Movies

Gizmodo Editor-In-Chief Sues Apple Over Tetris Movie (theverge.com) 53

An anonymous reader quotes a report from The Verge: Gizmodo editor-in-chief Daniel Ackerman has sued Apple and other parties over the 2023 Apple TV Plus film Tetris, alleging it rips off his 2016 book The Tetris Effect. Ackerman claims Apple, Tetris rightsholder the Tetris Company, the Tetris film's producers, and screenwriter Noah Pink copied "the exact same feel, tone, approach, and scenes" from The Tetris Effect -- particularly its framing of the game's release as a "Cold War spy thriller." Initially reported by Reuters, Ackerman's lawsuit (PDF) outlines a yearslong correspondence with the Tetris Company as he wrote The Tetris Effect. He claims that the Tetris Company was aware of his work and threatened him with legal action for trying to pursue film and TV adaptations of his own book, only to draw heavily from his framing of the Tetris story. "The film liberally borrowed numerous specific sections and events of the book," claims Ackerman.

Apple and the Tetris Company did not immediately respond to requests for comment from The Verge. But Ackerman's case may be difficult given the fact that Tetris and The Tetris Effect both draw on real historical facts, which are not generally protected by copyright law. As a result, the suit relies heavily on arguing that Tetris copies the feel of The Tetris Effect. (He also argues that some potential inventions of the film -- like a guide who turns out to be a secret KGB agent -- are based on speculations in his narrative.) "Ackerman's book took a unique approach to writing about the real history of Tetris, as it not only applied the historical record, but also layered his own original research and ingenuity to create a compelling narrative non-fiction book in the style of a Cold War spy thriller," the suit says. "Mr. Ackerman's literary masterpiece, unlike other articles and writings, dispelled of the emphasis on the actual gameplay and fans, and instead concentrated on the surrounding narrative, action sequences, and adversarial relationship between the players ... This was the identical approach Defendants adopted for the Tetris Film, without notable material distinction."

Ackerman says that he reached out after the Tetris trailer's release and unsuccessfully requested Apple and the other defendants address legal issues before the film's release. His suit alleges copyright infringement and unfair competition, among other offenses.

AI

AI-Generated Art Banned from Future 'Dungeons & Dragons' Books After Fan Uproar (geekwire.com) 81

A Dungeons & Dragons expansion book included AI-generated artwork. Fans on Twitter spotted it before the book was even released (noting, among other things, a wolf with human feet). An embarrassed representative for Wizards of the Coast then tweeted out an announcement about new guidelines stating explicitly that "artists must refrain from using AI art generation as part of their creation process for developing D&D art." GeekWire reports: The artist in question, Ilya Shkipin, is a California-based painter, illustrator, and operator of an NFT marketplace, who has worked on projects for Renton, Wash.-based Wizards of the Coast since 2014. Shkipin took to Twitter himself on Friday, and acknowledged in several now-deleted tweets that he'd used AI tools to "polish" several original illustrations and concept sketches. As of Saturday morning, Shkipin had taken down his original tweets and announced that the illustrations for Glory of the Giants are "going to be reworked..."

While the physical book won't be out until August 15, the e-book is available now from Wizards' D&D Beyond digital storefront.

Wizards of the Coast emphasized this won't happen again. About this particular incident, they noted "We have worked with this artist since 2014 and he's put years of work into books we all love. While we weren't aware of the artist's choice to use AI in the creation process for these commissioned pieces, we have discussed with him, and he will not use AI for Wizards' work moving forward."

GeekWire adds that the latest D&D video game, Baldur's Gate 3, "went into its full launch period on Tuesday. Based on metrics such as its player population on Steam, BG3 has been an immediate success, with a high of over 709,000 people playing it concurrently on Saturday afternoon."
AI

One of Gaming's Biggest YouTubers Wants To Replace Himself With AI (wired.com) 33

An anonymous reader quotes a report from Wired: Jordi Van DenBussche used to devote every waking hour to building his presence on social media. The gaming creator, better known as Kwebbelkop, would labor 24/7 onhis YouTube channelcoming up with video ideas, shooting them, distributing them. He did this while courting brand deals and doing the other work integral to his survival on the platform. Five years ago, he ran into a problem. "Every time I wanted to take a holiday or I needed some time for myself, I couldn't really do that, because my entire business would stop," he says. It's an issue known as the "key person problem." Without Van Den Bussche on camera, the entire Kwebbelkop enterprise didn't work. He was too busy making videos to think about how to scale his business, and too tired to create videos. He needed a break: Around 2018, like many other YouTubers, he experienced significant burnout.

The burnout sparked a change in mindset. He began thinking about what would benefit him and what would benefit the creator industry -- which often relies on milking the on-camera presence of an individual until they reach a breaking point, then finding another person seeking fame and fortune. He came up with a solution: a series of AI tools designed to create and upload videos, practically without his involvement. "I'm retired from being an influencer," he says. "I've had a lovely career. I had a lot of fun. I want to take things to the next level. And that means making this brand live on forever."

