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Microsoft

Xbox One Consoles Are Down (mashable.com) 104

If you are having trouble getting your Xbox One online, you are not alone. Xbox One consoles around the world have stopped working. From a report: Xbox One owners are reporting major problems with their consoles online with displays being stuck on black screens at startup, games not loading, and errors when trying to login to Xbox Live. Microsoft is aware of the situation and has promised to give more information when they have it. Within a couple of hours, the official Xbox Support Twitter account updated everyone, saying that they have identified the problem and are working on fixing it. There is no estimate on how long it will take to fix. Bad week for Microsoft services continues. Update: The issue with Xbox Live appears to have been resolved.
Businesses

Game Retailer GameStop Says It Can't Sell Itself, Sees Stock Drive 27 Percent (arstechnica.com) 104

GameStop announced today that it has called off a decision to find a private buyer for the company and its subsidiaries. "The announcement ushered in the public company's largest stock-value dip in over 10 years, seeing it plummet in one day from $15.49 to (as of press time) $11.28 -- a dive of roughly 27 percent," reports Ars Technica. From the report: The Texas-based gaming retailer had been linked to acquisition rumors, as The Wall Street Journal reported earlier this month that multiple private equity firms had been circling GameStop -- and its subsidiaries, including the merch-focused ThinkGeek and the gaming magazine Game Informer. That report had suggested a deal might close by mid-February.

However, Tuesday's statement indicated that prospective deals fell through "due to the lack of available financing on terms that would be commercially acceptable to a prospective acquirer." The rest of the statement offers little clear hint of the company's next steps beyond pumping the cash from a recent subsidiary sale into options such as "reducing the company's outstanding debt, funding share repurchases, or reinvesting in core video game and collectibles businesses to drive growth."

Software

Apple Plans Netflix-Like Gaming Subscription Services, Report Says (cheddar.com) 39

According to a new report from Cheddar, Apple is planning a Netflix-like subscription service for games. "The service would function like Netflix for games, allowing users who pay a subscription fee to access a bundled list of titles," reports Cheddar. "Apple began privately discussing a subscription service with game developers in the second half of 2018, said the people, all of whom requested anonymity to discuss unannounced plans." From the report: It's unclear how much the subscription will cost or what kind of games Apple will offer. The service is still in the early stages of development, and Apple could ultimately decide to abandon it. The company has also discussed partnering with developers as a publisher, according to two people familiar with the talks, which could signal Apple's ambition to assume distribution, marketing, and other related costs for select games. While it's unclear what kinds of games would be included, a subscription service for App Store games could provide a boost to Apple's recurring revenue at a time when iPhone sales are slowing and gaming and esports are booming. Mobile gaming is expected to become a $100 billion industry by 2021, according to the gaming and esports intelligence firm Newzoo.
Medicine

Internet Addiction Spawns US Treatment Programs (reuters.com) 80

SpzToid shares a report from Reuters: When Danny Reagan was 13, he began exhibiting signs of what doctors usually associate with drug addiction. He became agitated, secretive and withdrew from friends. He had quit baseball and Boy Scouts, and he stopped doing homework and showering. But he was not using drugs. He was hooked on YouTube and video games, to the point where he could do nothing else. As doctors would confirm, he was addicted to his electronics. "After I got my console, I kind of fell in love with it," Danny, now 16 and a junior in a Cincinnati high school, said. "I liked being able to kind of shut everything out and just relax." Danny was different from typical plugged-in American teenagers. Psychiatrists say internet addiction, characterized by a loss of control over internet use and disregard for the consequences of it, affects up to 8 percent of Americans and is becoming more common around the world.

"We're all mildly addicted. I think that's obvious to see in our behavior," said psychiatrist Kimberly Young, who has led the field of research since founding the Center for Internet Addiction in 1995. "It becomes a public health concern obviously as health is influenced by the behavior." At first, Danny's parents took him to doctors and made him sign contracts pledging to limit his internet use. The "Reboot" program at the Lindner Center for Hope offers inpatient treatment for 11 to 17-year-olds who, like Danny, have addictions including online gaming, gambling, social media, pornography and sexting, often to escape from symptoms of mental illnesses such as depression and anxiety. âoeRebootâ patients spend 28 days at a suburban facility equipped with 16 bedrooms, classrooms, a gym and a dining hall. They undergo diagnostic tests, psychotherapy, and learn to moderate their internet use.

