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Goodbye Flash, goodbye FarmVille

While much of what made 2020 such an absolute nightmare will still be with us on January 1 (sorry!), we will really, truly be leaving Adobe Flash and FarmVille behind as we enter the new year.

The end of Flash has been a long time coming. The plugin, which was first released in 1996 and once supported a broad swath online content, has become increasingly irrelevant in a smartphone-centric world: iPhones never supported Flash, and it’s been just over 10 years since Apple’s then-CEO Steve Jobs published an open letter outlining the technology’s shortcomings.

Adobe has been planning for the end, announcing in 2017 that it would phase out Flash by the end of this year. Most web browsers have already stopped supporting Flash, and today is the official end date, with Adobe ending support itself — although there’s still one last “death of Flash” milestone on January 12, when the company will begin to block Flash content from playing.

In related news, Zynga announced recently that the end of Flash would also mean the end of FarmVille, since the game relies on the Flash plugin.

Like Flash, FarmVille feels like a remnant of a bygone internet era (a fact that makes me feel incredibly old, since I wrote plenty of words about both of them at the beginning of my career). Launched in 2009, FarmVille’s popularity paved the way for the ascendance of Zynga and of Facebook gaming, but both Zynga and gaming have largely moved on.

The company’s co-founder and former CEO Mark Pincus commemorated the occasion with a series of tweets outlining the game’s early development (spurred by the acquisition of startup MyMiniLife).

“FarmVille demonstrated that a game could be a living, always-on service that could deliver daily surprise and delight, similar to a favorite TV series,” Pincus wrote. “Games could also connect groups of people and bring them closer together.”

And just in case there are any FarmVille fans reading this story, don’t worry: you can still play FarmVille 2: Tropic Escape, FarmVille 2: Country Escape right now, and FarmVille 3 is still coming to mobile. Today is just the final day for the original game.

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How Niantic evolved Pokémon GO for the year no one could go anywhere

Pokémon GO was created to encourage players to explore the world while coordinating impromptu large group gatherings — activities we’ve all been encouraged to avoid since the pandemic began.

And yet, analysts estimate that 2020 was Pokémon GO’s highest-earning year yet.

By twisting some knobs and tweaking variables, Pokémon GO became much easier to play without leaving the house.

Niantic’s approach to 2020 was full of carefully considered changes, and I’ve highlighted many of their key decisions below.

Consider this something of an addendum to the Niantic EC-1 I wrote last year, where I outlined things like the company’s beginnings as a side project within Google, how Pokémon Go began as an April Fools’ joke and the company’s aim to build the platform that powers the AR headsets of the future.

Hit the brakes

On a press call outlining an update Niantic shipped in November, the company put it on no uncertain terms: the roadmap they’d followed over the last ten-or-so months was not the one they started the year with. Their original roadmap included a handful of new features that have yet to see the light of day. They declined to say what those features were of course (presumably because they still hope to launch them once the world is less broken) — but they just didn’t make sense to release right now.

Instead, as any potential end date for the pandemic slipped further into the horizon, the team refocused in Q1 2020 on figuring out ways to adapt what already worked and adjust existing gameplay to let players do more while going out less.

Turning the dials

As its name indicates, GO was never meant to be played while sitting at home. John Hanke’s initial vision for Niantic was focused around finding ways to get people outside and playing together; from its very first prototype, Niantic had players running around a city to take over its virtual equivalent block by block. They’d spent nearly a decade building up a database of real-world locations that would act as in-game points meant to encourage exploration and wandering. Years of development effort went into turning Pokémon GO into more and more of a social game, requiring teamwork and sometimes even flash mob-like meetups for its biggest challenges.

Now it all needed to work from the player’s couch.

The earliest changes were those that were easiest for Niantic to make on-the-fly, but they had dramatic impacts on the way the game actually works.

