Gaming
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As one of the frontrunners in the race to build the metaverse, Roblox is thinking ahead to what virtual worlds really need. And while the platform has had no shortage of growth on its current path — as of July, it boasted 47 million daily active users — it’s looking to chart a course toward deeper, richer virtual experiences that will keep people coming back for years to come.
To that end, Roblox is taking careful but decisive steps toward weaving voice chat into the platform’s core experience. The first move: inviting a group of trusted developers to explore how they can integrate proximity-based audio into the wildly popular experiences that beat at the heart of the platform — from chill, vaporwavey vibe games to pulling off kickflips in a Vans-sponsored skate park.
With spatial audio, users will be able to speak with other people nearby through live voice chat. Roblox sees its new voice product as a natural extension of the way that text chat works now, but instead of text bubbles that pop up over an avatar’s head, visible to anybody around them, players will be able to talk naturally to the other people they bump into.
Say you’re hanging out in a virtual skatepark in Roblox with spatial audio enabled: skaters in the half pipe with you would sound loud and clear, just like they would in real life. But you wouldn’t be able to hear someone walking around on the sidewalk across the street, since they’re too far away. To have a private conversation with a nearby friend, you might peel off and walk toward a store down the block.
“As we think about the future of communication in the metaverse, we think that it needs to be very natural and feel very similar to the way we communicate in the real world,” Roblox Chief Product Officer Manuel Bronstein told TechCrunch in an interview. “But it also can transcend, some of the limitations that physics and space create in the real world.”
Bronstein joined the company in March, leaving Google to help realize Roblox’s particular vision for the metaverse. Prior to hopping over to Roblox, Bronstein worked on product teams at Zynga, Xbox and YouTube — three very different companies that are probably equal parts relevant to his current work.
“If you think about the metaverse as the next incarnation of where you know I could go shopping or I could go to a concert, I could go to school, I think that you need to be relevant to everybody in society and you need to both build the content, the rules, the features that support all of those behaviors,” Bronstein said. “And part of bringing voice to the platform is to ensure that our older audiences have a natural way to communicate.”
Voice chat is very much on the way to Roblox, but that doesn’t mean it will appear overnight — and that’s by design. The company is inviting an initial group of 5,000 developers, all 13 and older, to try out the new spatial voice chat capabilities in a custom-built Roblox community space.
“We’ve put a bunch of neat features in there and places for them to chat and hang out and they’re going to be able to learn from the code that we wrote for that community space… So a few weeks later or a month later they can put that into their experiences and turn it on,” Bronstein said.
Bronstein emphasizes that Roblox will take this process slowly, building new moderation and safety tools in parallel as it goes. The voice rollout will go slowly, starting with the chosen circle of developers and gradually expanding out from there as the company feels confident that it can create a safe enough environment with its moderation tools.
“I think we want to take it slowly and we want to learn as we go through it,” Bronstein said. “We may start, as I mentioned, with the developers. It is likely that right after that, we may go to an audience that is 13+ and park there for a while until we understand exactly if all the pieces are falling into place before deciding if we ever open it to a younger audience.”
To moderate its sprawl of virtual worlds, Roblox uses a blend of automated scanning and a 3,000-person safety team of human reviewers. Like in any social network, players can report, block and mute other players to make their own experiences feel more comfortable. And because half of its player base is under 13, Roblox gives parents options on what kinds of age-appropriate experiences to allow and toggles for things like text chat. If voice chat ever makes its way to younger age groups, parents would be able to disable it altogether.
Roblox’s under-13 crowd comprises a massive chunk of its user base, but a surprising number of older kids and young adults hang out there too. According to the company, 50% of its users are over the age of 13 and it’s seeing the most explosive user growth among 17- to 24-year-olds. Roblox is attracting new users, but its core users are also growing up and the company knows it needs to grow alongside them.
