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Games

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

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

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

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

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

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

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

Sony Expects Microsoft To Keep Activision Games Multiplatform 64

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

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

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

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

Microsoft

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

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

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

The Almighty Buck

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

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

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

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

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

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

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

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

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

AI

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

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

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

Desktops (Apple)

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

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

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

XBox (Games)

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

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

AI Unmasks Anonymous Chess Players, Posing Privacy Risks (science.org) 27

silverjacket shares a report from Science.org: [A]n AI has shown it can tag people based on their chess-playing behavior, an advance in the field of "stylometrics" that could help computers be better chess teachers or more humanlike in their game play. Alarmingly, the system could also be used to help identify and track people who think their online behavior is anonymous. [...] To design and train their AI, the researchers tapped an ample resource: more than 50 million human games played on the Lichess website. They collected games by players who had played at least 1000 times and sampled sequences of up to 32 moves from those games. They coded each move and fed them into a neural network that represented each game as a point in multidimensional space, so that each player's games formed a cluster of points. The network was trained to maximize the density of each player's cluster and the distance between those of different players. That required the system to recognize what was distinctive about each player's style.

The researchers tested the system by seeing how well it distinguished one player from another. They gave the system 100 games from each of about 3000 known players, and 100 fresh games from a mystery player. To make the task harder, they hid the first 15 moves of each game. The system looked for the best match and identified the mystery player 86% of the time, the researchers reported last month at the Conference on Neural Information Processing Systems (NeurIPS). "We didn't quite believe the results," says Reid McIlroy-Young, a student in Anderson's lab and the paper's primary author. A non-AI method was only 28% accurate. [...] The researchers are aware of the privacy risks posed by the system, which could be used to unmask anonymous chess players online. With tweaks, McIlroy-Young says, it could do the same for poker. And in theory, they say, given the right data sets, such systems could identify people based on the quirks of their driving or the timing and location of their cellphone use.

PlayStation (Games)

Sony Is Dealing With PlayStation 5 Shortage by Making More PS4s (bloomberg.com) 31

Sony will continue producing PlayStation 4 consoles throughout 2022 as it navigates disruptions to the global supply chain that have limited output of its pricier PlayStation 5. Bloomberg reports: The Japanese conglomerate, whose flagship PS5 console has been in scarce supply since its debut in November 2020, told assembly partners late last year that it would continue making its earlier-generation machine through this year, according to people familiar with the matter. While Sony never officially announced when it would stop making the PS4, it had previously planned to discontinue assembly at the end of 2021, they said, asking not to be named as the plans are not public.

The strategy would add about a million PS4 units this year to help offset some of the pressure on the company's PS5 production, a figure that will be adjusted in response to demand, the people said. The older console uses less advanced chips, is simpler to make and provides a budget-friendly alternative to the PS5. Increasing production orders by adding the cheaper-to-make PS4 would also give Sony more leeway when negotiating with manufacturing partners for a better deal, two of the people said.

XBox (Games)

Xbox Players Are Fed Up With Forced Crossplay Against PC Gamers (theverge.com) 83

Xbox players are growing increasingly frustrated at being forced to play against PC gamers. While crossplay was initially a popular request from Xbox and PC players that Microsoft has backed strongly for years, those playing first-person shooters on Xbox are struggling to opt out of the experience to avoid PC cheaters. From a report: Games like Call of Duty: Warzone and Halo Infinite force Xbox players to match against PC gamers in a variety of playlists. You don't have to look very far to see why people are angry about it. "Now that cheating in Halo is confirmed on PC, can we have to option to opt out of cross-play?" asked one Reddit post in November, just weeks after the multiplayer version of Halo Infinite launched. "Forced crossplay is a scam by Microsoft," reads another post in Microsoft's Halo Waypoint forums. "Forced crossplay is a mistake," says another Redditor, and the list goes on, and on, and on.

