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Epic’s Fall Guys adds a creative mode so players can design their own levels

Epic Games is expanding Fall Guys — its bubbly battle royale populated by little jellybean dudes — to make room for player-crafted creativity.

With its fourth season, live today, Fall Guys adds a new creative mode that invites players to sculpt their own levels with beginner-friendly game design tools. In the new mode, anyone can create new obstacle course gauntlets filled with big boxing gloves, bouncy floors and giant, candy-colored hammers, all designed to squash the player character’s bean-like avatars.

For Epic, Fall Guys slots in next to Fortnite, offering a different flavor of chaotic battle royale play that’s increasingly modeled on the company’s core multiplayer hit. Unlike Fortnite, a wacky but mechanically more traditional shooter, Fall Guys offers players a fight to the death across a series of colorful, cartoon courses strewn with hazards.

The upshot of Epic shaping its other titles into differently-flavored Fortnites is that the company knows it’s got a winning formula. The free-to-play seasonal battle pass model, in-game cosmetic purchases and an expansive set of creative tools for player-crafted levels are all ingredients in a recipe that Epic continues to hone.

Epic is betting big on player-crafted original content, sometimes known as “UGC” (user-generated content). Fortnite players spend a ton of time in that game’s realm of player-created game modes and levels. In March, Epic announced that it would bring its Unreal Editor to Fortnite, promising improvements to graphics and gameplay that surpass anything else that’s out there for amateur game developers right now.

Along with that news, Epic announced that it would share 40 percent of Fortnite revenue with anyone making UGC for Fortnite — a big departure from the game’s scant existing monetization options. Across the board, Epic is setting the stage for a seamless, multiplayer universe of games stocked with endless player-made content and shoppable virtual items. The closest obvious competitor to that vision is Roblox, which skews younger but is similarly building the near-future of online multiplayer gaming and digital goods (are we still calling this the metaverse?).

Last year, Fall Guys switched to a free-to-play model and launched on the Nintendo Switch and Xbox, making it available basically anywhere you can play games. It’s not available for mobile yet, but then again neither is Fortnite these days after Epic clashed with Apple over that company’s sizable cut of in-app payments. (There’s a cloud gaming workaround if you’re really committed to getting Fortnite running on iOS.)

Epic bought Fall Guys creator Mediatonic in early 2021. The purchase came around six months after the game took off on Twitch, racking up 100 million streaming hours that August alone. That acquisition followed Epic’s 2019 purchase of indie developer Psyonix, when the company brought the popular soccer/racing title Rocket League into its stable of online multiplayer games.

Epic’s Fall Guys adds a creative mode so players can design their own levels by Taylor Hatmaker originally published on TechCrunch

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Triumph raises $14M for an SDK to add real-money tournaments into games

The surge of interest in e-sports, online fantasy leagues and more extensive online financial infrastructure have made the concept of real-money gaming more popular among consumers and games developers. Today a startup called Triumph — which has built an engine, and accompanying SDK, to power real-money tournaments — is announcing $14.1 million in funding to continue developing its platform to work in a wider set of markets (it’s currently available in 37 U.S. states plus Washington, D.C.), and to bring on more customers.

Triumph has been in a quiet beta phase up to now, building some of its own games to test out the tech and working with early customers. So far the stats look promising, the startup said: When it’s plugged in, Triumph’s real-money engine increases playtime on average 3.6x per month, and it has led to $54 in average monthly revenues per player per game. Currently its focus is mobile games but the bigger aim is to expand to platforms like VR and more.

On the strength of those early numbers plus the enthusiasm and work thus-far from the founders, Triumph has managed to talk some impressive investors into backing it.

The funding is being announced for the first time today, but it actually covers both a $3.9 million seed round and a Series A of around $10.2 million. The latter is being led by General Catalyst, with Box Group, Heroic Ventures, Nostalgic Modern, Raven One Ventures, Steel Perlot, Strike and Valhalla Ventures also participating. Flux led the earlier round, with Great Oaks, Heroic Ventures, Raven One, Magic Fund, Kevin Hartz and others participating. 