Whether voice chat ever rolls out for younger users or not, Roblox seems well aware that keeping a virtual environment with voice chat feeling safe and friendly is a steep challenge. The company plans to rely on user-initiated reporting as voice rolls out and it’s exploring other tools that could bolster those efforts. The company is looking at a few different tools, including automatically recording a snippet of conversation just prior to a user being reported as a way to capture bad behavior for reviewers. It’s also interested in expanding reputation systems that automatically restrict users who have a certain number of strikes against them.
Much like any social platform, Roblox will likely lean heavily on user reporting, which disproportionately shifts the burden to users on the receiving end of hate and harassment — an unfortunate outcome that no social company has properly dedicated the human resources to solving.
Bronstein describes spatial audio as “one component” of Roblox’s vision for natural communication. The next step is integrating a voice chat experience that’s persistent across experiences, letting users who know each other hang out even when they aren’t doing the same thing. For anyone who paid attention to the company’s quiet acquisition of a company called Guilded last month, that won’t come as a surprise. Though Roblox’s work on voice pre-dates the acquisition, Guilded will lay the groundwork for Roblox’s future voice plans.
A Discord competitor, Guilded similarly built out a chat platform for gamers, doubling down on the competitive gaming scene where Discord expanded its horizons beyond gaming. Beyond group voice chat, Guilded gives gamers built-in scheduling and community management tools that ease the hassle of organizing complex online social events, like wrangling 20-some-odd gamers to run raids in World of Warcraft.
“In the near term, Guilded has an amazing road map, we want to just continue with that road map and grow it without any hardcore integration at this point,” Bronstein said.
Moderation challenges aside, there’s basically nothing in Roblox’s way. The company went public in March and today it’s worth $49 billion, making it easily one of the most valuable companies in gaming. Investors, content creators and tech giants alike are going all-in on the metaverse, and really, it looks like a pretty safe bet.
Metaverse is a buzzy term right now, but it’s more shorthand than empty hype. When people talk about the metaverse, they generally want to evoke a futuristic vision of interconnected virtual worlds — online spaces that we can move through, socialize and shop within (for better or worse, that last part is key). Whether this will all be in virtual reality or not and when is a point of some debate, but really the interconnected part is the bigger challenge. In the app age, software was siloed by design. But to realize the promise of the metaverse, our virtual selves and our virtual stuff will need to be able to move through online worlds fluidly.
A few companies are ahead of the curve on this, and it’s no coincidence that two of the big ones, Roblox and Fortnite-maker Epic — best known for their virtual worlds stocked with custom avatars, in-game economies and a seamless social layer — are elevating user-created content. Those experiences, and the ability to easily hang out with friends while doing stuff in them and elsewhere in virtual space, may wind up being what the metaverse is all about.
Most adults can hardly grasp the appeal of the blocky, suburban worlds that their kids love hanging out in, but Roblox understands something fundamental about where online life is going. Or rather where we’ll all going — into online worlds like Roblox.
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Facebook is getting into fantasy sports and other types of fantasy games. The company this morning announced the launch of Facebook Fantasy Games in the U.S. and Canada on the Facebook app for iOS and Android. Some games are described as “simpler” versions of the traditional fantasy sports games already on the market, while others allow users to make predictions associated with popular TV series, like “Survivor” or “The Bachelorette.”
The first game to launch is Pick & Play Sports, in partnership with Whistle Sports, where fans get points for correctly predicting the winner of a big game, the points scored by a top player or other events that unfold during the match. Players can also earn bonus points for building a streak of correct predictions over several days. This game is arriving today.
Image Credits: Facebook
In the months ahead, it will be followed by other games in sports, TV and pop culture, including Fantasy Survivor, where players choose a set of castaways from the popular CBS TV show to join their fantasy team and Fantasy “The Bachelorette,” where fans will pick a group of men from the suitors vying for the Bachelorette’s heart and get points based on their actions and events that take place during the show. Other upcoming sports-focused games include MLB Home Run Picks, where players pick the team that they think will hit the most home runs, and LaLiga Winning Streak, where fans predict the team that will win that day.
In addition to top players being featured on leaderboards, games have a social component for those who want to play with friends.
