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Slashdot: Gameshttps://games.slashdot.org/News for nerds, stuff that mattersen-usCopyright 1997-2016, SlashdotMedia. All Rights Reserved.2018-12-17T15:29:16+00:00Dicehelp@slashdot.orgTechnology1970-01-01T00:00+00:001hourlySlashdot: Gameshttps://a.fsdn.com/sd/topics/topicslashdot.gifhttps://games.slashdot.org/Nintendo Warns It Won't Make More Retro NES and SNES Consoleshttp://rss.slashdot.org/~r/Slashdot/slashdotGames/~3/JV8-C96RYUY/nintendo-warns-it-wont-make-more-retro-nes-and-snes-consolesNintendo's Reggie Fils-Aime warned that the NES Classic and SNES Classic will sell in the Americas through the holidays, but will be "gone" once they sell out. Engadget reports: If you want to walk down memory lane after that, you'll have to take advantage of the games that come with Switch Online. You might also want to tamp down your hopes for a Nintendo 64 Classic. Fils-Aime added that the existing systems are the "extent of our classic program." That wouldn't be completely surprising given that the N64 was considerably more complex than its predecessor. The executive likewise ruled out additional games for the mini NES and SNES models.

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BeauHD2018-12-14T22:58:00+00:00nesend-of-the-roadgames8787,84,50,35,5,2,1https://games.slashdot.org/story/18/12/14/2227208/nintendo-warns-it-wont-make-more-retro-nes-and-snes-consoles?utm_source=rss1.0mainlinkanon&utm_medium=feedDiscord Store To Offer Developers 90 Percent of Game Revenueshttp://rss.slashdot.org/~r/Slashdot/slashdotGames/~3/MFKzSocsKxM/discord-store-to-offer-developers-90-percent-of-game-revenuesDarkRookie2 shares a report from Ars Technica: Discord has announced that it will start taking a reduced, 10-percent cut from game revenues generated on its online store starting next year, one-upping the Epic Games Store and its recently announced 12-percent cut on the Epic Games Store. The move comes alongside a coming expansion of the Discord Games Store, which launched earlier this year with a tightly curated selection of games that now includes roughly 100 titles. The coming "self-serve publishing platform" will allow developers "no matter what size, from AAA to single-person teams" to access the Discord Store and the new 90-percent revenue share. "We talked to a lot of developers, and many of them feel that current stores are not earning their 30% of the usual 70/30 revenue share," Discord writes in the announcement. "Because of this, we now see developers creating their own stores and launchers to distribute their games instead of focusing on what's really important --making great games and cultivating amazing communities." "Turns out, it does not cost 30% to distribute games in 2018," the announcement continues. "After doing some research, we discovered that we can build amazing developer tools, run them, and give developers the majority of the revenue share."

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BeauHD2018-12-14T22:15:00+00:00softwareshared-revenuegames4747,47,21,20,4,1,0https://games.slashdot.org/story/18/12/14/2214224/discord-store-to-offer-developers-90-percent-of-game-revenues?utm_source=rss1.0mainlinkanon&utm_medium=feedDoom Turns 25: The FPS That Wowed Players, Gummed Up Servers, and Enraged Adminshttp://rss.slashdot.org/~r/Slashdot/slashdotGames/~3/YqDYxXo_uq0/doom-turns-25-the-fps-that-wowed-players-gummed-up-servers-and-enraged-adminsOn December 10, 1993, after a marathon 30-hour coding session, the developers at id Software uploaded the first finished copy of Doom for download, the game that was to redefine first-person shooter (FPS) genre. Hours later IT admins wanted id's guts for garters. The Register: Doom wasn't the first FPS game, but it was the iPhone of the field -- it took parts from various other products and packaged them together in a fearsomely addictive package. Admins loathed it because it hogged bandwidth for downloading and was designed to allow network deathmatches, so millions of users immediately took up valuable network resources for what seemed a frivolous pursuit to some curmudgeonly BOFHs. The game was an instant hit -- so much so that within hours of its release admins were banning it from servers to try and cope with the effects of thousands, and then millions of people playing online. It spawned remakes and follow-up games, its own movie (don't bother) and even a glowing endorsement from Bill Gates.