Image Credits: Triumph

Triumph got its start a couple of years ago when its two co-founders (and co-CEOs) Jacob Brooks and Jared Geller (right and left, above) were students at Stanford in the throes of COVID-19. The pair rented a house with several other friends and created an isolation pod, spending lots of healthy time indoors gaming and coding.

Some of that gaming eventually gravitated to real-money tournaments, where friends would essentially use Venmo to arrange cash wagers and pay them out. Brooks and Geller, computer science students at the university, decided to work on a game with the wagering built in.

As with so many startups that end up focusing on developer tools, the pair found that building the money feature was significantly harder than developing the game itself.

No surprise there: Financial services like payments have turned into API-integrated “fintech” precisely because of how complex it is to knit together the different parts of the payments ecosystem.

That task is even more complex with real-money, skills-based gaming. While it’s not the same as online gambling, and it’s allowed in most states, real-money gaming has additional layers of complexity due to the fact that each state has its own set of laws with which to comply around know-your-customer provisions and how to triage younger users, as well as the complexities of building pay-in and pay-out systems.

Brooks — who ended up dropping out of Stanford to build this (Geller had the credits to graduate, and did) — is very enthusiastic about what he calls the “brass tacks” of these payment systems but he is also a games enthusiast and seems to think like a player when thinking about the business potential of the product they’ve built.

“There are a lot of exciting use cases where real-money tournaments could work,” he said. “Anything with a dedicated user base could be a good fit. Right now when you play a game you are watching advertisements or being bombarded with nudges to make your player better.” This, he believes, is about making a smoother experience that could open the door to letting developers do away with all that.

The product comes in the form of an SDK that is currently free to integrate. Triumph makes its money by taking a 20% cut of tournament fees (players contribute money to the pot to play, the publisher charges a tournament fee to play).

Triumph customers, in theory, will be games publishers using this in multiple games, and they can track usage using a dashboard:

Image Credits: Triumph

Games publishers are perpetually looking to grow their user base, turning to the likes of app-install ads and other marketing to do so, and once they do have players on board, they are forever looking for ways to keep them engaged. Triumph believes that an engine to incorporate real-money tournaments has an opportunity to carve out a place in that market, which hasn’t seen much in the way of innovation.

Niko Bonatsos, managing director of General Catalyst, believes that another one of the reasons Triumph may catch on with the market is that it’s a relatively uncontested space, so far at least. Papaya Gaming, Avia Games, MPL and Skillz are among the others developing real-money services for skills-based games, but of those only Skillz offer tools for third-party developers, and those are harder to implement and are more costly to use.

It also helps that the founders are bright and full of ideas for how to make games more interesting to the average player, he said.

“More than anything, this is an investment in the two of them, and in what is a very interesting space and pretty compelling idea.” He added that they also have ideas about user acquisition and related areas that might also enter the frame at some point.

Triumph raises $14M for an SDK to add real-money tournaments into games by Ingrid Lunden originally published on TechCrunch

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Fandom launches new creator initiative and invests in more original video content

Fandom, the entertainment site and wiki hosting service, is introducing a new creator-focused initiative with the debut of Creator Class, new quarterly workshops for creators. It’s also launching a new portfolio of original video content featuring its acquired brands GameSpot, Metacritic and Screen Junkies.

Targeting its top creators, the company on Wednesday introduced a new program for its website contributors or admins, aimed at helping them learn how to enhance their wiki sites. Creators can now access videos showing the behind-the-scenes of how the platform works, and Fandom staff will provide tips on content development and marketing. Creators also gain access to resource guides that include a series of challenges and prompts.

Senior Social Media Coordinator Miranda Phaal will lead the first quarterly workshop and it will center around teaching creators how to boost their social media presence. The workshop will occur later this year.

Fandom says its next workshop will potentially discuss streaming and video creation.

Plus, the Creator Class sessions will feature the best wiki sites made by top contributors and admins in order to inspire others on how to enhance their own campaigns.

An example of this would be “Memory Alpha,” a reference database that contributors built to provide “Star Trek” fans with all the information they need about the sci-fi franchise, including articles about all its shows, characters and timelines.

Michael Chiang, Fandom’s chief business officer, told TechCrunch that Memory Alpha would likely be a helpful example for other creators to learn how to do.

