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Zombie game maker Techland joins Tencent’s global empire in latest acquisition

Tencent, one of the world’s largest gaming companies, is set to gobble up Techland, the Polish game developer known for open-world zombie games like Dying Light, adding yet another member to its sprawling investment portfolio.

In a letter to players, Techland’s founder and CEO Paweł Marchewka announced that Tencent is in the process of becoming the gaming firm’s majority shareholder. Terms of the deal were not disclosed.

“Teaming up with Tencent will allow us to move full speed ahead with the execution of the vision for our games. We have chosen an ally who has already partnered with some of the world’s finest video game companies and helped them reach new heights while respecting their ways of doing things,” he wrote.

In the span of two decades, Tencent has turned itself into a gaming IP and publishing behemoth by investing in and buying studios around the world. Some of the bigger deals it has struck include its full acquisition of Riot Games, the creator of League of Legends; its majority stake in Clash of Clans developer Supercell; becoming the single largest shareholder in Ubisoft, the creator behind Assassin’s Creed; and having a stake in Fortnite developer Epic Games as well as PUBG creator Krafton.

The Chinese firm’s investment pace has slowed significantly in recent times, recording just 11 deals in Q1 this year, down from 35 and 34 in the same period during the two preceding years, according to public data gathered by Crunchbase.

Tencent is known for taking a hands-off approach with its gaming portfolio companies, even those that it wholly owns. It probably acknowledges that the creative teams at these Western gaming companies may have very different cultural norms than a Chinese internet giant like itself. By partnering with Tencent, these companies gain an entry point to the world’s second-largest gaming market, while Tencent benefits from the valuable IPs generated by these studios.

Indeed, Paweł reassured the players that Techland “will retain full ownership of our IPs, maintain creative freedom, and continue to operate the way we believe is right.” He will continue serving as the studio’s CEO.

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Google Play changes policy toward blockchain-based apps, opening door to tokenized digital assets, NFTs

Google has updated its mobile software marketplace policy to allow application developers to integrate digital assets like NFTs into their games through its Play app store, the company’s group product manager Joseph Mills announced on Wednesday.

As part of the policy update, Mills stated that apps must be “transparent with users about tokenized digital assets” and developers can’t “promote or glamorize any potential earning from playing or trading activities.”

Apps that aren’t in line with Google Play’s Real-Money Gambling, Games and Contests policy or fit eligibility requirements also can’t accept money for chances to win assets, including NFTs. “This includes, but is not limited to, offering mechanisms to receive randomized blockchain-based items from a purchase such as ‘loot boxes,’” Mills said.

Those limitations could potentially prevent NFT newcomers from being duped into believing that buying these tokenized assets could result in massive gains — an oft-used marketing tactic for some projects in the space.

This new change will also allow apps and games on Google Play to reconceptualize “traditional games with user-owned content to boosting user loyalty through unique NFT rewards,” Mills noted.

The company anticipates users will begin seeing in-app and game experiences later this summer, as a select group of developers are helping to test out the new policy ahead of its wide rollout to all developers on Google Play later this year.

Reddit, which has seen success from its crypto wallets and NFT avatars, partnered with Google to help update their policy, Matt Williamson, senior engineering manager at the social news site, said in the post.

In the future, Google Play plans on working with industry partners on further improving its support of blockchain-based applications, including secondary marketplaces.

While Google is updating its policies, one of the other major app stores, Apple’s, remains steady. In general, Apple has taken a cautious stance on the digital asset ecosystem by putting additional fees on NFT sales, something that most NFT creators would not agree to.

In October, Apple said apps are allowed to list, mint, transfer, and let users view their own existing NFTs. However, their rules prevent the ownership of NFTs from unlocking any more features within the app. Plus, while apps can let users browse other collections, they’re prevented from showing external links, buttons or call to action to purchase NFTs. Users can only purchase NFTs through Apple’s in-app payment system according to the company’s official guidelines.

Going forward, there could be potential for Apple to budge or make new policy updates to grow in the blockchain-based world and match Google’s evolving position — or the company could just say f*** it, and let Google have it. Time will tell.