Image Credits: Facebook
Players can create their own fantasy league with friends to compete with one another or against other fans, either publicly or privately. League members can compare scores with each other and will have a place where they can share picks, reactions and comments. This league area resembles a private group on Facebook, as it offers its own compose box for posting only to members, and its own dedicated feed. However, the page is designed to support groups with specific buttons to “play” or view the “leaderboard,” among others.
The addition of fantasy games could help Facebook increase the time users spent on its app at a time when the company is facing significant competition in social, namely from TikTok. According to App Annie, the average monthly time spent per user in TikTok grew faster than other top social apps in 2020, including by 70% in the U.S., surpassing Facebook.

Facebook had dabbled with the idea of becoming a second screen companion for live events in the past, but in a different way than fantasy sports and games. Instead, its R&D division tested Venue, which worked as a way for fans to comment on live events which were hosted in the app by well-known personalities.
The company has several other gaming investments, as well, including through its cloud gaming service on the desktop web and Android, its Games tab for streamers, and its VR company, Oculus.
The new league games will be available from the bookmark menu on the mobile app and in News Feed through notifications.
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China’s National Press and Publication Administration has released a notice imposing limits on online gaming for minors. On September 1st, video game companies will have to restrict gaming time to three hours a week — from 8 PM to 9 PM on Friday, Saturday and Sunday.
With this new set of restrictions, Chinese authorities want to tackle addition to online games. According to the National Press and Publication Administration, online gaming has an impact on both the physical and mental health of minors.
In order to implement those time limits, game companies will have to leverage a real-name-based registration system. In 2018, Tencent started using this system to limit play time on Honor of Kings, a widely popular mobile game.
Back then, limits weren’t as strict, though, as children up to aged 12 could play one hour per day, and up to two hours per day for children between 13 and 18. At the time, authorities were concerned about worsening myopia among minors.
During the signup flow, users must go through an ID verification system, which means that you can only have one account associated with your real name. Regulators will regularly check whether gaming companies comply with local regulation.
It’s going to be interesting to see how the new rules affect video games as a whole. Online gaming is mentioned specifically, which could mean that solo games won’t be restricted going forward. Similarly, it’s unclear whether console games and foreign games will have to implement the new real-name-based registration system.
Some young gamers will also be tempted to circumvent the restrictions by signing up on a foreign server. It’s also worth noting that adult players will still be able to play 24/7.
Following the news, Tencent issued a statement. “Tencent expressed its strong support and will make every effort to implement the relevant requirements of the Notice as soon as possible,” the company says.
As Bloomberg noticed, NetEase shares are currently down 8% compared to yesterday’s closing price. NetEase is another popular Chinese game development company and its activities aren’t as diversified as Tencent’s activities.
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Pokémon GO announced yesterday that it will permanently keep an in-game feature that made the game easier to play while social distancing. Introduced at the onset of the COVID-19 pandemic, the feature doubled the interaction radius around key augmented reality landmarks that are essential to gameplay. Though Niantic — parent company to Pokémon GO — removed the feature earlier this month, it chose to permanently reinstate it after weeks of community- and creator-led backlash.
Pre-pandemic, Pokémon GO players needed to be within 40 meters of a PokéStop or Gym to interact with it, but with the now-permanent change, the radius is expanded to 80 meters. Incidentally, players with disabilities found that this feature made the game more accessible to people with limited mobility. As one of the first mainstream AR mobile games, Pokémon GO is virtually unplayable if you’re unable to travel to real-world landmarks like PokéStops and Gyms — so allowing users to interact with these landmarks from farther away (for example, if a wheelchair-user can’t journey off of a paved sidewalk) opened the game up to new players.
Because Pokémon GO has long positioned itself as a game that encourages real-world exploration, worldwide lockdowns posed a unique challenge for Niantic. But by making some small changes — like expanding the interaction radius by just 40 meters, increasing Pokémon spawns and making it easier to obtain more PokéBalls — the game became easier to play from home.