“It’s one of those things where in this new age of structured and relational data, it’s [something] we want to do more of. I think someday there may be a Creator Class about [Memory Alpha]. If this is something you want to do on your wiki… [how] they did it and the way that we’re supporting them on the back end,” Chiang said.

Creator Class is a part of Fandom’s Stars program, which launched last year to recognize the hard work of its most dedicated contributors and provide them with workshops, awards and exclusive experiences like screenings and conventions, among other entertainment and gaming events.

There are currently 230 contributors who are considered Stars, the company told us. Fandom predicts it will have more than 400 Stars by the end of 2023.

Earlier this week, Fandom also announced the launch of seven new shows catered to gamers and fans of entertainment. Gaming is Fandom’s largest audience, with 150 million monthly visitors.

The first two shows to premiere were “Honest Trailers Presents,” a new spin on Screen Junkies‘ popular “Honest” series, and “The Kurt Locker,” where GameSpot senior producer Kurt Indovina explores current gaming trends,

Screen Junkies is a YouTube channel with 6.8 million subscribers. It was acquired by Fandom in 2018. Known for its “Honest” web series that parodies movie and TV trailers, Screen Junkies is revamping the series to include TV theme songs, celebrities and commercials. The web series has approximately one million views each week, per Fandom.

“Honest Trailers Presents” can be found on Screen Junkies’ YouTube channel and on Fandom in the Video tab.

The first episode of “The Kurt Locker” was released on May 2 and titled “Are There Too Many Remakes?” Indovina talks about how many of the video games released in 2023 — such as Resident Evil 4 and Dead Space — are either remakes or remastered games. Episodes air every Tuesday.

In addition to “The Kurt Locker,” GameSpot is launching six other shows.

  • No Hud (premiered May 3): Fans learn new ways to play video games. Episodes air every Wednesday.
  • Experts React (May 4): Experts comment on popular video games. Airs on Thursdays.
  • Spot On (May 5): Weekly news show hosted by managing editor Tamoor Hussain and senior producer Lucy James.
  • How It Saved (May 7): Senior producer Dave Klein talks about the video games that saved failing franchises.
  • GameSpot Insider (premiere date TBD): A quarterly limited series that goes behind the scenes into highly anticipated video games.
  • Challenge Accepted (TBD): Content creators and GameSpot employees team up to compete in various gaming challenges like beating Mario while using a Guitar Hero controller.

The new GameSpot shows will simultaneously air on its website, YouTube channel and the Fandom platform.

Meanwhile, Metacritic is launching “Metacritic Review Lab” on Fandom Entertainment’s YouTube channel, where Fandom critics and data experts analyze new movie releases, such as “Across the Spiderverse,” “Fast X,” “Indiana Jones 5” and “Little Mermaid.” Metacritic will release two or three episodes each month.

Fandom launches new creator initiative and invests in more original video content by Lauren Forristal originally published on TechCrunch

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Wreak havoc on your favorite streamer’s game with Crowd Control

You’re streaming the Sims to your loyal Twitch followers when suddenly, a fire ignites in the middle of your virtual home. As you scramble to put out the fire before the Sim firefighters arrive, another flame appears out of nowhere. In the Twitch chat, your fans are giggling — they have caused quite the ruckus in your Sim neighborhood, but as a creator, you get the last laugh. You just got paid.

With support for more than 100 popular games, Crowd Control changes the way that streamers engage their fans, while also unlocking fun new ways to make money. By reverse engineering these games, Crowd Control has created user-friendly apps and plug-ins that let fans pay to trigger an event on a creator’s livestream. So, as a fan, you can summon enemies in Minecraft, spawn a rare, shiny Pokémon in Pokémon Emerald, or make the creator’s avatar tiny in Resident Evil 4. You could use your micropayment to make a creator’s gameplay more difficult, or if you’re nice, you can give them a boost to help them out of a sticky situation.

Over 70,000 creators have already used Crowd Control, which started out as a Twitch-only app. Now, with the release of its 2.0 beta, the app is available on YouTube, TikTok, Discord and Facebook Gaming.

