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Ubisoft’s new AI tool automatically generates dialogue for non-playable game characters

Ubisoft, the developer behind popular games like Assassin’s Creed and Far Cry, announced that it’s using an AI “Ghostwriter” tool to write dialogue for some of its games with the aim of keeping NPCs (non-playable characters) individually interesting and realistic with less manual work.

The company says the tool isn’t replacing video game writers, but instead will alleviate the task of writing barks, which are phrases or sounds made by NPCs during a triggered event. Ghostwriter generates first drafts of barks in order to give scriptwriters more time to focus on the general narrative.

“Crowd chatter and barks are central features of player immersion in games – NPCs speaking to each other, enemy dialogue during combat, or an exchange triggered when entering an area all provide a more realistic world experience and make the player feel like the game around them exists outside of their actions,” Ubisoft wrote in a blog post.

“However, both require time and creative effort from scriptwriters that could be spent on other core plot items. Ghostwriter frees up that time, but still allows the scriptwriters a degree of creative control.”

The process starts with scriptwriters first creating a character and a type of interaction or utterance they would like to generate. Ghostwriter then generates variations that the scriptwriter can choose from and edit to fit their needs. The process uses pairwise comparison as a method of evaluation and improvement, which means that for each variation generated, the tool provides two choices which will be compared and chosen by the scriptwriter. Once one is selected, the tool learns from the preferred choice. The idea is that after thousands of selections are made by scriptwriters, the tool will become more effective and accurate.

Ben Swanson, the R&D scientist at Ubisoft who created Ghostwriter, says technology like Ghostwriter requires scriptwriters to learn how to not only use the tool, but also integrate it in their video game production process. Swanson and his team’s goal is to give this AI power to narrative designers, who will be able to eventually create their own AI system tailored to their own design needs. To do this, the production created a tool called Ernestine that facilitates anyone to create their own machine learning models used in Ghostwriter.

It’s worth noting that following Ubisoft’s announcement, some game developers took to social media calling for the company to invest in human writers instead. Ubisoft responded to criticism in a tweet, noting that the tool was created in collaboration with writers and is simply about creating more variations for short lines given to NPCs.

Ubisoft’s new AI tool automatically generates dialogue for non-playable game characters by Aisha Malik originally published on TechCrunch

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Amazon expands Fire TV lineup with more QLED models, entry-level 2-Series TVs and new markets

As competition among smart TV makers heats up, Amazon today is introducing an expanded Fire TV lineup which now includes more sizes for its top-of-the-line Omni QLED series as well as a new, lower-cost Fire TV 2-Series that will start at $199.99. The company is also bringing its TVs to new markets globally, updating some features — like the Omni QLED’s “ambient” mode — and will roll out its cloud gaming service Luna to countries outside the U.S. for the first time.

Amazon first announced its Omni QLED TVs last fall as a way to bring better picture quality to customers with a 4K QLED display. The sets, which initially shipped in both 65-inch ($799.99) and 75-inch ($1,099.99) sizes, were the first Amazon Fire TVs to ship with Dolby Vision IQ. They also support HDR 10+ Adaptive and Adaptive Brightness, which adjusts the picture brightness and contrast based on the room’s brightness.

Now, the company is expanding its QLED lineup with three new models starting at $449.99, in 43-inch, 50-inch and 55-inch sizes. Like their larger counterparts, these will still include QLED displays with up to 96 dimming zones and the sensor-driven “Ambient Experience” features.

The TVs ship with a custom sensor package on the front that includes a presence sensor that allows the TV to turn its “Ambient Experience” on or off based on whether someone has entered or left the room thanks to an ambient light sensor that helps the TV understand the context of the movement. That is, if you just walked past the TV to get a midnight snack it may remain off, but if you walk into the room in the morning, it may load the ambient experience to help you start your day.

Image Credits: Amazon

The experience includes a free package of artwork and photography and various Alexa widgets that can be displayed either compacted or expanded, delivering things like news and headlines, your calendar, notes and reminders, streaming recommendations and more.

Now, Amazon says the experience is being updated with new art, too. Specifically, it’s adding something it’s calling “dynamic art,” or art that adapts to the current environment. The art will change based on factors like the time of day, temperature, weather and more. Initially, Amazon is working with contemporary artist Samuel Stubblefield to create the dynamic art package.