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msmash2018-12-11T15:25:00+00:00gamespushing-the-limitsgames214214,214,133,108,19,12,10https://games.slashdot.org/story/18/12/11/1513205/doom-turns-25-the-fps-that-wowed-players-gummed-up-servers-and-enraged-admins?utm_source=rss1.0mainlinkanon&utm_medium=feedChina To Force Changes To 20 Popular Games, Ban 9 Including Fortnite and PUBGhttp://rss.slashdot.org/~r/Slashdot/slashdotGames/~3/hewiqo94faE/china-to-force-changes-to-20-popular-games-ban-9-including-fortnite-and-pubgAn anonymous reader quotes a report from the BBC: A panel of censors set up to vet mobile video games in China has signaled it will be hard to please. State media reports that of the first 20 titles it assessed, nine were refused permission to go on sale. The Xinhua news agency added that developers of the other 11 had been told they had to make adjustments to remove "controversial content." The authorities have voiced concerns about the violent nature of some titles as well as worries about the activity being addictive. It was announced in August that a new body -- the State Administration of Press and Publications -- had taken over responsibility for approving games and that it would limit the number of online titles available. And although it has not been specified, some experts are assuming that the new panel will operate under its auspices. Xinhua said it is comprised of gaming experts, government-employed researchers, and representatives from the media and video games industry. But it provided no other information about who they were or the titles they had already examined. UPDATE: The list of games being examined by the ethics panel has been revealed by users on NGA, a Chinese gaming forum. A number of games, such as League of Legends, Overwatch, Diablo, and World of Warcraft, will need "corrective action," while others will be "banned/withdrawn" entirely. Some of the most popular prohibited titles include Fortnite and PlayerUnknown's Battlegrounds (PUBG).

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BeauHD2018-12-11T13:00:00+00:00chinacracking-downgames183183,180,92,80,21,11,8https://games.slashdot.org/story/18/12/11/085206/china-to-force-changes-to-20-popular-games-ban-9-including-fortnite-and-pubg?utm_source=rss1.0mainlinkanon&utm_medium=feedVideo Games Won't Be Part of the Paris Olympicshttp://rss.slashdot.org/~r/Slashdot/slashdotGames/~3/VEKiBK4KYkY/video-games-wont-be-part-of-the-paris-olympicsThe Olympic Games regularly add new events, but officials aren't quite ready to embrace eSports. From a report: This weekend, the International Olympic Committee met for the 7th Olympic Summit, where competitive video gaming was among the topics of discussion. The verdict? It's still "premature" to discuss including them in the Olympic games. That's bound to be disappointing to supporters, who had hoped for a breakthrough in the 2024 Paris games. Tony Estanguet, co-president of the Paris Olympic committee, is a proponent of bringing video games to the Olympics.

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msmash2018-12-10T17:55:00+00:00gamestough-luckgames220220,216,145,129,26,5,4https://games.slashdot.org/story/18/12/10/1747216/video-games-wont-be-part-of-the-paris-olympics?utm_source=rss1.0mainlinkanon&utm_medium=feedMassive Collaborative Text Adventure 'Cragne Manor' Releasedhttp://rss.slashdot.org/~r/Slashdot/slashdotGames/~3/RtxkaGFkLEg/massive-collaborative-text-adventure-cragne-manor-releasedLong-time Slashdot reader Feneric writes: Cragne Manor , a 20th anniversary tribute to the classic work of horror interactive fiction Anchorhead by Michael Gentry, is now available for free public download. It was written by a collaboration of over 80 authors and programmers organized by Ryan Veeder and Jenni Polodna. Each author worked on a room in isolation, not knowing the details of other authors' assignments. The result is a sprawling, puzzle-dense game that will at turns delight, confound, amuse, and horrify. More announcements are available here and here, and an early review is also online. "Each location is a different author's take on a tribute to Anchorhead," reports the official site, "or an original work of Lovecraftian cosmic horror, or a deconstruction of cosmic horror, or a gonzo parody of cosmic horror, or a parody of some other thing, or a portrait of life in Vermont, or a pure experiment in writing with Inform 7, or something else entirely. "There are tons of puzzles. The puzzles get very weird."