“It’s been a long road of technical hurdles and experiments,” CEO Matthew “Jaku” Jakubowski told TechCrunch. “We have a really cool solution that just will work on just about any platform.”

Jaku founded Warp World, the parent to Crowd Control, after leaving his job as director of cybersecurity at Uptake. Warp World has developed other wide-reaching video game projects like Turnip.Exchange, which was all the rage when Animal Crossing: New Horizons was at its peak popularity, but Crowd Control is by far its largest technical undertaking. So far, Warp World has raised a round of pre-seed funding.

An obvious risk for any startup that iterates on other platforms is getting rendered obsolete by those platforms themselves. Linktree, for example, was valued at $1.3 billion last year, but now the company might be sweating: Instagram rolled out support for up to five links-in-bio. Even though Crowd Control doesn’t have any of its technology patented, Jaku doesn’t think other companies could catch up.

“For someone to build a similar sort of service at the speed that we have, and the library that we have…It will take some time,” he said. “I think we’re in a good spot where we’ve established ourselves in the field for over four years.”

If a game is not part of Crowd Control’s library, developers can now implement fan-controlled interactions in their games with Crowd Control’s developer plug-in, which is compatible with any game built on Unity, Unreal Engine, GameMaker Studio and other engines.

“With the developers building out this sort of stuff, it means reaching thousands of creators pretty much instantly,” Jaku said. “Increasing replayability is always huge for gamers or developers — they want that screen time.” He said that a typical Unity developer could probably make their game compatible with Crowd Control within a few weeks, but he’s also seen developers pull it off in a weekend.

As of now, Crowd Control keeps 20% of fans’ payments to creators, which is the standard split for Twitch plug-ins. But now, as a multiplatform app, Crowd Control seems to be getting around Twitch’s cut through a coin system. Other creator platforms like Fanhouse have taken similar steps to circumvent App Store fees and maximize creators’ profits.

“So, $100 is $100 of coins,” Jaku explained. “Instead of those coins only being available on one channel, that viewer will now have $100 worth of coins that they could spend on any channel.”

Crowd Control only has a team of ten, but most of them have been creators themselves at some point. Jaku himself started streaming Super Mario Maker on Twitch in 2015 and climbed the ranks to become a Twitch Partner. Then he built the software that inspired Crowd Control to spice up his Borderlands 2 streams in 2018.

“We’re a passionate team,” Jaku said. “Everything we do is for the creators.”

Wreak havoc on your favorite streamer’s game with Crowd Control by Amanda Silberling originally published on TechCrunch

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Spotify is shutting down Heardle, the Wordle-like music guessing game it bought last year

Spotify is closing down Heardle, the Wordle-inspired music guessing game it acquired last July for an undisclosed sum. Similar to Wordle, Heardle offers players six tries to guess a popular song — but instead of typing in different letters to form words, players listen to a song’s intro to guess the artist and title. At the time of its acquisition, Spotify said Heardle would remain free to play for everyone. Now the company says it will sunset Heardle on May 5, as it aims to focus on its other objectives around music discovery.

The changes are being announced through an in-app message on the Heardle website.

Image Credits: Heardle

The decision to close Heardle, we understand, came about because Spotify wants to devote more of its energy toward music discovery through its recent app changes, not through Wordle-inspired gameplay off-platform.

Last month, Spotify rolled out a significant redesign of its mobile app experience that introduced new TikTok-style discovery feeds for music and podcasts along with other features, like Smart Shuffle for playlist recommendations and a new podcast autoplay option, among other things. It also rolled out an “AI DJ” that figures out what sort of music users like, then plays those tracks for you. The feature also gets smarter over time the more you engage with it.

In light of these updates, Heardle was no longer a major part of Spotify’s overall music discovery efforts. In addition, like many tech companies that have undergone belt-tightening measures like layoffs in recent months, there’s less of a financial incentive to dabble with side projects — including the likes of a fun music game, for instance.

Heardle, however, had still been fairly popular at the time of its acquisition. According to data from web analytics firm Similarweb, the game peaked at 69 million monthly desktop and mobile web visits in March 2022. Just ahead of the Spotify deal, those visits had dropped to 41 million. It’s possible they had continued to decline, making Heardle’s ongoing maintenance no longer a solid bet.