Google Play changes policy toward blockchain-based apps, opening door to tokenized digital assets, NFTs by Jacquelyn Melinek originally published on TechCrunch

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Microsoft’s Activision Blizzard merger can’t be blocked by FTC, judge rules

Microsoft and Activision Blizzard earned a big win in court today, as a federal judge ruled that the Federal Trade Commission cannot block the $68.7 billion merger.

The FTC sued Microsoft in December in an attempt to stop its acquisition of the gaming giant, which owns massive franchises like World of Warcraft and Call of Duty; the government body worried that the deal would “enable Microsoft to suppress competitors.” Microsoft already has a significant presence in the gaming industry, producing products like the Xbox console, the Game Pass subscription and Xbox Cloud Gaming, and it owns dozens of existing game studios like ZeniMax.

However, Judge Jacqueline Scott Corley ruled that Microsoft’s acquisition of Activision Blizzard would not be anti-competitive.

“The FTC has not shown it is likely to succeed on its assertion the combined firm will probably pull Call of Duty from Sony PlayStation, or that its ownership of Activision content will substantially lessen competition in the video game library subscription and cloud gaming markets,” the judge wrote.

This ruling is a great sign for Microsoft. Though the deal is still not set in stone, Microsoft got even more good news today that could continue to propel the acquisition forward. Despite facing legal challenges in the U.K., where the Competition and Markets Authority (CMA) tried to block the deal, the ruling against the FTC seems to have changed things. According to Microsoft president Brad Smith, the company has agreed with the CMA to pause this litigation.

“While we ultimately disagree with the CMA’s concerns, we are considering how the transaction might be modified in order to address those concerns in a way that is acceptable to the CMA,” Smith wrote in a statement.

The CMA’s appeal is mostly focused on cloud gaming, arguing that Windows’ “significant cloud infrastructure” would give Microsoft an unfair advantage upon acquiring Activision Blizzard titles. Microsoft has attempted to assuage these fears, pointing out that the company had signed deals guaranteeing that Activision Blizzard games would remain available on consoles other than Xbox.

On Activision Blizzard’s end, these legal developments are a welcome breath of fresh air.

For the last several years, Activision Blizzard has been a company defined by turmoil. CEO Bobby Kotick had been rumored to step down amid ongoing government investigations and sexual harassment scandals. One lawsuit filed by California’s Department of Fair Employment and Housing described the work environment at the gaming company as having a “frat boy culture.” And per a Wall Street Journal report, Kotick knew for years about sexual misconduct and rape allegations at his company, but he did not act.

Some Activision Blizzard employees have responded by organizing union drives, and despite corporate interference, the workers formed some of the first-ever unions at major U.S. gaming companies. On that front, labor organizers are cheering on Microsoft’s court victory today.

Last year, Microsoft and the Communications Workers of America (CWA) announced an unprecedented labor neutrality agreement. This means that Microsoft will remain neutral and offer a fair process for voluntary recognition of employee unions.

“By accepting Judge Corley’s decision and allowing this merger to move forward, the Federal Trade Commission has an opportunity to transform the video game and technology labor market by providing a clear path to collective bargaining for almost 10,000 workers,” the CWA wrote in a statement.

The National Labor Relations Board has found in multiple instances that Activision Blizzard illegally interfered with employee organizing; but if the gaming giant were owned by Microsoft, its leadership would have to abide by that labor agreement, meaning that the process of organizing a union at Activision Blizzard would be more accessible.

Microsoft’s Activision Blizzard merger can’t be blocked by FTC, judge rules by Amanda Silberling originally published on TechCrunch

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Web3 games don’t need to highlight blockchain elements to succeed

Blockchain-based games want to go mainstream, but the million-dollar question is: What’s the best way to do it?

According to some web3 game developers, there might not be just one right answer.

To win Web 2.0 audiences over, it appears the industry will have to meet them where they are. To do that, web3 game devs should move web3 components to the back end and avoid promoting games as being based on web3, according to Sumeet Patel, founder of NFT-based algorithmic prediction game Exiled Racers.