“We want to make smart TVs that are actually smart. That means things like bringing together content usefully…but we also want them to be beautiful and useful throughout more parts of the day and infused with ambient intelligence to make them more powerful for customers,” noted Daniel Rausch, VP of Entertainment Devices & Services at Amazon, in a conversation about the new Fire TV products.

Image Credits: Amazon (Fire TV Omni QLED Series)

These newly added QLED models will become available for preorder today and ship on May 11. The 43″ will be $449.99; the 50″ is $529.99; and the 55″ is $599.99.

Amazon is also now introducing a new line of more affordable Fire TVs, dubbed the Fire TV 2-Series, which slots in below the existing QLED and 4-Series. These will ship in two models to start: 32-inch ($199.99) and 40-inch ($249.99) options in HD. The 2-Series lineup supports HDR 10, HLG and Dolby Digital Audio and comes with an Alexa Voice remote.

Image Credits: Amazon (Fire TV 2-Series)

These models can be ordered now and start shipping today.

In addition, Amazon says it will now begin to ship its Omni QLED Series, 4-Series and new 2-Series in the U.K., Germany and Mexico for the first time.

Rausch says the company has now sold more than 200 million Fire TV devices worldwide, including TVs and media players, and has shipped over 260 Fire TV models with its partners, like TCL, Hisense, Yamada, Xiaomi and others. As TV sets themselves become more powerful, many consumers are now opting to buy a TV with Fire TV baked in, rather than as a streaming player add-on. This has resulted in TVs becoming the fastest-growing part of the Fire TV business, he notes.

Image Credits: Amazon (Luna)

Alongside the TV expansion, the company will also bring its Luna cloud gaming service to new markets outside the U.S. for the first time.

Designed to work with Fire TV, Luna offers Prime customers a rotating selection of monthly games that can be streamed and played using a Bluetooth controller like Amazon’s Luna Controller, or even with a smartphone through a companion app.

Luna customers can optionally choose to subscribe to premium packages, like Luna+, Ubisoft+ and Jackbox Games. Luna+ includes a broad selection of games like action, adventure, platformer, indie, shooter, racing and classic games for $9.99 per month. The Ubisoft+ subscription, meanwhile, features top titles and fan favorites like Assassin’s Creed and Far Cry for $17.99 per month. And Jackbox Games offers a party gaming set for $4.99 per month.

The service has been generally available in the U.S. for over a year and is now coming to the U.K., Germany and Canada, Amazon says, which will allow it to reach some of the new Fire TV markets.

Amazon isn’t alone in targeting consumers with TVs running its own OS — rival Roku in January revealed its first-ever TVs designed and built by the company. But neither effort is meant to preclude the companies from working with partners — it’s more of a way to demonstrate what’s possible from the company’s own software and specs while generating additional revenue from hardware sales.

Amazon expands Fire TV lineup with more QLED models, entry-level 2-Series TVs and new markets by Sarah Perez originally published on TechCrunch

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Web3 gaming will onboard up to 100M gamers in next 2 years, Polygon and Immutable presidents predict

Two key players in the web3 gaming space predict exponential expansion in the next few years.

Robbie Ferguson, co-founder and president of web3 gaming company Immutable, and Ryan Wyatt, president of layer-2 chain Polygon Labs, told TechCrunch+ that web3 will add the first 10 million to 100 million gamers within the next year or two.

“We’re going to see 40% of the web3 games [ever] built go live over the next 12 to 18 months, which will be a huge amount of attempts or shot-on-goal to have that 100 million players,” Ferguson added. If this prediction becomes true, it would represent a massive wave of adoption that the decentralized gaming industry didn’t have before.

On Monday, web3 gaming firm Immutable teamed up with layer-2 blockchain Polygon to help grow the scaling and adoption of the subsector. The collaboration will focus on making web3-enabled games faster to build, easier to use and less risky for larger gaming studios and independent developers to get involved.

“What we now are seeing is these games are being built to go live because games have a lead time of two to four years,” Ferguson said. “What’s required is incredible infrastructure for them to build an incredible customer experience where players can use this.”

“Over $100 billion are spent by players every year on in-game items,” Ferguson said, implying that the market for web3 games could be large. “This is not the box copy of Fortnite or the ability to download a game. This is literally [money spent on] skins, Candy Crush coins and costumes.”

