Transportation

Analysts, Gamers, and Blade Runner's Artistic Director React To The Look of Tesla's Cybertruck (businessinsider.com) 293

Syd Mead, the artistic director on Blade Runner says Tesla's new Cybertruck "has completely changed the vocabulary of the personal truck market design."

Or, for another perspective, "Tesla's Cybertruck looks weird... like, really weird," wrote Toni Sacconaghi, a senior equity research analyst at the global asset management firm AllianceBernstein. "Add a little bit of dirt, and you could even say it gives off a retro-future vibe a la Mad Max."

That's from a Market Insider article citing Wall Street analysts they say "aren't buying the futuristic design of Tesla's new electric pickup truck." For example, Dan Levy of Credit Suisse, who wrote "amid the radical design for Cybertruck, it's somewhat unclear to us who the core buyer will be." "We do not see this vehicle in its current form being a success," Jeffrey Osborne of Cowen wrote in a note on Friday, adding that he doesn't see the Tesla brand or the Cybertruck design "resonating with existing pickup truck owners...."

Still, the Cybertruck's design wasn't unanimously disliked by Wall Street. The design "will be a hit with the company's fanatic EV installed base globally as Musk & Co. are clearly thinking way out of the box on this model design," Dan Ives of Wedbush wrote in a Friday note....

[And] "While styling will always be subjective, we believe the unique and futuristic design will resonate with consumers, leading to solid demand," Jed Dorsheimer of Canaccord Genuity wrote in a Friday note.

The article also quotes Toni Sacconaghi of Bernstein as saying that the "really futuristic, like cyberpunk Blade Runner" design "is too bad, because its on-paper specs are insane."

But IGN reports there's another group commenting enthusiastically on the Cybertruck's looks: gamers. Unlike anything else we've seen from Musk's line of vehicles before, the Tesla truck resembles something you'd see in an old video game set in the future or sci-fi flick from the late '90s to the early 2000s.

Of course, gamers all over the internet couldn't help themselves from sharing images, making memes, and drawing comparisons to look-alikes we've seen in games, TV shows, and movies... According to the internet, the Tesla Cybertruck either hasn't finished rendering yet or is made of some very dated graphics. Either way, it takes us back to the days where we got to experience the famous low-poly Lara Croft.

Businesses

Does Playing Video Games Improve Your Workplace Performance? (bbc.com) 25

"Businesses are waking up to the skills gamers can bring to the workplace," argues the BBC, adding that "Even the military is hiring gamers." "The ability to assimilate information, react swiftly and co-ordinate actions whilst remaining calm under pressure are often attributes of people that are good at gaming," a Royal Air Force spokesperson tells the BBC. Those skills are part of what the RAF is looking for "in a variety of roles. Skills acquired through gaming can be very relevant to certain areas."

"There are plenty of soft skills that gamers can utilise in a professional setting, such as teamwork, problem solving and strategic planning," says Ryan Gardner, a regional director with Hays recruitment.

They also interview the man who told Kotaku that "If you're playing EVE Online you basically already have an MBA." Matthew Ricci tells the BBC he stands by the sentiment -- and Eve players might understand why. Often made fun of in gaming circles as a "spreadsheet simulator", the economy of the fictional Eve universe is driven by real market principles. If you want to build a new spaceship, the raw material has to be mined by another player. Manufacturing costs come into effect, and commodities fluctuate in price based on demand and haulage distance.

Mr Ricci, who had always dreamed of being the boss of his own company, ran an in-game corporation comprising hundreds of players. Eventually, he realised he could transfer his skills to real-life business -- instead of doing it for free. He restructured Zentech, once a taxation vehicle for his father's business, and it is now in its fourth year helping international brands enter the Canadian market... He credits his success to his family, his obsession with running his own business -- and "a damn good company in Iceland that made a damn good game".

The BBC also spoke to a radiotherapy physicist who says old-school games like Palace of Magic, on his father's Acorn Electron [released in 1983] not only exposed him to computers, but encouraged a competitive streak which he believes translates to his work today. "When creating treatment plans, the aim is to optimise the radiation dose to the tumour and restrict it as much as possible to healthy surrounding tissue and organs... Most videogames are essentially puzzles to solve," he says. "And problem-solving is a big part of my job."
Games

65% of Online Gamers Face Threats, Stalking, Other 'Severe Harassment' (cnet.com) 167

Online gaming may be popular and fun, but it's not without pitfalls. More than 70% of online gamers have experienced some form of harassment, according to a survey released Thursday from the Anti-Defamation League's Center on Technology and Society. From a report: And 65% of players said they've experienced "severe harassment," including physical threats, stalking and sustained harassment. "Online hate causes real harm," ADL CEO Jonathan Greenblatt said in a release. "Every time someone in an online multiplayer game physically threatens or harasses another player repeatedly because of who they are or what they believe, that experience doesn't just end for that individual when the game is over."

Among online gamers who experience harassment, 53% reported being targeted based on their race, religion, ability, gender, sexual orientation or ethnicity, according to the ADL. Nearly 30% also report being doxed, which means having their contact or other personal information published online. The ADL also said that some gamers reported being exposed to "extremist ideologies and hateful propaganda."