Some of the changes:

  • Doubling the players “radius” for interacting with in-game gyms, landmarks that players can temporarily take over for their in-game team, earning occupants a bit of in-game currency based on how long they maintain control. This change let more gym battles happen from the couch.
  • Increasing spawn points, generally upping the number of Pokémon you could find at home dramatically.
  • Increasing “incense” effectiveness, which allowed players to use a premium item to encourage even more Pokémon to pop up at home. Niantic phased this change out in October, then quietly reintroduced it in late November. Incense would also last twice as long, making it cheaper for players to use.
  • Allowing steps taken indoors (read: on treadmills) to count toward in-game distance challenges.
  • Players would no longer need to walk long distances to earn entry into the online player-versus-player battle system.
  • Your “buddy” Pokémon (a specially designated Pokémon that you can level up Tamagotchi-style for bonus perks) would now bring you more gifts of items you’d need to play. Pre-pandemic, getting these items meant wandering to the nearby “Pokéstop” landmarks.

By twisting some knobs and tweaking variables, Pokémon GO became much easier to play without leaving the house — but, importantly, these changes avoided anything that might break the game while being just as easy to reverse once it became safe to do so.

GO Fest goes virtual

Like this, just … online. Image Credits: Greg Kumparak

Thrown by Niantic every year since 2017, GO Fest is meant to be an ultra-concentrated version of the Pokémon GO experience. Thousands of players cram into one park, coming together to tackle challenges and capture previously unreleased Pokémon.

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Qumulo update adds NvME caching for more efficient use of flash storage

Qumulo, the Seattle-based data storage startup, announced a bunch of updates today, including support for NvME caching, an approach that should enable customers to access faster flash storage at a lower price point.

NvME flash storage development is evolving quickly, driving down the price with higher performance, a win-win situation for large data producers, but it’s still more expensive than traditional drives. Qumulo CEO Bill Richter pointed out that the software still has to take advantage of these changing flash storage dynamics.

To that end, the company claims with its new NvME caching capability, it is giving customers the ability to access faster flash storage for the same price as spinning disks by optimizing the software to more intelligently manage data on its platform and take advantage of the higher performance storage.

The company is also announcing the ability to dynamically scale using the latest technologies such as chips, memory and storage in an automated way. Further, it’s providing automated data encryption at no additional charge, and new instant updates, which it says can be implemented without any downtime. Finally, it has introduced a new interface to make it easier for customers to move their data from on premises data storage to Amazon S3.

Richter says that the company’s mission has always been about creating, managing and consuming massive amounts of file-based data. As the pandemic has taken hold, more companies are moving their data and applications to the cloud.

“The major secular trends that underpin Qumulo’s mission — the massive amount of file-based content, and the use of cloud computing to solve the content challenge, have both accelerated during the pandemic and we have received really clear signs of that,” he said.

Qumulo was founded in 2012 and has raised $351 million. Its most recent raise was a hefty $125 million last July on a valuation over $1.2 billion.

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Data virtualization service Varada raises $12M

Varada, a Tel Aviv-based startup that focuses on making it easier for businesses to query data across services, today announced that it has raised a $12 million Series A round led by Israeli early-stage fund MizMaa Ventures, with participation by Gefen Capital.

“If you look at the storage aspect for big data, there’s always innovation, but we can put a lot of data in one place,” Varada CEO and co-founder Eran Vanounou told me. “But translating data into insight? It’s so hard. It’s costly. It’s slow. It’s complicated.”

That’s a lesson he learned during his time as CTO of LivePerson, which he described as a classic big data company. And just like at LivePerson, where the team had to reinvent the wheel to solve its data problems, again and again, every company — and not just the large enterprises — now struggles with managing their data and getting insights out of it, Vanounou argued.

varada architecture diagram

Image Credits: Varada

The rest of the founding team, David Krakov, Roman Vainbrand and Tal Ben-Moshe, already had a lot of experience in dealing with these problems, too, with Ben-Moshe having served at the chief software architect of Dell EMC’s XtremIO flash array unit, for example. They built the system for indexing big data that’s at the core of Varada’s platform (with the open-source Presto SQL query engine being one of the other cornerstones).

Image Credits: Varada

Essentially, Varada embraces the idea of data lakes and enriches that with its indexing capabilities. And those indexing capabilities is where Varada’s smarts can be found. As Vanounou explained, the company is using a machine learning system to understand when users tend to run certain workloads, and then caches the data ahead of time, making the system far faster than its competitors.

