Businesses

HQ Trivia, the Once-Popular Mobile Game, Is Shutting Down (cnn.com) 19

CNN Business has learned that the once-popular live mobile trivia game "HQ Trivia" is shutting down. From the report: When HQ launched in 2017, its first game HQ Trivia quickly attracted millions of people across the world who stopped whatever they were doing twice a day to play the game on their smartphones. The company was profiled by The New York Times and its original host Scott Rogowsky became a household name, appearing on programs like NBC's "Today" show. But over the next year, the game's popularity faded and its parent company was hit with a series of setbacks. The company grappled with internal turmoil, including the death of HQ cofounder Colin Kroll, who died in December 2018 from a drug overdose.

CEO Rus Yusupov said in a company-wide email on Friday that "lead investors are no longer willing to fund the company, and so effective today, HQ will cease operations and move to dissolution." In the email, which was obtained by CNN Business, Yusupov also disclosed that the company had hired a banker "to help find additional investors and partners to support the expansion of the company." He said the company had "received an offer from an established business" and was expected to close the deal on Saturday, but the potential acquisition fell through.

PlayStation (Games)

Sony Is Struggling With PlayStation 5 Price Due To Costly Parts (bloomberg.com) 88

Scarce components have pushed the manufacturing costs for Sony's next PlayStation to around $450 per unit, forcing a difficult price-setting decision in its battle with Microsoft, Bloomberg reported Friday, citing sources. From the report: The Japanese conglomerate is preparing to gradually replace the six-year-old PS4 console, releasing its PlayStation 5 the same holiday season its archrival debuts the upcoming Xbox Series X. Sony typically finalizes a console's price in February of the release year, followed by mass production in the spring. With the PS5, the company is taking a wait-and-see approach, said the people, asking not to be named because the details are private. The PS4, released in 2013 at a retail price of $399, was estimated by IHS Markit to cost $381 to manufacture. With the $450 unit cost and a similar gross margin, the PlayStation 5's retail price would have to be at least $470. That would be a hard sell to consumers, considering Sony's most expensive machine now is the $399.99 PS4 Pro and is often discounted, according to Macquarie Capital analyst Damian Thong.
Google

Google's Area 120 Brings Quick Web Games To Slow Phones (engadget.com) 14

Google is countering Facebook's Instant Games with its own bid to make web games more accessible. Its Area 120 experimental lab is introducing GameSnacks, HTML5-based casual games that are designed to load quickly and play well even on poor connections and basic smartphones. From a report: The combination of a lean initial web page, compressed media and just-in-time loading means you can start playing within just a few seconds, even on a phone with less than a 1Mbps connection (all too common in the world) and just 1GB of RAM. All titles work with both touch as well as a PC's mouse and keyboard, and are designed to run on virtually any platform and device. Like many casual games, they're designed to be playable with a minimum of instructions -- important when they're meant to reach people across many different languages. Some are not-so-subtle riffs on familiar titles like Puzzle Bobble and Tetris, but that's probably not a bad thing for gamers who otherwise couldn't play those games on their phones.
Games

Steam: Virtual Reality's Biggest-Ever Jump In Users Happened Last Month (arstechnica.com) 42

An anonymous reader quotes a report from Ars Technica: Valve's gaming marketplace Steam includes an opt-in hardware survey feature, and the results are published as percentages of surveyed users on a monthly basis. You'll find all kinds of data about Steam-connected computers every month, and this includes operating systems, video cards, VR systems, and more. In the latter case, that figure is counted out of all Steam users -- as opposed to a less-helpful stat like "70 percent of VR fans prefer Product A, 30 percent Product B." We were intrigued (but not surprised) to see a jump in connected VR devices for the reported month of December 2019. That's the holiday season, after all, and it's reasonable to expect Santa's deliveries of headsets to affect data.