Halo Infinite and Call of Duty: Warzone are both suffering from an influx of cheating, largely because they're free-to-play titles so it's easy for hackers to create a new account following a ban. While there's an option to disable crossplay in Warzone, if you try to load into a playlist on Xbox it will ask you to re-enable it. Whereas on PlayStation you can simply dismiss the prompt and continue to the playlist with crossplay still disabled. Warzone players on Xbox have been complaining about this forced crossplay for more than a year, with various forum posts and YouTube videos highlighting how irritating it is to be forced into crossplay. Most of the issues are related to PC cheaters, who have plagued Warzone for years before Activision finally added a new anti-cheat system in October with a kernel-level driver to catch PC cheaters. Now that cheaters are already ruining Halo Infinite multiplayer games, the call to remove forced crossplay is certainly growing louder.

Patents

Sony Is Working On 3D Scanner That Can Put Real-World Items Into Video Games (gamerant.com) 38

Days after detailing the technical specs of the PS VR2, Sony has updated the details of a patent to include language that says would "allow players to scan real-world items into virtual reality, making anything interactive in the VR space," reports Game Rant. From the report: This patent isn't actually anything new as Sony filed it on June 23, 2021, however, the patent office took issue with some of its claims requiring the tech giant to rework some details and resubmit. It would seem that, as of yesterday, Sony and the patent office have begun moving forward with the process following updates and revisions by Sony. [...] According to the patent mock-up, it seems as if players will be able to scan larger items than the handheld ones featured in the banana patent such as full-sized lamps. The only caveat seems to be that players will need to be able to have a 360-degree view of the item in order to bring it into the digital world. As the report notes, the patent is still being processed so we "shouldn't expect this tech to be featured in games any time soon."
E3

E3 Shifts To Online-Only Event Because of Omicron Concerns (venturebeat.com) 23

The Entertainment Software Association is shifting the Electronic Entertainment Expo to an online-only event out of concerns around the pandemic. VentureBeat reports: "Due to the ongoing health risks surrounding COVID-19 and its potential impact on the safety of exhibitors and attendees, E3 will not be held in person in 2022," the ESA said in a statement to GamesBeat. "We remain incredibly excited about the future of E3 and look forward to announcing more details soon." That means the show will likely take place online this summer for the second year in a row, as COVID-19 concerns pushed the June 2021 show into an online-only event and scuttled the 2020 event entirely. Asked to clarify if there will be an online event, the ESA said it is "excited about the possibilities of an online event."
Sony

Sony Gives First Details on Next-gen PSVR2 Headset for PS5 (techcrunch.com) 41

Sony has announced some basic information about its much-anticipated next-generation VR hardware for the PS5, which it calls -- predictably -- PSVR2. Little was revealed about the device beyond its basic specs but it did confirm some features gamers will care about. From a report: The original PSVR was a competent, relatively affordable, easy to use device but fairly limited in terms of hardware: resolution, field of view and such. So Sony's announcement that the new one will be considerably more advanced will be very welcome. The PSVR2 was confirmed by Sony to have 4K HDR imagery, 2000x2040 per eye, and the field of view will also be wider than the original hardware at 110 degrees. A blog post that appeared after the live announcement confirmed rumors that it uses OLED and will have a 90-120Hz refresh rate. It will however feature eye-tracking and foveated rendering, must-haves these days. Eye-tracking for obvious gameplay and other reasons, and foveated rendering so that the notoriously resource-hungry VR rendering process can focus its cycles on the area where the player is looking.
Games

You Can Now Play Video Games Developed Behind the Iron Curtain (vice.com) 15

An anonymous reader quotes a report from Motherboard: The Cold War couldn't stop gaming from thriving in the Eastern Bloc. From the late 1980s through the early 1990s, a generation of young people living behind the Iron Curtain designed and released their own video games and arcade cabinets. Now, you can play English translations of some of these lost classics of early gaming. One is a text adventure where a Soviet military officer hunts and kills Rambo. The translated games all come from Slovakia and are a collaboration between the Slovak Game Developers Association and the Slovak Design Museum.

