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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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Animal Jam was hacked, and data stolen; here’s what parents need to know

WildWorks, the gaming company that makes the popular kids game Animal Jam, has confirmed a data breach.

Animal Jam is one of the most popular games for kids, ranking in the top five games in the 9-11 age category in Apple’s App Store in the U.S., according to data provided by App Annie. But while no data breach is ever good news, WildWorks has been more forthcoming about the incident than most companies would be, making it easier for parents to protect both their information and their kids’ data.

Here’s what we know.

WildWorks said in a detailed statement that a hacker stole 46 million Animal Jam records in early October but that it only learned of the breach in November.

The company said someone broke into one of its systems that the company uses for employees to communicate with each other, and accessed a secret key that allowed the hacker to break into the company’s user database. The bad news is that the stolen data is known to be circulating on at least one cybercrime forum, WildWorks said, meaning that malicious hackers may use (or be using) the stolen information.

The stolen data dates back to over the past 10 years, the company said, so former users may still be affected.

Much of the stolen data wasn’t highly sensitive, but the company warned that 32 million of those stolen records had the player’s username, 23.9 million records had the player’s gender, 14.8 million records contained the player’s birth year and 5.7 million records had the player’s full date of birth.

But, the company did say that the hacker also took 7 million parent email addresses used to manage their kids’ accounts. It also said that 12,653 parent accounts had a parent’s full name and billing address, and 16,131 parent accounts had a parent’s name but no billing address.

Besides the billing address, the company said no other billing data — such as financial information — was stolen.

WildWorks also said that the hacker stole players’ passwords, prompting the company to reset every player’s password. (If you can’t log in, that’s probably why. Check your email for a link to reset your password.) WildWorks didn’t say how it scrambled passwords, which leaves open the possibility that they could be unscrambled and potentially used to break into other accounts that have the same password as used on Animal Jam. That’s why it’s so important to use unique passwords for each site or service you use, and use a password manager to store your passwords safely.

The company said it was sharing information about the breach with the FBI and other law enforcement agencies.

So what can parents do?

  • Thankfully the data associated with kids accounts is limited. But parents, if you have used your Animal Jam password on any other website, make sure you change those passwords to strong and unique passwords so that nobody can break into those other accounts.
  • Keep an eye out for scams related to the breach. Malicious hackers like to jump on recent news and events to try to trick victims into turning over more information or money in response to a breach.

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Roblox to host its first virtual concert, featuring Lil Nas X

Roblox this morning announced a partnership with Columbia Records that will allow it to bring a virtual concert experience featuring Lil Nas X to its gaming platform. Notably, this will be Roblox’s first-ever virtual concert, and follows similar events that have been held during the pandemic, like the “One World: Together At Home” concert to benefit WHO in April, and Fortnite’s Travis Scott concert hosted in-game, which attracted 12.3 million concurrent players at its peak.

The Lil Nas X concert, meanwhile, will be hosted in an online event space custom-designed by Roblox to allow for an immersive experience. There will be several different stages, each inspired by Lil Nas X’s songs and music videos, that will use a variety of technologies, including the latest in shadowing, lighting and physically based rendering (PBR) facial recognition technologies, the company says.

During the concert, Lil Nas X will also perform his new single “Holiday” for the first time live, as well as other popular hits.

The event itself will actually be run over three showings, starting with the main event on Saturday, November 14th at 1 PM PST. The Asia showing will follow at 10 PM PST, then the European show will be on Sunday, November 15 at 9 AM PST.

In addition, Roblox and Columbia Records will host a Q&A with Lil Nas X that will be streamed in the concert venue with a preshow at 4 PM on Friday Novemebr 13.

“We’re thrilled to partner with Columbia Records to bring Lil Nas X fans and the Roblox community together in an entirely new way,” said Jon Vlassopulos, global head of Music at Roblox, in a statement about the event. “This concert with Lil Nas X will transport players and their friends into the Metaverse, and bring to life the future of what immersive, social experiences can look like.”