What surprised us was the continued growth of that metric through the following month -- and a statistically significant one, at that. The latest survey, taken during January 2020, says that 1.31 percent of all surveyed Steam users own a VR system, up from 1.09 percent the month prior. By pure percentage points, this is the largest one-month jump in pure percentage since Valve began tracking VR use in 2016 -- by a long shot. (For perspective, the same survey indicated that 0.9 percent of Steam computers run on Linux, while 3.0 percent use MacOS or OSX.)
Based on Valve's conservative January 2019 estimate of 90 million "monthly active users," Ars Technica estimates there are "1.17 million PC-VR users connecting to Steam."

"Drawing an exponential trend line of Steam's MAU between August 2017 and January 2019 would get us closer to a count of 1.6 million active VR hardware owners on Steam, and that doesn't include any estimate of Steam-ignorant Oculus users. However you slice it, the juiciest detail can't be argued: a 20.2% jump within a major PC-VR ecosystem in 30 days."
Cloud

Nvidia's GeForce Now Is Losing All Activision Blizzard Games (theverge.com) 75

Nvidia's GeForce Now is a cloud gaming service that lets you play games stored on dedicated GeForce graphics-enabled PCs across a wide array of devices. While it lets you play PC games you already own, the game publisher must allow it on the service. "Today, Nvidia is revealing that Activision Blizzard is no longer playing ball, pulling down its catalog of games including Overwatch, WoW, and the Call of Duty series," reports The Verge. From the report: That means one of the service's biggest publishers, as well as its Battle.net catalog of games, will no longer be available just a week after the service's formal launch -- a launch that was already missing many games from Capcom, EA, Konami, Remedy, Rockstar and Square Enix, all of which seemed to have pulled out after Nvidia's beta period ended. Nvidia wouldn't tell us why this is happening now, but it's strange, because Nvidia previously told us it was contacting every publisher ahead of launch to make sure they were OK with their games staying available with the service. Did Activision Blizzard reneg on a deal, or did Nvidia fail to get permission? We're waiting to hear back from Nvidia; Activision Blizzard didn't respond to a request for comment.

In a statement, Nvidia says it hopes to work with Activision Blizzard to bring the games back, but the company confirmed to us that things are pretty cut-and-dried for now -- you shouldn't expect them to magically reappear after a few days (or even a few weeks) thanks to a deal. Nvidia also declined to tell us whether it'd be open to sharing a slice of its subscription fees with publishers, citing the quiet period before its earnings. It's true that Blizzard, at least, has an EULA that specifically prevents users from playing a game on cloud gaming services, but that doesn't seem to explain this move. Activision's EULA doesn't contain anything of the sort, and again, Activision Blizzard didn't seem to have any problem with it during the GeForce Now beta.

Businesses

Video-Game Makers Ride To Riches on Arc of Keanu Reeves's Career (bloomberg.com) 22

An anonymous reader shares a report: "Sonic the Hedgehog 3" had just been released and Keanu Reeves was about to hit the big screen in "Speed" when Marcin Iwinski and high school pal Michal Kicinski launched their video-game company. It was May 1994 and the CD-ROM was still in vogue, so they called their venture CD Projekt and set out to distribute games for the Polish market. They struck deals with developers including Activision and Acclaim Entertainment, translating dialog, instructions and packaging into their native language. A quarter-century later, at Microsoft's 2019 Xbox conference in Los Angeles, Reeves shocked the video-game world, appearing onstage to present a demo of CD Projekt's "Cyberpunk 2077" -- a futuristic, role-playing game in which he'll appear.

Shares of Warsaw-based CD Projekt have surged 43% since the Xbox event in June and more than 1,800% in the past five years, the best performance by far in Poland's WIG20 Index, putting Iwinski, the 45-year-old co-chief executive officer, on the cusp of becoming a billionaire. He owns 12.6% of the outstanding stock, giving him a net worth of $992 million. Kicinski, who left the company several years ago, has a 10.9% stake worth $847 million. Both could soon join the rapidly growing ranks of video-game billionaires including Sea Ltd. co-founder Gang Ye, who crossed the threshold in November after the Singapore-based company reported that quarterly revenue tripled, as well as Epic Games founder Tim Sweeney, who brought "Fortnite" to the masses.

