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'Grand Theft Auto 6' is definitely happening

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grand theft auto vLike McDonalds and Fast and Furious movies, the Grand Theft Auto video game series is a franchise that makes billions of dollars.

Given the widespread success of Grand Theft Auto V on console systems over the last two years, it’s inevitable for Rockstar Games to start mulling over what the next generation of the game is going to look like, even as fans of the studio wait for other titles like Red Dead Redemption 2 and GTA V for PC.

Today Rockstar’s President Leslie Benzies publicly acknowledged for the first time that the wheels are spinning in their fantasy factory about GTA 6. Via Tweak Town:

During a talk with Develop, Rockstar Games’ President, Leslie Benzies said: “We’ve got about 45 years' worth of ideas we want to do. We don’t know what GTA 6 will be, but we’ve got some ideas.” Benzies continued, somehow thinking that teasing the world of one of the biggest franchises of all world would be fine, adding: “It comes from the idea first. Where is it going to be set is the first question. Then that defines the missions; you’re doing different things in LA than in New York or Miami. The map and story get worked up together, and the story is a basic flow of how it works out so you can layer the missions in."

grand theft auto vice cityIt might take two or three years to develop, but something tells me that GTA 6 will be here before you know it. My guess is late 2017. Also, on that note, I had an idea while driving from New York to Florida a couple weeks ago on what GTA could do as a location. Hear me out:

Megalopolis. Inspired by the Northeast, basically create a massive map that runs from Washington D.C. (call it something like “Capital City”) to Boston (“Chowdahtown”), with Liberty City a.k.a. New York City being more or less the central nucleus. Have Philadelphia, New Jersey, Newark, Baltimore,  Atlantic City, Connecticut, Long Island, etc all be cities within the map, each with their own missions and charm. GTA x a week in the Hamptons! GTA x the rich WASPS of Greenwich! GTA x Dirty Jerz.Hell, even have a mission to Vice City (Miami) that requires some maddening-long race down I-95. You know, just like that one episode of the Sopranos where Tony and Paulie to a road trip to Magic City of their own.

Make it happen, Rockstar.

SEE ALSO: These stunning screenshots from 'Grand Theft Auto' look like real-life photographs

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Greece's new finance minister used to manage virtual economies in video games

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Yanis Varoufakis

Yanis Varoufakis is one of the most important men in Europe right now. He's Greece's new finance minister, and is trying to secure a new bail-out deal for the country.

But Varoufakis hasn't always been a politician. He was hired in March 2012 by Valve Corporation, the company behind some of the world's most-loved games.

Valve is known for games like Half-Life, Counter-Strike and Team Fortress 2. It also runs the Steam video game platform that lets people play games online. That's where Varoufakis comes in.

Games like Counter-Strike have in-game economies powered by real money. Customers can pay for items in games like new guns, or even in-game clothes. But Valve games often allow players to trade items with each other, meaning that an economy forms as users set their own resale value on virtual items.

Team Fortress 2, for example, has an economy based around hats:

Team Fortress 2 hats

Varoufakis was hired by Valve as its economist-in-residence. He oversaw the virtual economies in Valve games, and was allowed to experiment with the online markets. Varoufakis referred to the role as "an economist's paradise" in a post on the official Valve blog.

It's difficult to pin down exactly what Varoufakis did at Valve (managing video game economies is a pretty broad task). But here's how he describes his role:

My intention at Valve, beyond performing a great deal of data mining, experimentation, and calibration of services provided to customers on the basis of such empirical findings, is to to go one step beyond; to forge narratives and empirical knowledge that (a) transcend the border separating the ‘real’ from the digital economies, and (b) bring together lessons from the political economy of our gamers’ economies and from studying Valve’s very special (and fascinating) internal management structure.

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The most popular CEO in the gaming industry is also extremely accessible over email

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Gabe Newell

Gabe Newell, the co-founder and CEO of the popular games company Valve Corporation, is arguably the most popular executive in the gaming industry.

But he’s also extremely accessible over email, apparently.

Valve makes the Steam network for distributing its massive library of online games, but one Steam customer said he sent his issue to the company’s support line but got no response for a week.

So, he tried Newell’s personal email address:

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On the photo-sharing site imgur (via Kotaku), the Steam user said, “I may have got a little passive aggressive, but I didn’t want it to end without knowing him I was still a fan!”

Just a few hours later, the Steam user got a response from Newell:

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The Steam user quickly responded:

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Then, just a couple of hours later, the Steam user got an email notification that his issue had finally been fixed:

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After expressing his gratitude over email to Newell, the Steam user then asked if he could post the full exchange online, saying, “I feel your fans and customers would love to see that you take a personal interest in ensuring every individual that uses your products is taken care of.”

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Here’s Gabe’s response:

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It's not uncommon for company executives to respond to fan or customer emails, but Newell obviously handled this particular case with class.

Thanks again to Kotaku, where we first saw this story.

SEE ALSO: It's scary how well 'Madden 15' predicted the Super Bowl

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'Halo 5' multiplayer will be getting some big changes

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halo 5The Halo 5: Guardians multiplayer beta is still rolling full steam ahead, with the team at 343 Industries taking careful notes along the way.

According to a recent blog post, it looks like this beta will actually have a big impact on the final product, resulting in some big changes being planned for the road ahead. 

The problem with modern betas is that they are anything but. As Halo 5 Executive Producer Josh Holmes points out, modern “betas” are typically held weeks before a game actually launches, serving as a means to stress test the servers rather than help shape the final product. Betas have basically taken on the meaning of “multiplayer demo,” but that’s not the case with Halo 5

With the Halo 5 beta launching late last year and the game not due until late in 2015, Holmes points out that 343 got the game into players’ hands about a year before it was ready to ship. 

“This represented a shift for us as a team and a studio by sharing the development process with our community and having you help shape the game,” he added, referencing social media and forums that have been utilized to gather player feedback. “The team has spent the past few weeks poring over player feedback from the aforementioned sources. From this we have developed an extensive list of improvements for the game.” 

In other words, Halo 5’s beta has been a legitimate, you know, beta, and the team is shaping the game around what the community has uncovered. 

So, what exactly are all of those changes Holmes has been going on about? For starters, the team is tweaking Spartan Abilities, those special maneuvers that allow players to fine-tune their character into a warrior of their own creation. The shaping of these abilities has had the additional of adjusting standard mobility in the game, including an increased bas speed and strafe acceleration, a reduced top sprint speed and more. 

 In the firearms department, a new “Smart-Link” aiming system allows players to experience some degree of zoom with every weapon, creating a more precise shooting experience. Holmes’ original post goes on to discuss some specific adjustments to the in-game arsenal, including the newest noob tube, the Hydra. 

Additional changes have been made to the presentation of the multiplayer portion ofHalo 5, too, including post-death replays, some medal adjustments, the ability to turn Spartan chatter of and on, highlighting weapons so they’re easier to see on the battlefield, etc. 

halo 5 multiplayer

Additional adjustments have been made in the areas of matchmaking and the new Competitive Skill Rating system, which will now give more focus to the individual performance of each player. 

From Destiny to Call of Duty and Battlefield to OG Halo games, there are a lot of shooters out there and they each offer their own spin on a pretty standardized loop of shoot things, level up, shoot more things. It’s nice to see 343 taking their next big shooter’s online modes so seriously, so here’s hoping that all of this early work (and a legitimate beta) make for an even better game when Halo 5: Guardians launches later this year. 

SEE ALSO: Microsoft just announced a ton of new 'Halo' content for Xbox One

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Meet the 17-year-old who has already made more than $100,000 creating video games

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Loleris September 2014

When you're young and new to a career, most people struggle to earn even close to $100,000.