“If you think about big organizations and think about the workloads and the queries, what happens during the morning time is different from evening time. What happened yesterday is not what happened today. What happened on a rainy day is not what happened on a shiny day. […] We listen to what’s going on and we optimize. We leverage the indexing technology. We index what is needed when it is needed.”

That helps speed up queries, but it also means less data has to be replicated, which also brings down the cost. As MizMaa’s Aaron Applbaum noted, since Varada is not a SaaS solution, the buyers still get all of the discounts from their cloud providers, too.

In addition, the system can allocate resources intelligently so that different users can tap into different amounts of bandwidth. You can tell it to give customers more bandwidth than your financial analysts, for example.

“Data is growing like crazy: in volume, in scale, in complexity, in who requires it and what the business intelligence uses are, what the API uses are,” Applbaum said when I asked him why he decided to invest. “And compute is getting slightly cheaper, but not really, and storage is getting cheaper. So if you can make the trade-off to store more stuff, and access things more intelligently, more quickly, more agile — that was the basis of our thesis, as long as you can do it without compromising performance.”

Varada, with its team of experienced executives, architects and engineers, ticked a lot of the company’s boxes in this regard, but he also noted that unlike some other Israeli startups, the team understood that it had to listen to customers and understand their needs, too.

“In Israel, you have a history — and it’s become less and less the case — but historically, there’s a joke that it’s ‘ready, fire, aim.’ You build a technology, you’ve got this beautiful thing and you’re like, ‘alright, we did it,’ but without listening to the needs of the customer,” he explained.

The Varada team is not afraid to compare itself to Snowflake, which at least at first glance seems to make similar promises. Vananou praised the company for opening up the data warehousing market and proving that people are willing to pay for good analytics. But he argues that Varada’s approach is fundamentally different.

“We embrace the data lake. So if you are Mr. Customer, your data is your data. We’re not going to take it, move it, copy it. This is your single source of truth,” he said. And in addition, the data can stay in the company’s virtual private cloud. He also argues that Varada isn’t so much focused on the business users but the technologists inside a company.

 

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Microsoft partners with Redis Labs to improve its Azure Cache for Redis

For a few years now, Microsoft has offered Azure Cache for Redis, a fully managed caching solution built on top of the open-source Redis project. Today, it is expanding this service by adding Redis Enterprise, Redis Lab’s commercial offering, to its platform. It’s doing so in partnership with Redis Labs and while Microsoft will offer some basic support for the service, Redis Labs will handle most of the software support itself.

Julia Liuson, Microsoft’s corporate VP of its developer tools division, told me that the company wants to be seen as a partner to open-source companies like Redis Labs, which was among the first companies to change its license to prevent cloud vendors from commercializing and repackaging their free code without contributing back to the community. Last year, Redis Labs partnered with Google Cloud to bring its own fully managed service to its platform and so maybe it’s no surprise that we are now seeing Microsoft make a similar move.

Liuson tells me that with this new tier for Azure Cache for Redis, users will get a single bill and native Azure management, as well as the option to deploy natively on SSD flash storage. The native Azure integration should also make it easier for developers on Azure to integrate Redis Enterprise into their applications.

It’s also worth noting that Microsoft will support Redis Labs’ own Redis modules, including RediSearch, a Redis-powered search engine, as well as RedisBloom and RedisTimeSeries, which provide support for new datatypes in Redis.

“For years, developers have utilized the speed and throughput of Redis to produce unbeatable responsiveness and scale in their applications,” says Liuson. “We’ve seen tremendous adoption of Azure Cache for Redis, our managed solution built on open source Redis, as Azure customers have leveraged Redis performance as a distributed cache, session store, and message broker. The incorporation of the Redis Labs Redis Enterprise technology extends the range of use cases in which developers can utilize Redis, while providing enhanced operational resiliency and security.”

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Amazon acquires flash-based cloud storage startup E8 Storage

Amazon has acquired Israeli storage tech startup E8 Storage, as first reported by Reuters, CNBC and Globes and confirmed by TechCrunch. The acquisition will bring the team and technology from E8 in to Amazon’s existing Amazon Web Services center in Tel Aviv, per reports.

