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Games

The 2023 Video Game Hall of Fame Inductees (museumofplay.org) 44

Slashdot reader Dave Knott shares the four class of 2023 inductees into the Video Game Hall Of Fame. They were announced today at The Strong National Museum of Play. From the press release: Barbie Fashion Designer : "The 1996 hit Barbie Fashion Designer emerged at a time when many games were marketed to male players. Published by Digital Domain/Mattel Media, it proved that a computer game targeted to girls could succeed, selling more than 500,000 copies in two months. The game helped greatly expanded the market for video games and in the process opened important -- and ongoing -- discussions about gender and stereotypes in gaming. Barbie Fashion Designer was also innovative in bridging the gap between the digital and the physical, allowing players to design clothes for their Barbie dolls and print them on special fabric."

Computer Space : "Nutting Associate's Computer Space appeared in 1971 and was the first commercial video game. Inspired by the early minicomputer and previous World Video Game Hall of Fame inductee -- Spacewar! (1962) -- the coin-operated Computer Space proved that video games could reach an audience outside of computer labs. While not a best-seller, it was a trailblazer in the video game world and inspired its creators to go on to establish Atari Inc., a video game giant in the 1970s and 1980s."

The Last of Us : "Released by Naughty Dog and Sony Interactive Entertainment in 2013, The Last of Us jumped into an oversaturated field of post-apocalyptic zombie games and quickly stood out among the rest with its in-depth storytelling, intimate exploration of humanity, thrilling game jumps and cutscenes, and its memorable characters. More than 200 publications named it the game of the year in 2013. Its story has since made the jump to Hollywood, inspiring an HBO adaptation in 2023 watched weekly by millions."

Wii Sports : "Wii Sports launched with the Nintendo Wii home video game system in 2006 and introduced motion-based technology to living rooms across the world. With a simple swipe of the controller, players could serve a tennis ball, hurl a bowling bowl, throw a left hook, or drive a golf ball. The simple mechanics made the game accessible to almost anyone -- allowing it to be played by young children and seniors alike -- and helped to redefine the idea of who is a "gamer." Ultimately, the game helped Nintendo to sell more than 100 million Wii consoles worldwide."
These titles managed to beat out several other incredibly popular titles, including Angry Birds, Age of Empires, Call of Duty 4: Modern Warfare, GoldenEye 007, NBA 2K, FIFA International Soccer, Quake, and Wizardry.
XBox (Games)

'Just Making Great Games' Won't Change Xbox Console Market Share, Says Spencer (videogameschronicle.com) 54

While claiming that "the console is the core of the Xbox brand," Microsoft's head of gaming has reiterated the company needs to focus on the wider gaming market if it's to be successful. From a report: During the Kinda Funny Games Xcast podcast, Spencer was asked if Xbox has taken its eye off the console market by focusing too much on PC. In response, Spencer said Microsoft would be wrong to think that just building great console titles could help it overtake Sony and Nintendo in terms of hardware sales. Instead, it has chosen to pursue a different strategy to the Japanese companies, one focused on fulfilling developers' vision of enabling customers to play their games on any screen. "We're not in the business of out-consoling Sony or out-consoling Nintendo," Spencer said. "There isn't really a great solution or win for us. And I know that will upset a ton of people, but it's just the truth of the matter that when you're third place in the console marketplace and the top two players are as strong as they are, and have in certain cases a very, very discrete focus on doing deals and other things that kind of make being Xbox hard for us as a team, [and] that's on us, not on anybody else."

He added: "I see commentary that if you just built great games everything would turn around. It's just not true that if we go off and build great games then all of a sudden you're going to see console share shift in some dramatic way. We lost the worst generation to lose in the Xbox One generation where everybody built their digital library of games. So, when you go and you're building on Xbox, we want our Xbox community to feel awesome, but this idea that if we just focused more on great games on our console that somehow we're going to win the console race, I think doesn't really lay into the reality of most people." Spencer claimed that 90% of the people who buy a console every year already own a PlayStation, Nintendo or Xbox console, and their digital game library lives on that ecosystem.