But that's not the case for Lithuanian 17-year-old Laimonas Mileska, or Loleris as many know him.

Mileska has been creating video games through a platform called Roblox for about five years under the alias Loleris. And he's already made more than $100,000 doing it, even though Roblox's program for paying developers only launched a little more than a year ago.  

Roblox is a website and app where members can play and build online 3-D games. David Baszucki, the founder and CEO of Roblox, says 4.7 million people come to the website to play video games created by other users every month.

A small subset of those 4.7 million users actually build those games, and Mileska is one of the most prominent developers on Roblox.

Roblox doesn't directly pay developers to create games — they earn money whenever players make virtual purchases within their games. Players purchase items within the game with a virtual currency called Robux, and the developers behind those games can exchange that currency for real-world money through Roblox. 

Not all developers are as successful as Milesaka, though —Baszucki says that only two or three developers end up making that kind of money. These top developers are starting to make more than $20,000 per month, approaching and in some cases going beyond a quarter of a million dollars per year. 

"I think the primary reason is because I'm really keen on trying out new things," Mileska said to Business Insider when asked about why he thinks his games are so successful. 

His most popular game to date is "Mad Paintball," a shooter that launched in November and has already been played five million times according to Mileska. 

Mad Paintball I

Since Mileska is is an established Roblox developer, it's fairly easy for his games to gain popularity. His first big hit was "Mad Wars 2," a military shooter that he created in 2009.

"Now, anything I make gets noticed and becomes somewhat popular," he said. 

Mileska has been running his own video game studio through Roblox called Mad Studios for the past two years, but he only started making money from his games in October 2013 when Roblox's DevEx program launched. He wants to use the money to hire more developers so that he can build new games more quickly.

His end goal is to eventually run a large, well-known video game studio where he would be able to manage several teams of developers.  

Mileska isn't the only teen to achieve such impressive accomplishments in gaming at such an early age. At age 14, Robert Nay created a mobile game called "Bubble Ball" that was downloaded more than two million times in just two weeks when it launched in 2011. He's believed to have made $2 million during that period alone from the game. 

The gaming industry has already proven itself to be an incredibly lucrative industry for teens — not just for the ones who create games, but for those who play them too. Professional gamers such as Jiang "YYF" Cen earn tons of cash from winning competitive gaming tournaments. Cen earned $200,000 alone from  winning a "Dota 2" tournament with his team Invictus Gaming in 2012. 

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One of the world's most famous video game developers just gave a disastrous interview

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Peter Molyneux

Peter Molyneux is the British game developer behind some of the world's most loved games: Fable, Dungeon Keeper and Theme Park, to name just a few.

But things aren't going well for Molyneux right now. His company, 22Cans, is in the middle of developing an ambitious new game, Godus, and it's taking a really long time.

Molyneux has been criticised for promising a lot in Godus. An 18-year-old Scottish teenager won a competition, and Molyneux said that he could become the "God of Gods" in the virtual world and receive a share of the game's revenue. But so far, the competition winner has received nothing.

Video game news site Rock Paper Shotgun has published a lengthy interview with Peter Molyneux, which comes right in the middle of this difficult time. It's fair to say that it didn't go well.

This is how the interview started:

RPS: Do you think that you’re a pathological liar?

Peter Molyneux: That’s a very…

Molyneux later said that he wasn't aware of a single lie.

Elsewhere in the interview, Rock Paper Shotgun challenged Molyneux on the amount of money he took on Kickstarter to fund his game:

RPS: It’s three years later! People gave you half a million pounds and you’ve taken their money–

Peter Molyneux: One is, John, you’re becoming very emotional, I think firstly you need to take a breath, because if I had walked away from Godus I’d agree with your points, but I haven’t walked away from Godus. We are committed to Godus, we are recruiting people to go on to Godus, I have never moved that percentage beyond 52% where it is now.

Molyneux also seems confused over how long his staff have been working with him:

RPS: No, but you just told me that he started working for you before the alpha came out so that wasn’t possible.

Peter Molyneux: I think he had had a temporary– He certainly came to the studio– Let me ask. [shouting in background] Konrad!

[in distance] Konrad: Yeah?

Peter Molyneux: When did you first come to 22cans?

Konrad: [inaudible]

Peter Molyneux: December. 2013. Is that– No, that’s not before the alpha.

RPS: No, long after.

Peter Molyneux: I was wrong. But it’s not a lie.

Things got pretty awkward:

Peter Molyneux: Well no, and and– Yeah, OK, you can carry on quoting me. Obviously I can see your headline now–

RPS: I don’t think you can see my headline now.

Peter Molyneux: Well I think I can.

RPS: What I want to get out of this–

Peter Molyneux: What you’re almost going to get out of this is driving me out of the industry.

RPS: No, what I want–

Peter Molyneux: And well done John, well done! And if that’s what you want, you’re going about it completely the right way.

Molyneux told Rock Paper Shotgun that he has no social life, but the publication saw him tweet about staying in a nice hotel. He said he was there for a conference, and made a bizarre offer:

I’ll tell you what, this is what we’ll do John, I’ll put you on Find A Friend, on Apple, and you can see exactly where I am every moment of my day.

You can read the full, disastrous interview with Peter Molyneux here.

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Here's why all jobs should mimic 'Angry Birds'

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angry birds

Managers can learn a lot from the structure of video games.  

"Video games like 'Angry Birds' provide a striking example of how any activity can be engaging if you build the right conditions around it," explains Ron Friedman, a psychologist and author of "The Best Place To Work."

"When we're playing a game we love, we get sucked into a whole host of behaviors we would normally avoid. We sort cards, rotate falling blocks, and anguish over defeating cartoon villains and collecting imaginary coins," he says.

What makes these games so engaging and addictive is that they feed our basic, human psychological needs; they provide the same features we desperately seek in our work: immediate feedback, recognition when we succeed, and progressive difficulty.

Here's the breakdown:

Immediate feedback.

"Video games like Angry Birds, Tetris, Words With Friends, and Bejeweled provide instant feedback, allowing us to learn from our experience and improve our performance," says Friedman. "In contrast, at many jobs, feedback is delivered at six month or 12 month intervals in the form of annual review. That's not a recipe for engagement." 

Managers need to deliver more frequent feedback and remember that it doesn't always need to be positive. "The key is to provide people with information so they can use to improve their performance," he explains.

Recognition.

Strong performance is rewarded in video games. "Players feel acknowledged for the effort they put it. That's just not the case at many organizations," he says. "Recognition helps us feel valued and feeds our psychological need for competence." 

Managers need to create a culture of recognition. "Recognition doesn't have to be limited to praise," Friedman explains. "The best leaders make it habit to recognize hard work, which inspires others on the team to recognize their colleagues."

Progressive difficulty. 

Video games get harder the longer you play them. "Games like Angry Birds help grow our competence and enable us to master new skills," says Friedman. "Most jobs have the opposite trajectory. They get easier to do over time and that leads us to feel bored and eventually disengaged."

Managers should make a point to challenge their teams to tackle new challenges. "We're at our most engaged when we're growing on the job," he says. "If you want to create a passionate workforce, you have to provide your employees with opportunities to grow their skill set on a consistent basis."

SEE ALSO: The Best Careers For Your Personality Type

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13 reasons you should buy a Wii U right now

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Nintendo Wii U Demo

Sony's PlayStation 4 and Microsoft's Xbox One might get more attention, but Nintendo's little console that could, the Wii U, might end up winning this generation's console wars.