Van Den Bussche's AI influencer platform, which launched this week after a suitably excitable level of hype on Twitter from its creator, is his attempt to make that happen. It comprises two versions of an AI tool. The first is trained on a creator's likeness -- their on-camera performances and what they say in videos -- and is used to create new content. It appears to be similar to Forever Voices,the controversial AI tool behind the CarynAI virtual influencer, which outsourced maintaining connections with fans on behalf of creators. The other involves simplifying the act of creation as much as possible by taking simple prompts -- such as "turn this article into a video formatted like an interview involving two people" -- and producing the end result. (The latter is similar toa tool called QuickVid, which has seen some early adoption.) Van Den Bussche won't reveal much about how the tools were built, but regardless of their origins they're coming at a critical time for generative AI and its impacts on how people work. And Van Den Bussche's way of doing things could have lasting impacts on creators on YouTube and beyond.

Linux

Steam On Linux Spikes To Nearly 2% In July, Larger Marketshare Than Apple macOS (phoronix.com) 99

The Steam Survey results for July 2023 were just published and it points to a large and unexpected jump in the Linux gaming marketshare. Phoronix reports; According to these new numbers from Valve, the Linux customer base is up to 1.96%, or a 0.52% jump over June! That's a huge jump with normally just moving 0.1% or so in either direction most months... It's also near an all-time high on a percentage basis going back to the early days of Steam on Linux when it had around a 2% marketshare but at that time the Steam customer size in absolute numbers was much smaller a decade ago than it is now. So if the percentage numbers are accurate, this is likely the largest in absolute terms that the Linux gaming marketshare has ever been.

When looking at the Steam Linux breakdown, the SteamOS Holo that powers the Steam Deck is now accounting for around 42% of all Linux gamers on Steam. Meanwhile, AMD CPU marketshare among Linux gamers has reached 69%. The Steam Survey results for July show Windows 10 64-bit losing 1.56% marketshare and Linux gaining the healthy 0.52% of that. This is also the first time the Linux gaming marketshare outpasses Apple macOS on Steam!

XBox (Games)

Microsoft Now Offers Xbox Wireless Controller Replacement Parts For DIY Repairs (neowin.net) 28

Microsoft is extending the repairability program it introduced for its Surface PC products to include replacement parts for its Xbox Wireless Controller and Xbox Elite Controller Series 2 products. Neowin reports: The page on the Microsoft Store site shows that replacement parts are available for the top case for both versions of the controller, along with replacement buttons. In addition, Microsoft is selling Replacement Input PCBA boards for those Xbox controllers, along with the Replacement PCBA and Motor Assembly parts as well. The parts do come with a one-year warranty.

In a new support page, Microsoft makes it clear that these parts should only be purchased and used for Xbox controllers that are out of their normal warranty period. On another support page, the company adds: "These types of repairs require moderate technical skill, and are suited for enthusiasts, professionals, or those with prior experience in electronic disassembly. If this is your first attempt at performing a repair, use caution and follow our safety recommendations and step-by-step instructions."

Microsoft also says that certain tools, which are not directly sold by the company, will be needed to replace and repair the controllers. They include a plastic pry tool, TR8 and T5 Torx screwdriver bits and plastic tweezers. Microsoft does offer PDF files (PDF) and even offers YouTube video tutorials for repairing the Xbox Wireless Controller and the Xbox Elite Wireless Controller Series 2.

Movies

Documentary on Hungary's Videogames Behind the Iron Curtain Crowdfunds Expanded Disks (crowdfundr.com) 11

A documentary series by Moleman Films reached its 5th episode, a 144-minute film about "the golden age of Hungarian video gaming and the formation of the Hungarian demoscene in the 80s and 90s." You can watch this episode on YouTube (and English subtitles can be selected). From Commodore 64s smuggled across the Iron Curtain to cracked games on cassette tapes sold at flea markets, floppy disk swapping via postal mail, hacked phone booths connected to U.S. BBSes, and copy parties packed to capacity, Stamps Back tells the story of how teenagers in Hungary ignited a computing revolution in the 1980s with illegally copied video games from the West, and began the Hungarian demoscene.
But the filmmakers say "We received a lot of feedback that you would like to see the full-length interviews...in a physical special edition." So they've launched a campaign on Crowdfundr: More than 76 hours of interviews [with 59 people] were conducted for the film, which is a true document of the Hungarian home computer life in the 1980s and 1990s. You can now get this 76-hour material with English subtitles together with the film in a special Blu-Ray edition + downloadable image file format...

If we reach the stretch goal, a 4th disc will be added to the edition, which will contain a selection of the best Hungarian intros and demos of the past 40 years in video format.

The film's web site includes links to (and information on) their four previous documentaries:
  • The Truth Lies Down Under, about the alternative subcultures Budapest
  • Demoscene: The Art of the Algorithms. A 2012 look at "a digital subculture where artists don't use always the latest technology" but "bring out the best from 30 year-old computer technics."
  • Journey to the Surface. How the internet and digital technology reshaped the music industry for outside-the-mainstream genres including beatbox, turntablism, DJing, live improvisation, and bedroom producers.
  • Longplay — the story of Hungarian video game development behind the Iron Curtain, and how dedicated developers "outfoxed Nintendo, tricked SEGA," and "dodged the limelight and led the world from behind the Iron Curtain."

Thanks to Slashdot reader lameron for sharing the story.


PlayStation (Games)

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

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

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

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

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

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

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

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

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

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

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

Emulation (Games)

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

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

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

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

Piracy

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

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

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

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

Games

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

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

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

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

The Almighty Buck

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

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

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

The Internet

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

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

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

Nintendo

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

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

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

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

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

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

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

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

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

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

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

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

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

The Courts

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

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

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

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

Businesses

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

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

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

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

Games

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

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

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

Games

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

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

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

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

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

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

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