E8 Storage’s particular focus was on building storage hardware that employs flash-based memory to deliver faster performance than competing offerings, according to its own claims. How exactly AWS intends to use the company’s talent or assets isn’t yet known, but it clearly lines up with their primary business.

AWS acquisitions this year include TSO Logic, a Vancouver-based startup that optimizes data center workload operating efficiency, and Israel-based CloudEndure, which provides data recovery services in the event of a disaster.

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Hit indie game Cuphead is headed to Tesla vehicles in August

Tesla’s games library is getting bigger, and the latest announced title is probably a familiar one to gaming fans: Cuphead. This indie game was released in 2017 for Xbox One and Windows after making a big debut in 2013, attracting a lot of attention thanks to its hand-drawn, retro Disney-esque animation style.

Tesla CEO Elon Musk revealed that Cuphead would be getting a Tesla port sometime in August, replying to a post in which Tesla announced its latest addition to the in-car arcade library: Chess. The game will run at 60fps on the in-car display, Musk added, noting that while 4K isn’t supported for Tesla’s screens, the game “doesn’t need” that high resolution.

Cuphead for Tesla coming out in August

— e^👁🥧 (@elonmusk) July 27, 2019

Cuphead has since been released for both macOS and Nintendo Switch, and has gained critical acclaim for its challenging gameplay in addition to its unique graphic style. The game works with one or two players (which Tesla cars also now support via gamepad controllers for some other titles) and basically involves side-scrolling run-and-gun action punctuated by frequent boss fights.

Musk continued on Twitter regarding the Cuphead port that it will use a Unity port for Tesla’s in-car OS, which is already done, and currently they’re in the process of refining the controls. A limit of available onboard storage will be solved by allowing added game storage via USB, so that Tesla owners will be able to add flash drives to hold more downloaded games.

Earlier this month, Netflix announced that it would be developing an animated series based on Cuphead, and the game has sold over 4 million copies world-wide so far. Tesla launched Tesla Arcade last month as a dedicated in-car app to host the growing collection of games it’s brought to the car – and it’s worth noting that you can only access these games while in park.

 

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48-hour, buy-one-get-one free — TC Sessions: Enterprise 2019

Every startupper we’ve ever met loves a great deal, and so do we. That’s why we’re celebrating Prime day with a 48-hour flash sale on tickets to TC Sessions: Enterprise 2019, which takes place September 5 at the Yerba Buena Center for the Arts in San Francisco.

We’re talking a classic BOGO — buy-one-get-one — deal that starts today and ends tomorrow, July 16, at 11:59 p.m. (PT). Buy one early-bird ticket ($249) and you get a second ticket for free. But this BOGO goes bye-bye in just 48 hours, so don’t wait. Buy your TC Sessions: Enterprise tickets now and save.

Get ready to join more than 1,000 attendees for a day-long, intensive experience exploring the enterprise colossus — a tech category that generates hundreds of new startups, along with a steady stream of multibillion-dollar acquisitions, every year.

What can you expect at TC Sessions: Enterprise? For starters, you’ll hear TechCrunch editors interview enterprise software leaders, including tech titans, rising founders and boundary-breaking VCs.

One such titan, George Brady — Capital One’s executive VP in charge of tech operations — will join us to discuss how the financial institution left legacy hardware and software behind to embrace the cloud. Quite a journey in such a highly regulated industry.

Our growing speaker roster features other enterprise heavy-hitters, including Aaron Levie, Box co-founder and CEO; Aparna Sinha, Google’s director of product management for Kubernetes and Anthos; Jim Clarke, Intel’s director of quantum hardware; and Scott Farquhar, co-founder and co-CEO of Atlassian.

Looking for in-depth information on technical enterprise topics? You’ll find them in our workshops and breakout sessions. Check out the exhibiting early-stage enterprise startups focused on disrupting, well, everything. Enjoy receptions and world-class networking with other founders, investors and technologists actively building the next generation of enterprise services.

TC Sessions: Enterprise 2019 takes place September 5, and we pack a lot of value into a single day. Double your ROI and take advantage of our 48-hour BOGO sale. Buy your ticket before July 16 at 11:59 p.m. (PT) and get another ticket free. That’s two tickets for one early-bird price. And if that’s not enough value, get this: we’ll register you for a free Expo-only pass to Disrupt SF 2019 for every TC Sessions: Enterprise ticket you purchase (mic drop).