But those assets are not ownable by players or, at best, are part of a gray marketplace, he added. “The opportunity here is to take a multi-100-billion-dollar asset class and make it truly ownable by players and make sure that the rights and the keys stick with them rather than a major third-party company.”

The only way web3 gaming scales is through true property rights, Ferguson thinks. “And if they have no idea how web3 works under the hood.”

Web3 gaming will onboard up to 100M gamers in next 2 years, Polygon and Immutable presidents predict by Jacquelyn Melinek originally published on TechCrunch

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Polygon and Immutable partner to help onboard more gamers and developers into web3

Web3 gaming firm Immutable and layer-2 blockchain Polygon hope that a new strategic alliance will accelerate innovation and adoption in the nascent crypto gaming space, the two companies announced at the Game Developer Conference on Monday.

“For us this is a pretty obvious play,” Robbie Ferguson, co-founder and president of Immutable, said. “We realized very quickly the scaling limitations of Ethereum, but we never wanted to compete with it.” Polygon could help Immutable avoid Ethereum congestion and costs without having to build its own alternative.

The alliance will focus on making web3-enabled games faster, easier and less risky for larger gaming studios and independent developers to get involved.

Last year, games building on both platforms received about $2 billion in investor funding, Ferguson and Ryan Wyatt, president of Polygon Labs, shared with TechCrunch.

“For me, this is like the next evolution of mainstream adoption,” Wyatt said. “You’re already starting to see blockchain games with higher fidelity.”

Immutable’s new zero-knowledge Ethereum Virtual Machine (zkEVM) — fancy terminology for virtual machines that compress data to improve scaling and security on the blockchain — will be powered by Polygon technology and supported on its platform. Polygon’s zkEVM scaling technology aims to lower transaction costs while remaining compatible and secure with the layer-1 blockchain Ethereum, which is critical for the long-term growth of the blockchain and its ecosystem.

Polygon is “a very clean, well-polished end-to-end solution and market for game developers and gamers,” Wyatt said. “There’s been some skepticism about where this can go and what is it going to look like […] now you’re going to see it go into overdrive these next couple of years.”

Combining the two companies’ technologies could help scale transactions 100 to 1,000 times more than before, Ferguson said.

While this initiative is new, both platforms have formed massive gaming ecosystems through partnerships and integrations with gaming studios, traditional businesses and crypto companies.

Polygon Labs, the team behind the decentralized Polygon protocol, has worked with gaming companies like Square Enix, Neowiz, Midnight Society, Plai Labs and Tilting Point. The company’s layer-2 scaling solution has seen notable adoption, including tens of thousands of decentralized apps deployed, more than 220 million unique addresses served, more than 1 million smart contracts deployed and billions of total transactions processed since inception, it shared.

The Polygon network is also integrated into crypto projects like Aave, Uniswap and OpenSea, and well-known enterprises including Robinhood, Stripe and Adobe, which could help extend its reach even further.

The Polygon network also hosts some of the biggest web3 gaming projects and publishers like Ubisoft, Atari, Animoca Brands, Decentraland and Sandbox, among others. In the past year, Polygon partnered with a number of other big brands like Starbucks for its Odyssey digital collectible rewards program and Disney for its accelerator program, while also having major clothing brands like Prada and Adidas launch NFT projects through its blockchain.

Separately, Immutable has onboarded web3 games and initiatives to its platform in recent months, including brands like GameStop, DC Comics, TikTok and Marvel and IP from Disney and Star Wars. The platform also launched a $500 million fund in June to boost web3 gaming adoption.

The announcements noted above may point toward growth in the web3 gaming industry; more brands entering the web3 gaming space could grow the larger decentralized gaming market, somewhat akin to how integrations between Web 2.0 companies have historically helped grow their own reach.

“Gamers just want to play great games; it’s that simple,” Wyatt said. “You really just got to get to a point where you’re abstracting the crypto and jargon away and then have just a really exciting game. And that’s what’s coming on the horizon.”