Ahead of the event, the new concert venue will feature mini games and other activities for players to explore, as well as a virtual store offering exclusive merchandise, like accessories, emotes and Lil Nas X avatar bundles.

“We’re throwing the biggest virtual concert of 2020, and I hope everybody in the world can come check it out,” said Lil Nas X, in a statement. “I feel very lucky to be the first artist to ever do this on Roblox. We had so much fun putting this together for my fans, and I can’t wait for everyone to see it,” he added.

Roblox has been signaling an interest in expanding its platform beyond gaming in recent months, as the pandemic fueled a jump in monthly users and player spending, as well as a desire for virtual activities in general. The company in July reported it had grown to more than 150 million monthly active users, up from the 115 million it had in February, before the U.S.’s shelter-in-place orders had kicked in.

It also in July launched  “Party Place,” a virtual venue focused on hanging out for meetups or birthday parties.

The shift to virtual platforms for socializing has helped boost Roblox revenues, as well.

One third-party estimate, from Sensor Tower, pegged Roblox mobile spending at $94 million in September. It also suggested Roblox had passed $2 billion in spending to date. A more recent report from Safe Betting Sites estimated Roblox players spent $820 million in total from January through September 2020.

The gaming company is poised to IPO, but a date has not been disclosed.

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Microsoft brings new robotic process automation features to its Power Platform

Earlier this year, Microsoft acquired Softomotive, a player in the low-code robotic process automation space with a focus on Windows. Today, at its Ignite conference, the company is launching Power Automate Desktop, a new application based on Softomotive’s technology that lets anyone automate desktop workflows without needing to program.

“The big idea of Power Platform is that we want to go make it so development is accessible to everybody,” Charles Lamanna, Microsoft’s corporate VP for its low-code platform, told me. “And development includes understanding and reporting on your data with Power BI, building web and mobile applications with Power Apps, automating your tasks — whether it’s through robotic process automation or workflow automation — with Power Automate, or building chatbots and chat-based experiences with Power Virtual Agent.”

Power Automate already allowed users to connect web-based applications, similar to Zapier and IFTTT, but the company also launched a browser extension late last year to help users connect native system components to Power Automate. Now, with the integration of the Softomotive technology and the launch of this new low-code Windows application, it’s taking this integration into the native Windows user interface one step further.

“Everything still runs in the cloud and still connects to the cloud, but you now have a rich desktop application to author and record your UI automations,” Lamanna explained. He likened it to an “ultimate connector,” noting that the “ultimate API is just the UI.”

He also stressed that the new app feels like any other modern Office app, like Outlook (which is getting a new Mac version today, by the way) or Word. And like the modern versions of those apps, Power Automate Desktop derives a lot of its power from being connected to the cloud.

It’s also worth noting that Power Automate isn’t just a platform for automating simple two or three-step processes (like sending you a text message when your boss emails you), but also for multistep, business-critical workflows. T-Mobile, for example, is using the platform to automate some of the integration processes between its systems and Sprint.

Lamanna noted that for some large enterprises, adopting these kinds of low-code services necessitates a bit of a culture shift. IT still needs to have some insights into how these tools are used, after all, to ensure that data is kept safe, for example.

Another new feature the company announced today is an integration between the Power Platform and GitHub, which is now in public preview. The idea here is to give developers the ability to create their own software lifecycle workflows. “One of the core ideas of Power Platform is that it’s low code,” Lamanna said. “So it’s built first for business users, business analysts, not the classical developers. But pro devs are welcome. The saying I have is: we’re throwing a party for business users, but pro devs are also invited to the party.” But to get them onto the platform, the team wants to meet them where they are and let them use the tools they already use — and that’s GitHub (and Visual Studio and Visual Studio Code).

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Otonomo raises $46 million to expand its automotive data marketplace

New vehicles today can produce a treasure trove of data. Without the proper tools, that data will sit undisturbed, rendering it worthless.