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EditorDavid2018-12-08T23:04:00+00:00rpgafter-Anchorheadgames3333,32,14,9,6,1,1https://games.slashdot.org/story/18/12/08/2148209/massive-collaborative-text-adventure-cragne-manor-released?utm_source=rss1.0mainlinkanon&utm_medium=feedDeepMind Produces a General-Purpose Game-Playing System, Capable of Mastering Games Like Chess and Go Without Human Helphttp://rss.slashdot.org/~r/Slashdot/slashdotGames/~3/eFf8ArI_DtM/deepmind-produces-a-general-purpose-game-playing-system-capable-of-mastering-games-like-chess-and-go-without-human-helpDeepMind has created a system that can quickly master any game in the class that includes chess, Go, and Shogi, and do so without human guidance. "The system, called AlphaZero, began its life last year by beating a DeepMind system that had been specialized just for Go," reports IEEE Spectrum. "That earlier system had itself made history by beating one of the world's best Go players, but it needed human help to get through a months-long course of improvement. AlphaZero trained itself -- in just 3 days." From the report: The research, published today in the journal Science, was performed by a team led by DeepMind's David Silver. The paper was accompanied by a commentary by Murray Campbell, an AI researcher at the IBM Thomas J. Watson Research Center in Yorktown Heights, N.Y. AlphaZero can crack any game that provides all the information that's relevant to decision-making; the new generation of games to which Campbell alludes do not. Poker furnishes a good example of such games of "imperfect" information: Players can hold their cards close to their chests. Other examples include many multiplayer games, such as StarCraft II, Dota, and Minecraft. But they may not pose a worthy challenge for long. DeepMind developed the self-training method, called deep reinforcement learning, specifically to attack Go. Today's announcement that they've generalized it to other games means they were able to find tricks to preserve its playing strength after giving up certain advantages peculiar to playing Go. The biggest such advantage was the symmetry of the Go board, which allowed the specialized machine to calculate more possibilities by treating many of them as mirror images. The researchers have so far unleashed their creation only on Go, chess and Shogi, a Japanese form of chess. Go and Shogi are astronomically complex, and that's why both games long resisted the "brute-force" algorithms that the IBM team used against Kasparov two decades ago.

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BeauHD2018-12-07T01:40:00+00:00softwareholy-grailgames124124,122,55,44,13,5,3https://games.slashdot.org/story/18/12/06/2244210/deepmind-produces-a-general-purpose-game-playing-system-capable-of-mastering-games-like-chess-and-go-without-human-help?utm_source=rss1.0mainlinkanon&utm_medium=feedNvidia Uses AI To Render Virtual Worlds In Real Timehttp://rss.slashdot.org/~r/Slashdot/slashdotGames/~3/pTXdkP_rX3k/nvidia-uses-ai-to-render-virtual-worlds-in-real-timeNvidia is using artificial intelligence to draw new worlds without using traditional modeling techniques or graphics rendering engines. "This new technology uses an AI deep neural network to analyze existing videos and then apply the visual elements to new 3D environments," reports Tom's Hardware. From the report: Nvidia claims this new technology could provide a revolutionary step forward in creating 3D worlds because the AI models are trained from video to automatically render buildings, trees, vehicles, and objects into new 3D worlds, instead of requiring the normal painstaking process of modeling the scene elements. But the project is still a work in progress. As we can see from [this image], which was generated in real time on a Nvidia Titan V graphics card using its Tensor cores, the rendered scene isn't as crisp as we would expect in real life, and it isn't as clear as we would expect with a normal modeled scene in a 3D environment. However, the result is much more impressive when we see the real-time output in [this YouTube video]. The key here is speed: The AI generates these scenes in real time.