Classic Games (Games)

Chess has a New World Champion: China's Ding Liren (theguardian.com) 70

The Guardian reports: The Magnus Carlsen era is over. Ding Liren becomes China's first world chess champion. The country now can boast the men's and women's titleholders: an unthinkable outcome during the Cultural Revolution when it was banned as a game of the decadent West.
After 14 games which ended in a 7-7 draw, the championship was decided by four "rapid chess" games — with just 25 minutes on each players clock, and 10 seconds added after each move. Reuters reports that the competition was still tied after three games, but in the final match 30-year-old Ding capitalized on mistakes and "time management" issues by Ian Nepomniachtchi. Ding's triumph means China holds both the men's and women's world titles, with current women's champion Ju Wenjun set to defend her title against compatriot Lei Tingjie in July... Ding had leveled the score in the regular portion of the match with a dramatic win in game 12, despite several critical moments — including a purported leak of his own preparation. The Chinese grandmaster takes the crown from five-time world champion Magnus Carlsen of Norway, who defeated Nepomniachtchi in 2021 but announced in July he would not defend the title again this year...

[Ding] had only been invited to the tournament at the last minute to replace Russia's Sergey Karjakin, whom the international chess federation banned for his vocal support of Russia's invasion of Ukraine. Ding ranks third in the FIDE rating list behind Carlsen and Nepomniachtchi.

It's the second straight world-championship defeat for Nepomniachtchi, the Guardian reports: "I guess I had every chance," the Russian world No 2 says. "I had so many promising positions and probably should have tried to finish everything in the classical portion. ... Once it went to a tiebreak, of course it's always some sort of lottery, especially after 14 games [of classical chess]. Probably my opponent made less mistakes, so that's it."
Ding wins €1.1 million, The Guardian reports — also sharing this larger story: "I started to learn chess from four years old," Ding says. "I spent 26 years playing, analyzing, trying to improve my chess ability with many different ways, with different changing methods. with many new ways of training."

He continues: "I think I did everything. Sometimes I thought I was addicted to chess, because sometimes without tournaments I was not so happy. Sometimes I struggled to find other hobbies to make me happy. This match reflects the deepness of my soul."

Classic Games (Games)

Six Months Later, Poker Player Garrett Adelstein Still Thinks He Was Cheated (pokernews.com) 66

In October professional poker player Garrett Adelstein lost to a relative newcomer. Last month 15,000 viewers tuned in for his first new public interview, Poker News reports. Adelstein "reiterated his confidence that he was cheated," and said he will not fund the $135,000 the newcomer gave hiim as a peace offering. [Newcomer Robbi Jade Lew] denied cheating and Hustler's third-party investigation concluded there was "no evidence of wrongdoing." Early in the two-hour interview, Polk asked his guest if he still feels the same about what went down on that memorable evening. "In essence, I stand completely by the statement I made. I think it's extremely likely that I was cheated," the high-stakes pro responded... Adelstein said that Lew "has a lot of balls" to return to live-stream poker after, as he claims, cheating him out of a massive pot...

Over the past six months, numerous poker fans have called for Adelstein to return [the $135,000] to, as they believe, its rightful owner. He instead donated it to a charity. But still many believe the right decision is for him to give it back to Lew. Polk asked him if he would do so. "No, I will not be refunding Robbi the money, period. I am extremely confident I was cheated in this hand," Adelstein defiantly stated. Adelstein then pleaded with those who are on "Team Robbi" to put themselves in his shoes and and think about how they'd react if they felt they were cheated at the poker table.

The next week — on April 1st — Poker News jokingly reported that Robbi Jade Lew had published a new book titled If I Did It..

The April Fool's day satire quotes Robbi Jade Lew as saying "I thought it would be fun to write a book about how I would have cheated if I'd actually done it. Which I didn't...."
Games