Sure, the Wii U doesn't have a typical control setup like those of the Xbox One or PS4, its innards are not as powerful, and it doesn't accommodate as many third-party games. But the basic Wii U is $100 cheaper than its Xbox and PlayStation counterparts, and it has a growing library of must-play titles that are fun to play solo or with a group of friends.

It’s backward compatible with Wii games

The PlayStation 4 and Xbox One are versatile systems, but neither console can play previous-generation titles. Nintendo, on the other hand, offers a full catalogue of Wii U and Wii games, as well as access to even more classic titles available over its online platform, called the Virtual Console.

If you missed out on the Wii the first time around, you'll be able to play all the best titles from the Wii's six-year life, including the "Super Mario Galaxy" series, two new "Legend of Zelda" games, the stunningly beautiful "Okami," the best-selling horror game "Resident Evil 4," and the "Metroid Prime" trilogy. These games are absolutely worth your time.



The GamePad

The Wii U's primary controller, the GamePad, is not your traditional controller. It comes with an embedded touchscreen that lets you to play select titles when you can't play them on the TV. (Not all games require the GamePad's second-screen functionality, but some portions of games can be played only on the GamePad screen, and not the TV.)

The GamePad features a 6.2-inch screen, which can be controlled with one's fingers or a stylus, but it also comes with a front-facing camera for video chat and motion-control support. Can you take selfies on your Xbox controller? I didn't think so.



The Homebrew Channel

You might not know it, but the Wii U might be the most hackable game console out there right now. If you have an internet connection and a free SD card, you can activate classic game emulators, cheat engines, DVD players, and even Wii-specific Linux distributions. And if you have stored any old games on a USB stick, The Homebrew Channel can help you play those games, too.

These homebrew options are easy to access: With the simple LetterBomb hack that takes only about 10 minutes to complete (HackMii has the full set of instructions), you will be able to activate The Homebrew Channel and an application called Homebrew Browser, which acts as an alternative marketplace to download popular apps, games, and emulators.



See the rest of the story at Business Insider

Kanye West is building a video game in which you help his late mother get into heaven

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kanye west in red suit blue smoke on stage

In a radio interview with the Breakfast Club, rapper Kanye West has revealed his latest side project outside of fashion: a video game about his dead mother.

Work on the as-yet-untitled game has been ongoing for the past "six months," the Mirror reports. It's based on one of his songs, "Only One," and gameplay revolves around getting West's late mother Donda into heaven.

"The idea is it's my mother going through the gates of Heaven," the rapper explained, "and you gotta bring her to the highest gates of Heaven by holding her to the light."

West previously talked about his foray in game design, as student in seventh grade, in a 2009 interview with Detail.

Here's a clip of the moment he reveals his latest project to the world:

So after the game, what's next for Kanye? He hinted at one possibility in the interview: A partnership with Disney. "In the same way Adidas supported me," he told the radio station, "I want Disney Imagineering to support my ideas."

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A rowdy night at London's first pub for video gamers

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Gamers take part in a tournament at an

London (AFP) - It's Saturday night at a busy pub in north London, and the crowd is packed around the bar cheering and shouting at a large screen. It's not showing sport, but a video game.

There is no telltale sign on the grey front of the building, just its name "Meltdown" and the muffled bass of Bob Marley's "Get up, stand up" which makes the windows vibrate gently.

But inside this "e-sports" bar is a temple of competitive gaming.

Around a table crowded with pints of beer, young people are following a tournament of "League of Legends", one of the most popular online games.

"Go, go for it, come on!" shouts a young woman wearing black stockings, shorts and a striped top, her fingers typing quickly on her phone as she comments on the match on Twitter.

Here customers come to have a drink and watch a video game contest as others would a game of football or rugby.

The menu lists a selection of cocktails referencing the virtual world.

With its fruity blend of rum, lime, mango, raspberry and passion fruit, the "Shoryuken" takes its name from "Street Fighter", one of the most famous games in history.

- 'Gaming Starbucks' -

Meltdown is the only one of its kind in Britain and is an offshoot of a chain of bars launched in France by gaming enthusiasts.

The first opened in Paris in 2012.

"I realised that there were many players who wanted to leave their homes, have a drink and party," said Sophia Metz, one of the founders.

"Six months later, we opened in Berlin, then in London. Today there are nine bars," she said, adding that the United States could be next.

"E-sports is still a niche market, but it's a market that's growing," said Metz, who views Meltdown as a video game "Starbucks".

Her guests also come to play games themselves. 

Consoles are available for their use, as well as five workstations equipped with backlit keyboards and ergonomic chairs to avoid back pain.

This Saturday one player in particular is drawing attention: Ilyes Satouri, who goes by the name "Stephano".

Aged 21, he is one of France's leading e-sports players and has won some $250,000 in just over 80 tournaments of strategy game Starcraft II.

E-sports bars "were missing until now. Before, those interested in video games generally stayed at home," said the curly-haired Satouri, wearing a red shirt.

"It breaks down of the myth of the pimply geek who stays shut up at home."

Another assumption the institutions can help to break down is that they would be mainly frequented by men.

Although women are less numerous at Meltdown on a Saturday night, they are certainly present.

Among them is Bedir Marisa, aka "Ribbons", a bubbly 21-year-old Londoner who works in cancer research.

"I go to Meltdown to relax and see my friends as well as being able to participate in the League of Legends tournaments," said Marisa, who plays at least two hours of the game a day.

"I think that some men assume that because there's not many girls who play games that you are fake and only playing games to get attention," she added.

"Which is quite disheartening considering I've been playing games non-stop since I got my first Game Boy at the age of seven!"

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The new trailer for ‘Batman: Arkham Knight’ makes us want to play it right now

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Rocksteady released a new trailer for one of this year's most-anticipated games "Batman: Arkham Knight," and we cannot wait to get our hands on this.

It looks incredible.

The game was supposed to come out last year, but was delayed last June to extend development on the game.

For the first time, players will get to drive around the Caped Crusader's Batmobile in the franchise.

It will also be the first "Arkham" game in the franchise to be rated Mature. 

"Batman: Arkham Knight" will be released June 2.

 

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758,000 gamers have already signed up for this crowdfunded video game with no official release date

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Star CitizenLaunching a video game has become a challenge akin to launching a major feature film. Tons of money is invested up front, a release date is set, and gamers play.

One ambitious videogame CEO, however, is taking a risk and turning this process on its head.

Cloud Imperium Games’ Chris Roberts is relying on crowdfuning to finance "Star Citizen." Furthermore, players can pay for the game now, but but can't play the entire thing just yet.

Already, as of Friday, the company had raised close to $73 million to support more than 200 employees working internationally to produce Star Citizen from a base of about 758,000 players.

Crowdfunding is unorthodox, but it gives rare insight into the audience

Big, publicly-traded video game companies spend tens of millions of dollars marketing and testing out concepts, simultaneously trying to please investors and analysts with increasing R&D that is only outpaced by share price gains. Throw in many investors’ imperative to sell stock, and the factors going against even the best-capitalized gaming startups are enough to weigh down even the best rocketships.

Roberts isn't just bucking the trends that have governed the video game industry's aging console-dependent business model — his company is also an example of how the crowdfunding business has the potential to disrupt the venture capital business model.

He launched Cloud Imperium Games’ Star Citizen via Kickstarter, and although he took in more than $2 million via Kickstarter in 2012, the overwhelming majority of Star Citizen’s funding has come independently. Star Citizen is closing in on the $75 million fundraising mark.