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BeauHD2018-12-04T05:00:00+00:00aifirst-of-its-kindentertainment4444,37,12,10,2,2,0https://entertainment.slashdot.org/story/18/12/03/2238227/nvidia-uses-ai-to-render-virtual-worlds-in-real-time?utm_source=rss1.0mainlinkanon&utm_medium=feedSteam is Finally Coming To China But Chinese Gamers Don't Want Ithttp://rss.slashdot.org/~r/Slashdot/slashdotGames/~3/YPoj3OEyUG8/steam-is-finally-coming-to-china-but-chinese-gamers-dont-want-itValve officially announced this week the arrival of Steam China in Shanghai. But Chinese gamers are telling the PC gaming platform to "get lost!" From a report: One of the most upvoted comments wrote, "Steam China get out of China." It's important to point out that gamers are directing their anger at Steam China, not Steam. In fact, Chinese gamers love Steam... the global version of it, anyway. There are an estimated 30 million Chinese users playing games on the platform -- games which otherwise aren't officially available in China. But that's exactly why they fear the launch of Steam China, which is a joint venture between Valve and Chinese company Perfect World. Gamers worry that not only will Steam China be a heavily censored platform with a much smaller lineup of titles; worse yet, it might also be the trigger for the government to ban the global version of Steam.

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msmash2018-12-03T10:10:00+00:00chinatough-luckgames138138,135,62,48,14,8,8https://games.slashdot.org/story/18/12/03/010216/steam-is-finally-coming-to-china-but-chinese-gamers-dont-want-it?utm_source=rss1.0mainlinkanon&utm_medium=feedAfter 12 Draws and a Day of Tiebreakers, Magnus Carlsen Beats Fabiano Caruana To Win World Chess Championshiphttp://rss.slashdot.org/~r/Slashdot/slashdotGames/~3/1qmrN5zgipA/after-12-draws-and-a-day-of-tiebreakers-magnus-carlsen-beats-fabiano-caruana-to-win-world-chess-championshipAn anonymous reader quotes a report from The New York Times: After three weeks, 12 straight draws and a day of tiebreakers, Norway's Magnus Carlsen finally retained the world chess championship in London on Wednesday with a victory against Fabiano Caruana (Warning: source may be paywalled; alternative source), his American challenger. Carlsen's victory came in what amounted to sudden-death chess: a scheduled series of four so-called rapid games in which the players started with 25 minutes to make their moves. The speedier pace of the games, after the far more deliberate matchups of the previous three weeks, meant players were more likely to make blunders. And that increased the chance of a victory by one player. Carlsen won the first two games, then closed out Caruana in Game 3. Caruana, 26, was bidding to become the first American champion since Bobby Fischer beat Boris Spassky to win the world title in 1972. The famously cantankerous Fischer forfeited his title in 1975 amid a dispute with the world chess federation, and the sport has been dominated by Russians and Eastern Europeans in the decades since then. The tiebreaker result was not a shock. While Carlsen, 27, and Caruana, 26, are closely matched in longer conventional chess games, known as classical chess, Carlsen had been considered the favorite in the tiebreaker because he has had better rapid chess results than Caruana. "It was the first time in the history of the world championship, which dates to the 1800s, that regulation play ended with every game a draw," the report notes.

