of that audience may opt to pay $80 or so to get an experience better than running the game through a web browser.
Classic Games (Games)

Inside the Race To (finally) Bring Pinball Into the Internet Age (fastcompany.com) 57

harrymcc writes: Jay Adelson, the cofounder of Digg, has a new, deeply personal startup: Scorbit. It aims to connect existing pinball machines to the internet, giving them networked leaderboards, compatibility with smartphone apps, and other newfangled features. But Scorbit faces a major competitor in Stern, the pinball giant whose new Spike platform is attempting to introduce similar functionality. Over at Fast Company, Jared Newman reports on the dueling systems and the general pinball resurgence now underway.
The COO of a pinball parts supplier tells Fast Company that "People are just saturated with the internet. They don't want to look at screens anymore for entertainment, but they want to be entertained, so they want something physical. Pinball ticks all the boxes there."
Classic Games (Games)

'Retro Games' Announces A New Commodore 64 (retrogames.biz) 118

Long-time Slashdot reader cshamis tipped us off to this story in HotHardware: It is official, folks -- Retro Games is releasing a full-size retro reboot of the original Commodore 64, called TheC64, on December 5...

Of course, modern amenities abound for this reboot. TheC64 can connect to any modern TV via HDMI, to deliver "crisp 720p HD visuals" at 60Hz (USA) or 50Hz (Europe). It also comes with an updated joystick featuring 8 buttons, micro switches, and USB connectivity. It bears a passing resemblance to the original, but with additional bells and whistles. TheC64 will arrive with 64 games preinstalled, including titles such as California Games, Destroyer, Impossible Mission (1 and 2), Monty on the Run, Speedball 2, and many others... [P]layers will be able to add more games from a USB memory stick (not included).

The original Commodore 64 is widely considered the best-selling single-model PC of all time. Estimates have sales pegged at somewhere between 10-17 million units.

Games

Indie Developers Suggest Steam Summer Sale Confusion is Hurting Their Games (arstechnica.com) 52

An anonymous reader shares a report: As part of this year's annual Steam Summer Sale, Valve is hosting a new "Grand Prix" promotion that gives participants a chance at free games if they complete certain daily "quests" on the platform. But confusion over how the promotion works seems to be leading Steam users to delete some low-cost indie games from their Steam wishlists in a misguided attempt to maximize the value of their potential winnings. "We lost 1,500 wishlists in the first 24 hours of the sale," No More Robots Director Mike Rose told Ars regarding the four indie games the publisher sells on Twitter. "Usually you lose, like, 20 in a day."

No More Robots is far from alone. Mode 7 Games' Paul Kilduff-Taylor tweeted a graph showing wishlist deletions spiking to over 1,100 following the start of the sale on Tuesday. SixtyGig Games's Raymond Doerr showed a similar increase in deletions for his game at the same time, outpacing a smaller rise in additions and purchases from the wishlist. There are now enough anecdotal examples of this effect across multiple indie games, all starting on the first day of the sale, to suggest this marked increase is something more than random chance.

Microsoft

Microsoft, Nintendo, Sony Ask Trump To Skip Tariffs on Gaming Consoles (cnet.com) 122

President Donald Trump's plan to increase tariffs on goods produced in China would affect a wide range of consumer goods. One gadget that could see a price increase because of a trade war is the video game consoles, and the three biggest companies behind consoles have come together to ask Trump for a pass. From a report: Microsoft, Nintendo and Sony sent a letter dated June 17 to the Office of the United States Trade Representative requesting that video game consoles be removed from the list of products covered by tariffs. The companies say a tariff on consoles would stifle innovation and harm the larger gaming ecosystem -- threatening jobs and injuring consumers, video game developers and retailers. Microsoft makes the Xbox console, Nintendo makes the Switch, and Sony makes the PlayStation. "While we appreciate the administration's efforts to protect US intellectual property and preserve US high-tech leadership," the three companies said in the letter, "the disproportionate harm caused by these tariffs to US consumers and businesses will undermine -- not advance -- these goals."
Classic Games (Games)

Does Monopoly's Cash-Free AI Banker Teach the Wrong Lessons? (marketwatch.com) 160

"An updated version of the classic board game Monopoly has done away with cash entirely and now uses a voice-activated AI banker instead," reports MarketWatch, asking whether this teaches game-players the wrong lessons: This is not the first time Monopoly has reflected today's cashless world. A 2006 edition of the game in the United Kingdom featured Visa-branded credit cards instead of paper play money. Similar versions of the game are also available in the U.S. Last year, Hasbro even released a version called Monopoly for Millennials in which players compete to buy experiences rather than real estate.

The new technology may appeal to kids used to interacting with voice-activated digital assistants such as Amazon's Alexa, Apple's Siri or Microsoft's Cortana. Financial experts, however, remained on the fence about the game's educational value... By removing the physical element of the game, some argue that Monopoly's usefulness as a tool to teach children about money is reduced. "Removing physical Monopoly money reduces the educational benefit of the game by glossing over the important task of learning to manage and count your money," said Nicole Strbich, director of financial planning at Buckingham Advisors in Dayton, Ohio.

In the new version of the game, "The omnipotent talking top hat also will yell, 'YOU'RE BANKRUPT!' at you," reports CNET...

"Hey, Monopoly cheaters. Here's a version that won't let you sneak extra hundreds from the bank or neglect to pay your taxes."

Slashdot Top Deals