However, none of the 758,000 gamers that so eagerly signed up for its launch seem bothered a finished product won’t be on the market until 2016. It certainly doesn’t bother Roberts.

“I know we have an audience before we release the game,” he said. This something his corporate competitors rarely know, for certain, before committing millions in product development dollars for a new launch, or a sequel.star citizen

The game won't be launched in one piece

Roberts’ has an unusual launch plan: he began taking donations in 2012, but will not launch an entire product until 2016. Instead of launching the game at once, Roberts and his team at Cloud Imperium Games will roll out segments of Star Citizen, one by one. 

Right now, users can fly around in space and dogfight with other starships.

Star Citizen will introduce first-person combat in a matter of weeks. And later in 2015, a social element will emerge, where players can leave their interstellar garages and wander the landscapes of the planets on which they’re based.

The most mind-blowing parts of the game won’t come out for another year or so, though. 

Then, players will be able to use “multi-crew” ships, just like Han Solo or Captain Kirk (don’t expect either IP-protected character to appear in Star Citizen, though) and individual players can have roles within a bigger ship — like pilot, or turret gunner. 

“That’s a thing I wanted to do forever; that was one of by biggest drivers for Star Citizen,” Roberts said. "It’s a dream of a lot of people.”Star Citizen Cockpit

The biggest crowdfunding campaign ever won’t produce anything until 2016

Beyond that, Roberts is ready to take on the galaxy. In 2016, players will be able to cruise through entire star systems and take ships on interplanetary voyages. This isn’t your 1990s flight-sim game, to be certain. Eventually, Star Citizen will be adapted for virtual reality headsets, which will mark a substantive enhancement for some of Roberts’ original gamers (the author, included) that enjoyed PC-based Wing Commander — another creation of Roberts’ — more than a decade ago. 

“Having a virtual reality headset adds to that,” but “we’ve still got work to go.” 

There are still bugs being ironed out, like making VR-views sync up to fast head pivots by the user.

Not much different from the upgrade charges billed to the most dedicated gamers by King Digital and Zynga, Star Citizen allows users to customize their ships and load up on guns and weaponry for interstellar battle. Users can also win credits. Hornet JPG

The overwhelming majority of Roberts’ and Star Citizen’s backers didn’t make a big cash pledge. He indicated this was like an equity-based approach to video games. 

“Most of the people we have, it is like they pre-bought the game,” he said. "Crowdfunding works best when people donate to something they want to see happen.”

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This San Francisco bar is a gamer's paradise

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showdown e-sports bar, gamers

Sitting in the glow of a television monitor, two young gamers compete against each other in "Super Smash Bros. 4." Beads of sweat form on the strangers' brows, and their grips tighten on their bulky GameCube controllers.

As Luigi annihilates Toon Link, knocking him off-screen in clever and fatal attack moves, the players make small talk. It is a bar, after all.

Every Tuesday and Thursday night, roughly 450 people crowd into a loft-like bar in San Francisco's SoMa District for "SF Game Night." Hosted by Showdown, an alternative entertainment production company, the semiweekly event rallies local gamers of all skill levels to come together for casual and competitive play and strengthen the city's gaming community.

I recently attended a SF Game Night to see why gamers flock here instead of staying on their couches to unwind with some video games.

showdown e-sports bar, card players gamers

After paying a $5 cover, bar-goers enter the "Bring Your Own Games" zone. Players sit around tables piled high with board games and trading card games, many of which were supplied by the local gaming store Gamescape. They cradle gaming-themed cocktails, like the "Power Up," a mix of Michter's Rye, orange ginger syrup, bitters, and wine-soaked cherry.

Games of "Cards Against Humanity,""Magic: The Gathering," and "Chinatown" (pictured above) are underway. Like pickup games on a basketball court, they were started spontaneously by a group of players who didn't know one another before settling at the table.

In a far corner of the room, "Rock Band" players supply an energetic soundtrack.

showdown e-sports bar, rock band

The main room hums with the electric sounds of an arcade and beer-pong balls bouncing on the floor (yes, there's something for everyone here). Regulars who have been coming since SF Game Night began in February 2014 mix with total newbies who hesitantly tagged along with friends.

The men outnumber the women about 10 to 1, which is not unusual in the gaming industry. The players all look to be in their 20s and 30s.

showdown e-sports bar

In one area, two players at a time compete in "Ultra Street Fighter IV," which is broadcast through Showdown's Twitch channel online and projected on massive screens hanging overhead. Only the best players volunteer to play on the stream, as it is watched by up to 10,000 people at once. No pressure.

showdown e-sports bar, gamers

Under the halo of the projection screens, players sit close on couches and in chairs with controllers in hand. Many bring them from home.

There's a "Super Smash Bros. 4" tournament every Tuesday, and every Thursday they play "Ultra Street Fighter IV." Recently as many as 70 gamers have entered the bracket, paying a buy-in of $5. The grand prize winner takes 70% of the pool; second place, 20%; third place, 10%.

showdown e-sports bar, gamers

Peter Hawrylow III, who goes by his gamertag "Rice," has placed in four of the last six "Super Smash Bros. 4" tournaments. The 21-year-old student says he takes home between $50 and $70 a week from SF Game Night. He has no desire to go professional though.

"I love playing the game, but I don't want it to be a job," Hawrylow says. "I just want to come here and play to have fun. That's why we're all here."

showdown e-sports bar, rice

When CJ Scaduto cofounded Showdown years ago, he had this kind of customer in mind.

Growing up, he says, he drove his parents crazy by playing Xbox Live in the living room. The games were loud and obnoxious. He would later ask himself, "Why aren't we watching [video-game play] in a bar like a baseball or football game? So we can be loud and obnoxious there."

He scrounged up every console he owned and began approaching bars, promising to bring customers if the bar played live streams of gameplay on the TVs. Scaduto eventually partnered with the Folsom Street Foundry, where SF Game Night found a permanent home.

Scaduto lights up when he talks about his customers. He describes them as a bunch of cool, passionate guys looking for something to do after work that doesn't involve getting hammered and hitting on chicks.

"They believe in an alternative night of entertainment," Scaduto says. "Our goal is to create what we coined 'an extension of your living room.'"

SEE ALSO: Kanye West is building a video game in which you help his late mother get into heaven

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Why 'Kim Kardashian: Hollywood' is the most important video game of the past year

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kim kardashian hollywood


Kim Kardashian and Kanye West wanted to marry at Versailles. They made a request to the French government: Let us wed like royalty, in the palace of the Sun King, among the gaudy gardens where Marie Antoinette swished around in satin, where a grand hall of mirrors will reflect back our image, over and over, infinite selfies giving way to infinite likes, for as long as we both shall live. Their request was denied. The French still have their standards.

Instead, Catherine Pégard, the president of Versailles, offered a kind of consolation prize, a “private” tour of the palace — privacy, of course, has a different connotation for the French and for Kimye; they turned the tour into a rehearsal dinner and photo-op — that took place on May 23, 2014, the eve of the wedding (which ultimately happened a hop, skip, and a private jet away in a sprawling Florentine estate once owned by the Medici family). Pégard told the press that she had sanctioned the tour because she felt it would “help to maintain the exceptional heritage of Versailles.” If there was a sneer of sarcasm in that comment, a slight tannic aftertaste of French condescension (or blatant racism) toward the flamboyant nuptial plans of an American rapper and a reality television star, then the joke was on Pégard. This is what Versailles was built to do: to celebrate and revel in the union between a man who considers himself a cultural king and a kind of divine prophet (see #iamagod) and a princess known for her decadence, ornateness, and extreme self-regard.