Plus, with much of the Wordle craze also trending down after The New York Times bought the flagship word game in January of last year, Heardle’s own future prospects may have been dimming, too. We understand Heardle had maintained some of its loyal users after the deal closed, but Spotify wouldn’t comment on overall usage or repeat engagement with any specific metrics. However, it was only after Spotify learned how Heardle players were engaging with the game that the decision was made to focus the company’s investments elsewhere.

In the game, after users guessed the song, they could click a button to listen to the full track on Spotify. It’s possible that not enough users did so, instead just exiting the game to play again later.

In other words, Heardle didn’t ultimately help Spotify achieve its goals around improved music discovery. And with the redesign, much of what Heardle had to offer was now duplicating the company’s other music discovery features — and doing so outside of the Spotify app.

Still, for those who loved playing Heardle, today’s announcement regarding the game’s imminent closure will not likely be welcome news. Except, perhaps, by those Forbes contributors who had to write up the daily answers and clues and by the numerous sites running Heardle clones.

Spotify confirmed the game’s closure with a statement.

“After careful consideration, we have made the difficult decision to say goodbye to Heardle as we focus our efforts on other features for music discovery,” a company spokesperson told TechCrunch.

The website will display a banner to users alerting them to the shutdown coming May 5.

We understand there was no team dedicated to working on Heardle so there’s no impact in terms of either employee cuts or reorganization.

While Spotify is moving away from Heardle, it’s not necessarily giving up on other sorts of interactive experiences, we’re told. The company today offers its interactive AI DJ feature and other things like polls and Q&As, which lets podcast listeners engage with their favorite creators. It also will continue to invest in other gaming projects, like its Spotify island on Roblox, its in-app Gaming hub and other integrations with Xbox and PlayStation.

Earlier this month, Spotify also shut down another side project with the closure of Spotify Live, its livestreaming app and Clubhouse rival.

Spotify is shutting down Heardle, the Wordle-like music guessing game it bought last year by Sarah Perez originally published on TechCrunch

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Fortnite players are getting a new Coachella-themed destination

After rolling out Coachella-themed fashion item drops in Fortnite last year, Coachella is expanding even further into gaming with the launch of Coachella Island, a new destination in Fortnite that allows players to virtually experience the popular music festival.

Coachella Island launches tomorrow, April 14, at 3 PM ET. Gamers can find the new destination via the “Epic’s Picks” Discover row in Fortnite or type in the island code: 5449-4207-12803.

Built by creators from Alliance Studios using the game’s Creative mode, the island has a virtual merch tent and Art Park, along with desert skies, mountains, Polo Fields and palm trees inspired by the festival’s landscape.

The Art Park has virtual replicas of the festival’s most recognized art installations that Fortnite community creators recreated. This includes the Coachella Ferris Wheel, Spectra and balloon chains, as well as the two new art installations appearing at this year’s festival and a gallery of Fortography.

Gamers can also participate in creator-made music and art experiences like minigames and quests. There’s an in-game Icon Radio for users to listen to, featuring songs and artists from Coachella’s 2023 lineup.

“The future of in-game music and art experiences should not mimic the real-world, but reimagine the magic and make it more accessible via a new medium,” said Sam Schoonover, innovation lead for Coachella, in a statement. “We believe that the best way to do that is to enable and empower artists to show us the way. Just like the festival IRL is a stage for musicians, Coachella Island is now a canvas for gaming creators. Fortnite provides the tools needed to invite creators and fans to participate in this creative process.”

Image Credits: Fortnite

Similar to last year, players can purchase Coachella-inspired outfits and in-game items in the Fortnite Item Shop. There are two new outfits this year, dubbed “Sunset Alto” and “Desert Dawn Lyric.”

The Sunset Alto outfit includes a cute, orange summery tank, shorts and a tan beach hat. It comes with a bonus Aurora Visualizer alt style that reacts to music, a reactive Sunset Swirl Back Bling and Crystalline Cactus Pickaxe.

The Desert Dawn Lyric outfit includes a streetwear graphic tee, and comes with the reactive Aurora Visualizer alt style, an Airflow Vibes Back Bling and Electropalm Staff Pickaxe.