That makes sense to me. When using applications, people don’t really care about what’s going on behind the scenes. They just want something that’s easy to use and does what they want it to. While some people may want to understand the technology and dive deep, the majority don’t really care.

“It doesn’t sound good, but gaming doesn’t need blockchain today, but blockchain does need gaming,” said Nicholas Douzinas, business development and growth lead at decentralized gaming platform Ajuna Network.

The global gaming industry is expected to grow from $282 billion in 2023 to $666 billion by 2030, as more people increasingly choose video games as their primary form of entertainment, and 4G-enabled smartphones enable people everywhere to indulge in mobile games, according to a report by Fortune Business Insights.

But blockchain gaming wasn’t even mentioned as a trend or driving factor for gaming growth. I think that’s fair because it’s such a small fraction of the market and has a long way to go before it can even make a dent in the industry.

“NFTs mean nothing to gaming; some people don’t care about ownership,” said Douzinas. But on the other side of the spectrum, some people want to engage deeply with web3 technology, he noted.

Ajuna Network aims to attract people who are interested in web3 technology and blockchains but are comfortable with owning a token and the possibilities that come with it, Douzinas said.

Not all gaming companies are taking that route.

Web3 games don’t need to highlight blockchain elements to succeed by Jacquelyn Melinek originally published on TechCrunch

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Among Us is getting an animated TV series

Among Us, the popular multiplayer game where one crewmate is a murderous imposter, is getting an animated series. Innersloth, the independent game studio behind the game, announced Tuesday that it has partnered with CBS Studios to develop the show.

As reported by Variety, the premise of the series is based on the game; members of a spaceship — in brightly colored spacesuits — discover that an alien shapeshifter is sabotaging the ship and slaughtering crewmates, resulting in a cat-and-mouse chase where players have to suss out the imposter before everyone dies.

A release date for the “Among Us” series has yet to be announced. However, CBS is in talks with TV networks and streaming services, per Variety. Titmouse, the studio behind “Big Mouth” and “The Legend of Vox Machina,” will serve as the animation studio for the “Among Us” series.

Innersloth launched Among Us in 2018, but the game didn’t become popular until 2020. In fact, it saw such a huge spike in popularity that even Rep. Alexandria Ocasio-Cortez joined in on the fun, livestreaming with top Twitch streamers like Pokimane, HasanAbi and DrLupo. In the fourth quarter of 2020, the game had nearly 500 million monthly active users, as well as 1.22 billion Twitch viewing sessions and over 4 billion YouTube views.

Among Us is available on mobile, PC, PlayStation, Xbox and Nintendo Switch. There’s also a VR version of the game.

Among Us is getting an animated TV series by Lauren Forristal originally published on TechCrunch

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YouTube reportedly experimenting with online games

Nearly six months after Google officially shut down its cloud gaming service Stadia, it appears the company may be launching a similar product through YouTube. The Google-owned video-sharing platform is reportedly testing an online game offering that could give users the ability to play games via the YouTube website on desktop or the YouTube app via iOS and Android devices.

As reported by The Wall Street Journal, the offering would be called “Playables” and would feature arcade-style games like Stack Bounce, where players use a bouncing ball to smash through layers of bricks.

In a statement provided to TechCrunch, a company spokesman declined to confirm the experiment but said, “Gaming has long been a focus at YouTube. We’re always experimenting with new features but have nothing to announce right now.”

When Google initially announced in a blog post that Stadia would shut down, the company also hinted that the underlying technology that powers the gaming service could be applied across “other parts of Google like YouTube, Google Play, and our Augmented Reality (AR) efforts,” the company wrote in September.

If YouTube were to move forward with this new gaming initiative, it’s our guess that Google would reuse the code it developed for Stadia.

Stadia launched in 2019 and let users play games directly from the cloud rather than downloading games to a console. It also had a feature on YouTube called Crowd Choice, where creators could livestream a game they’re playing on Stadia and let viewers answer polls in the chat section. However, the service struggled to reach enough players and shut down in January of this year.