Education

Texas K-12 Esports Teams Explode In Popularity (kxan.com) 59

ItsJustAPseudonym writes: "The number of Texas school districts with esports programs has exploded this school year, growing from about 20 to more than 300 in the span of a few months," reports KXAN-TV, citing the Texas Computer Education Association (TCEA). "'It's been in colleges for the last few years, and now it's starting to move down into the high schools and in the middle schools,' said TCEA's executive director, Lori Gracey. 'Teamwork, cooperation, planning, problem-solving, thinking quickly,' Gracey explained, 'all of those are things we want our kids to be able to do. And you can do that through video games.'"

And, for the collegiate perspective on this: "High school is a really, really exciting place for esports to take root," said Austin Espinoza, president of Longhorn Gaming at the University of Texas at Austin. "Eventually, that's just going to trickle upwards into the college world." Yes, yes, it's VERY exciting. I'm sure the effect on grades will be *nothing* but positive, right? On the other hand, esports provides an opportunity for college students to earn some money to pay down their college debts, so that's a potential upside. Will colleges start recruiting and offering scholarships to esports competitors?

Cloud

Nvidia Launches Cloud Gaming Service GeForce Now for $5 Per Month (techcrunch.com) 53

jowifi writes: NVIDIA officially launched its GeForce NOW earlier this week, making the streaming gaming service available to all with no waitlisting. It is advertising a free tier which allows 1-hour of game play at a session, and a premium tier that allows 6-hour sessions and preferred access to the streaming servers. The premium tier is being offered for a limited-time discounted price of $4.99 for 2020 with the first three months free. The service does not include any games, but provides access to games in your digital library (e.g. Steam) and free-to-play games like Fortnite. It supports Windows, MacOS, Android, and NVIDIA Shield (no mention of Linux).
Businesses

Rockstar Co-Founder Dan Houser Is Leaving the Company 13

Dan Houser, co-founder of Rockstar Games, is leaving the company in March after taking an "extended break" in the spring of 2019. "Rockstar Games was founded in 1998, and Dan Houser contributed prominently to the company's successful franchises, including Grand Theft Auto, Max Payne, Red Dead Redemption, and more," notes The Verge. From the report: Take-Two Interactive is the holdings company for Rockstar Games, and it hasn't officially announced the departure yet. Here's the snippet in full, straight from [an SEC document registered by publisher Take-Two Interactive, which first confirmed the news]: "After an extended break beginning in the spring of 2019, Dan Houser, Vice President, Creative at Rockstar Games, will be leaving the company. Dan Houser's last day will be March 11, 2020. We are extremely grateful for his contributions. Rockstar Games has built some of the most critically acclaimed and commercially successful game worlds, a global community of passionate fans and an incredibly talented team, which remains focused on current and future projects."
Businesses

Cards Against Humanity Buys ClickHole, Turning It Into a Majority Employee-Owned Company (buzzfeednews.com) 25

An anonymous reader quotes a report from BuzzFeed News: Cards Against Humanity, the card game company, purchased ClickHole.com from its owners at G/O Media on Monday for an undisclosed amount in an all-cash deal, BuzzFeed News has learned. ClickHole's employees will become the majority owners of the site. Although terms were not disclosed, the Wall Street Journal reported in November that the sale price was likely to be less than $1 million. The Onion, which created ClickHole, will remain a part of G/O Media. Max Temkin, the cofounder of Cards Against Humanity, told BuzzFeed News that the deal will allow ClickHole to bring on additional staff -- it currently has only five full-time employees -- and explore new revenue streams. He also said the site would operate independently, with financial support from Cards Against Humanity. ClickHole staffers will not be involved in writing any Cards Against Humanity content. "We're giving them funding, and if they ask us, we'll be an advisor," Temkin told BuzzFeed News, saying that the ClickHole team will operate independently, with financial support. "We just want to give them a chance to do their thing. They're really capable -- really smart and innovative. And I don't know if they've had that opportunity before to try all these creative [ideas for the site]."