When Marie Antoinette arrived at Versailles more than two centuries before, a class anxiety familiar to Kimye watchers followed her all the way from Austria. Her mother (Maria Theresa, a first-class “momager” and a true Kris Jenner predecessor) had sold her to a king as part of a savvy deal, and she was never fully accepted in her new country. So Marie built herself an expensive fantasy retreat where she could flounce around in pretty dresses, and the French started to revolt. Crudely drawn nudes of Antoinette’s body began to circulate, and the monarchy could not destroy them fast enough. In 2014, Kardashian took the most circulated nude of the year, and while she was in control of the image, she provoked a fierce digital outcry from the chattering masses. The exceptional heritage of Versailles is exactly what she represents.

She is in essence the actualization of what digital culture has lulled all millennials into thinking they can achieve.

At the rehearsal dinner, women dressed in Marie Antoinette costumes served the guests, who seemed to come from every spectrum of the Western fame circuit: Valentino, Alexander Wang, NeNe Leakes, Steve McQueen, Big Sean, André Leon Talley, Serena Williams. David Blaine performed magic tricks in the grand hall like a court jester. Lana Del Rey, plaintive, with her Marilyn pout, appeared in a floor-length gown to sing “Young and Beautiful,” a song she had written about the tragedy of losing one’s gilded looks for Baz Luhrmann’s The Great Gatsby; camp on camp on camp on camp. In the first verse, Rey sings, “I’ve seen the world, done it all, had my cake now.” These words could not have been lost on the happy couple, who had traveled across the globe to eat wedding cake inside European fortresses, knowing long before they shot the photograph of their first wedded kiss that it would be the most-ever-liked image on Instagram.

 

Together they would rule back in America. They had done it all now. And as for the rest of us back home, staring into tiny screens for something to believe in, well, we would feast on that kiss. We, too, would have our cake.

***

There is no more divisive figure in American culture right now, right this moment, than Kim Kardashian. Like it or not, you’ve thought about her this year. Maybe you didn’t want to. Maybe she’s all you thought about. Maybe she’s born with it. Maybe it’s Crisco artfully applied to her butt. In any case, everyone is thinking about her. Talking about her. Playing her video game. Faving her selfies (by the millions). Critiquing her selfies (what kind of mother crops her own baby from a photo, etc.). Buying her merchandise. Following her every move. And it’s happening at all levels: The tweens know her from her app and the tabloids, the sentient masses know her from nine seasons on the E! network; musicheads know her as Ye’s muse (for better or worse); the fashion and art worlds know her as an undeniable tool of commerce; your grouchy uncle probably knows her as being famous for having seemingly done very little besides release a sex tape and swan around and therefore as some kind of vague representation of the decline of the West and the rise of the dominant mediocre.

1 fXzmRgDPO0g_3qN0hU_AsQWhat’s important is this: They all know who she is.

She’s vertically integrated. Everyone gets a piece. Whatever code there is to being an entertainer, Kardashian has cracked it. In the parlance of our tech overlords, she has disrupted fame. She sees the tubes inside of it, how it works. She may understand how to be famous in 2014 better than anyone else alive. Whether or not this means she is a brilliant schemer or simply feeling her way through the fabric of our culture by pure instinct is beside the point. As Susan Sontag wrote in Notes on “Camp,” an essay that arguably predicted the forces of whimsical bad taste that would allow the Kardashian dynasty to reign: “One doesn’t need to know the artist’s private intentions. The work tells all.”

The work speaks volumes: She is her own best creation, a businesswoman, a brand, a socialite, a TV star, a wife, a mother, and the essential member of a sprawling family who are all getting rich under the umbrella of her fame. But most important, Kim Kardashian works full-time as professional metaphor. That’s what we need her to be. In a culture so divided — the rich are getting richer, the poor are getting poorer, the language is getting more vicious, the long tail of the internet has sent us all into individual and increasingly smaller rabbit holes — we need something we can all agree on, a joint canvas we can all color with our opinion about the way we live now. Kim has offered and promoted her body as that canvas — a body which is so curvaceous as to appear bionic and not quite human, and in a caramel tone that transcends any easy categorization of race or class — it belongs to all of us. It wouldn’t be too generous to say she has offered us, with this body, a sometimes thrilling, sometimes maddening, but always available locus for communal discourse.

And in the meantime, she makes millions, approaching billions. Perhaps money is her only goal with all of this. The artist’s private intentions need not be known.

***

In early 2014, Kanye West told GQ, “Kim is the type of girl that, her entire life, if you were in school with her, most people would be studying and up late nights, but for some reason she would have the skill set to go and grab the one book, turn to the exact page, and just magically say, ‘That’s the exact answer.’ Or she could wink at the person who had done all the work and get it done anyway.”

She always knows exactly who to wink at. Her true talent, and I do believe she has one, lies in knowing exactly how to maximize her assets in order to level up, to push another boundary of fame, and to emerge unscathed each time a tabloid bullet flies in her direction. She’s got the resilience of a superhero. This is why it makes perfect sense that Kardashian’s most significant contribution to 2014 — not her wedding, not her magazine covers, not her book or fashion line or show premiere — was a video game.

1 eBd0Klcfueudv4HeybpBFAKim Kardashian: Hollywood debuted last summer and became a phenomenon, but in case you somehow missed it, this is the basic premise: You are a D-list nobody in a candy-colored, cartoon version of our world. You want to be on the A-list. In order to get ahead, you have to do what any wannabe does: Endorse cheesy products, go on photo shoots at inconvenient times of day, appear at the openings of Miami nightclubs, date stars above your station for the press, have a high-profile tabloid fight with a rival, change managers, change outfits, change real estate. You have to collect stars to buy things like furniture and outfits, and “energy bolts,” which give you the juice to do more cheesy photo shoots or go on more paparazzi-bait outings.

The mobile game started costing people a fortune because it is maddeningly slow-going to collect the bolts and stars the old-fashioned way (by collecting them from the floor, and waiting until the next chance to collect them from the floor), and it is just easier to buy a power-up pack. Like Kanye claims that Kim is able to do, you want to wink and cheat, you want to punch in your credit card to virtually leap ahead to the next frontier, where surely things will get more exciting. They do not. The settings change and the apartments get bigger, but the game flattens the entire journey from D-list to A-list into one shiny, somewhat numbing, repetitive quest. Sometimes Kim pops up to encourage you to continue your journey: Don’t give up, her hourglass avatar says, it’s all going to be worth it.

Kim leaked her own nude this year; privacy, one of the last luxuries in an ever-scarier world of hackers and NSA snoops, is not a big part of her brand.

The reason you started in the first place begins to blur — did you want to be able to afford a new virtual outfit? Finally open your own clothing boutique in the cloud? Meet a hot actor at a hot eatery in a hot neighborhood that doesn’t exist? Defeat your nemesis, Willow Pape, and finally show her who runs this town, a town that you cannot ever live in? You just move ahead for the sake of moving ahead. Because it’s the only thing to do. And somehow, at the end of every session playing, you’re exhausted. Collecting all those stars from the floor wears you out. All that wasting time demands energy. Many have remarked how this tedium must replicate the very essence of the Kardashian experience. They may not be entirely wrong.

I played the game for just over a month, back when everyone I knew was doing just that, and I got to the B-list. It cost me somewhere around $75 to do it, a figure that I am not proud of, but I just didn’t have the patience to play clean or the technological acumen to figure out the online hack that poured infinite free K-stars into an account. Like most of my friends, I tired of the game after I realized that getting to the top was an empty victory. I don’t have the endless supply of energy bolts that the real-life Kim Kardashian has. Of course, her gains are not at all virtual — the app has earned $200 million, and she and her avatar earned a slot at #2 on Time’s “Most Influential Characters” list, just after Elsa.