These changes didn’t break the game or contradict its adventurous spirit, which made the rollback of a well-loved upgrade confusing for players, especially in light of the spreading Delta variant. From a financial standpoint, the app thrived during the pandemic. In 2020, Pokémon GO had its best-earning year since its launch in 2016, earning over $1 billion. According to app analytics firm Sensor Tower, this upward trend continued for Pokémon GO in the first half of 2021, with $642 million. This marked a 34% increase in consumer spending compared to the first half of 2020, when it made $479 million.
After Niantic reduced the interaction radius, Pokémon GO content creators and community members worked together to write an open letter to Niantic, which caused the hashtag #HearUsNiantic to trend on Twitter. The letter expressed that the increased radius made the game safer, more accessible and less intrusive.
Some players organized a boycott of the game on August 5th, which was referred to as “Pokémon No Day.” That same day, Niantic issued a response letter addressed to the Pokémon GO community.
“Encouraging people to explore, exercise and safely play together in person remains Niantic’s mission. The health and wellbeing of players is our top priority,” Niantic’s statement read. The company formed an “inter cross-functional team” to address these concerns and invited prominent Pokémon GO content creators to share community feedback. While expanding the interaction radius is the first result of the task force, Pokémon GO tweeted that it will share more findings on September 1.
TechCrunch asked Niantic why it initially chose to rebuke these gameplay updates despite positive community feedback, increased revenue and an ongoing pandemic, but Niantic declined to comment.
Despite players’ visible negative response on social media, Sensor Tower told TechCrunch that it didn’t see any change in consumer spending or active users for Pokémon GO around the time of the in-game strike. However, there was a significant uptick in negative App Store reviews.
Though the wider interaction radius is now reinstated, some players remain frustrated, since community leaders had previously provided this feedback in June after Niantic announced its plans to roll back these changes.
“Why did it have to take this giant community movement for any of our feedback to be heard?” said creator ZoëTwoDots in a YouTube video.
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Netflix today announced it will begin testing mobile games inside its Android app for its members in Poland. At launch, paying subscribers will be able to try out two games, “Stranger Things: 1984” and “Stranger Things 3” — titles that have been previously available on the Apple App Store, Google Play and, in the case of the newer release, on other platforms, including desktop and consoles. While the games are offered to subscribers from within the Netflix mobile app’s center tab, users will still be directed to the Google Play Store to install the game on their devices.
To then play, members will need to confirm their Netflix credentials.
Members can later return to the game at any time by clicking “Play” on the game’s page from inside the Netflix app or by launching it directly from their mobile device.
“It’s still very, very early days and we will be working hard to deliver the best possible experience in the months ahead with our no ads, no in-app purchases approach to gaming,” a Netflix spokesperson said about the launch.
The company has been expanding its investment in gaming for years, seeing the potential for a broader entertainment universe that ties in to its most popular shows. At the E3 gaming conference back in 2019, Netflix detailed a series of gaming integrations across popular platforms like Roblox and Fortnite and its plans to bring new “Stranger Things” games to the market.
On mobile, Netflix has been working with the Allen, Texas-based game studio BonusXP, whose first game for Netflix, “Stranger Things: The Game,” has now been renamed “Stranger Things: 1984” to better differentiate it from others. While that game takes place after season 1 and before season 2, in the “Stranger Things” timeline, the follow-up title, “Stranger Things 3,” is a playable version of the third season of the Netflix series. (So watch out for spoilers!)
Netflix declined to share how popular the games had been in terms of users or installs, while they were publicly available on the app stores.
With the launch of the test in Poland, Netflix says users will need to have a membership to download the titles as they’re now exclusively available to subscribers. However, existing users who already downloaded the game from Google Play in the past will not be impacted. They will be able to play the game as usual or even re-download it from their account library if they used to have it installed. But new players will only be able to get the game from the Netflix app.
The test aims to better understand how mobile gaming will resonate with Netflix members and determine what other improvements Netflix may need to make to the overall functionality, the company said. It chose Poland as the initial test market because it has an active mobile gaming audience, which made it seem like a good fit for this early feedback.
Netflix couldn’t say when it would broaden this test to other countries, beyond “the coming months.”