Why There's No Room For Suburbs In Open-World Games (vice.com) 94

VICE's Ade Adeniji booted up The Crew 2, GTA V, GTA San Andreas, Saints Row, and Watch Dogs 2, and noticed a interesting pattern: there are no suburbs to be seen. "We are transported to major cities and vast countrysides, but nothing that really speaks to the in between -- to the suburbs," writes Adeniji. "[H]ow can open world games leave out a space that we fundamentally see as Americana? Is this about design choices and constraints, or does it speak to something deeper about how we really view American suburbs -- and how desperately we want to escape them?" Here's an excerpt from the report: I figured I would first take my suburbia question to someone who has been creating games since the early 1970s. Don Daglow, pioneer of the MMORPG genre with Neverwinter Nights, broke down his answer into three parts: scale, visual interest, and stereotypes. In terms of scale, suburbs typically have lots of smaller, more repetitive environmental elements when compared to cities. Think strip malls and identical homes versus the Statue of Liberty and the Empire State Building. "Big objects in the environment create vertical movement opportunities as well as horizontal movement in 3D spaces. You can support superhero skills, think Spider Man, and jumping, think early Assassins Creed." Daglow said. "Godzilla never attacked a small suburb on the rail line north of Tokyo. Why would he waste his time there when there's so much more to chomp downtown?"

Lazlow Jones, voice of GTA III's Chatterbox FM and a longtime director, writer, and producer at Rockstar Games, agreed. But Rockstar itself made a gradual progression from the chaotic cities of GTA to the open natural worlds of Red Dead. Then the company brought the two together in GTA V. "When I was at Rockstar, we started off focusing on open world games set in urban areas because it gave us great density," Lazlow began. "But over the years we expanded to rural environments while keeping them interesting and engaging." [...] Carly Kocurek, who teaches in the Game Design and Experiential Media program at Illinois Tech, says suburbs operate in the realm of "perceived beigeness" making it hard to imagine them as settings for the kinds of stories and worlds we see most often in open world games. To the extent that suburbia does show up strongly, these spaces often serve as a starting or transition point for a character, akin to maybe the first 10 minutes of a film, or the movie's midpoint.

There are other design reasons why suburbs don't feature prominently in video games and why sparse areas away from intriguing points of interest are often the first to get cut. "You're really trying to compress a massive space in real life, into a virtual space which is actually really small. It's like taking something and cutting it down by 10x," explained Will Harris, who led the open world design team at Light Speed LA. Harris says that in world building, one of the first steps is thinking about defining features. What makes Chicago, for instance, feel different than Washington D.C.? Huge landmarks immediately orient us in a specific space and differentiate it from others. And woe unto you if you do try to architect suburbs in large numbers. Developers could try to build out distinct houses, began Erik Villarreal, an environmental artist at Visual Concepts/2K. "But this requires a developer to create homes that stand out from each other, which can be time consuming and tie up a lot of resources," he said. Harris adds that there are only so many mechanics in sandbox gameplay and design. He calls the suburbs "interstitial spaces." But the larger these spaces become, the more unwieldy, and the more quickly the player realizes that these spaces are superficial. We've all had the frustrating experience in gaming where we reach a certain part of a map, but then discover there's nothing actually to do there. "So the Staten Island kit gets vaporized. We trim the fat." Harris says.

PlayStation (Games)

Sony Closes In On 40 Million PS5s Sold (theverge.com) 25

Sony says it sold a total of 38.4 million PlayStation 5 consoles, according to the company's latest earnings release. In the first three months of the year, it shipped 6.3 million units -- "more than triple what the company shipped in the same quarter the previous year (2 million)," reports The Verge. From the report: On the software side things were more mixed, Bloomberg notes. Revenue from game software was up overall, but units shipped fell from 70.5 million in the fourth quarter of 2021 to 68 million in the same quarter of 2022. PlayStation Network monthly active users were up slightly from 106 million to 108 million, but the number of PlayStation Plus subscribers were flat at 47.4 million.

This disparity partly reflects the lack of major first-party games releases in the quarter. But there are also concerns that the PS5's earlier hardware supply issues are having a knock on effect on software sales and subscriptions, which are important if the company wants to build a "virtuous cycle" of mutually reinforcing console and game sales.
CNBC notes that the company reported an operating profit of a record 1.21 trillion yen (around $8.9 billion) for the year, with revenue in the quarter rising 35 percent to 3.06 trillion yen (around $22.5 billion).
Graphics

New Intel Linux Graphics Driver Patches Released, Up To 10-15% Better Performance (phoronix.com) 7

A new set of patches have been released for the Intel Linux graphics driver that "can provide 10-15% better performance when operating in the tuned mode," reports Phoronix. From the report: The set of Intel i915 Linux kernel graphics driver patches are about exposing the Intel RPS (Requested Power State) up/down thresholds. Right now the Intel Linux kernel driver has static values set for the up/down thresholds between power states while these patches would make them dynamically configurable by user-space. Google engineer Syed Faaiz Hussain raised the issue that they experimented with the Intel RPS tuning and were able to manage up to 15% better performance. With Counter-Strike: Global Offensive with OpenGL was a 14.5% boost, CS:GO with Vulkan was 12.9% faster, and Civilization VI with OpenGL was 11% faster while Strange Brigade was unchanged. No other game numbers were provided.