Polygon and Immutable partner to help onboard more gamers and developers into web3 by Jacquelyn Melinek originally published on TechCrunch

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Google Play Games for PC to roll out to Europe and Japan, add new titles including Garena Free Fire

In a keynote address at the annual Google for Game Developers Summit, Google said its Google Play Games for PC service, which brings Android games to Windows users, will roll out to Japan and other European markets, and gain new titles and tools for game developers. Of note, the service over the next couple of months will add several popular games, including Garena Free Fire, Ludo King (a popular board game in India), and MapleStory M. Meanwhile, Google Play is introducing early access to Machine Translation in the Play Console that will allow game developers to translate their game in more than eight languages within minutes for free, the company said.

Launched into beta testing in January 2022, Google Play Games is designed to expand the reach of Android gaming by allowing consumers to play the mobile titles on their Windows computers, in addition to supported platforms like Android mobile and tablet and ChromeOS. With the service, gamers can pick up where they left off on one device when switching to another — something many Apple-focused game titles already offer when users switch between iPhone, iPad and Mac devices, for instance.

Initially available in overseas markets like Hong Kong, South Korea and Taiwan, the service expanded into the U.S. and other countries in November and is now live in 13 markets, including Australia, Brazil, Canada, Indonesia, Malaysia, Mexico, the Philippines, Singapore and Thailand. Now, Google says the service will come to Japan and several European countries over the new couple of months.

It’s also introducing a range of features aimed at game developers, including an emulator offering a developer-focused build of
Google Play Games that’s designed for the debug and build process. This tool allows developers to deploy games directly, including by sideloading APKs via ADB command, and lets them use Android Studio to adjust graphics and hardware settings to validate different player configurations. (Developers will have to sign up here by first expressing interest in the service.)

Explains Google, its partnership with Intel enables it to make it easier for developers to join Google Play Games on PC with their existing mobile builds. If the mobile game already plays well on the desktop, they can now apply to join the service.

The company is also publishing a new release checklist to help game developers verify that they’ve completed all the necessary steps
before submitting their build for approval, and it added more metrics for games in Android vitals. The latter includes recently launched frame rate metrics in Play Console — or through the Developer Reporting API — that allow developers to check if their games offer at least 30 frames per second — the technical quality required for the Google Play Games for PC service. Other technical upgrades aimed at performance and user acquisition were also rolled out, in addition to the new Machine Translation feature that will use Google Translate and transformer-based language models to translate games in over eight languages, including Simplified Chinese and Japanese.

Google additionally teased the coming release of Next Generation Player IDs which will keep a user’s Player ID consistent across platforms for any given games, while still allowing them to be unique across different games. This feature, powered by Play Games Services, will arrive later this year.

Still considered a beta, Google Play Games on PC requires users to run Windows 10 on a PC with 10 GB of available storage on a solid state drive (SSD), with an Intel UHD Graphics 630 GPU or comparable, 4 CPU physical cores, and 8 GB of RAM. The company has not yet shared an official release date for a public launch.

Google Play Games for PC to roll out to Europe and Japan, add new titles including Garena Free Fire by Sarah Perez originally published on TechCrunch

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Pokémon GO gets integration with Scarlet & Violet, plus Pokémon Sleep update

On Monday’s Pokémon Presents livestream, the company behind the hit megafranchise announced an integration between its latest main series games, Pokémon Scarlet & Violet, and the Niantic-produced mobile hit Pokémon GO. The Pokémon Company also shared a long-awaited update on its sleep-tracking app, Pokémon Sleep.

Already in Pokémon GO, players can obtain regional variants of the butterfly Pokémon Vivillon by collecting in-game postcards from other trainers around the world. Now, Pokémon GO players can send those postcards into their Pokémon Scarlet & Violet games on the Nintendo Switch, which will cause that specific Vivillon variant to spawn. Then, on the Pokémon GO side, this will trigger the Pokémon Gimmighoul to appear in its roaming form. Normally, Gimmighoul can be caught as a Pokémon that lives inside of a treasure chest, which is also part of its body (yes, it’s weird, don’t ask), but in roaming form, it’s just a silly little grey guy with a golden coin. The Pokémon can evolve into Gholdengo after trainers collect 999 Gimmighoul coins.

This integration is similar to the link between Pokémon GO and the Nintendo Switch games Let’s Go Pikachu & Eevee. Like Gimmighoul, the only way to catch a Meltan in Pokémon GO is to connect the game to your console, which triggers a mystery box event. Meltan evolves into Melmetal, a very useful and powerful Pokémon for PvP battling.