The streamer recently announced during its second-quarter earnings that it would add mobile games to its offerings, noting that it views gaming as “another new content category” for its business, similar to its “expansion into original films, animation and unscripted TV.”
The news followed what had been a sharp slowdown in new customers after the pandemic-fueled boost to streaming. In North America, Netflix in Q2 lost a sizable 430,000 subscribers — its third-ever quarterly decline in a decade. It also issued weaker guidance for the upcoming quarter, forecasting the addition of 3.5 million subscribers when analysts had been looking for 5.9 million. But Netflix downplayed the threat of competition on its slowing growth, instead blaming a lighter content slate, in part due to COVID-related production delays.
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Microsoft is moving into the next phase of its plan to bring Xbox Cloud Gaming to as many devices as possible, and it’s one of the most important steps yet. Starting this holiday season, Xbox Game Pass Ultimate subscribers will have access to cloud gaming on Xbox Series X/S and Xbox One consoles.
The company, which made the announcement during its Gamescom showcase, said you’ll be able to fire up more than 100 games without having to download them first. At some point in the future, Xbox One owners can play some Series X/S games through the cloud, such as Microsoft Flight Simulator. You’ll know a title is cloud gaming-compatible if you see a cloud icon next to it in the Game Pass library. Microsoft is targeting 1080p gameplay at 60 frames per second.
Xbox Cloud Gaming is already available on phones, tablets and PC. Microsoft is also working on Xbox game streaming sticks as well as a smart TV cloud gaming app. This summer, the company started transitioning cloud gaming onto beefier Xbox Series X hardware after launching the service on Xbox One S-based blade servers.
Editor’s note: This post originally appeared on Engadget.
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With the promise of an interconnected virtual world coming into focus and user-crafted gaming content exploding, Infinite Canvas is looking to apply to the metaverse lessons learned in the esports boom.
“Metaverse” is the hot buzzword right now, but it’s not an empty term. Ten different people would probably define the metaverse in 10 different ways, but it’s generally used as shorthand for the web of emerging virtual spaces full of personalized avatars, games and digital goods that are already shaping our world.
Much like the realm of esports boasts individual standout players who command their own followings, the social gaming world has its own stars who make original in-game content. But right now, creators making hit content in Fortnite, Roblox and Minecraft are mostly operating on their own, without the supportive infrastructure that quickly professionalized the esports world. And like the early waves of esports players, those content creators skew young and lack some of the resources that would make it smoother to scale the digital brands they’re building.
Founded by Tal Shachar and Sebastian Park, Infinite Canvas is looking to connect creators who craft content for the world’s most popular online games with the financial resources, tools and experience they need to grow their businesses beyond what would be possible in isolation.
Shachar, the former growth strategist at BuzzFeed Studios and chief digital officer at Immortals Gaming Club, and Park, previously VP of Esports for the Houston Rockets, where he founded League of Legends franchise team Clutch Gaming, envision a hybrid talent management company and game publisher modeled after the success they’ve seen in the esports world. The pair liken the new venture to “an esports team for the metaverse.”
To grow their vision, Infinite Canvas has raised $2.8 million in pre-seed funds led by Lightshed Venture Partners, the venture firm founded by media analyst Richard Greenfield. BITKRAFT Ventures, Day One Ventures, Crossbeam and Emerson Collective also participated in the funding round.
“We are just at the beginning of seeing what the metaverse market opportunity can be,” said Greenfield. “While the path to monetization is clear on platforms like YouTube, in virtual worlds Infinite Canvas is pioneering a network that will unite creators, players and content partners to enhance the earning power of the talent building new virtual empires.”
Out of the gate, Infinite Canvas has partnered with some big names in Roblox, including RussoPlays, DeeterPlays, Sabrina and DJ Monopoli from Terabrite Games, as well as a handful of other Roblox developers, Fortnite map makers and streamers who, combined, reach more than 4.5 million subscribers.
For the team, this nascent era of user-generated gaming content looks a lot like another now-ubiquitous creator platform once did.