But as this is about changing the threshold for how aggressively the Intel graphics hardware switches power states, the proposed patches leave it up to user-space to adjust the thresholds as they wish. Google engineers are interested in hooking this into Feral's GameMode so that the values could be automatically tuned when launching games and then returning to their former state when done gaming, in order to maximize battery life / power efficiency. The only downside with these current patches are that they work only for non-GuC based platforms... So the latest Alder/Raptor Lake notebooks as well as Intel DG2/Alchemist discrete graphics currently aren't able to make use of this tuning option.

Businesses

Atari Acquires the Rights To Over 100 PC and Console Classics (engadget.com) 43

Atari has announced the acquisition of over 100 PC and console titles launched in the 1980s and 1990s from Accolade, Micropose and Infogrames. Engadget reports: Atari's ownership and catalogue have changed hands a bit since its heyday, so the purchase includes a homecoming for some of Atari's IPs. It's also adding Accolade's trademark to its vault. The newly Atari-owned games include the Demolition Racer series, Bubsy and Hardball. "Many of these titles are a part of Atari history, and fans can look forward to seeing many of these games re-released in physical and digital formats, and in some cases, even ported to modern consoles," Wade Rosen, Atari's CEO, said in a statement.

Atari is really gunning for a comeback, with a "multi-year effort to transform the company" and investments in IPs people care about (reimagined versions of Asteroids and Missile Command are reportedly in the works). [...] With its latest purchase, Atari says it will rerelease already existing games on modern consoles and create new adaptations of past storylines.

Sony

PlayStation To Acquire AAA Multiplayer Developer Firewalk Studios (gamesindustry.biz) 12

PlayStation has agreed to acquire Firewalk Studios, the AAA multiplayer developer that is working on a live service game for PS5 and PC. From a report: If the name sounds familiar, it's because Sony had already announced it would be publishing Firewalk's first game back in April 2021. It is the third dedicated live-service game studio that PlayStation has acquired over the last 18 months, alongside Bungie and Haven Studios. Firewalk was set-up in 2018 as part of ProbablyMonsters (a collective of AAA game developers). It was formed by a number of Bungie veterans, including studio head Tony Hsu (previously general manager and senior vice president of Destiny at Activision) and game director Ryan Ellis (previously creative director at Bungie). It now boasts almost 150 employees. Firewalk is the 20th developer to join PlayStation Studios.
Crime

Nintendo 'Hacker' Gary Bowser Released From Federal Prison (torrentfreak.com) 73

An anonymous reader quotes a report from TorrentFreak: Last year, a U.S. federal court handed a 40-month prison sentence to Gary Bowser. The Canadian pleaded guilty to being part of the Nintendo hacking group "Team Xecuter" and has now served his time. In part due to his good behavior, Bowser got an early release from federal prison. [...] In a recent video interview with Nick Moses, Bowser explains that he was released from federal prison on March 28th. He is currently in processing at the Northwest Detention Center in Tacoma, Washington, to prepare for his return to Canada.

What his life will look like in Canada remains uncertain. However, in federal prison, Bowser has shown that he doesn't shy away from putting in work and helping other people in need. Aside from his prison job, he spent several nightly hours on suicide watch. The prison job brought in some meager income, a large part of which went to pay for the outstanding restitution he has to pay, which is $14.5 million in total. Thus far, less than $200 has been paid off. "I've been making payments of $25 per month, which they've been taking from my income because I had a job in federal prison. So far I paid $175," Bowser tells Nick Moses.