YouTube reportedly experimenting with online games by Lauren Forristal originally published on TechCrunch

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Apple’s new toolkit makes it easier for developers to bring Windows games to Mac

Apple has unveiled a new toolkit that is designed to make it easier and faster for developers to bring their PC games to macOS. The tech giant unveiled the Game Porting Toolkit this week at its annual Worldwide Developers Conference (WWDC).

Apple says the toolkit “eliminates months of upfront work” and enables developers to see how well their existing game could run on Mac in just a few days, Apple says. The toolkit also simplifies the process of converting the game’s shaders and graphics code to take advantage of Apple silicon performance, significantly reducing the total development time. With this tool, developers can launch an unmodified version of a Windows game on a Mac and see how well it runs before fully porting a game.

“With Macs more popular than ever before, there’s never been a better time to bring your games to millions of new players,” said Aiswariya Sreenivassan, an engineering project manager for GPUs and graphics at Apple, in a WWDC session. “Porting your Windows game to the Mac is now faster than ever. This year, the new Game Porting Toolkit provides an emulation environment to run your existing, unmodified Windows game, and you can use it to quickly understand the graphics feature usage and performance potential of your game when running on a Mac.”

Notably, the emulator can also run Microsoft’s DirectX12, which enables developers to add graphics effects to PC games, and hasn’t been natively available for Macs. During the session, Apple demoed the developers of horror game, The Medium, using the emulator to run a DirectX12 Window build of their game on a Mac.

In the past, it’s been difficult and time-consuming for developers to port Windows games to Mac because doing so involves a lot of difficult steps. Apple’s new toolkit helps developers better understand how to optimize their games on macOS. The idea behind the tool is to significantly cut down the time and effort it takes when porting games from Windows to Mac.

The launch of the new toolkit is garnering excitement from developers and the broader gaming community. GitHub senior developer Christina Warren noted in a tweet that the toolkit is “essentially Proton (Valve’s Wine thing for Linux/SteamOS and DX12) but for macOS. This is massive.”

Although the new toolkit is designed for developers, some Reddit users have already used to it bring games like Cyberpunk 2077 and Hogwarts Legacy to Mac. It’s worth mentioning that it’s possible to run into bugs when running games this way.

In addition to launching the new toolkit, Apple also introduced a new “Game Mode” in macOS Sonoma. The company says Game Mode delivers an optimized gaming experience with smoother and more consistent frame rates, by ensuring games get the highest priority on the CPU and GPU.

“Game Mode also makes gaming on Mac even more immersive — dramatically lowering audio latency with AirPods, and significantly reducing input latency with popular game controllers like those for Xbox and PlayStation by doubling the Bluetooth sampling rate,” the company wrote in a blog post. “Game Mode works with any game, including all of the recent and upcoming Mac games.”

Read more about WWDC 2023 on TechCrunch

Apple’s new toolkit makes it easier for developers to bring Windows games to Mac by Aisha Malik originally published on TechCrunch

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Minecraft is releasing a new version for Chromebooks

Minecraft is releasing a new version of its game Minecraft: Bedrock Edition for Chromebooks for $19.99. The purchase will give users access to Minecraft Marketplace, the ability to play on Realms and the Android version as well.

Google said that Minecraft should be compatible with Chromebooks released in the last three years. Here are the full system requirements for Chromebooks to run Minecraft:

  • Processor: Intel Celeron N4500, Intel i3-7130U, Mediatek MT8183, Qualcomm SC7180, AMD Ryzen 3 3250C or better
  • Operating System: ChromeOS 111
  • System Architecture: 64-bit (x86_64, arm64-v8a)
  • Memory: 4GB RAM
  • Storage: Minimum of 1GB game installation, maps and other files

The company said that Minecraft for Chromebooks will support cross-play with a Microsoft account so you can play with your friends using other devices like Android, Windows systems, PlayStation, Xbox and Nintendo Switch. Cross-play gives users access to the Create mode to build with unlimited blocks or hunt for resources in the Survival mode.

Image Credits: Google

However, users won’t be able to port their worlds from another platform and will have to start afresh on their Chromebooks.

While the $19.99 bundle offers access to the game both on Chromebook and Android, users can purchase them separately as well. The Android version costs $6.99 and the upgrade to the Chromebook version costs $13.99.