Nintendo

Nintendo Throws Out Metroid Prime 4 Work, Restarts With Retro Studios (arstechnica.com) 77

Nintendo is essentially restarting development on the highly anticipated Metroid Prime 4, saying the game as it currently exists "has not reached the standards we seek in a sequel to the Metroid Prime series." Ars Technica reports: The surprise announcement comes from Nintendo General Manager for Development Shinya Takahashi. He said in a YouTube video posted this morning that current Metroid Prime 4 producer Kensuke Tanabe will begin "collaborating" on the game with Retro Studios, the studio responsible for the original Metroid Prime trilogy. Tanabe has previously worked as producer on multiple Retro-developed Metroid Prime titles.

"The current development status of the game is very challenged and we have made a very difficult decision as a development team," Takahashi said in the subtitled video. "We have decided to reexamine the development structure and change it." "This change will essentially mean restarting development from the beginning, so the completion of the game will be delayed from our initial internal plan," Takahashi continued. "It will be a long road until the next time we will be able to update you on the development progress, and development time will be extensive."

AI

DeepMind AI AlphaStar Wins 10-1 Against 'StarCarft II' Pros (newscientist.com) 103

In a series of matches streamed on YouTube and Twitch, DeepMind AI AlphaStar defeated two top-ranked professionals 10-1 at real-time strategy game StarCraft II. "This is of course an exciting moment for us," said David Silver at DeepMind in a live stream watched by more than 55,000 people. "For the first time we saw an AI that was able to defeat a professional player." New Scientist reports: DeepMind created five versions of their AI, called AlphaStar, and trained them on footage of human games. The different AIs then played against each other in a league, with the leading AI accumulating the equivalent of 200 years of game experience. With this, AlphaStar beat professional players Dario Wunsch and Grzegorz Komincz -- ranked 44th and 13th in the world respectively. AlphaStar's success came with some caveats: the AI played only on a single map, and using a single kind of player (there are three in the game). The professionals also had to contend with playing different versions of AlphaStar from match to match. While the AlphaStar was playing on a single graphics processing unit, a computer chip found in many gaming computers, it was trained on 16 tensor processing units hosted in the Google cloud -- processing power beyond the realms of many.
Software

Nearly Half of Game Developers Want To Unionize (engadget.com) 115

An anonymous reader quotes a report from Engadget: Unionization isn't a new idea for the game development industry, but it is a particularly hot and contentious topic right now. A handful of events in 2018 thrust the unionization conversation to the forefront, including Rockstar boss Dan Houser's comments about developers working 100-hour weeks to finish Red Dead Redemption 2, and the tragic implosion and bitter residue of Telltale Games. Groups like Game Workers Unite have been pounding the pavement (physically and digitally) and gathering support for unionization across the globe, with a goal to "bring hope to and empower those suffering in this industry." In December, a UK chapter of Game Workers Unite became a legal trade union.

With all of this conversation swirling around studio life, the folks behind the Game Developers Conference added new questions to the seventh annual State of the Industry Survey, which included responses from nearly 4,000 developers. The questions were broad: should the games industry unionize, and will the games industry unionize? Forty-seven percent of respondents said yes, game developers should unionize, while 16 percent said no and 26 percent said maybe. However, developers weren't exactly hopeful about unionization efforts. Just 21 percent of respondents said they thought the industry would unionize, and 39 percent said maybe. Twenty-four percent said it simply wasn't going to happen.
The survey also found that 44 percent of developers worked more than 40 hours per week on average. Just over 1 percent said they worked more than 110 hours in a week, while 6 percent reported working 76 to 80 hours, "suggesting that deadline-related crunch can go far beyond normal working hours," according to the survey.
Emulation (Games)

Emulator Project Aims To Resurrect Classic Mac Apps, Games Without the OS (arstechnica.com) 74

An anonymous reader quotes a report from Ars Technica, written by Sean Gallagher: Want to be able to run classic Mac OS applications compiled for the Motorola 68000 series of processors on your ever-so-modern Mac OS X machine? Or maybe you'd rather run them on a Raspberry Pi, or an Android device for that matter? There's an emulation project that's trying to achieve just that: Advanced Mac Substitute (AMS). Advanced Mac Substitute is an effort by long-time Mac hacker Josh Juran to make it possible to run old Mac OS software (up to Mac OS 6) without a need for an Apple ROM or system software. Other emulators out there for 64000 Mac applications such as Basilisk II require a copy of MacOS installation media -- such as install CDs from Mac OS 7.5 or Mac OS 8. But AMS uses a set of software libraries that allow old Mac applications to launch right within the operating environment of the host device, without needing to have a full virtual hardware and operating system instance behind them. And it's all open source.