A number of companies have sprung up to help automakers manage and use data generated from connected cars. Israeli startup Otonomo is one such player that jumped on the scene in 2015 with a cloud-based software platform that captures and anonymizes vehicle data so it can then be used to create apps to provide services such as electric vehicle management, subscription-based fueling, parking, mapping, usage-based insurance and emergency service.

The startup announced this week it has raised $46 million to take its automotive data platform further. The capital was raised in a Series C funding round that included investments from SK Holdings, Avis Budget Group and Alliance Ventures. Existing investors Bessemer Venture Partners also participated. Otonomo has raised $82 million, to date.

The funds will be used to help Otonomo scale its business, improve its products and help it remain competitive, according to the company. Otonomo is also aiming to expand into new markets, particularly South Korea and Japan.

“We now have the expanded resources needed to deliver on our vision of making car data as valuable as possible for the entire transportation ecosystem, while adhering to the strictest privacy and security standards,” Otonomo CEO and founder Ben Volkow said in a statement.

Otonomo’s pitch focuses on creating opportunities to monetize connected car data while keeping it safe from the moment it is captured. Once the data is securely collected, the platform modifies it so companies can use it to develop apps and services for fleets, smart cities and individual customers. The platform also enables GDPR, CCPA and other privacy regulation-compliant solutions using both personal and aggregate data.

Today, Otonomo’s platform takes in 2.6 billion data points a day from more than 20 million vehicles through partnerships with more than automakers, fleets and farm and construction manufacturers. Otonomo has more than 25 partnerships, a list that includes Daimler, BMW, Mitsubishi Motor Company and Avis Budget Group. The company said it’s preparing to bring on seven more customers.

That opportunity for Otonomo is growing based on forecasts, including one from SBD Automotive that predicts connected cars will account for more than 70% of cars sold in North American and European markets in 2020.

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Fortnite hosted a psychedelic Travis Scott concert and 12.3M people watched

The idea of an in-game Travis Scott concert might seem a little silly — particularly if, like me, you’re not really a Fortnite player.

Yes, the popular multiplayer game has hosted other promotional events for movies and music. But even if all this COVID-19 imposed isolation has left you hungry for live performances, why not watch actual footage of Travis Scott in concert?

What Scott and Fortnite-maker Epic Games delivered, however, is a gloriously surreal “astronomical” event, with an enormous, kaiju-sized Scott avatar looming over players and teleporting around the venue while the visuals around him get increasingly psychedelic. It’s something that could only happen in a virtual concert, and that’s what makes it delightful.

Plus, the event was viewed by far more people than could ever pack into even the largest concert venue. Epic Games said 12.3 million concurrent players participated, a new record for the game.

You can watch for yourself in the video above, but if you want to actually interact with a giant Travis Scott while he sings “Sicko Mode,” Epic Games is planning encore events throughout the weekend.

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Borderlands 3 bridges the gap between citizen science and blockbuster games

The Borderlands series has long offered players a chaotic loot scramble of explosive cel-shaded cartoon violence and intricately tuned shooting that leaves anything that isn’t the fun part on the cutting room floor. It’s like the gaming equivalent of a very large, very rich dessert — and what if, by eating dessert, you could also make the world better? Imagine.

Borderlands 3 publisher 2K and developer Gearbox Software is elevating the series’ latest game to lofty new ideals with a new in-game experience called Borderlands Science, a crowdsourced citizen science project that will leverage the hit game’s massive player base to conduct actual scientific research. In this case that’s mapping the gut microbiome — one of the most interesting frontiers in biological science right now. Scientists believe that microbes in the gut could play a role in everything from autism to allergies, though many of those mechanics remain mysterious and difficult to study given the massive breadth of microbes in the gut and the limits of computational power.

For players, Borderlands Science appears in the game as a retro arcade cabinet that will pop up soon on Sanctuary III, the game’s central starship. The mini-game itself looks like a colorful, Tetris-like experience, and if players don’t read the fine print they might not even know that they’re mapping microbes. Assuming that Gearbox’s normal ethos is on display here it’s also likely fun and addictive, though we haven’t yet tried it. And of course, players won’t be expected to engage with the project for the good of science alone. The mini-game will offer players special rewards and Vault Hunter skins to collect — a smart and natural way to incentivize players in a game that’s all about the pursuit of loot.