Pokémon Scarlet & Violet will also soon be compatible with Pokémon Home, a subscription-based mobile app that allows players to transfer Pokémon across games. Once that integration is up and running, players will be able to transfer their roaming form Gimmighoul to their Scarlet & Violet games, making it the only way to use the Pokémon in that form.

Speaking of Pokémon Scarlet & Violet: Yes, we now know for sure that there will be a DLC. However, the first part of the expansion content “The Hidden Treasure of Area Zero” won’t be available until fall, with a second part following in winter. When Scarlet & Violet was released, riddled with glitches, we saw how bad things can get when Pokémon staff are rushed to churn out new games — so as far as I’m concerned, they can take all the time they want.

In other mobile Pokémon news, the Pokémon Company finally shared an update about Pokémon Sleep, an app that the company has been teasing since 2019.

“The idea behind Pokémon Sleep is to be a game that makes you look forward to waking up in the morning,” said Pokémon Company COO Takato Utsunomiya. That sounds a little bleak!

The game takes place on a small island, where we encounter a big Snorlax, along with Pokémon sleep researcher Professor Neroli (how do I get that job?). If you leave your phone by your pillow as you sleep, the game will record your sleep and analyze it — of course, we don’t know yet whether or not this data is actually accurate or useful.

Image Credits: The Pokémon Company

Your sleep will be characterized as dozing, snoozing or slumbering, and Pokémon that sleep the same way you do (… according to this sleep researcher fellow) will gather around your Snorlax. The app will be available on iOS and Android this summer.

To tie Pokémon GO and Pokémon Sleep together, the Pokémon announced the Pokémon GO Plus + accessory (no, that’s not a typo, and yes, it is pronounced “plus plus”). Like the existing Pokémon GO Plus, the gadget can spin Pokéstops and catch Pokémon for you in Pokémon GO. The new device also tracks your sleep and can sing you lullabies in a Pikachu voice, if that’s your thing. This device, available for purchase on July 14, will later allow players to bring their sleep data into Pokémon GO for special bonuses.

We don’t know yet if Pokémon Sleep will be a paid app, or if it will have in-app purchases. But Pokémon GO has been hugely successful, even if it doesn’t feel as culturally ubiquitous as it was in 2016. In June, the game surpassed $6 billion in all-time revenue.

Pokémon GO gets integration with Scarlet & Violet, plus Pokémon Sleep update by Amanda Silberling originally published on TechCrunch

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Pitch Deck Teardown: Gaming monetization company Incymo AI’s $850K seed deck

If you’ve ever played free-to-play video games on your phone, you may have seen an advert or two, including mini-games and other content with variable quality and relevance.

That’s the space where Incymo operates; it promises to leverage machine learning and other smarts to maximize advertising revenues for game publishers, promising its users a 30% increase in average revenue per user (ARPU) from new users and a 10% increase to paying customers.

In a market of huge numbers, where every penny counts and every percent can have a tremendous impact on the game companies, those figures caught the eyes of Incymo’s investors.

We decided to take a closer look at its deck to see whether we’d have reached for our checkbooks or the big, red “pass” button.


We’re looking for more unique pitch decks to tear down, so if you want to submit your own, here’s how you can do that


Slides in this deck

Incymo AI’s deck has only 12 slides, so the company needs to make every slide count. Here’s what’s included:

  1. Cover slide
  2. Problem slide
  3. Solution slide
  4. Traction slide
  5. Customer slide
  6. Business model slide
  7. Market size slide
  8. Market trajectory slide
  9. Goals/targets slide
  10.  Team slide
  11.  “The ask” slide
  12.  Road map slide

Three things to love

There’s a lot to love about Incymo’s slide deck. The design is fresh and it includes many of the key aspects we’d expect to see in a pre-seed deck.

An enormous market

[Slide 7] That’s a huge TAM. Image Credits: Incymo

Nobody is going to argue with Incymo that marketing for video games is a big market, and the company gets partial credit for showing off the various ways of calculating the TAM and SOM — in this case, top-down and bottom-up.

The $72 billion per year TAM is hugely naive, bordering on absurd.