I got a demo of AMS from Juran at Shmoocon in Washington, DC, this past weekend. He showed me an early attempt at getting the game LoadRunner to work with the emulator -- it's not yet interactive. A version of the project, downloadable from Github, includes a "Welcome" screen application (a sort of Mac OS "hello world"), Mac Tic-Tac-Toe, and an animation of NyanCat. Applications are launched from the command line for now and are executed by the emulation software, which interprets the system and firmware calls. Unfortunately, there's still a lot of work to be done. While AMS works on Mac OS X up to version 10.12 -- both on Intel and PowerPC versions of the operating system -- the code currently won't compile on MacOS Mojave. And the Linux implementation of AMS does not yet support keyboard input. I was unable to get the front end to execute at all on Debian 9 on Intel.

Businesses

The 'Fortnite' Economy Now Has Its Own Black Market (qz.com) 31

Fortnite's in-game currency, V-bucks, are now being used to launder money from stolen credit cards, according to a report by The Independent and cybersecurity firm Sixgill. From a report: Here's how it works: After a hacker obtains someone else's credit card information, they make a Fortnite account and use the card to buy V-bucks which are used in the game to purchase cosmetic upgrades and new ways your character can dance. Once the account is loaded up with V-bucks, it is then sold through a legitimate vendor like eBay, or on the dark web. V-bucks cost about $10 for 1,000 when you buy them in the game or from authorized online stores. But these accounts are sold at rates low enough that it ends up being much cheaper to buy V-bucks that way.
Security

Fortnite Bugs Gave Hackers Access To Millions of Player Accounts, Researchers Say (techcrunch.com) 27

Researchers at cybersecurity firm Check Point say three vulnerabilities chained together could have allowed hackers to take control of any of Fortnite's 200 million players. "The flaws, if exploited, would have stolen the account access token set on the gamer's device once they entered their password," reports TechCrunch. "Once stolen, that token could be used to impersonate the gamer and log in as if they were the account holder, without needing their password." From the report: The researchers say that the flaw lies in how Epic Games, the maker of Fortnite, handles login requests. Researchers said they could send any user a crafted link that appears to come from Epic Games' own domain and steal an access token needed to break into an account.

Here's how it works: The user clicks on a link, which points to an epicgames.com subdomain, which the hacker embeds a link to malicious code on their own server by exploiting a cross-site weakness in the subdomain. Once the malicious script loads, unbeknownst to the Fortnite player, it steals their account token and sends it back to the hacker. "If the victim user is not logged into the game, he or she would have to log in first," a researcher said. "Once that person is logged in, the account can be stolen." Epic Games has since fixed the vulnerability.

Games

Riot Games Issues New Company Values In Wake of 'Bro' Culture Accusations (venturebeat.com) 344

An anonymous reader writes: Riot Games, the maker of the enormously popular League of Legends multiplayer online battle arena (MOBA) PC game, has issued a new set of company values on its web site. They're the result of some soul searching after the company was accused by many of its own employees last year of having a sexist "bro" culture. The company said that these new values replace the company's Manifesto from 2012 and reflects conversations with more than 1,700 Rioters about "what we want our company to be."
Businesses

Battlefield 5's Poor Sales Numbers Have Become a Disaster For Electronic Arts (seekingalpha.com) 715

dryriver writes: Electronic Arts has mismanaged the Battlefield franchise in the past -- BF3 and BF4 were not great from a gameplay perspective -- but with Battlefield 5, Electronic Arts is facing a real disaster that has sent its stock plummeting on the stock exchanges. First came the fierce cultural internet backlash from gamers to the Battlefield 5 reveal trailer -- EA tried to inject so much 21st Century gender diversity and Hollywood action-movie style fighting into what was supposed to be a reasonably historically accurate WWII shooter trailer, that many gamers felt the game would be "a seriously inauthentic portrayal of what WW2 warfare really was like." Then the game sold very poorly after a delayed launch date -- far less than the mildly successful WW1 shooter Battlefield 1 for example -- and is currently discounted by 33% to 50% at all major game retailers to try desperately to push sales numbers up. This was also a disaster for Nvidia, as Battlefield 5 was the tentpole title supposed to entice gamers into buying expensive new realtime ray-tracing Nvidia 2080 RTX GPUs.