“Roblox in particular, but really all of these UGC gaming platforms, really reminded me a lot of YouTube. Which is to say that they were enabling a new type of person to distribute a content format that was previously kind of locked right behind like barriers of distribution and also of skills set and capital, quite frankly,” Shachar told TechCrunch.
After getting curious, Shachar and Park dove into the creator community and found a diverse array of generally self-taught young people from all around the world crafting custom in-game content for Fortnite, Roblox and Minecraft. Much of that content, whether intentionally or not, offered players more digital spaces to connect during the pandemic-imposed social isolation, which saw interest in online social spaces take off.
“Everyone was pretty negative about the world writ large and we’re just talking to these like 17, 16, 18, 19-year-old guys, gals and non-binary pals from all over the world, just like straight up making cool stuff,” Park said.
In those conversations, Park and Shachar realized that while the world of user-generated gaming content can produce huge hits, creators were mostly isolated from support that could help them take their work to the next level.
“It felt very siloed — you have people making content over here on the right and then people developing these games on the left and then players kind of in the center there and that didn’t really make a ton of sense to us,” Shachar said. “Especially because it was super clear that there was this really strong loop of content creation leading to gameplay leading to content creation.”
With Infinite Canvas, they want to provide that missing framework, offering creators crafting content in virtual worlds everything from marketing support to capital and tech tools. As creator monetization channels within virtual worlds mature, Infinite Canvas hopes to even be able to broker ad and brand opportunities and empower creators to expand their own brands across platforms.
“What if we built a new kind of organization that blended parts of being a game publisher, parts of being an esports team, parts of being a capital and tech backend to basically enable these people to do what they do but better and bigger?” Shachar asked.
“For the metaverse — whatever word you want to use — to really exist, it’s going to take all of these independent people to actually populate it and bring it to life and make all of these experiences and there’s just an insane amount of talent out there that we think can be unlocked.”
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As one of four general partners at Andreessen Horowitz who are investing the venture firm’s new $2.2 billion crypto fund, Arianna Simpson is very focused on how to return that capital and much more to the firm’s limited partners.
Toward that end, she has been more focused of late on startups that combine crypto with gaming. Last month, for example, her team co-led an investment in Virtually Human Studio, the startup behind a digital horse racing service Zed Run, wherein users buy, sell and breed virtual horses whose value rises depending on their performance against other virtual horses. (Each is essentially a non-fungible token, or NFT, meaning it is unique.)
Simpson is relatedly intrigued with NFT-based “play-to-earn” models, wherein gamers can earn cryptocurrency that they can then cash out for their local currency if they so choose. Indeed, a16z is announcing today that it just led a $4.6 million investment in the tokens of Yield Guild Games (YGG), a decentralized gaming outfit based in the Philippines that invites players to share in the company’s revenue by playing games like “Axie Infinity,” a blockchain-based game where players breed, battle and trade digital creatures named Axies in order to earn tokens called “Small Love Potion” that they can eventually cash out. YGG lends players the money to buy the Axies and other digital assets to start the game, so they can start earning money. (The obvious hope is that they earn more than they have to pay YGG for the use of its assets.)
We talked yesterday with Simpson — who joined a16z after first backing some of the same startups, including the blockchain infrastructure company Dapper Labs and the global payment platform Celo — to learn more about what’s happening at the intersection of crypto and gaming. She also shared which platforms a16z tracks most closely to identify up-and-coming crypto startups. Our chat, edited for length, follows.
TC: Zed Run is really interesting. How did you first come across this digital horse racing business?
AS: I think it was crypto Twitter, which honestly is where we’re finding a lot of our gaming investments. The community on there is really incredible and often one of the first places where really exciting new projects are surfaced.
Zed really marks the advent of kind of a new type of more involved gameplay in crypto. If you look at [the collectibles game] CryptoKitties, it was one of the first NFT-based games that really caught the attention of people outside of the crypto sphere. Zed is definitely a derivative extension in the sense that you have a digital animal that you’re playing with, but the gameplay is much more complex, and the thing that’s been incredible to watch is just how excited the community is. People are putting together all kinds of very sophisticated guides around how to play the game, to read [race] courses, how to do all kinds of different things in the game, and tens of thousands of people all over the world [are playing].