Having said that, the top-down calculation seems to be “every game on the Google Play and Apple App store, multiplied by the $4,000 we would charge them per month, multiplied by the number of months in the year.” It’s a bold calculation, and I can see how the company got there, but even if it were to execute with 100% perfection, there’s going to be a huge number of games that can’t or won’t be customers.

The $72 billion per year TAM is hugely naive, bordering on absurd. On the one hand, it doesn’t really matter: The deciding factor is whether the company has a big market, and I agree it probably does. Nonetheless, any executive team that is taking this approach to calculating a TAM is showing its hand as being pretty unsophisticated.

The bottom-down SOM, however, is also pretty unsophisticated. If I’m reading this slide right, the company is essentially saying, “We have 600 people in our sales pipeline, so our obtainable market is to convert all of them at $4,000 per month.” That also isn’t realistic for a number of reasons: No company ever converts all of its leads, and this SOM seems to indicate that there’s a maximum of 600 customers going into the top of the funnel. A company that can’t top up its leads over time is doomed to stagnate.

Look, I 100% believe that Incymo is in a large market and that it can probably find enough customers to make this worthwhile, but the slide deck is an opportunity to show your would-be investors that you understand the financial levers in your business. These slides seem to indicate the opposite; not a great look.

Traction is king

[Slide 4] Traction beats all else. Image Credits: Incymo

Loving the strong traction headline — it’s one of the things that investors care about more than anything else. I wish the company showed its traction by metrics other than “number of clients” and “more clients in the process” — it would have been more powerful to show revenue or results, for example.

There’s a huge difference between signing up major game studios that want to use your product across its entire portfolio of games and signing up a skunkworks in the same game studio that’s running a pilot and signing up an indie developer. On one of the other slides, Incymo mentions that some of the game companies have $20 million annual marketing budgets. Awesome, but it doesn’t connect the dots to say whether it has actually signed one of those companies.

The other thing I find myself stumbling over on this slide is the “15 more in the process.” That means very different things to different companies. Anyone who’s done B2B sales knows that a healthy sales pipeline is the alpha and omega of a successful sales operation. Having someone “in the process” could mean anything — and without closer qualification, it’s dangerously close to being yet another vanity metric.

A somewhat clearly defined problem/pain point

[Slide 2] Gotta love a clearly defined problem. Image Credits: Incymo

There’s little doubt that marketing for mobile games is cutthroat and supremely competitive. The difference between the No. 3 and No. 6 slots on the app charts is vast, and a lot of these companies are spending eye-watering amounts of money to fight their way to the top.

I 100% believe it when the company says that it has found that its target customers (gaming user acquisition marketers) are spending a lot of time iterating on ads that perform well. A sample size of 20 seems a bit low for this slide, so I’d love to have seen some slightly more comprehensive numbers, but that doesn’t reduce the clarity of the problem statement. (Though the grammar leaves a thing or two to be desired.)

So. Those were some of the positive things we found about this pitch deck, and you perhaps noted we still added caveats. In just a moment, we’re about to get a lot saltier and look at a few things Incymo could have improved or done differently, along with its full pitch deck!

Strap in; it’s going to be quite the ride.

Pitch Deck Teardown: Gaming monetization company Incymo AI’s $850K seed deck by Haje Jan Kamps originally published on TechCrunch

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In a boost for the ‘metaverse,’ Roblox stock pops 25% after strong Q4 earnings

It looks like the metaverse is doing okay. No, not the one Meta is trying to make happen in VR — the gaming platform Roblox is where the kids are still spending their money, apparently. After reporting its fourth-quarter results on Wednesday, Roblox shares popped 25%, as investors reacted to the company’s better-than-expected earnings.

Made popular through games like MeepCity, Jailbreak, Adopt Me!, Royale High, Murder Mystery, and others, Roblox appeals to a younger demographic who go online not only to play games, but to chat and socialize with other players.

The platform’s growth, alongside other games like Fortnite where players also attend concerts and hang out with friends, concerned Facebook so much that it rebranded itself Meta and began spending billions on its metaverse project, afraid of missing the next trend in online socializing.

But for the time being, Roblox is still where the action is for today’s young gamers or “metaverse” participants if you want to call them that. (Technically, the metaverse doesn’t exist yet. It’s only a buzzword.)