Electronic Arts had to revise its earnings estimates for 2019, some hedge funds sold off their EA stock, fearing low sales and stiff competition from popular Battle Royal games like Fortnite and PUBG, and EA stock is currently 45% down from its peak value in July 2018. EA had already become seriously unpopular with gamers because of annoying Battlefield franchise in-game mechanisms such as heaving to buy decent-aiming-accuracy weapons with additional cash, having to constantly pay for additional DLC content and game maps, and the very poor multiplayer gameplay of its two Star Wars: Battlefront titles (essentially Battlefield with laser blasters set in the Star Wars Universe). It seems that with Battlefield 5, EA -- not a company known for listening to its customers -- finally hit a brick wall, in the form of many Battlefield fans simply not buying or playing Battlefield 5.

Cloud

Improbable, Epic Games Establish $25 Million Fund To Help Devs Move To 'More Open Engines' After Unity Debacle (techcrunch.com) 80

Lucas Matney writes via TechCrunch: Improbable is taking a daring step after announcing earlier today that Unity had revoked its license to operate on the popular game development engine. The U.K.-based cloud gaming startup has inked a late-night press release with Unity rival Epic Games, which operates the Unreal Engine and is the creator of Fortnite, establishing a $25 million fund designed to help game developers move to "more open engines." This is pretty bold on Improbable's part and seems to suggest that Unity didn't give them a call after Improbable published a blog post that signed off with, "You [Unity] are an incredibly important company and one bad day doesn't take away from all you've given us. Let's fix this for our community, you know our number."

Unity, for its part, claims that they gave Improbable ample notice that they were in violation of their Terms of Service and that the two had been deep in a "partnership" agreement that obviously fell short. The termination of Improbable's Unity license essentially cut them off from a huge portion of indie developers who build their stuff on Unity. Epic Games CEO Tim Sweeney was quick to jump on the news earlier today, rebuking Unity's actions. "Epic Games' partnership with Improbable, and the integration of Improbable's cloud-based development platform SpatialOS, is based on shared values, and a shared belief in how companies should work together to support mutual customers in a straightforward, no-surprises way," the blog post reads.

Games

Developer Bungie Splits With Publisher Activision, Will Keep World Shooter Series Destiny (kotaku.com) 63

Developer Bungie and publisher Activision are splitting up in an industry-shaking divorce that will see the shared world shooter series Destiny enter fully into Bungie's control. From a report: This development comes after years of tension between the two companies -- tension that has existed since before the first Destiny even shipped. Bungie, the studio that created and has led development on the franchise, told employees during a team meeting this afternoon, framing it as fantastic news for a studio that has long grown sick of dealing with its publisher. Employees cheered and popped champagne, according to one person who was there.

[...] One of the most significant tensions between Bungie and Activision had long been the annualized schedule, which mandated the release of a new Destiny game or expansion every fall. Now, separated from Activision, Bungie will no longer be constrained to that schedule. "We'll continue to deliver on the existing Destiny roadmap, and we're looking forward to releasing more seasonal experiences in the coming months," the company said, "as well as surprising our community with some exciting announcements about what lies beyond."