Interested in sponsoring TC Sessions: Enterprise? Fill out this form and a member of our sales team will contact you.

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Fresh tickets to our 14th Annual TechCrunch Summer Party

Our 14th Annual TechCrunch Summer Party is a mere two weeks away, and we’re serving up a fresh new batch of tickets to this popular Silicon Valley tradition. Jump on this opportunity, folks, because our previous releases sold out in a flash — and these babies won’t last long, either. Buy your ticket today.

Our summer soiree takes place on July 25 at Park Chalet, San Francisco’s coastal beer garden. Picture it: A cold brew, an ocean view, tasty food and relaxed conversations with other amazing members of the early-startup tech community.

TechCrunch parties have a reputation as a place where startup magic happens. And there will be plenty of magical opportunity afoot this year as heavy-hitter VCs from Merus Capital, August Capital, Battery Ventures, Cowboy Ventures, Data Collective, General Catalyst and Uncork Capital join the party.

There’s more than one way to make magic at our summer fete. If you’re serious about catching the eye of these major VCs, consider buying a Startup Demo Package, which includes four attendee tickets.

Fun fact: Box founders Aaron Levie and Dylan Smith met one of their first investors, DFJ, at a party hosted by TechCrunch founder Michael Arrington. It’s one of our favorite success stories.

Check out the party details:

  • When: July 25 from 5:30 p.m. – 9:00 p.m.
  • Where: Park Chalet in San Francisco
  • How much: $95
  • Startup Demo Package: $2,000

No TechCrunch party is complete without a chance to win great door prizes, including TechCrunch swag, Amazon Echos and tickets to Disrupt San Francisco 2019.

Buy your ticket today and enjoy a convivial evening of connection and community in a beautiful setting. Opportunity happens, and it’s waiting for you at the TechCrunch Summer Party.

Pro Tip: If you miss out this time, sign up here and we’ll let you know when we release the next group of tickets.

Is your company interested in sponsoring or exhibiting at the TechCrunch 14th Annual Summer Party? Contact our sponsorship sales team by filling out this form.

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The Slack origin story

Let’s rewind a decade. It’s 2009. Vancouver, Canada.

Stewart Butterfield, known already for his part in building Flickr, a photo-sharing service acquired by Yahoo in 2005, decided to try his hand — again — at building a game. Flickr had been a failed attempt at a game called Game Neverending followed by a big pivot. This time, Butterfield would make it work.

To make his dreams a reality, he joined forces with Flickr’s original chief software architect Cal Henderson, as well as former Flickr employees Eric Costello and Serguei Mourachov, who like himself, had served some time at Yahoo after the acquisition. Together, they would build Tiny Speck, the company behind an artful, non-combat massively multiplayer online game.

Years later, Butterfield would pull off a pivot more massive than his last. Slack, born from the ashes of his fantastical game, would lead a shift toward online productivity tools that fundamentally change the way people work.

Glitch is born

In mid-2009, former TechCrunch reporter-turned-venture-capitalist M.G. Siegler wrote one of the first stories on Butterfield’s mysterious startup plans.

“So what is Tiny Speck all about?” Siegler wrote. “That is still not entirely clear. The word on the street has been that it’s some kind of new social gaming endeavor, but all they’ll say on the site is ‘we are working on something huge and fun and we need help.’”

Maybe I make a terrible boss, but at least I know it. Work with me: http://tinyspeck.com/jobs/cptl/

— Stewart Butterfield (@stewart) July 10, 2009

Siegler would go on to invest in Slack as a general partner at GV, the venture capital arm of Alphabet .

“Clearly this is a creative project,” Siegler added. “It almost sounds like they’re making an animated movie. As awesome as that would be, with people like Henderson on board, you can bet there’s impressive engineering going on to turn this all into a game of some sort (if that is in fact what this is all about).”

After months of speculation, Tiny Speck unveiled its project: Glitch, an online game set inside the brains of 11 giants. It would be free with in-game purchases available and eventually, a paid subscription for power users.

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