Steve Etheridge, editor-in-chief of ClickHole, told BuzzFeed News, "we're leaving a place with a very robust editorial infrastructure to essentially go build a new digital media company from scratch. Cards is giving us total freedom to do our thing, but that freedom comes with a lot of new responsibility, and we really just want to get it right. Our goal is to make ClickHole better than ever before."
Nintendo

FBI Catches Hacker That Stole Nintendo's Secrets For Years (arstechnica.com) 31

An anonymous reader quotes a report from Ars Technica: A 21-year-old California man has pleaded guilty to hacking Nintendo's servers multiple times since 2016, using phishing techniques to gain early access to information about the company's plans. Ryan S. Hernandez, who went by RyanRocks online, worked with an unnamed associate to phish employee login credentials for proprietary Nintendo servers, according to an indictment filed in Washington state federal court in December and unsealed over the weekend. Hernandez used that unauthorized access to "download thousands of files, including proprietary developer tools and non-public information" about upcoming Nintendo products and "access pirated and unreleased video games."

That information (and discussion of Nintendo's internal server vulnerabilities) was leaked to the public via Twitter, Discord, and a chat room called "Ryan's Underground Hangout," prosecutors said. At one point, "RyanRocks" drew at least a little infamy in the Nintendo hacking community for allegedly leaking a Nintendo Software Development Kit that had a piece of hidden Remote Access Tool malware added to it. FBI agents confronted Hernandez about his hacking in 2017, according to a prosecution press release, and secured a promise from Hernandez "to stop any further malicious activity." But the hacking continued in 2018 and 2019, according to the indictment, until a June 2019 FBI raid that obtained hard drives with thousands of proprietary Nintendo files. The seized hard drives also included sexually explicit images of minors in a folder labeled "BAD STUFF," according to prosecutors. Hernandez has agreed to pay almost $260,000 to Nintendo as part of a plea agreement. Prosecutors are recommending a jail term of three years for Hernandez's crimes when sentencing is decided in April.

E3

E3 Organizer Says It's Tightened Security After Accidentally Doxxing Thousands of Attendees (theverge.com) 8

The Electronic Software Association is introducing tighter security measures around press registration for E3, following an incident last year in which sensitive personal information belonging to thousands of journalists, YouTube creators, and Twitch streamers was made public. The Verge reports: A new blog post published today details updates to the conference and its "media registration process," which the company says "received a lot of attention this past summer." "Earning back your trust and support is our top priority," the post reads. "That's why we rebuilt the E3 website with enhanced and layered security measures developed by an outside cybersecurity firm. This included updating our data management processes, including the handling of personally identifiable information, and we will no longer store that data on our site."

Changes to the registration process will also occur this year. The ESA will "collect the minimum information necessary" for attendees registering. The post doesn't state what those specific changes are. Last year's leak, which involved an unprotected file uploaded online and available for anyone to download, led to personal information like home addresses and phone numbers appearing on hateful forums like Kiwi Farms. After data leaked, multiple journalists -- including staff members of The Verge -- received texts and phone calls from complete strangers.

Nintendo

Nintendo Switch Soars Past SNES in Lifetime Sales (inputmag.com) 21

Nintendo says the Switch has hit 52.5 million sales in its lifetime, already surpassing that of the SNES. From a report: In becoming the company's fifth best-selling console of all-time, the Switch has helped to boost Nintendo -- the company reported a $2.75 billion operating profit, up from the previously predicted $2.38 billion. Previous forecasts had Switch sales for the fiscal year, ending March 31, at 18 million. That number has now jumped to 19.5 million. And, 10.8 million of those were sold during the holiday season alone, leading to a 22.5 percent increase by December of the previous year.
The Courts

Blizzard Now Claims Full Copyright For Player-Mode 'Custom Game' Mods (arstechnica.com) 156

An anonymous reader quotes a report from Ars Technica: As influential as Warcraft III was in the real-time strategy genre, the game's most enduring legacy might be as the basis for genre-defining, fan-made custom game spin-offs like Defense of the Ancients (aka Dota) and Auto Chess in its wake. Now, Blizzard is taking steps to ensure it retains complete ownership of any such custom games that originate from its titles in the future, including those that come out of Warcraft III's recently released Reforged update.