If Bowser manages to find a stable source of income in Canada, Nintendo will get a chunk of that as well. As part of a consent judgment, he agreed to pay $10 million to Nintendo, which is the main restitution priority. "The agreement with them is that the maximum they can take is 25 to 30 percent of your gross monthly income. And I have up to six months before I have to start making payments," Bowser notes. At that rate, it is unlikely that Nintendo will ever see the full amount. Or put differently, Bowser will carry the financial consequences of his Team-Xecuter involvement for the rest of his life.

First Person Shooters (Games)

The Rise of DOOM Chronicled on Retro Site for 'Shareware Heroes' Book (sharewareheroes.com) 26

SharewareHeroes.com recreates all the fonts and cursor you'd see after dialing up a local bulletin-board system in the early 1990s. It's to promote a new book — successfully crowdfunded by 970 backers — to chronicle "a critical yet long overlooked chapter in video game history: the rise and eventual fall of the shareware model.

The book promises to explore "a hidden games publishing market" that for several years "had no powerful giants," with games instead distributed "across the nascent internet for anyone to enjoy (and, if they liked it enough, pay for)."

And the site features a free excerpt from the chapter about DOOM: It seemed there was no stopping id Software. Commander Keen had given them their freedom, and Wolfenstein 3D's mega-success had earned them the financial cushion to do anything. But all they wanted was to beat the last game — to outdo both themselves and everyone else. And at the centre of that drive was a push for ever-better technology. By the time Wolfenstein 3D's commercial prequel Spear of Destiny hit retail shelves, John Carmack had already built a new engine.

This one had texture-mapped floors and ceilings — not just walls. It supported diminished lighting, which meant things far away could recede into the shadows, disappearing into the distance. And it had variable-height rooms, allowing for elevated platforms where projectile-throwing enemies could hang out, and most exciting of all it allowed for non-orthogonal walls — which meant that rooms could be odd-shaped, with walls jutting out at any arbitrary angle from each other, rather than the traditional rectangular boxed design that had defined first-person-perspective games up until then.

It ran at half the speed of Wolfenstein 3D's engine, but they were thinking about doing a 3D Keen game next — so that wouldn't matter. At least not until they saw it in action. Everyone but Tom Hall suddenly got excited about doing another shooter, which meant Carmack would have to optimise the hell out of his engine to restore that sense of speed. Briefly they considered a proposal from 20th Century Fox to do a licensed Aliens shooter, but they didn't like the idea of giving up their creative independence, so they considered how they could follow up Wolfenstein 3D with something new. Fighting aliens in space is old hat. This time it could be about fighting demons in space. This time it could be called DOOM.

The book's title is Shareware Heroes: The Renegades Who Redefined Gaming at the Dawn of the Internet — here's a page listing the people interviewed, as well as the book's table of contents.

And this chapter culminates with what happened when the first version of DOOM was finally released. "BBSs and FTP servers around America crashed under the immense load of hundreds of thousands of people clamouring to download the game on day one.

"Worse for universities around the country, people were jumping straight into the multiplayer once they had the game — and they kept crashing the university networks..."
AI

What Happens When You Put 25 ChatGPT-Backed Agents Into an RPG Town? (arstechnica.com) 52

"A group of researchers at Stanford University and Google have created a miniature RPG-style virtual world similar to The Sims," writes Ars Technica, "where 25 characters, controlled by ChatGPT and custom code, live out their lives independently with a high degree of realistic behavior." "Generative agents wake up, cook breakfast, and head to work; artists paint, while authors write; they form opinions, notice each other, and initiate conversations; they remember and reflect on days past as they plan the next day," write the researchers in their paper... To pull this off, the researchers relied heavily on a large language model for social interaction, specifically the ChatGPT API. In addition, they created an architecture that simulates minds with memories and experiences, then let the agents loose in the world to interact.... To study the group of AI agents, the researchers set up a virtual town called "Smallville," which includes houses, a cafe, a park, and a grocery store.... Interestingly, when the characters in the sandbox world encounter each other, they often speak to each other using natural language provided by ChatGPT. In this way, they exchange information and form memories about their daily lives.