Google has been trying to push for making Android games compatible with Chromebooks. Last year, it started testing keyboard support for such games on ChromeOS.

Update (07/06/2023 9 PM IST): Earlier version of the article said Minecraft is in early access on Chromebooks based on the support page. However, the company said the page is being updated and the full version is available on Chromebooks. 

Minecraft is releasing a new version for Chromebooks by Ivan Mehta originally published on TechCrunch

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Netflix announces LEGO mobile game and a daily version of Cut the Rope

Netflix announced Tuesday two new mobile games coming soon to the platform — the LEGO-themed strategy battle game LEGO Legacy: Heroes Unboxed and a puzzle adventure game called Paper Trail.

Additionally, the company revealed the release dates of Cut the Rope Daily, a new version of the popular game where players feed candy to a creature named Om Nom by cutting strands of rope, and The Queen’s Gambit: Chess — which was announced last year.

The Queen’s Gambit: Chess and Cut the Rope Daily will launch on July 25 and August 1, respectively. Both games will be available on mobile exclusively for Netflix subscribers.

LEGO Legacy: Heroes Unboxed, developed and published by Gameloft in 2020, is a significant addition to Netflix’s gaming library, given that LEGO is one of the largest toy companies in the world. The streamer has reportedly struggled to convince its enormous subscriber base to play its mobile games, which is likely why it continues to add well-known titles to its library.

In the nostalgic game, players can collect classic and modern LEGO minifigures, build sets, travel to different maps, complete quests and participate in turn-based battles. Minifigures include Chicken Suit Guy, Hot Dog Man, Pirate Princess Argenta, Santa and Ghostbusters, among others.

Netflix has yet to announce when LEGO Legacy: Heroes Unboxed will release on its streaming app. However, when the game launches, it will no longer be free for anyone to play since it will be exclusive to Netflix subscribers.

Earlier this year, Gameloft notified players that LEGO Legacy: Heroes Unboxed would no longer be able to download on mobile and PC on February 28 and was removed from Google Play, App Store, Microsoft Store, Samsung Galaxy Store and Amazon Appstore. The game officially shut down on these servers on April 28. Although it’s currently available on Facebook’s gaming platform on the web, it’ll be unplayable at the end of 2023.

Image Credits: LEGO/Gameloft

Paper Trail is a new, yet-to-be-released game that takes place in a paper world, where players fold pages and merge paths to progress through the game. The main character, aptly named Paige, leaves her home for the first time and players must solve puzzles to help her on the journey.

Netflix hasn’t revealed a launch date, but it will be exclusively on mobile for its subscribers. The game is also set to launch sometime in August on Nintendo Switch, PlayStation, PC and Xbox.

Announced at Netflix’s 2022 Geeked Week event, The Queen’s Gambit: Chess game is tied to Netflix’s hit series, which stars Anya Taylor-Joy as Beth Harmon, a talented chess player who wants to become the greatest player in the world. Next month, Netflix subscribers will be able to play chess as Beth, solve puzzles and compete in matches against friends.

The game pays homage to the TV show as it features recognizable locations and characters like Beth’s house, the Methuen orphanage, the Las Vegas tournament, Mr. Shaibel, Borgov and more.

Cut the Rope was a hugely popular game when it first came out in 2010 and has been downloaded more than 1.6 billion times.

This summer, Netflix is launching a twist on the game, giving players access to one challenge per day instead of making all the puzzles available at once. Like the classic version, the challenges will involve cutting rope, collecting stars, popping balloons and more.

Image Credits: ZeptoLab

As previously announced, Netflix will also launch the adventure game Oxenfree II: Lost Signals on July 12. The game is set five years after the events of the first Oxenfree game — a supernatural thriller about a group of friends who accidentally disturb a mysterious, dimensional rift inside a haunted cave. Both games were developed by Night School Studio, which Netflix acquired in 2021.

The company noted in Tuesday’s announcement that Oxenfree II: Lost Signals is the first new title that is being released from one of Netflix’s internal studios.