As noted by PC Gamer, a recent update to Blizzard's Acceptable Use Policy expands the legal rights that custom-game makers automatically assign to Blizzard (new language highlighted in bold; old language available on The Internet Archive): "Custom Games are and shall remain the sole and exclusive property of Blizzard. Without limiting the foregoing, you hereby assign to Blizzard all of your rights, title, and interest in and to all Custom Games, including but not limited to any copyrights in the content of any Custom Games." Blizzard's claim on custom-game copyrights is important because, while it's hard to effectively copyright the basic concept of a game, you can copyright the original characters, art, and writing associated with the game itself.
"Under Blizzard's new legal language, any similar games created from the base of Reforged would be completely controlled by Blizzard," adds Ars. "While other developers would be able to copy the general gameplay for their own purposes, any derivative games that use the same name, art, or characters would belong to Blizzard."

"While Blizzard doesn't allow custom-game developers to engage in direct 'commercial exploitation' from their creations, those developers are allowed to accept donations to recoup the 'time and resources' involved in creating the game (with some restrictions). Blizzard also retains the right to 'remove Custom Games from its systems and/or require that a Custom Game developer cease any and/or all development and distribution of a Custom Game.'"
Games

Atari is Opening Video Game Hotels Across the US (inputmag.com) 34

Just when you thought nostaliga-mining had already reached its peak: Atari is in talks to build a series of gaming hotels across the country. From a report: The hotels, which will be created in conjunction with innovation and strategy company GSD Group and real estate company True North Studio, promise to be a "one-of-a-kind video game-themed destination." The hotels are planned for Phoenix, Las Vegas, Denver, Chicago, Austin, Seattle, San Francisco, and San Jose, and the first is set to break ground in mid-2020. At first glance, a video game-themed hotel might sound too gimmicky to be anything other than an old company's pipe dream. But there's reason to believe that, if executed well, the Atari Hotel could actually work. As the company reports in its press release, more than $152 billion was spent on games last year alone. And games love to get together and compete.
PlayStation (Games)

'Rocket League' To Drop Linux and Mac Support (steamcommunity.com) 100

Long-time Slashdot reader Motor writes: Rocket League — a very popular multiplayer game — will no longer "be patched" for Linux and the Mac after March — say the publisher, Psyonix...

The publishers say it's motivated by the need to support unspecified "new technologies".

Thanks Psyonix.

The announcement says their final patch "will disable online functionality (such as in-game purchases) for players on macOS and Linux, but offline features including Local Matches, and splitscreen play will still be accessible."

"Players on Mac can try running Rocket League on Windows with Apple's Boot Camp tool," explains a support page, while adding in the next sentence that "Boot Camp is not something Psyonix officially supports." And if you play Rocket League on Linux, "you can try Steam's Proton app or Wine. These tools are not officially supported by Psyonix."

The support page also includes instructions on how to request a refund.
First Person Shooters (Games)

New Trailer, Gameplay Videos Released For Upcoming 'DOOM Eternal' (collider.com) 24

Id software has released a new trailer for their upcoming Doom sequel set on a demon-infested planet Earth in the year 2151. And GameSpot has uploaded a 10-minute clip of gameplay while Collider released 15 minutes.

Collider writes: Doom Eternal takes everything that was gloriously batshit about Doom 2016, throws it in a Lamborghini full of Slayer albums and catapults it into the sun. This game is out of its goddamn mind in the best possible way, and I literally cannot wait to get my hands on the full version... The Fortress of Doom is massive. I wasn't able to access every area, and could only guess at the function of some of the areas I did see. One section had the original Doom Marine costume on display in a glass case, and the game's director, Hugo Martin confirmed that the skin is an unlockable. Moreover, he indicated that there are several unlockable player skins in the game, including one he was clearly excited about but couldn't reveal, saying that it was still in the licensing approval stage...

Doom Eternal, like its predecessor, is a fast game, pitting you against hordes of powerful enemies that force you to constantly be on the move and quick-swapping weapons to inflict maximum damage while avoiding death. You have a few tools at your disposal to earn guaranteed life, ammo, and armor, which are the over-the-top glory kills, the terrifying chainsaw, and the brand-new flame belcher respectively. Glory kills are special instant-death maneuvers you can unleash on enemies after staggering them, and the addition of a retractable arm blade has heightened the graphic absurdity of them to such a degree that I was giggling like an idiot every time I pulled one off.