The undertaking is a partnership between researchers at McGill University, the Microsetta Initiative at UC San Diego School of Medicine and Massively Multiplayer Online Science (MMOS), a project connecting video games with vital scientific research.

“We see Borderlands Science as an opportunity to use the enormous popularity of Borderlands 3 to advance social good,” Gearbox Software co-founder Randy Pitchford said of the initiative, calling it a “new nexus between entertainment and health.”

Gaming-focused citizen science is emerging as a fascinating way to pair the gaming community’s natural strengths — sustained focus, patience for repetitive tasks, intensive time commitments — with the needs of scientific researchers. Two prominent examples are EyeWire, which invites players to help map the brain’s neural networks and Foldit, in which users solve puzzles to map complex protein structures believed to have a role in diseases like HIV and Alzheimer’s.

Apart from a handful of exceptions — like EVE Online players mapping exoplanets — these citizen science games are usually browser-based, with more of an edu-science vibe than anything resembling the flashy hit games that drive the industry. Borderlands Science bridges that gap, bringing citizen science into the lucrative, bustling world of triple-A games. And if the model pioneered here goes well, the project could be an excellent example for other publishers and developers looking to weave real scientific good into their games in the future.

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Quantum Machines raises $17.5M for its Quantum Orchestration Platform

Quantum Machines, a Tel Aviv-based startup that is building both hardware and software to operate quantum computers, today announced that it has raised a $17.5 million Series A funding round. The round was led by Israeli tech entrepreneur Avigdor Willenz (who, among other companies, co-founded Habana Labs and Anapurna Labs and sold them to Intel and Amazon, respectively) and Harel Insurance Investments.

TLV Partners and Battery Ventures also participated in this round. TLV Partners also led the company’s $5.5 million seed round in 2018, in which Battery Partners also participated.

“The race to commercial quantum computers is one of the most exciting technological challenges of our generation,” said Willenz. “Our goal at [Quantum Machines] is to make this happen faster than anticipated and establish ourselves as a key player in this emerging industry.”

The company says it will use the new funding to accelerate the adoption of its Quantum Orchestration Platform. This platform went live earlier this year. What makes it unique is that it’s a combination of custom hardware, which the company designed itself, and software tools that can be used to control virtually any quantum processor. To control a quantum processor, you also need a powerful classical computer, but traditional computers are ill-suited for this task, Quantum Machines argues, and it’ll take specialized hardware for classical computing to harness the power of quantum computing and run complex algorithms on these machines.

“The classical layers of the quantum computer are the real unmet need. They are the bottleneck,” Quantum Machines co-founder Itamar Sivan told me when the platform launched. “We were really looking into what is holding the industry back. What are the things that we can do today to drive this industry forward, but that will also enable faster progress in the future. Since most of the focus in the last years has been devoted to quantum processors, it was only natural that you know we take on this challenge.”

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Pragma is a back-end toolkit for gaming companies, so game developers can focus on games

These days, most of the games developed need to be social, multi-platform and extensible, but there are only a few developers with the expertise to bring those toolsets to the profusion of new games that crop up every year.

Well, now those development studios can turn to Pragma, which is building the back-end toolkit for gaming companies so their developers can focus on what they do best — making games.

It’s basically taking a page from the application development playbook where off-the-shelf toolkits can reduce by months the time it takes to get an app into the market, according to Pragma chief executive Eden Chen. In the game industry, a game can stay in beta for years as developers work out the kinks.

In the game world, because of the necessity to build multiplayer, the length to launch a game has gotten way, way, way, way longer. Games are taking five to 10 years to launch out of beta,” Chen said. 

Founded by Chen and former Riot Games engineering lead Chris Cobb, Pragma is offering a “backend as a service,” according to the company, selling a toolkit that includes accounts, player data, lobbies, matchmaking, social systems, telemetry and store fulfillment.