The game will feature all new characters and an original story, according to Netflix. Oxenfree II: Lost Signals centers around an environmental researcher, Riley Poverly, who investigates unnaturally occurring radio frequency signals in her hometown.

Oxenfree II: Lost Signals will be available on mobile exclusively for Netflix members. It will also be released on Nintendo Switch, PlayStation 4, PlayStation 5, PC and Mac via Steam.

Netflix announces LEGO mobile game and a daily version of Cut the Rope by Lauren Forristal originally published on TechCrunch

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This AI used GPT-4 to become an expert Minecraft player

AI researchers have built a Minecraft bot that can explore and expand its capabilities in the game’s open world — but unlike other bots, this one basically wrote its own code through trial and error and lots of GPT-4 queries.

Called Voyager, this experimental system is an example of an “embodied agent,” an AI that can move and act freely and purposefully in a simulated or real environment. Personal assistant type AIs and chatbots don’t have to actually do stuff, let alone navigate a complex world to get that stuff done. But that’s exactly what a household robot might be expected to do in the future, so there’s lots of research into how they might do that.

Minecraft is a good place to test such things because it’s a very (very) approximate representation of the real world, with simple and straightforward rules and physics, but it’s also complex and open enough that there’s lots to accomplish or try. Purpose-built simulators are great, too, but they have their own limitations.

MineDojo is a simulation framework built around Minecraft, since you can’t just plonk a random AI in there and expect it to understand what all these blocks and pigs are doing. Its creators (lots of overlap with the Voyager team) put together YouTube videos about the game, transcripts, wiki articles, and a whole lot of Reddit posts from r/minecraft, among other data, so users can create or fine-tune an AI model on them. It also lets those models be evaluated more or less objectively by seeing how well they do things like build a fence around a llama or find and mine a diamond.

Voyager excels at these tasks, performing much better than the only other model that comes close, Auto-GPT. But they have a similar approach: using GPT-4 to write their own code as they go.

Normally you’d just train a model on all that good Minecraft data and hope it would figure out how to fight skeletons when the sun goes down. Voyager, however, starts out relatively naive, and as it encounters things in the game, it has a little internal conversation with GPT-4 about what it ought to do and how.

Directing the next action, and adding skills to the pile. Image Credits: MineDojo

For instance, night falls and those skeletons come out. The agent has a general idea of this, but it asks itself, What would a good player of this game do when there are monsters nearby? Well, GPT-4 says, if you want to explore the world safely, you’ll want to make and equip a sword, then whack the skeleton with it while avoiding getting hit. And that general sense of what to do gets translated to concrete goals: collect stone and wood, build a sword at the crafting table, equip it, and fight a skeleton.

Once it’s done those things, they’re entered into a general skill library so that later, when the task is “go deep into a cave to find iron ore,” it doesn’t have to learn to fight again from scratch. It does still use GPT, but it uses the cheaper and faster GPT-3.5, which tells it the skills most relevant to a given situation — so it doesn’t try to mine the skeleton and fight the ore.

It’s similar to an agent like Auto-GPT that, when faced with an interface it doesn’t know yet, has to teach itself to navigate it in order to accomplish its goal. But Minecraft is a much deeper environment than it is used to solving for, so a specialty agent like Voyager does far better. It finds more stuff, learns more skills, and explores a much greater area than the other bots.

Interestingly but perhaps not surprisingly, GPT-4 wipes the floor with GPT-3.5 (i.e., ChatGPT) when it comes to generating useful code. A test replacing the former with the latter had the agent hit a wall early on, perhaps even literally, and fail to improve. It may not be obvious from talking to the two models that one is much smarter, but the truth is you don’t have to be particularly smart to carry on an apparently intelligent conversation (ask me how I know). Coding is much more difficult and GPT-4 was a big update there.

The point of this research isn’t to obsolete Minecraft players but to find methods by which relatively simple AI models can improve themselves based on their “experiences,” for lack of a better word. If we’re going to have robots helping us in our homes, hospitals, and offices, they will need to learn and apply those lessons to future actions.

You can read more about Voyager right here.

This AI used GPT-4 to become an expert Minecraft player by Devin Coldewey originally published on TechCrunch

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