TC: Maybe these already exist, but are there endless opportunities across verticals here, like, say, a digital car racing equivalent or a UFC-style equivalent, where people are buying and betting on digital fighters and hoping they’ll rise in value?
AS: There’s an incredibly broad range of possibilities in terms of what’s happening and what will happen in the universe of crypto games. I think at the core of this movement is really the idea of giving more of the value and ownership in these game assets back to the players. That’s something that has historically been a problem. You might spend years and years building up your arsenal of skins or in-game assets, and then a game will change the rules, take [some of your winnings] away from you or do any number of things that can leave players feeling very disappointed and kind of ripped off. The idea [with blockchain-based games] is to make them more open and allow players to have actual ownership in the space themselves.
TC: Which leads us to your newest investment, Yield Guild Games, or YGG. Why did this company capture the firm’s attention?
AS: During the pandemic, a lot of people were put out of work and not able to provide for themselves and for their families. This time kind of coincided with the rise of a game called “Axie Infinity,” one of the first games to pioneer a play-to-earn model, which is becoming a very important theme in crypto games.
In order to play “Axie Infinity,” you need to have three Axies, and generally speaking, that means you need
to buy them upfront. Obviously if you’re out of work, you have no money [so buying these digital pets] can become a very challenging proposition. So [YGG founder] Gabby Dizon in the Philippines, who played “Axie Infinity” started lending out his Axies so other people could play the game and earn tokens that could then be converted to local currency. And so basically YGG emerged as sort of the productization of what they were doing here, so YGG either purchases or breeds in-game assets that are yield-earning, then loans them to out “scholars,” who are the recipients of these in-game assets, and YGG then takes a small cut of the in-game revenue that the players generate over time.
TC: Does a “scholar” have to be a sophisticated player?
AS: There are managers who basically manage teams of scholars; they’re the ones who effectively decide who to bring into the guild.
TC: So these Axies can be cashed out for currency, but where, and who is buying them?
AS: They can be bought or sold on exchanges and other players are buying them if they need to breed in “Axie” and needs some [Axies]; others are buying them for investment purposes. Also, they aren’t necessarily selling the NFTs but they may be selling the tokens that they earn as part of the gameplay.
TC: There are now 5,000 of these scholars playing the game. Are they mostly in Southeast Asia?
AS: A majority of the players and scholars are in Southeast Asia, but we’re seeing really strong international growth as well, both for “Axie Infinity” and YGG, in particular. At this point, scaling internationally is definitely a core focus for the YGG team.
TC: You mentioned crypto Twitter. What about Discord and Reddit? Where else are you looking around for new crypto projects that are bubbling up and capturing people’s imagination?
AS: All of the above. Discord in particular is very actively used by the crypto community, and the thing that’s interesting there is it really allows you to get a pulse for how active a community is, how engaged people are, how frequently they’re talking, and what they’re talking about. It gives you a look into the community at large and that’s a very important thing to consider when looking to make an investment or assess the health of a project.
TC: One of the cofounders of YGG is known only as the Owl of Moistness. Why do we see these pseudonyms so often in this world?
AS: One of the things I love the most about crypto is that it’s a little bit weird. The industry doesn’t take itself too seriously. I actually think that’s really important in terms of allowing people enough creativity to build new things rather than copies of existing things.
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During today’s Pokémon Presents livestream, The Pokémon Company announced that Pokémon Unite will become available for iOS and Android on September 22. The strategic battle game came out for Nintendo Switch in late July, but its arrival on mobile devices will expand the game’s potential user base.
For users already playing on Nintendo Switch, fear not — the game allows cross-platform play, which means you can play on your Switch, then pick up where you left off on mobile. All users can play together regardless of which device they’re using, and it’s not necessary to have a Switch to get the mobile game. Pokémon Unite is free-to-start with microtransactions — you can purchase in-game currency to get certain items or Pokémon.