According to Stanislav Hrda, one of the programmers who created the games on offer, making video games was something only kids did. "The games were not sold in shops and the authors were not entitled to remuneration," he said in the post explaining the project. "Therefore, practically no one could engage in video game programming as a business activity, and adult programmers worked at most in state institutions on large mainframe computers. Thus, video game programmers became mainly teenagers." The computing power was limited and the teenagers' technological knowhow almost non-existent so many of these early games were text adventures. "These could also be programmed in the simpler Basic language that every home computer had built in," Hrda said. "Text-based games offered the opportunity to imprint one's fantasies into a world of characters, locations, descriptions of reality or fantasy at will. That is why hundreds of such video games were created in the 1980s in Czechoslovakia. The authors from the ranks of teenagers portrayed their friends, but also heroes from films that were distributed on VHS tapes or from the pop-cultural world of the West from the occasionally available comics, films, TV series and books."

Hrda loved American action movies and programmed the video game Satochin, a text adventure where a Soviet officer hunts John Rambo. "The game was very hard to win," Hrda told Ars Technica. "Whenever you made a small mistake, you would die. So before you win, you are killed ten times by Rambo." [...] The project has localized ten games for Western audiences, including Satochin, with plans to tackle more over the next few years. "The games translated over the next 2-3 years after the end of the project will represent almost the complete video game production from the period of 8-bit computers in Slovakia, with an emphasis on text adventure games," the site said. English versions are available here and can be played in the Fuse emulator. The Slovak versions can be played online through the project's website.

China

Over 140,000 Gaming Firms Close As China Continues New License Freeze (appleinsider.com) 36

China is continuing to hold off from issuing new game licenses to app developers producing for the App Store and other platforms, in regulatory inaction that has reportedly led to the shuttering of around 140,000 small game studios and related companies in the country. By contrast, 180,000 video game firms shut down during all of 2020. Apple Insider reports: Under Chinese law, game developers must be licensed in order to sell games in the App Store and in other app marketplaces. While regulators stopped issuing new licenses in late 2021, it seems that the ban on new licenses is set to continue into 2022. The National press and Publication Administration (NPPA), which issues licenses for games in China, is continuing to abstain from publishing lists of new approved games. Following on from a suspension that started at the end of July, the South China Morning Post reports it has now become the longest suspension of new game licenses since a nine-month blackout in 2018.

Regulators decided to suspend game license approvals in July as approvals for new games were considered "a bit too aggressive" in the first half of 2021, reports indicated. At the time it wasn't advised how long the hiatus would last, except that one unnamed source said it would be for "a while." The lack of a license means a game cannot be submitted to the regional App Store, nor can it be updated. Apple has been suspending updates and pulling games from the China App Store that didn't have a license from the NPPA since July 2020, to comply with local laws.
The report speculates that the freeze "may be connected to a government crackdown on gaming addiction."
Classic Games (Games)

17-Year-Old Beats Magnus Carlsen in World Rapid Chess Championship (theguardian.com) 52

Each player gets 15 minutes for all moves (plus a 10-second-per-move increment) at the World Rapid Chess Championship.

But players only get three minutes for all moves (plus a 2-second-per-move increment) in the World Blitz Chess Championship.

So what happened? World chess champion Magnus Carlsen entered both events, and... A little-known 17-year-old from Uzbekistan made a clean sweep of Magnus Carlsen and the global chess elite on Tuesday, incidentally setting a world age record. Nodirbek Abdusattorov won the World Rapid championship in Warsaw, claiming en route the scalps of Magnus Carlsen and the No 1's last two challengers, Fabiano Caruana and Ian Nepomniachtchi...

After 21 rounds of three-minute games on Wednesday and Thursday, France's Maxime Vachier-Lagrave defeated Poland's Jan-Krzysztof Duda in a tie-break to win the World Blitz title. The 18-year-old world No 2, Alireza Firouzja, was third but Carlsen was well adrift in 12th place. He said: "Some days you just don't have it. I was nowhere near close to the level I needed to be today."

At 17 years three months Abdusattorov becomes the youngest ever world champion in open competition... After 13 rounds he was in a quadruple tie on 9.5 points with Carlsen, Caruana and Nepomniachtchi, but the regulations excluded Carlsen and Caruana from the play-off due to their inferior tie-breaks. An angry Carlsen denounced the rules as "idiotic. Either all players on the same amount of points join the play-off or no one does..."

[In the final play-off game] Abdusattorov easily drew with Black, then won the second game despite twice missing mate in two near the end.