In recent months, the game introduced Kris, Khloé, and Kourtney avatars, making it a family affair. But none will rise as high as Kim, who by laying bare all of the banal, calculated steps it takes to climb the ranks of celebrity, has moved into far higher orbits than the app arcade. We can waste hours playing the game (I have), while she plays us. And while we’re buying K-stars, she’s at Art Basel, in Versailles, at the Paris runways. In each new selfie, she smirks knowingly, like the sphinx that got the cream.

***

It is potentially a very scary idea to have someone with such a raw yearning for fame topping the tech world, but it feels even scarier to have her battering down the walls of high culture. It opens up a lot of anxious questions: What does it say about our desires that Kardashian is soon publishing a hulking coffee table book of more than 300 of her selfies, entitled Selfish, with legendary art book publisher Rizzoli, and that the book is already a best seller in pre-sales? What does it mean that Kim chose to pose nude on the cover of Paper, a downtown New York art magazine run by 1980s Soho fixture Kim Hastreiter, who was then the it-Kim not for a reality show or a cosmetics line but for palling around at the Mudd Club with Robert Mapplethorpe and Keith Haring? And, most concerning to some, what are the forces that led to Kim and Kanye appearing in early 2014 on the cover of Vogue, its own kind of unconquerable royal fortress?

kim kardashian paper magazine cover breaktheinternetIn the episode of Keeping Up with the Kardashians when Kim’s Vogue cover lands, her mother tells her sisters to congratulate her, for it has been Kim’s dream “her entire life” to be on that cover. One might say that of a lot of little girls. But not all of them manage it. And very few of them manage it after being the centerfold of Playboy. 

Kim skipped past the careful career steps that most models/actresses must tiptoe through to land there (first step: Don’t be in a sex tape), and so she threatens a value that we hold very dear: good taste. In other words, Kim Kardashian turns us all into snobs.

The Vogue cover was seen as an event horizon in the fashion world, a tipping point where the lowbrow and the high melted into each other more clearly then they ever have. Even before then, there were a great many people expending a lot of energy thinking about whether Kim is doing fashion “wrong.” Because, to be fair, there is something strident about Kim when it comes to Her Stuff: She is constantly Instagramming herself in thousand-dollar outfits, with hashtags about the new thing she has just acquired. She has toted around a $40,000 hand-painted Birkin bag covered in primitivist nudes (a gift from Kanye) that seems defiantly out of touch with how any real person lives.

kim kardashian vogue cover

And, like the hedonistic French queen who piled her hair three feet high and festooned it with taxidermy butterflies, Kardashian is a style icon who always feels just slightly too-ambitious when it comes to high-fashion moments: At the first Met Gala she attended in 2013, she wore a maximalist rose-printed Givenchy dress (stretched tight over her very pregnant stomach) that Vogue deemed so savorless that they cropped her out of their best-dressed gallery, leaving only a small floral sliver next to West’s tux. For her second attempt, she wore a more refined Lanvin gown, but discovered that if she made a misstep in it, photographers could see her underwear.

And yet, and yet. Vogue put her on that cover. She wins at the Kardashian game, every time. Once Kim joined fortunes — and families — with Kanye, who has bravado enough to claim he is the new Andy Warhol (and, some would argue, the visionary genius to back up that claim), she vaulted herself right into Anna Wintour’s sights. Some people said Wintour had fully lost her mind. But she can read a cultural weathervane, even if one imagines her sighing heavily while sensing which way the wind is blowing. Ignoring the fact that Kim Kardashian is currently a force in fashion would be, as one friend said to me, “pretending that you can totally block out the culture we’re living in by wearing sunglasses.”

It could be argued that Americans haven’t had good taste in decades — if we ever did — but we still like to think of ourselves as a tasteful, dignified people who somehow set the tone for the rest of the world; our longheld puritanical conservatism peeking through. Our music, fashion, film, art, and literature is vitally important to us, and we still believe that there is some inherent meritocracy that allows the cream to rise (see the Oscar race if you need any evidence of our obsession with “excellence”). The Kardashian dynasty’s rise feels to some like a full-on cultural attack: How can this clan of siblings from a McMansion in Calabasas, whose main preoccupations are shopping and smoothies and selfies, led by a ruthless and brilliant matriarch who will see all of her children become millionaires — and in Kim’s case, many times over — be the people we need to keep up with? If Kim has offered herself to us as a central cipher for our hopes and fears, sometimes the fear takes over.

kim kardashian fashion week anna wintourThis is the essential Kim Kardashian divide, and it is basically a gendered argument: Can a woman who uses her body for gain, fame, fortune, and notoriety, and who seems to continually rise like a phoenix through the cultural ranks despite the exploitation of her beauty, ever gain respect? And does gaining respect even matter? Kardashian has never claimed to be a feminist, or at least she has never stood in front of a blazing neon sign of that word like Beyoncé (the true and tireless Queen of American Culture) has, which in 2014 is a statement in itself. That word now has power. She doesn’t use it. She can control men (and women) alike with her image, but she’s not parlaying that control into much outside of her own advancement and amusement. (Her answer to why she takes all those pictures of herself? “It’s fun!”) Unlike most of the violated starlets in Hollywood, Kim leaked her own nude this year; privacy, one of the last luxuries in an ever-scarier world of hackers and NSA snoops, is not a big part of her brand.

Anyway, high/low, camp/class, feminism/exploitation: It’s all breaking down. The digital revolution has made our hierarchies diffuse, and in some cases, defunct. So while Kim may be seen as a sign of end times to those who feel they must protect some temple of good taste, she has become something of a folk hero to a new generation that doesn’t see old-guard institutions as anything but obstacles to disrupt and shatter. She is in essence the actualization of what digital culture has lulled all millennials into thinking they can achieve. Kim perpetuates the myth of gaining fame (the only currency a born-digital person of limited means can hope to quickly gain) by logging screen time: that if you post enough pictures, updates, and statuses, then your own status will rise. That you can cheat the game of life just by feeding the beast with endless content.

***

One wonders the exact moment when Kim Kardashian realized she was going to become famous. She hasn’t given an answer in interviews — her interviews are consistently bland, lest any misplaced words contradict her extraordinary image — but it may have entered her brain sometime around the year she turned 14. That year, her father, lawyer Robert Kardashian, stood on one side of the Los Angeles Superior Court, defending his longtime friend O.J. Simpson, whose house he had been staying at during the murder. On the other side of the court sat her mother, Kris Jenner, in the section reserved for Nicole Brown Simpson’s closest friends.

kim kardashian hollywoodThough Kardashian’s parents were already separated at the time, Kim has said that the case tore their family apart. But she sat in that courthouse, watching cameras trained on the trial, and knew 155 million viewers were watching them, too. She witnessed the birth of reality television. She learned the language of celebrity, how to keep the headlines going for another day. And, when the acquittal happened, she knew what star power really looked like. Some people might have sat in that trial and decided that the public eye was monstrous, and slunk away from it. Kim instead bent toward the spotlight like an orchid, following it wherever it would go.

In that sense, her peacocking seems almost pure. If there isn’t something artful about her journey from D- to A-list, then at least there is something authentic about it. She’s so natural at being the center of attention, so comfortable mugging in front of a camera, that she has come to embody — and provide a tacit endorsement of — all of our most narcissistic cravings at the new digital buffet. If she’s scary, then that is because she makes us scared of our desires to be documented, faved, seen. When she holds up her phone, she holds up a mirror.