The presentation also unveiled new gameplay footage and feature news for upcoming Nintendo Switch releases: Pokémon Brilliant Diamond and Shining Pearl (November 19, 2021), remakes of the Nintendo DS games from 2006 and Pokémon Legends: Arceus (January 28, 2022), the first open-world RPG in the Pokémon universe.
Image Credits: Pokémon Brilliant Diamond and Shining Pearl
Like previous main series game remakes, Brilliant Diamond and Shining Pearl will expand upon the original games’ foundation and introduce features that appeared in later games, like Following Pokémon, Secret Bases and — very importantly — changing your trainer’s outfit. The game will also include re-designed features from its original release, like designing Poké Ball capsules and competing in Pokémon Contests.
But for the first time in a Pokémon Game, Brilliant Diamond and Shining Pearl will introduce a new aspect of gameplay called the Sinnoh Underground. Players can collect statues of Pokémon for their Secret Base, and depending on which statues are on display, different Pokémon will appear in Pokémon Hideaways within the Sinnoh Underground. To commemorate the 15-year-old games’ remakes, on November 5, 2021, Nintendo will release a “Dialga and Palkia Edition” of the Nintendo Switch Lite, which features the legendary Pokémon in gold and silver on a grey console.
Then, the Pokémon Company shared more information about Pokémon Legends: Arceus, a first-of-its-kind release for the iconic franchise. Fans have compared its open-world design to The Legend of Zelda: Breath of the Wild, which is the fourth-best-selling Nintendo Switch game with 23.2 million copies sold, but others say it’s more similar to Monster Hunter. The new game introduces the Hisui Region (an ancient version of the Sinnoh Region), along with new Pokémon like a grandpa-esque Growlithe, and an evolution of Basculin called Basculegion, which can evolve when “possessed by the souls of other Basculin from their school that could not withstand the harsh journey upstream”… Yes, this is a children’s franchise.
Nightmare-inducing new Pokémon aside, the livestream revealed more information about how exactly this new type of Pokémon game will work.
Like standard Pokémon games, players will set out on a mission to complete a Pokédex, but rather than training to become “the best like no one ever was,” they will be part of an expedition team, conducting survey work to learn more about the nature of Pokémon and the secrets they hold. In between field assignments, players can heal their party, craft items, and buy supplies at outposts (ancient Pokémon Centers?). Pokémon Legends: Arceus will also introduce a new battle style — like Pokémon Unite, it won’t simply repurpose the turn-based gameplay we’ve been accustomed to since the first Pokémon games were released in 1998.
Anyway, these games seem promising, but just try your best not to think about Basculegion.
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Fortnite now boasts its own version of one of the pandemic’s hottest games.
Fortnite-maker Epic just introduced into the game a new limited-time mode called Impostors; it follows the hit format that sent Among Us to Twitch’s front page — and Congress — during the pandemic’s earlier days.
Up to 10 people can play the new Impostors game mode simultaneously, divided into two competing factions: agents and… impostors. Eight agents work to complete tasks around the new map before the two impostors can sabotage their efforts by eliminating agents and undoing their work. And because it’s Fortnite, you can also teleport players randomly around the map and turn everyone into a banana.
The game takes place in a new interior map location that properly conjures the claustrophobic paranoia that makes the social deception-style game intense to play and fun to watch. During each round, the players come together to vote on who they think is secretly working against the agents, which generally leads to a lot of spicy conversation. Players can stick with a smaller group (by picking the private game mode) if they’d like to keep things intimate.
Happily, you can still try it out if you don’t have a group of friends to play with, though this kind of game works best with people you know. While public voice chat is off in the new mode, players in open matches can communicate through a quick chat box and the game’s emotes to vote on who they think has infiltrated the group.
It’s too early to say if Fortnite’s Among Us clone will take off in the same way as the game that inspired it, or how long it’ll stick around. But considering that Fortnite is still one of the most popular games in the world, a new hit whodunnit game mode that’s eminently streamable is just icing on the cake.
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