The Almighty Buck

'Play-to-Earn' and Bullshit Jobs (paulbutler.org) 175

Speaking of "play-to-earn" games, Paul Butler, writing in a blog post: In Bullshit Jobs: A Theory, David Graeber makes the case that a sizable chunk of the labour economy is essentially people performing useless work, as a sort of subconscious self-preservation instinct of the economic status quo. The book cites ample anecdotal evidence that people perceive their own jobs as completely disconnected from any sort of value creation, and makes the case that the ruling class stands to lose from the proletariat having extra free time on their hands. It's a thoughtfully presented case, but when I read the book a few years back, I was skeptical that any mechanism to create bullshit jobs could arise from a system as inherently Darwinian as capitalism.

I've recently been exploring the themes around web3 to see if there's a "there" there, and Graeber's book has been on my mind again. One of the most apparently successful examples of web3 that people point to, aside from art NFTs, is so-called play-to-earn games. The most successful of these is Axie Infinity, a trade-and-battle game reminiscent of Pokemon. In a crypto economy crowded with vapourware and alpha-stage software, Axie Infinity stands out. Not only has it amassed a large base of users, the in-game economy has actually provided a real-world income stream to working-class Filipinos impacted by the pandemic. Some spend hours each day playing the game, and then sell the in-game currency they earn to pay their real-world bills. That's obviously a good thing for them, but it also appears to be a near-Platonic example of Graeber's definition of a bullshit job.

[...] In contrast to other games in which in-game economies have developed, Axie Infinity puts players' opportunity to make an income and transfer it to the real world at the forefront. As they put it in their FAQ, what sets Axie Infinity apart is an ethos: "We believe in a future where work and play become one. We believe in empowering our players and giving them economic opportunities." These "economic opportunities" are essentially a wealth transfer from new players to established ones. Gameplay requires the purchase of three Axies, which currently cost in the hundreds of US dollars each. [...] By blurring the line between "player" and "worker," the game has effectively built a Ponzi scheme with built-in deniability. Sure, some users will be net gainers and other users will be net losers, but who am I to say the net losers aren't in it for the joy of the game? The same could be said about online poker or sports betting, to be sure, but we would rightfully recoil if those were positioned as a way to lift people out of poverty.

Games

How John Madden Became the 'Larger-Than-Life' Face of a Gaming Empire (nytimes.com) 38

"[John] Madden, who died Tuesday, helped bring to life a series of football video games that have generated $7 billion in revenue since 1988," reports the New York Times. An anonymous reader shares an excerpt from the report, written by Kellen Browning and Kevin Draper: Trip Hawkins first met John Madden in the dining car of an Amtrak train traveling from Denver to Oakland, Calif., in 1984, after Madden had agreed to lend his name and football prowess to a football simulation video game. Madden, the legendary coach and broadcaster, quickly made it clear who would be calling the shots. Because of the limits of computer processing power, Hawkins, who had founded the gaming company Electronic Arts two years earlier, floated the idea of a video game with seven-on-seven football, rather than the 11-on-11 version used in the N.F.L. Madden just stared at him, and said "that isn't really football," Hawkins recalled. He had to agree. "If it was going to be me and going to be pro football, it had to have 22 guys on the screen," Madden once told ESPN. "If we couldn't have that, we couldn't have a game."

The extra years spent developing a more realistic game, which was called John Madden Football and debuted in 1988 for the Apple II computer, paid off. Decades later, the Madden NFL series of video games continues to sell millions of copies annually, has helped turn E.A. into one of the world's most prominent gaming companies and has left a lasting mark on football fandom and the N.F.L. Although he coached the Oakland Raiders to a Super Bowl victory and was lauded for his work as a television analyst, Madden, who died Tuesday at age 85, is better known to legions of younger sports fans as the namesake of the iconic video game franchise that has generated more than $7 billion in revenue. "Every dorm room right now, every basement, every couch, there's people sitting down playing Madden," said Scott Cole, a longtime sports broadcaster who has called games for several years for the Madden Championship Series, the most competitive Madden NFL tournaments.
Slashdot reader schwit1 first shared the news of Madden's passing.

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