When the researchers combined these basic ingredients together and ran the simulation, interesting things began to happen. In the paper, the researchers list three emergent behaviors resulting from the simulation. None of these were pre-programmed but rather resulted from the interactions between the agents. These included "information diffusion" (agents telling each other information and having it spread socially among the town), "relationship memory" (memory of past interactions between agents and mentioning those earlier events later), and "coordination" (planning and attending a Valentine's Day party together with other agents).... "Starting with only a single user-specified notion that one agent wants to throw a Valentine's Day party," the researchers write, "the agents autonomously spread invitations to the party over the next two days, make new acquaintances, ask each other out on dates to the party, and coordinate to show up for the party together at the right time...."

To get a look at Smallville, the researchers have posted an interactive demo online through a special website, but it's a "pre-computed replay of a simulation" described in the paper and not a real-time simulation. Still, it gives a good illustration of the richness of social interactions that can emerge from an apparently simple virtual world running in a computer sandbox.

Interstingly, the researchers hired human evaluators to gauge how well the AI agents produced believable responses — and discovered they were more believable than when supplied their own responses.

Thanks to long-time Slashdot reader Baron_Yam for sharing the article.
Businesses

Sega Nears Deal To Acquire 'Angry Birds' Maker Rovio For $1 Billion (polygon.com) 14

According to the Wall Street Journal, Sega parent company Sega Sammy Holdings is nearing a deal to purchase "Angry Birds" maker Rovio for $1 billion. Polygon reports: Rovio is best known for Angry Birds, the physics puzzle game that launched on iOS in 2009. Rovio has delivered multiple sequels, spinoffs, and tie-ins with other brands, including Star Wars, Transformers, and the animated movie Rio. Sega and Rovio also teamed up in 2015 to bring Sonic the Hedgehog characters to Angry Birds Epic, a turn-based RPG. An animated series and two feature films were also released using Angry Birds characters.

Angry Birds' global success hasn't translated to Rovio's other games, which include action-role-playing game Darkfire Heroes and colorful matching games Small Town Murders and Sugar Blast. Sega's current mobile game lineup includes a variety of Sonic the Hedgehog running games and retro games from the Sega Genesis era.

Games

Millennials Spend More Time Playing Video Games Than Gen Z and Teens, New Study Finds (variety.com) 69

Millennials are the largest untapped market that video game companies should be focusing on, per a new study from Fandom, which finds that the generation spends more time gaming than both Gen Z and teens. Variety reports: According to fan-community platform and entertainment company Fandom's annual Inside Gaming report, which was released Thursday, "despite teens and Gen Z spending more time gaming than they did last year, older generations of players are spending more hours per week gaming." Compiled based on proprietary user data from Fandom.com and a global study that examines how gamer motivations and behaviors vary by generation, the report found that 52% of Millennials surveyed rank playing video games as their top interest and 40% of Fandom's Millennial audience spends over 22 hours per week gaming, compared to only 29% of tweens.

Additionally, Fandom's report found that "influence to purchase brands that have investments in the gaming space gets stronger with age," as Fandom's millennial users are at least 24% more likely to be "heavily influenced" to buy games compared to the average Fandom user. But that doesn't mean studios and developers should start sleeping on the younger generations: While 45% of gamers overall are spending more time gaming than they did a year ago, and Millennials are the demo playing the most of anyone, the biggest growth in overall time spent gaming vs. last year was seen among tweens and teens, up 63% and 48%, respectively.

Games

EVE Online Player Uses Obscure Rule To Pull Off Biggest Heist In Game's History (pcgamer.com) 82

An anonymous reader quotes a report from PC Gamer: Back in 2017, we learned about the biggest heist in EVE Online history: A year-long inside job that ultimately made off with an estimated 1.5 triillion ISK, worth around $10,000 in real money. But now another EVE player claims to have pulled off a heist worth significantly more than that -- and with significantly less work involved. The 2017 heist, like so many of EVE's most interesting stories, relied primarily on social engineering: Investing months or years of time into grooming a target before pulling the rug out from beneath them. But redditor Flam_Hill said this job was less bloody: Instead of betrayal, this theft was dependent upon learning and exploiting the "shares mechanic" in EVE Online in order to leverage a takeover of Event Horizon Expeditionaries, a 299-member corporation that was part of the Pandemic Horde alliance.