The gaming platform company today reported it had 58.8 million average daily active users (DAUs), up 19% year-over-year, as of the fourth quarter. For the full year 2022, average DAUs were 56 million, up 23% year-over-year. Plus, the company provided more recent metrics, noting that January’s average DAUs had climbed to 65 million, or up 19% year-over-year.

Wall Street investors were particularly happy with Roblox’s bookings figures, however, which represent the in-game purchases made using the company’s own virtual currency Robux. In the fourth quarter, bookings grew 17% year-over-year to reach $899.4 million (or up 21% on a constant currency basis), when investors had been anticipating $884.71 million, per a consensus estimate. For the full year, bookings were up 5% to $2.9 billion (or up 9% on a constant currency basis).

In today’s earnings release, the company also estimated its January bookings were in the range of $267 million to $271 million, up 19% year-over-year.

“Bookings accelerated meaningfully in December and January, with year-over-year growth exceeding 20% in both months. Growth was strong across all geographies and age groups with particular strength among users above 17 years old,” said Roblox CFO Michael Guthrie, in the earnings press release — an indication that Roblox is growing its user base with teens and young adults, not just kids. That’s good news for the company, if so, as the demographic would have more money to drop on Robux.

At its developer conference last fall, Roblox had noted that half of its user base was 13 or older, suggesting it was successfully retaining at least some of the users that many had expected would age out of the Roblox experience.

In addition, Roblox reported today its players were engaged with the games on the platform for longer periods, both in the fourth quarter and in 2022 overall. Engaged hours grew 18% year-over-year in Q4 to 12.8 billion, and were up 19% year-over-year to 49.3 billion last year.

Though investors are more concerned with bookings, Roblox revenue was also up 2% year-over-year to $579.0 million in Q4, and up 16% year-over-year to $2.2 billion in 2022.

Also helping boost the stock was the fact that Roblox reported a smaller loss of 48 cents per share, compared with the 52 cents per share loss investors anticipated.

There’s been some anticipation around where Roblox would land in the post-Covid era.

The company saw incredible growth during the Covid-19 pandemic when schools were closed and kids were locked down at home, but its earnings took a hit last year as the trends from the pandemic normalized. A year ago, in its first full-year report after going public, Roblox CEO David Baszucki admitted to investors that while the company’s absolute numbers were still growing, its growth rates had declined because it was being forced to compare its numbers to double or even triple growth seen during the pandemic.

The company has also weathered a few storms, including those related to moderation issues, inappropriate content, and concerns over the exploitation of young developers who build games for its platform. The latter plays into the larger issues bubbling up in tech around app and game marketplaces, and what sort of revenue share — if any — should be applied. Apple and Google’s app stores are in the center of this spotlight for the time being, but ultimately regulations could impact any platform where game makers have to pay commissions.

Though not a factor in this earnings period, Roblox hosted a free virtual Super Bowl concert featuring Saweetie and announced the NFL had created a new experience on its platform that allowed football fans to draft their own NFL team and build a stadium. Recently, reports said Roblox may compete more directly with Meta’s Horizon Worlds by launching on Meta’s own Quest platform.

In a boost for the ‘metaverse,’ Roblox stock pops 25% after strong Q4 earnings by Sarah Perez originally published on TechCrunch

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China’s games industry shrinks for the first time in years

Over the past decade, China’s games industry has seen explosive growth, overtaken the U.S. in market size and given rise to global publishing giants like Tencent and NetEase. The boom is in part driven by a population that was quickly coming online and gaining purchasing power. But the heyday has come to an end as the market nears saturation and consumers tighten their wallets during economic headwinds.

China’s video games sector posted a decline in sales for the first time since at least 2005, according to past reports (attached below) from the country’s top gaming industry association. The market grossed 265.9 billion yuan ($39 billion) from video gaming sales in 2022, a 10.33% drop year-over-year, according to a new report released by the association on Tuesday. The overall user size shrank to 664 million, 0.33% fewer than the year before.

The declines aggravated pressure on an industry that was already struggling. In recent years, China has launched a slew of crackdowns on video games, clamping down on content that is ideologically objectional and limiting playtime among underage users. Amid the industry shakeup, regulators stopped issuing new game permits for months; the process has resumed but now takes longer and costs companies more to be compliant.