Kardashian is, above all, honest about what she wants. She wants to be famous. She wants us to think about her every day. She wants us to never forget her name. She may be a martyr for this cause, the butt of jokes, the cheap laugh, the app avatar. But she gives the people what they want. If they cannot have bread, then let them have cheesecake.

Read more on Matter:

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Scientists built a computer that can beat you at classic Atari games

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Google DeepMind Artificial intelligence AI

Computers have already beaten humans at chess and "Jeopardy!," and now they can add one more feather to their caps: the ability to best humans in several classic arcade games.

A team of scientists at Google created an artificially intelligent computer program that can teach itself to play Atari 2600 video games, using only minimal background information to learn how to play.

By mimicking some principles of the human brain, the program is able to play at the same level as a professional human gamer, or better, on most of the games, researchers reported today (Feb. 25) in the journal Nature.

This is the first time anyone has built an artificial intelligence (AI) system that can learn to excel at a wide range of tasks, study co-author Demis Hassabis, an AI researcher at Google DeepMind in London, said at a news conference yesterday.

Future versions of this AI program could be used in more general decision-making applications, from driverless cars to weather prediction, Hassabis said.

Learning by reinforcement

Humans and other animals learn by reinforcement — engaging in behaviors that maximize some reward. For example, pleasurable experiences cause the brain to release the chemical neurotransmitter dopamine.

But in order to learn in a complex world, the brain has to interpret input from the senses and use these signals to generalize past experiences and apply them to new situations.

When IBM's Deep Blue computer defeated chess grandmaster Garry Kasparov in 1997, and the artificially intelligent Watson computer won the quiz show "Jeopardy!" in 2011, these were considered impressive technical feats, but they were mostly preprogrammed abilities, Hassabis said.

garry kasparov deep blue ibm chessIn contrast, the new DeepMind AI is capable of learning on its own, using reinforcement.

To develop the new AI program, Hassabis and his colleagues created an artificial neural network based on "deep learning," a machine-learning algorithm that builds progressively more abstract representations of raw data. (Google famously used deep learning to train a network of computers to recognize cats based on millions of YouTube videos, but this type of algorithm is actually involved in many Google products, from search to translation.)

The new AI program is called the "deep Q-network," or DQN, and it runs on a regular desktop computer.

Playing games

The researchers tested DQN on 49 classic Atari 2600 games, such as "Pong" and "Space Invaders." The only pieces of information about the game that the program received were the pixels on the screen and the game score.

"The system learns to play by essentially pressing keys randomly" in order to achieve a high score, study co-author Volodymyr Mnih, also a research scientist at Google DeepMind, said at the news conference.

After a couple weeks of training, DQN performed as well as professional human gamers on many of the games, which ranged from side-scrolling shooters to 3D car-racing games, the researchers said. The AI program scored 75 percent of the human score on more than half of the games, they added.

Sometimes, DQN discovered game strategies that the researchers hadn't even thought of — for example, in the game "Seaquest," the player controls a submarine and must avoid, collect or destroy objects at different depths.

The AI program discovered it could stay alive by simply keeping the submarine just below the surface, the researchers said.

More complex tasks

DQN also made use of another feature of human brains: the ability to remember past experiences and replay them in order to guide actions (a process that occurs in a seahorse-shaped brain region called the hippocampus).

Similarly, DQN stored "memories" from its experiences, and fed these back into its decision-making process during gameplay.

atariBut human brains don't remember all experiences the same way. They're biased to remember more emotionally charged events, which are likely to be more important.

Future versions of DQN should incorporate this kind of biased memory, the researchers said.

Now that their program has mastered Atari games, the scientists are starting to test it on more complex games from the '90s, such as 3D racing games. "Ultimately, if this algorithm can race a car in racing games, with a few extra tweaks, it should be able to drive a real car," Hassabis said.

In addition, future versions of the AI program might be able to do things such as plan a trip to Europe, booking all the flights and hotels. But "we're most excited about using AI to help us do science," Hassabis said.

Follow Tanya Lewis on Twitter. Follow us @livescience, Facebook& Google+. Original article on Live Science.

Copyright 2015 LiveScience, a Purch company. All rights reserved. This material may not be published, broadcast, rewritten or redistributed.

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Why big game companies are suddenly giving away their secret sauce

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Unity 5 Engine

At this week's Game Developers Conference 2015 in San Francisco, a strange thing's been happening: Three of the biggest video game technology companies in the world just announced that they were giving away their game engines -- the secret sauce that powers theirs' and their licensees' games -- totally for free. 

The move comes as competition to be the platform of choice for developers to build blockbuster video games, students to build cool projects, movie directors to build virtual worlds, and scientists to perform computer experiments. The engine is what runs behind the scenes, providing a framework for engineers to add sounds, characters, artificial intelligence, physics, and more. It's totally invisible to the gamer, the viewer, or the user. But it's big business. 

Epic Games, perhaps best known for the 22-million-selling Gears of War series of Xbox 360 games, has licensed out its Unreal Engine to hundreds of other developers, who then use it to make successful games like Electronic Arts/Bioware's Mass Effect series and the forthcoming Mortal Kombat X. It's a significant source of income for Epic Games, which used to collect royalties of 25% of revenue for projects built using Unreal Engine that made more than $50,000.

At last year's GDC, Epic made waves by making the latest version of the Unreal Engine available to developers on a subscription model, with most paying around $20 a month. Epic also opened it up for free to students. 

This week, Epic went a step further by releasing it for free, with developers only having to pay a 5% royalty on any project that makes over $3,000 in revenue for a quarter.

Epic's main competition in this regard is Unity. Where Epic's Unreal Engine has always focused on providing glitzy graphics-intensive experiences, Unity has drilled down on providing stable, reliable, affordable cross-device support for desktops, mobile, and even the Samsung Gear VR. 

Unity followed suit with Epic by announcing the new Unity 5 game engine, for which it then also announced a new free subscription tier. As long as you have revenue or funding less than $100,000, Unity will never collect any money from you. If you break that barrier, it's $75 per month or $1,500 flat, with no royalties ever collected -- a signifiant thing if you're planning on building the next big iOS hit. 

Unity and Epic also both make money on their offerings with marketplaces where developers can buy pre-made graphics and sounds to plug into the engine, cutting down on development time. 

Finally, Valve Software, the famously secretive developer of the seminal Half-Life and Portal franchises, dropped a little bomb of its own with the announcement of Source 2, the latest version of the game engine that powered hits like Half-Life 2, Portal 2, Dota2, and basically the company's entire output. And, of course, Valve is offering it for free, though true to form, details are scarce and we don't know which pricing 

While Valve has never had quite the same level of success at licensing its Source engine as the other two mentioned above, it's still worth noticing when a company of its size and stature -- its Steam digital distribution network makes it the iTunes of video games -- makes such a move, especially in light of its recent VR efforts in conjunction with HTC and Oculus

So why now? Easy: The slow rise of virtual reality, the mobile world, and the coming of age of the video gaming generations means that demand for game engines and app building tools is going to be higher than ever before.

Epic Games, Unity, and Valve Software all want to be the platform of choice for those who want to create interactive experiences, even if it means reeling them in by giving it away for free.

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A woman who was threatened with death (and worse) for a year explains how to protect against online harassment

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Zoe Quinn

"We're dealing with Voldemort here, we may as well learn some Defense Against the Dark Arts." 

That's how Zoe Quinn, the game developer at the heart of the bizarre, scary ongoing scandal over whether or not it's okay to send people death and rape threats (spoilers: It never is), introduced her presentation on moving past online harassment at Game Developers Conference 2015 here in San Francisco. 