Using a "clean account with a character with a little history," Flan_Hill and an unnamed partner applied for membership in the EHEXP corporation. After the account was accepted, Flan_Hill transferred enough of his shares in the corporation to the infiltrator to enable a call for a vote for a new CEO. The conspirators both voted yes, while nobody else in the corporation voted at all. This was vital, because after 72 hours the two "yes" votes carried the day. The infiltrating agent was very suddenly made CEO, which was in turn used to make Flan_Hill an Event Horizon Expeditionaries director, at which point they removed all the other corporate directors and set to emptying the coffers. They stripped 130 billion ISK from the corporate wallet, but that was only a small part of the haul: Counting all stolen assets, including multiple large ships, Flam_Hill estimated the total value of the heist at 2.23 trillion ISK, which works out to more than $22,300 in real money. ISK can't be legally cashed out of EVE Online, but it can be used to buy Plex, an in-game currency used to upgrade accounts, purchase virtual goods, and activate other services.

Math

NYT Debuts Digits, the Math Version of Wordle (gamespot.com) 17

The New York Times added a new daily puzzle game to its library in the form of Digits. GameSpot reports: This collection of math conundrums tasks you with reaching a designated number by using six numbers that you're free to multiply, divide, subtract, or add up to reach the final result, so long as your process doesn't create any fractions or negative numbers.

Currently in beta and only available for this week, there'll be five of these math puzzles to solve every day. These aren't one-and-done puzzles like Wordle, and depending on the path you choose to solve one of these math mysteries, you'll be awarded 1-3 star ratings. If Digits proves to be popular with its readers, the New York Times will then start work on the further development of the game.

Role Playing (Games)

Leaked Classified Documents Also Include Roleplaying Game Character Stats (vice.com) 59

An anonymous reader quotes a report from Motherboard: Over the past month, classified Pentagon documents have circulated on 4chan, Telegram, and various Discord servers. The documents contain daily intelligence briefings, sensitive information about Ukrainian military positions, and a handwritten character sheet for a table-top roleplaying game. No one knows who leaked the Pentagon documents or how. They appeared online as photographs of printed pages, implying someone printed them out and removed them from a secure location, similar to how NSA translator Reality Winner leaked documents. The earliest documents Motherboard has seen are dated February 23, though the New York Times and Bellingcat reported that some are dated as early as January. According to Bellingcat, the earliest known instances of the leaks appearing online can be traced back to a Discord server.

At some point, a Discord user uploaded a zip file of 32 images from the leak onto a Minecraft Discord server. Included in this pack alongside highly sensitive, Top Secret and other classified documents about the Pentagon's strategy and assessment of the war in Ukraine, was a handwritten piece of paper that appeared to be a character sheet for a roleplaying game. It's written on a standard piece of notebook paper, three holes punched out on the side, blue lines crisscrossing the page. The character's name is Doctor "Izmer Trotzky," his character class is "Professor Scientist." They've got a strength of 5, a charisma of 4, and 19 rubles to their name. Doctor Trotzky has 10 points in first aid and occult skills, and 24 in spot hidden. He's carrying a magnifying glass, a fountain pen, a sword cane, and a deringer. [...]

But what game is it from? Motherboard reached out to game designer Jacqueline Bryk to find out. Bryk is an award-winning designer of roleplaying games who has worked on Kult: Divinity Lost, Changeling: the Lost, Fading Suns: Pax Alexius, and Vampire: the Masquerade. "I strongly suspect this is Call Of Cthulhu," Bryk said when first looking at the sheet. Call of Cthulhu (COC) is an RPG based on the work of H.P. Lovecraft where players attempt to stave off madness while investigating eldritch horrors. "This is a pretty classic Professor build. The sword cane really clinches it for me. I notice he's currently carrying a derringer and a dagger but took no points in firearms or fighting. I'm not sure which edition this is but it seems like the most he could do with his weapons is throw them."
"After some research, Bryk concluded that the game is a homebrewed combination of COC and the Fallout tabletop game based on the popular video game franchise," adds Motherboard. "My best guest here is Fallout: Cthulhu the Homebrew," Bryk said, giving the home designed game a name.
Movies

'Super Mario Bros. Movie' Sets Record for Highest-Grossing Animated Movie Opening Ever (thewrap.com) 83

The Super Mario Bros. Movie "has now earned the largest global animated opening weekend in box office history," reports the Wrap, with a worldwide five-day launch of $377 million, passing the $358 million record set by Disney's Frozen II on Thanksgiving weekend in 2019." Domestically, "Mario" was projected when it opened in theaters on Wednesday to earn a five-day opening of at least $125 million from 4,343 theaters, and it has shattered that figure with $204.6 million grossed. Both that and its three-day total of $143 million are a studio record for Illumination, with the three-day total being the third highest seen on Easter weekend and second only to the $182 million earned by Pixar's "Incredibles 2" among all animated films. It is also the new animation record holder for Imax with $21.6 million grossed worldwide.