To carve out new growth opportunities, developers from scrappy studios to behemoths like Tencent are going abroad. Chinese games have been exported for years, but in recent times, they started to make a dent in the West. Toward the end of 2020, China-made titles accounted for as much as 20% of mobile gaming revenues in the U.S., according to market research firm Sensor Tower. Last July, 39 of the top 100 mobile games by revenue worldwide were from Chinese firms.

The ratio might even be higher in reality as Chinese game developers, like other types of internet services, are increasingly trying to obscure their origins to avoid the backlash of being labeled “Chinese.” India, for instance, has banned hundreds of Chinese apps in recent years, including the global hit PUBG Mobile, as its relations with China soured.

Made-in-China games recorded another rosy year in 2022 regardless, racking up $17.3 billion in overseas sales, according to the industry report. Though the figure slid 3.7% YoY, the decline was much less substantial than that of domestic sales.

China has a reputation for making lucrative, addictive mobile games, but its games giants are now ambitious about developing high-budget, global hits that will stand the test of time. Tencent, the world’s biggest games company by revenue, has a AAA console game in the works at its Lightspeed outpost in Los Angeles (Lightspeed is most famous for devising the mobile version of PUBG). Tencent’s nemesis NetEase is also busy setting up shop overseas. Having announced its first U.S. office in Austen last May, the firm recently teased another new studio.

China’s game sales from 2005-2008, published by the country’s top games industry association. Link to report. Image Credits: Game Industry

China’s game sales from 2008-2014, published by the country’s top games industry association. Link to report. Image Credits: Game Industry

China’s game sales from 20014-2022, published by the country’s top games industry association. Link to report. Image Credits: Game Industry

China’s games industry shrinks for the first time in years by Rita Liao originally published on TechCrunch

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A remastered, free-to-try version of the classic game Myst arrives on iOS

To celebrate its 30th anniversary, a newly remastered version of the classic puzzle game Myst arrived today on iOS devices. Myst Mobile, as this new version is called, allows players to begin to explore all of Myst Island for free without a time limit, something never offered before, the game maker notes.

An early desktop gaming hit, Myst once held the title of the best-selling PC game of all time and was later expanded into a franchise. This latest version of the game, however, is based on the most recent port, 2021 Myst, but was built from the ground up to be optimized for the latest generations of iPhone and iPad devices — that is, those using the A12 Bionic chip or above.

By targeting the newer M1 and M2 iOS devices, the company says it will be able to default the game to the highest graphics settings yet, or what it calls the “Epic” settings. That means it’s available to play in “real-time 3D” and includes new art, new sound, reimagined interactions, accessibility options, localization for different languages and even optional puzzle randomization.

It will also support a variety of input options, like touch controls, gamepad, keyboard and trackpad input from Apple’s Magic Keyboard and Smart Keyboard Folios.

Myst’s maker, Cyan Worlds, teased the game’s coming launch earlier in the week and then released it on Thursday, touting its free-to-explore nature. In the new mobile game, players can reminisce by visiting the mysterious Myst Island for as long as they want, which is a new hook for the popular title. On the island, players can learn and interact with their surroundings, solving puzzles along the way as they uncover more of the game’s story about “ruthless family betrayal,” the game’s description reads.

Afterward, if players want to move on to explore the other Ages of Myst, they can do so through a one-time in-app purchase of $14.99. This will allow them to explore more of the world and complete even more challenging puzzles as the story progresses.

For the launch, the purchase price is discounted to $9.99 for a limited time.

Supported devices for this version of Myst include the iPhone XS (Sept. 2018 and up), iPhone SE 2nd gen. (April 2020) and up, iPad Air 3rd generation (March 2019) and above, iPad Mini 5th generation (March 2019) and above, iPad 8th generation (Sept. 2020) and above, and iPad Pro 4th generation (March 2020) and above. Per its App Store description, the game doesn’t collect any user data.

Previously, the game was available to PC users and on Oculus headsets. Apple users also had a way to play Myst from their Macs via a macOS version that won Game of the Year back in 2021.

If you want to read more about Myst’s journey, Apple has highlighted it in an editorial feature on the App Store’s homepage. 

A remastered, free-to-try version of the classic game Myst arrives on iOS by Sarah Perez originally published on TechCrunch

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