Businesses

Amazon is Working on Game Streaming Service, Report Says (geekwire.com) 57

Amazon is looking to get into game streaming, joining its tech titan contemporaries Microsoft and Google, according to a report from The Information. From a report: Amazon is reportedly developing its own game streaming service, and it is talking to publishers about distributing games on its platform. Citing "two people briefed on the plans," The Information reports that the service likely won't launch until next year at the earliest.
United Kingdom

Video Games Now Account For More Than Half of UK Entertainment Market (independent.co.uk) 49

The video games sector now accounts for more than half of the entertainment market in UK, according to new figures. From a report: The Entertainment Retailers Association (ERA) said the gaming market's value rose to $4.85bn, more than double what it was worth in 2007. It now makes gaming a larger market than video and music combined for the first time. The figures show three games -- Fifa 19, Red Dead Redemption 2 and Call of Duty: Black Ops 4 -- each sold more than one million physical units in the UK across games consoles during 2018. ERA chief executive Kim Bayley said: "The games industry has been incredibly effective in taking advantage of the potential of digital technology to offer new and compelling forms of entertainment. Despite being the youngest of our three sectors, it is now by far the biggest."
Businesses

Fortnite Star Ninja Says He Raked in Millions of Dollars Last Year (cnet.com) 121

In case you needed another reminder that Fortnite was the biggest game of 2018, esports star Ninja says he racked up millions of dollars playing it last year. From a report: Tyler Blevins, aka Ninja, told CNN in a story Monday that he made nearly $10 million last year playing Fortnite: Battle Royale. Blevins has more than 12.5 million followers on game streaming service Twitch and more than 20 million subscribers on streaming giant YouTube. The professional gamer told CNN he made most of his fortune from advertisers on YouTube and Twitch, as well as from video game tournaments and sponsors like Samsung and Red Bull. The famous Fortnite gamer snatched the spotlight when he broke a Twitch viewing record in March. Blevins streamed himself and rapper Drake playing duo in Fortnite, which more than 600,000 people watched live at its peak.
The Courts

'Star Control: Origins' Pulled From Steam And GOG Following DMCA Claim (polygon.com) 185

PC gaming stores Steam and GOG have took down the video game Star Control: Origins following DMCA takedown notices issued by two designers of the original Star Control games, Fred Ford and Paul Reiche III. Star Control: Origins, a spiritual successor to the old games, is a strategy game about exploring space in an alternate galaxy. From a report: According to Stardock CEO Brad Wardell, those who have already purchased Origins can continue playing it. He added that the DMCA claim will cause his company "to lay off some of the men and women who are assigned to the game." The legal battle over the future of the Star Control franchise dates back to 2013 when Stardock purchased rights to Star Control intellectual property from Atari during a bankruptcy auction. Three years later, in 2016, Stardock revealed that it was developing Star Control: Origins. At the time, Stardock said it was working under the assumption that it had "acquired the rights to Star Control 1/2/3." Court documents reveal that may not be the case, and that Ford and Reiche may instead have conflicting rights to the IP.
Businesses

Epic Games, the Creator of Fortnite, Banked a $3 Billion Profit in 2018: Report (techcrunch.com) 132

This year Fortnite became the world's most popular game, growing its parent company, Epic Games' valuation to $15 billion. It also helped the company pile up cash. Epic grossed a $3 billion profit for this year fueled by the continued success of Fortnite, TechCrunch reported Thursday, citing a person with knowledge of the business. From the report: Fortnite, which is free to play but makes money selling digital items, has popularized the battle royale category -- think Lord of the Flies meets Hunger Games -- almost single-handedly, and it has been the standout title for the U.S.-based game publisher. Founded way back in 1991, Epic hasn't given revenue figures for its smash hit -- which has 125 million players -- but this new profit milestone, combined with other pieces of data, gives an idea of the success the company is seeing as a result of a prescient change in strategy made six years ago.
Social Networks

Fortnite Was 2018's Most Important Social Network (theverge.com) 79

An anonymous reader shares a report: Epic Games managed to produce a hit, sure, but the genius of it is how it's rewritten the idea of what hanging out online can be. Fortnite is a game, but it's also a global living room for millions of people, and a kind of codex for where culture has gone this year -- it's a cultural omnibus that's absorbed everything from Blocboy JB's shoot dance to John Wick. It got Ted Danson to learn how to floss. This thing is here to stay, as a new kind of social network.

Fortnite has achieved such a massive scale partially because of those network effects -- if all of your friends are hanging out there, you will be too. The game is both free to play and available on every device -- consoles, computers, even phones. That's created a kind of lingua franca, a base level of understanding among a large group of people about the experience of playing the game. And even though it's hugely popular, the experience of playing is extremely specific -- not so many people outside your peer group are going to know what you mean if you reference a "chug jug" in casual conversation. There's an in group thing going on here.

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