And of course, the film has blasted past every box office opening record for video game adaptations, nearly doubling the three-day domestic record of $72.1 million set by "Sonic the Hedgehog 2" last year and shattering the $210 million global record set by "Warcraft" in 2016. "This weekend's record-breaking debut proves audiences of all ages and demographics will pour into theaters for a hysterically funny and authentic universe expansion of an already iconic franchise," said Universal's domestic distribution president Jim Orr. "Nintendo and Illumination's creative synergy along with Shigeru Miyamoto and Chris Meledandri's extraordinary leadership created an entertaining juggernaut that will be sure to power up the box office for weeks to come...."

Thanks in large part to "Super Mario Bros.," overall weekend estimates have risen to $194 million, 76% above the same weekend in 2019.

AI

Will AI Disrupt the Videogame Industry? (yahoo.com) 109

VC firm Andreessen Horowitz believes the industry most affected by generative AI will be videogames. But they're not the only ones, reports the Economist: Games' interactivity requires them to be stuffed with laboriously designed content: consider the 30 square miles of landscape or 60 hours of music in "Red Dead Redemption 2", a recent cowboy adventure. Enlisting ai assistants to churn it out could drastically shrink timescales and budgets....

Making a game is already easier than it was: nearly 13,000 titles were published last year on Steam, a games platform, almost double the number in 2017. Gaming may soon resemble the music and video industries, in which most new content on Spotify or YouTube is user-generated. One games executive predicts that small firms will be the quickest to work out what new genres are made possible by AI. Last month Raja Koduri, an executive at Intel, left the chipmaker to found an AI-gaming startup.

Don't count the big studios out, though. If they can release half a dozen high-quality titles a year instead of a couple, it might chip away at the hit-driven nature of their business, says Josh Chapman of Konvoy, a gaming-focused VC firm. A world of more choice also favours those with big marketing budgets. And the giants may have better answers to the mounting copyright questions around AI. If generative models have to be trained on data to which the developer has the rights, those with big back-catalogues will be better placed than startups

. Trent Kaniuga, an artist who has worked on games like "Fortnite", said last month that several clients had updated their contracts to ban AI-generated art.

Classic Games (Games)

Magnus Carlsen Loses Last Competition as World Champion - After Slip of His Mouse (cnn.com) 35

It was Magnus Carlsen's last tournament as world champion, reports CNN — and he was eliminated after a "dramatic slip of his mouse" in his online match against Hikaru Nakamura: After drawing their first two games, the duo faced off in an Armageddon clash — similar to regular chess but black has draw odds, meaning that if black draws the game they win, and black starts with less time on the clock than white — to decide who would face Fabiano Caruana in the grand final.

After a tight encounter, the match was heading to its final seconds with very little to separate the two titans of chess.

And it was a moment of unfortunate luck which separated the two when Carlsen's mouse slipped meaning he put his queen onto F6 which allowed it to be taken by Nakamura and seal the victory.

Nakamura — wearing a t-shirt emblazoned with "I literally don't care" on the front — celebrated with a fist-bump while five-time world champion Carlsen could be seen exclaiming and grimacing in frustration.

On YouTube Thursday, Nakamura posted a 33-minute video titled "Dear YouTube, This Time Magnus Lost," where he explains every move down to the final queen blunder (which he calls by its YouTube nickname, a "Botez Gambit.")

In the video Nakamura admits he'd missed a possible winning position (by drawing) earlier in the game. But he also believes he would've achieved the same result simply by checking Carlsen endlessly until a draw was declared.

And Chess.com tells the rest of the story. Friday Nakamura went on to win the event's final round, defeating grandmaster Fabiano Caruana in another Armageddon-style showdown after they'd each won three out of six games.

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