I spent the next three hours murdering my way across three massive levels that were incredibly varied in terms of design, beginning in a blasted post-apocalyptic city, then moving to a vast overgrown temple, and finally ending up in a heavily-fortified arctic base... Each stage had a completely different feel -- the city was very ground-based, with dark subway tunnels and skeletal office buildings. The temple was spread out across what felt like miles, with an unexpected amount of verticality and traversal thanks to the new climbing mechanic. Yep, Doom Guy can now cling to certain walls, as well as swing from poles to extend his jump and gain access to distant ledges. The climbing controls are a bit funky, like Spider-Man with a rotator cuff injury, but the traversal puzzles are fun and satisfying, and allow for some truly massive environments...

Martin promised that players will continue to be introduced to new enemies and environments right up until the end of the 22+ hour campaign. He describes Doom Eternal as a thinking person's action game, and that the team's goal was to create a combat puzzle worth your time.

DOOM Eternal is scheduled to be released on March 20th.
Businesses

Support Grows For Unionizing Video Game Industry, Survey Finds (hollywoodreporter.com) 47

An anonymous reader quotes a report from The Hollywood Reporter: Ahead of the Game Developer's Conference (GDC) -- which is dedicated to the art and science of making video games and set to take place March 16-20 at the Moscone Center in San Francisco -- the results of the organization's eighth annual State of Industry report were released Friday. Surveying nearly 4,000 video game developers with the intent of highlighting industry trends and forecasts for the future of gaming, this year's report indicates an increasing interest in the games industry to unionize. This was also a major topic of conversation in 2019, amid reports of gaming professionals working extended overtime hours and tolerating poor working conditions. Among the survey participants, 54 percent said that game industry workers should unionize (a 7 percent increase from last year), 21 percent answered "maybe" and 9 percent said they weren't sure. When the same group was asked whether they thought game industry workers would unionize, only 23 percent said "yes," while 43 percent said "maybe."
Android

Tetris Returns To Android and iOS After EA's Version Shuts Down (theverge.com) 27

Just days after EA announced that its mobile Tetris games will shut down on April 21st, new Tetris developer N3twork released an officially licensed version of the popular puzzle game for both Android and iOS. From a report: The new N3twork app isn't the 100-player Tetris Royale app that the developer is also working on; rather, it's an extremely basic mobile Tetris game. "We're launching Tetris with a traditional solo gameplay mode, but we want fans to know that we've got so much more in store for them, and this is just the foundation of an incredible Tetris app experience we're building at N3twork," commented CEO Neil Young. Unlike EA's old app, there's a single mode (for classic Tetris) and a handful of alternative skins. There are also ads, although a single-time $4.99 purchase will remove those. It's not exactly a groundbreaking iteration of the series, but if you just want to play some Tetris on your commute, it'll get the job done.
Nintendo

Nintendo Doesn't Have To Refund Digital Preorders, According To European Court (theverge.com) 69

A European court has sided with Nintendo's ongoing practice to not let users cancel digital preorders. The Verge reports: According to Norwegian gaming site PressFire, the consumer authorities of Norway and Germany sued Nintendo for not letting users cancel digital preorders purchased from the eShop. The case went to court at the end of last year. This week, the court ruled in favor of Nintendo, meaning it can continue the practice for now. PressFire reports that the German consumer authority has appealed the ruling.

When the Norwegian Consumer Council first formally criticized Nintendo's policy in 2018, it said that Nintendo's policy conflicts with the EU's Consumer Rights Directive, which requires that consumers must be able to cancel online purchases and receive refunds. Nintendo's no-refunds policy is also in place for the U.S. -- in fact, Nintendo states that all sales of digital purchases on the Wii U, Nintendo 3DS, and Nintendo Switch are final -- and Nintendo is the only console maker that doesn't let customers cancel a digital preorder, which the Norwegian Consumer Council noted in its 2018 complaint.

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