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BeauHD2018-11-28T22:00:00+00:00usamind-gamesgames8989,86,47,40,20,11,7https://games.slashdot.org/story/18/11/28/2153217/after-12-draws-and-a-day-of-tiebreakers-magnus-carlsen-beats-fabiano-caruana-to-win-world-chess-championship?utm_source=rss1.0mainlinkanon&utm_medium=feedThe FTC Says It Will Investigate Loot Boxeshttp://rss.slashdot.org/~r/Slashdot/slashdotGames/~3/usNqbCpw7sw/the-ftc-says-it-will-investigate-loot-boxesThe Federal Trade Commission this week agreed to investigate video game loot boxes, accepting an official request by Senator Maggie Hassan. In a Congressional oversight committee hearing yesterday, FTC chairman Joe Simons affirmed Sen. Hassan's request that loot boxes be investigated. From a report: During her turn to ask questions at the hearing, Hassan cited a recent report by Great Britain's Gambling Commission that found 31% of children in the country had at one point or another paid money to open a loot box, a well as moves by Belgium (which prompted Square Enix to pull three mobile games from the country), Japan, and other countries to limit how loot boxes can be used in games. "Given the seriousness of this issue, I think it is in fact time for the FTC to investigate these mechanisms to ensure that children are being adequately protected and to educate parents about potential addiction or other negative impacts of these games," Hassan said. "Would you commit to undertaking this project and keeping this committee informed about it?" In response, Simons said "yes," but declined to go into any more detail about the FTC's current position on loot boxes and whether they constitute a form of gambling. Despite vocal criticism from Hassan and a few others on the topic, regulators have not been jumping to get involved in the debate.

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msmash2018-11-28T21:20:00+00:00businessabout-timegames153153,147,71,60,15,10,5https://games.slashdot.org/story/18/11/28/217258/the-ftc-says-it-will-investigate-loot-boxes?utm_source=rss1.0mainlinkanon&utm_medium=feedUber has Cracked Two Classic '80s Video Games by Giving an AI Algorithm a New Type of Memoryhttp://rss.slashdot.org/~r/Slashdot/slashdotGames/~3/9H9BffUD3NM/uber-has-cracked-two-classic-80s-video-games-by-giving-an-ai-algorithm-a-new-type-of-memoryAn algorithm that remembers previous explorations in Montezuma's Revenge and Pitfall! could make computers and robots better at learning how to succeed in the real world. From a report: A new kind of machine-learning algorithm just mastered a couple of throwback video games that have proved to be a big headache for AI. Those following along will know that AI algorithms have bested the world's top human players at the ancient, elegant strategy game Go, one of the most difficult games imaginable. But two pixelated classics from the era of 8-bit computer games -- Montezuma's Revenge and Pitfall! -- have stymied AI researchers. There's a reason for this seeming contradiction. Although deceptively simple, both Montezuma's Revenge and Pitfall! have been immune to mastery via reinforcement learning, a technique that's otherwise adept at learning to conquer video games. DeepMind, a subsidiary of Alphabet focused on artificial intelligence, famously used it to develop algorithms capable of learning how to play several classic video games at an expert level. Reinforcement-learning algorithms mesh well with most games, because they tweak their behavior in response to positive feedback -- the score going up. The success of the approach has generated hope that AI algorithms could teach themselves to do all sorts of useful things that are currently impossible for machines. The problem with both Montezuma's Revenge and Pitfall! is that there are few reliable reward signals. Both titles involve typical scenarios: protagonists explore blockish worlds filled with deadly creatures and traps. But in each case, lots of behaviors that are necessary to advance within the game do not help increase the score until much later. Ordinary reinforcement-learning algorithms usually fail to get out of the first room in Montezuma's Revenge, and in Pitfall! they score exactly zero.

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msmash2018-11-27T17:42:00+00:00aicloser-lookgames100100,98,76,74,8,5,4https://games.slashdot.org/story/18/11/27/1741247/uber-has-cracked-two-classic-80s-video-games-by-giving-an-ai-algorithm-a-new-type-of-memory?utm_source=rss1.0mainlinkanon&utm_medium=feedIn the Age of the Internet, Why Has Interest in Chess Remained So Robust, and Even Risen Sharply?http://rss.slashdot.org/~r/Slashdot/slashdotGames/~3/UD4VyN3kW0Q/in-the-age-of-the-internet-why-has-interest-in-chess-remained-so-robust-and-even-risen-sharplyHow and why a 1,500-year-old game has conquered the internet. From a report: Two years ago, the world chess championship match drew about 10 million online viewers, while this year's competition between Magnus Carlsen and Fabio Caruana, currently underway in London, is expected to draw more attention yet. Worldwide, chess claims about 600 million fans, which makes it one of the most popular games or sports. It is noteworthy that China, one of the two most important countries in the world, has decided to invest heavily in chess. This year Chinese teams won both the men's and women's divisions at the Chess Olympiad, a first. That would not have happened without the active support of the Chinese Communist Party. The U.S. is stepping up too, with the aid of chess patron Rex Sinquefield. In recent times America has placed three players in the world's top 10, including Caruana, currently No. 2. It turns out that chess is oddly well-suited for a high-tech world. Chess does not make for gripping television, but the option of live viewing online, supplemented by computer analysis or personal commentary, has driven a renaissance of the game. For one thing, computer evaluations have made watching more intelligible. Even if you barely understand chess, you can quickly get a sense of the state of play with the frequently changing numerical evaluations ("+ 2.00," for instance, means white has a decisive advantage, whereas "0.00" signals an even position). You also can see, with each move, whether the player will choose what the computer finds best.