The music-reactive elements play songs by two Coachella 2023 performers, Bad Bunny and Burna Boy.

And in case you missed last year’s outfits, those will still be available to purchase in the item shop, as well.

Fortnite players are getting a new Coachella-themed destination by Lauren Forristal originally published on TechCrunch

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Messenger adds multiplayer games you can play during video calls

Facebook Gaming, a division of Meta, has announced that you can now play games during video calls on Messenger. At launch, there are 14 free-to-play game available in Messenger video calls on iOS, Android and the web. The games include popular titles like Words With Friends, Card Wars, Exploding Kittens and Mini Gold FRVR.

To access the games, you need to start a video call on Messenger and tap the group mode button in the center, then tap on the “Play” icon. From there, you can browse through the games library. The company notes that there must be two or more people in your call to play games.

“Facebook Gaming is excited to announce that you can now play your favorite games during video calls on Messenger,” the company wrote in a blog post. “This new, shared experience in Messenger makes it easy to play games with friends and family while in a video call, allowing you to deepen connections with friends and family by engaging in conversations and gameplay at the same time.”

The company says it’s working to bring more free games to the platform this year. Facebook Gaming is inviting developers who are interested in integrating this feature into their games to reach out to the company.

Image Credits: Facebook Gaming

The news comes as Facebook shut down the standalone Facebook Gaming app last October. The app had launched in April 2020 toward the start of the pandemic as a way for users to watch their favorite streamers, play instant games and take part in gaming groups. Facebook noted at the time that users will still be able to find their games, streamers and groups when visiting Gaming in the Facebook app.

Although Facebook has been experimenting with Messenger games over the past few years, the idea of playing games while on video chat in a quick and easy way could be a welcome addition for some users.

The launch comes as Facebook recently announced that it’s testing the ability for users to access their Messenger inbox within the Facebook app. Back in 2016, Facebook removed messaging capabilities from its mobile web application to push people to the Messenger app, in a move that angered many users. Now, the company is testing a reversal of this decision.

Messenger adds multiplayer games you can play during video calls by Aisha Malik originally published on TechCrunch

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Saudi’s Savvy Games Group to acquire mobile games company Scopely for $4.9 billion

Savvy Games Group, a games and esports company that is part of the Saudi government’s Public Investment Fund, has agreed to acquire mobile games studio Scopely for $4.9 billion. Founded in 2011, Scopely is known for several popular mobile games including Yahtzee With Buddies, Star Trek Fleet Command, Marvel Strike Force, Stumble Guys and Scrabble Go.

The Los-Angeles based company had a $3.3 billion post-money valuation in 2020 after raising a $340 million funding round. Scopely has grown over the past few years with a number of notable acquisitions. In 2020, Scopely acquired Disney’s FoxNext Games, and in 2021, the company acquired Sony Pictures Entertainment’s GSN Games for $1 billion.

“Scopely is one of the fastest-growing games companies today, and we have long admired their ability to build loyal, engaged player communities,” said Savvy Games Group CEO Brian Ward in a press release. “At Savvy Games Group, our mission is to invest in – and grow – the global games community by inviting the best minds to join us.”

Scopely will operate as an “autonomous company” under the Savvy umbrella, which includes esports firms ESL and Faceit. The company will continued to be led by co-CEOs Walter Driver and Javier Ferreira.

“As part of the Savvy Games Group portfolio, we will continue to build one of the world’s most diversified mobile-first games companies,” said Scopely co-CEO Javier Ferreira in a press release. Our technology platform, market-leading studio ecosystem, and world-class team have always enabled us to stay one step ahead of the rapidly growing games industry, delivering long-lasting franchises that delight players around the world. We look forward to reimagining the future of play with Brian and the Savvy team.”

Savvy says the acquisition, which is subject to regulatory approval, will strengthen its ability to deliver new products for the global gaming community. The company also says the acquisition will build on Scopely’s cross-platform approach to extend its live services expertise to new segments like PC, console and more.

Earlier this week, Bloomberg reported that the Saudi Arabian government is betting $38 billion to become the next hub for the video-game industry, and that Savvy is looking to develop and acquire top-tier games.