Quinn, who recently formed a task force called Crash Override to help victims of online harassment, knows a thing or two about the topic: After an ex-boyfriend leaked personal details of their love life online last August, she found herself the victim of threats that forced her out of her home and saw her private info released online. Her father still receives harassing 5 a.m. phone calls from online strangers even today.

"I could have been anybody, all it took was one ex-boyfriend," says Quinn on why she was targeted for abuse. 

Which brings us back to Defense Against the Dark Arts. Quinn says that she learned a lot about how to deal with this the hard way, and offered several tips. 

  • Call the police before you get Swatted. If you feel like you're going to be Swatted — the term for the horrible prank of calling emergency services on somebody you don't like so that a SWAT team raids their home — make sure to try to call the police preemptively and show them any specific threats made. Oh, and if you have a dog, lock it up: SWAT teams have a horrible habit of killing dogs in these raids, Quinn says. 
  • Keep specific evidence. If you have everything, including threats made, the police have a lot more leeway in cases of stalking, prank calls, and any threats of violence. "If you can show the police specific threats that have been made it goes a long way towards helping them understand what’s going on," Quinn said.
  • Delete social media accounts and other info. Quinn advises anybody who's worried about their information getting misused to "detective the heck out of yourself" by deleting any and all old social media accounts, Googling yourself to see what's loose out there, and going to third-party people information services like Spokeo.
  • Don't pick easily guessable security questions. For sites that ask security questions in case of a lost password, it's generally a good idea to change your security questions to things that you can't find out through the detective work you're doing. 
  • Use two-factor authentication. Additionally, Quinn recommended a device called the Yubikey, a USB dongle that acts as a key for your computer — it's impossible to forge or replace, so nobody is getting into your accounts without the actual thing plugged in. 

Meanwhile, Quinn called on people who work for technology companies like Facebook and Twitter to take better care of the people who use their platforms in the face of widespread abuse.

“It’s good to know that companies have your back when people are at the door calling for your head," Quinn said.

gdc 2015 harassment panelQuinn wasn't the only one with a horror story.

Feminist video game critic Anita Sarkeesian and game developer Brianna Wu were similarly targeted by online trolls for serious, credible threats to their lives and safety. Other panelists, including ex-eSports pro Neha Nair, community manager Donna Prior, and games developer Elizabeth Sampat all shared their own experiences with virtual and physical abuse in the industry.

Quinn closed her presentation by announcing a partnership between hers and partner Alex Lifschitz's Crash Override task force and the just-revealed Online Abuse Prevention Initiative (OAPI), a new nonprofit led by Randi Harper, developer of the very popular Good Game Auto Blocker tool for automatically blocking Twitter trolls. They'll work together to help tech companies build better infrastructure on the back end to fight harassment.

The announcement was met with huge applause by the audience. 

Join the conversation about this story »

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What on Earth is SpaceX doing at a video game conference?

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SpaceX at GDC

Ah, the Game Developers Conference — where anybody with an interest in the industry can bump elbows with the likes of Sony, Microsoft, Valve, Epic Games, and... SpaceX?

It's true: Elon Musk's private space travel startup SpaceX has a booth in the Career Center at GDC 2015. And while they're being typically tightlipped with the press, Business Insider has heard that they're here recruiting programmer talent, just like everybody else in Silicon Valley.

SpaceX has a history of recruiting talent out of the gaming industry, per an article in Fast Company

"We actually hire a lot of our best software engineers out of the gaming industry," said SpaceX CEO Elon Musk, when Fast Company posed this question during the May 29 Dragon V2 unveiling. "In gaming there’s a lot of smart engineering talent doing really complex things. [Compared to] a lot of the algorithms involved in massive multiplayer online games…a docking sequence [between spacecraft] is actually relatively straightforward. So I’d encourage people in the gaming industry to think about creating the next generation of spacecraft and rockets."

It makes sense: As video games get more complex, you're dealing with physics and spatial analysis problems with the exact same C++ code you might use for rocket simulations at the SpaceX lab. Along similar lines, corporations like Nike (and a few slot machine manufacturers) are at the Game Developers Conference looking for the same kind of talent.

SEE ALSO: I just had the most mind-blowing virtual reality experience ever

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EA shuts down SimCity developer Maxis

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fox orion simcity

Electronic Arts is shuttering the windows on one of its most well-known development studios. Maxis, the developer behind SimCity and Spore, has pulled the plug on its Emeryville location. Don't worry, though. SimCity lives on.

In a statement to Polygon, an EA spokesperson said the closure is part of a consolidation effort and confirmed that Sims development would be relinquished to a handful of other EA studios.

Sims YouTube

Here's the full statement: 

Today we are consolidating Maxis IP development to our studios in Redwood Shores, Salt Lake City, Helsinki and Melbourne locations as we close our Emeryville location. Maxis continues to support and develop new experiences for current Sims and SimCity players, while expanding our franchises to new platforms and developing new cross-platform IP. 

These changes do not impact our plans for The Sims. Players will continue to see rich new experiences in The Sims 4, with our first expansion pack coming soon along with a full slate of additional updates and content in the pipeline. 

All employees impacted by the changes today will be given opportunities to explore other positions within the Maxis studios and throughout EA. For those that are leaving the company, we are working to ensure the best possible transition with separation packages and career assistance.

Founded in 1987 by Will Wright and Jeff Braun, Maxis Software immediately made its mark on the video game industry by releasing SimCity. The game's original version, called Micropolis, was designed by Wright in 1985 for release on the Commodore 64. However, SimCity wouldn't hit the market until 1985, and its unexpected success led to a sequel in 2000.

Screen Shot 2015 03 05 at 4.15.15 PM

After SimCity 2000, Maxis Emeryville shifted its focus to The Sims, adding another hit to the ever-growing list of fan favorites. The Sims 2 hit the market four years later, at which time Electronic Arts handed the franchise over to a newly minted Sims-only studio. This maneuver allowed Maxis to focus on Spore, a title that allowed gamers to play god by creating NSFW monsters.

You know exactly what I'm talking about.

Recently, the Emeryville studio rebooted the SimCity franchise, but the game was plagued with problems for months after launch. The fiasco soured many gamers' to Electronic Arts, even after Maxis graciously accepted the blame.

There's no indication that the SimCity debacle has anything to do with the Emeryville closing. Though, EA's profits dipped by 30 percent in 2013, the year of SimCity's release. So, it's possible the two are connected.

Either way, we hope that any employees affected by Maxis Emeryville's closure land on their feet.

Good luck, folks. Thanks for the games. 

SEE ALSO: This is the main reason video games are so much better today than they were years ago

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Treadmills, spell books, and masks: 8 bizarre new ways to control video games

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Biba and PlayPower

Virtual reality is the talk of the show at this week's Game Developers Conference 2015 in San Francisco.

But in addition to your VR headsets and your standard joysticks, there are a lot of bizarre controllers on display on the show floor. From treadmills to masks to spell books, here's just a taste. 

Biba teamed up with playground manufacturer PlayPower for a game where you ride a real-life tandem swing to make an alien shovel dirt into the mouth of a hungry robot. It's meant to get kids exercising.

Biba! 



Virtuix Omni has an all-directional treadmill that lets you run and gun to your heart's content in games like Call of Duty — without knocking over any furniture.

Virtuix Omni.



Sixense plans to offer a motion-tracking system for virtual reality that keeps track of your body, including your hands. In this demo, players get two Star Wars lightsabers, controlled by a wand in each hand, to swing around.

Sixense.



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