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msmash2018-11-25T02:30:00+00:00internetin-the-age-of-internettechnology153153,137,72,65,16,9,6https://tech.slashdot.org/story/18/11/24/2326206/in-the-age-of-the-internet-why-has-interest-in-chess-remained-so-robust-and-even-risen-sharply?utm_source=rss1.0mainlinkanon&utm_medium=feedSquare Enix Pulls Three Games From Belgium After Loot Box Banhttp://rss.slashdot.org/~r/Slashdot/slashdotGames/~3/K-HE22meRfM/square-enix-pulls-three-games-from-belgium-after-loot-box-banThe games publisher Square Enix is pulling three mobile games from Belgium following the introduction of a law in the European nation that bans "loot boxes" as a form of gambling. From a report: The games -- "Mobius Final Fantasy", "Kingdom Hearts Union X" and "Dissidia Final Fantasy Opera Omnia" -- are some of largest titles in the publisher's mobile roster, although it is better known for its console games such as "Tomb Raider", "Final Fantasy" and "Hitman." In statements posted in the games, Square Enix confirmed that the new law was to blame for their removal, citing "the present uncertain legal status of 'loot boxes' under Belgian law". Belgium first took action against "loot boxes", digital reward packs which can be bought with real or virtual money and contain a semi-random array of in-game items, back in April. The country's gaming commission ruled that the mechanics, as implemented in three popular games -- "Overwatch", "Fifa 18" and "Counter-Strike: Global Offensive" -- were in violation of gambling legislation.

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msmash2018-11-23T18:27:00+00:00moneymoney-over-everything-elsegames102102,102,70,63,10,3,1https://games.slashdot.org/story/18/11/23/1456244/square-enix-pulls-three-games-from-belgium-after-loot-box-ban?utm_source=rss1.0mainlinkanon&utm_medium=feedFortnite Hits 8.3 Million (Or 0.1% of Human Population) Concurrent Playershttp://rss.slashdot.org/~r/Slashdot/slashdotGames/~3/mfBEYRv7Als/fortnite-hits-83-million-or-01-of-human-population-concurrent-playersEpic Games' Fortnite has reached 8.3 million concurrent players worldwide (or about 0.1 percent of the human population) after finally making its debut in South Korea earlier this month. From a report: Because Internet cafes still play a large role in Asian countries, VG247 reports that players were encouraged to play Fortnite at PC bang cafes to complete special challenges, which were created in order to launch the Battle Royale mode in South Korea. After Fortnite's Battle Royale mode launched in South Korea this week, Epic Games Korea CEO Sung Chul Park stated in an interview that the game now has 8.3 million concurrent players worldwide. A spokesperson from Epic confirmed the numbers to VG247 as well.

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msmash2018-11-22T21:15:00+00:00gamesgrowing-popularitygames9191,85,49,39,13,5,2https://games.slashdot.org/story/18/11/22/1921238/fortnite-hits-83-million-or-01-of-human-population-concurrent-players?utm_source=rss1.0mainlinkanon&utm_medium=feedSearch SlashdotSearch Slashdot storiesqueryhttps://games.slashdot.org/search.pl