The deal marks the sixth biggest acquisition in video games history in terms of price. The top place in this category goes to Microsoft buying Activision Blizzard for $68.7 billion in a deal that’s still in the process of being completed, followed by Take-Two acquiring Zynga for $12.7 billion, Tencent buying Supercell for $8.6 billion, Microsoft purchasing ZeniMax for $8.1 billion and Activision buying King for $5.9 billion.

Saudi’s Savvy Games Group to acquire mobile games company Scopely for $4.9 billion by Aisha Malik originally published on TechCrunch

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Nintendo and mobile games company DeNA launch Nintendo Systems

Back in November, Nintendo and app developer DeNA announced its joint venture company called Nintendo Systems, which is meant to help reinforce Nintendo’s business and “create value-added services,” according to Nintendo’s Japanese website. Today, the companies officially launched the Nintendo Systems website.

“Nintendo Systems was born in April 2023, led by a team of engineers from Nintendo and DeNA, to create a system that makes it easy to deliver Nintendo entertainment to consumers,” Nintendo and DeNA wrote in a message posted on the new Nintendo Systems website (loosely translated from Japanese to English).

The eight-year-old partnership between Nintendo and DeNA dates back to 2015. The companies have worked on various titles together, such as Super Mario Run, Mario Kart Tour, Pokémon Masters and Animal Crossing: Pocket Camp, among others.

“The technology surrounding the Internet is changing at a dizzying pace day by day and is becoming more complex. Under these circumstances, Nintendo Systems will leverage the relationship of trust between Nintendo and DeNA, which has been cultivated through a partnership of more than seven years, and use Nintendo’s originality and DeNA’s knowledge of technology as the driving force to create new innovations for the world,” the companies added.

It’s not yet known what exactly the two companies are currently working on together. At this time, no games or software have been announced.

TechCrunch reached out to Nintendo for comment.

Nintendo’s Tetsuya Sasaki is the president of Nintendo Systems. In 1995, Sasaki joined the company as a software engineer for the Entertainment Analysis & Development Division. He is credited for his work on titles like The Legend of Zelda: The Wind Waker, Animal Crossing: Wild World, Wii Sports and Mario Kart DS.

Nintendo and mobile games company DeNA launch Nintendo Systems by Lauren Forristal originally published on TechCrunch

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Netflix appears to be working to bring games to TV with the iPhone as a controller

Netflix is working on a new feature that could bring its mobile games to the TV. Based on code hidden within Netflix’s iOS app, the company may allow iPhones to be used as video game controllers.

The code was discovered by app developer Steve Moser and reported by Bloomberg. One line of code says, “A game on your TV needs a controller to play. Do you want to use this phone as a game controller?”

The findings point to a major move from the company as it shifts from smartphones and tablets to the big screen.

Netflix declined to comment to TechCrunch.

Netflix has previously admitted that it wants to bring games to more devices. “As you can imagine, we do want Netflix games to be playable on every Netflix device that you have,” Leanne Loombe, Netflix’s VP of external games, said last week.

Plus, Netflix posted a job listing last November for a game director to work on a AAA PC game.

The company also said it would expand into cloud gaming, according to Netflix VP of Gaming Mike Verdu, speaking at TechCrunch Disrupt in October 2022.

Since Netflix entered the mobile gaming space in 2021, the company has released more than 55 titles, ranging from original titles based on IP like “Stranger Things” and “The Queen’s Gambit” to popular games such as Heads Up!, Vikings: Valhalla, Valiant Hearts and Country Friends, among others.

Netflix recently announced its 2023 slate of mobile games, which includes 40 titles like Mighty Quest: Rogue Palace. There are 70 games in development. Next year, subscribers will get access to the popular puzzle games Monument Valley 1 and Monument Valley 2.

While Netflix doesn’t disclose how many of its subscribers play the mobile games, an Apptopia report from August 2022 indicated that less than 1% of subs are interested in playing them. Netflix’s upcoming feature will likely convince a few more players to check it out, but it remains to be seen just how many.

Netflix appears to be working to bring games to TV with the iPhone as a controller by Lauren Forristal originally published on TechCrunch

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