In a way it’s a complement to the front-end game engines from companies like Epic, the creator of Fortnite.

Indeed, Epic had announced plans to create a back-end system for game developers of its own, but Chen sees the benefits of having an independent operator doing the work — not a potential competitor.

Pragma’s investors agreed. The company raised $4.2 million in funding from a clutch of high-quality firms and individual investors, led by the Los Angeles-based Upfront Ventures with participation from Advancit Capital and angel investors Jarl Mohn, president emeritus at NPR and former Riot Games board member; Dan Dinh, founder of TSM; and William Hockey, founder of Plaid. 

“In a world where gaming studios have long used third-party engines to power their front-end development, it makes no sense for the same studios to spend millions of dollars to build their own custom back-end,” said Kevin Zhang, partner at Upfront Ventures and board member at Pragma, in a statement. “This broken system has lasted for so long because creating a reusable, platform-agnostic backend is not just extremely complex but rarely prioritized compared to the game.” 

The gaming industry is a $139 billion behemoth that in some ways lags behind its technologically-savvy peers in creating off-the-shelf tools to speed production. They’re combinations of social media platforms like Facebook and Snap, and big, high-budget movie productions, but lack any tools to simplify the process of development or ensure that persistence, scale and feature complexity don’t lead to downtimes. And downtimes could mean millions in expenses and lost revenues, Pragma said.

“Creating online multiplayer games is increasingly complex and expensive. Studios are hindered by the need to not just create compelling games, but also to build custom server technology to operate their game,” Chris Cobb, the company’s chief technology officer, said in a statement.  

The company currently has one customer on its platform and will launch to an exclusive set of beta users in late 2020.

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Freshworks acquires AnsweriQ

Customer engagement platform Freshworks today announced that it has acquired AnsweriQ, a startup that provides AI tools for self-service solutions and agent-assisted use cases where the ultimate goal is to quickly provide customers with answers and make agents more efficient.

The companies did not disclose the acquisition price. AnsweriQ last raised a funding round in 2017, when it received $5 million in a Series A round from Madrona Venture Group.

Freshworks founder and CEO Girish Mathrubootham tells me that he was introduced to the company through a friend, but that he had also previously come across AnsweriQ as a player in the customer service automation space for large clients in high-volume call centers.

“We really liked the team and the product and their ability to go up-market and win larger deals,” Mathrubootham said. “In terms of using the AI/ML customer service, the technology that they’ve built was perfectly complementary to everything else that we were building.”

He also noted the client base, which doesn’t overlap with Freshworks’, and the talent at AnsweriQ, including the leadership team, made this a no-brainer.

AnsweriQ, which has customers that use Freshworks and competing products, will continue to operate its existing products for the time being. Over time, Freshworks, of course, hopes to convert many of these users into Freshworks users as well. The company also plans to integrate AnsweriQ’s technology into its Freddy AI engine. The exact branding for these new capabilities remains unclear, but Mathrubootham suggested FreshiQ as an option.

As for the AnsweriQ leadership team, CEO Pradeep Rathinam will be joining Freshworks as chief customer officer.

Rathinam told me that the company was at the point where he was looking to raise the next round of funding. “As we were going to raise the next round of funding, our choices were to go out and raise the next round and go down this path, or look for a complementary platform on which we can vet our products and then get faster customer acquisition and really scale this to hundreds or thousands of customers,” he said.

He also noted that as a pure AI player, AnsweriQ had to deal with lots of complex data privacy and residency issues, so a more comprehensive platform like Freshworks made a lot of sense.

Freshworks has always been relatively acquisitive. Last year, the company acquired the customer success service Natero, for example. With the $150 million Series H round it announced last November, the company now also has the cash on hand to acquire even more customers. Freshworks is currently valued at about $3.5 billion and has 2,700 employees in 13 offices. With the acquisition of AnsweriQ, it now also has a foothold in Seattle, which it plans to use to attract local talent to the company.

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