Games

Minecraft Earth Begins Closed Beta In Two Weeks on iOS (minecraft.net) 10

The Minecraft team has released "a handy video to illustrate exactly what to expect from the Minecraft Earth beta" on the Minecraft blog.

"We've even included actual moving images from said beta (with an impossibly upbeat, yet beautifully pedagogical voice-over by Stephen Scott of the Minecraft Earth Design Team, as a fun bonus!)" The closed beta will launch for iOS in the next two weeks, with the Android version following soon thereafter. As with most closed betas, the number of participants will be limited in numbers and locations. This is to make sure our servers are able to keep up with all the exploration, creation and, hopefully, surviving that is going on around the world...

As is also common with beta versions, your progress will occasionally be reset as we test and develop various features of the game.

If you are selected to participate in the closed beta (congratulations!), you will receive an invitation email to the email address you have associated with the Microsoft Account or Xbox Live account you submitted in your registration. If you are selected (congrats again!), you will need to play at least once every 7 days. If you don't, we'll give your spot to someone else, as space in the beta is very limited.

You have to be 18 years or older to participate.

Software

Netflix Unveils Plans To Develop Original Shows Into Video Games (hollywoodreporter.com) 57

At the Electronic Entertainment Expo (E3) on Wednesday, Netflix shared details of its plans to develop its original shows into video games. Hollywood Reporter reports: Among the program of upcoming games, Stranger Things 3: The Game was highlighted, described by Netflix as "an adventure game that blends a distinctively retro art style with modern gameplay mechanics to deliver nostalgic fun with a fresh new twist." Playing as a character from the show, the user will be tasked with solving puzzles and battling the Mind Flayer. Dave Pottinger, CEO and co-founder of BonusXP, shared that the game will feature old-school graphics.

Two characters from the game were revealed at the panel: Max, who will exhibit karate kicks and the ability to add fire damage to those kicks; and Eleven, described by Chris Lee, director of Interactive Games at Netflix, as "the most powerful character in the game" -- she will have psychic push power. The game will launch on July 4 and be available on Nintendo Switch, Playstation 4, Xbox One and other consoles. In addition, a special announcement was made at the panel about a Stranger Things mobile hybrid RPG/puzzle game that will launch in 2020. The game is a collaboration with Next Games, which is based out of Helsinki, Finland.
Stranger Things isn't the only show that's planning to have its own game. "Netflix show The Dark Crystal: Age of Resistance Tactics is also set to become a 'turn-based tactics' game challenging fans to recruit an army and act as their commander in a series of campaign battles," the report adds. "No specific date was mentioned, but the game will launch this year on various consoles."
Games

Veteran Software Developer Panic Unveils Playdate Handheld Game Player (daringfireball.net) 91

Veteran software developer firm Panic, which has made its name through high-end Mac software as well as titles such as Firewatch, is expanding its work in games and moving in a very unexpected direction. This week, Panic unveiled Playdate, a tiny, yellow Game Boy-like device with a black-and-white screen, a few chunky buttons, and... a hand crank for controlling quirky games. From a report: Playdate is adorable and exciting and fun and technically impressive. They're making their own hardware (in conjunction with Swedish device makers Teenage Engineering). They wrote their own OS (there's no Linux). It has a high resolution 400 x 240 black and white display with no backlighting. It has a crank. It's going to cost only $149 -- $149! -- and that includes a "season" of 12 games from an amazing roster of beloved video game creators, delivered every Monday for 12 weeks. The idea of a new upstart, a company the size of Panic -- with only software experience at that -- jumping into the hardware game with a brand new platform harkens back to the '80s and '90s. But even back then, a company like, say, General Magic or Palm, was VC-backed and aspired to be a titan. To be the next Atari or Commodore or Apple.

In today's world all the new computing devices and platforms come from huge companies. Apple of course. All the well-known Android handset makers building off an OS provided by Google. Sony. Nintendo. Panic is almost cheating in a way because they're tiny. The Playdate platform isn't competing with the state of the art. It's not a retro platform, per se, but while it has an obviously nostalgic charm it is competing only on its own terms. Its only goal is to be fun. And aspects of Playdate are utterly modern: Wi-Fi, Bluetooth, apps and software updates delivered over-the-air. They're taking advantage of an aspect of today's world that is brand new -- the Asian supply chain, the cheapness of Asian manufacturing, the cheapness of CPU and GPU cycles that allows things like Raspberry Pi to cost just $35.

AI

AI Predicts PUBG Player Placement From Stats and Rankings (venturebeat.com) 32

An anonymous reader shares a report: Fun as the element of surprise may be, matches in PUBG might be less dynamic than they seem. That's the assertion of researchers at the Department of Computer Science at the University of Georgia, who tested several AI algorithms to predict final player placement in PUBG from in-game stats and initial rankings. As the coauthors explain, each PUBG game starts with players parachuting from a plane onto one of four maps containing procedurally generated weapons, vehicles, armor, and other equipment. To train their AI models, the team sourced telemetry data recorded and compiled by Google-owned Kaggle, an online machine learning community. In total, it contained 4.5 million instances of solo, duo, and squad battles with 29 attributes, which the researchers whittled down to 1.9 million with 28 attributes.

Most players don't rack up any kills, the team notes, and only a small fraction manage to win with a pacifistic strategy. In fact, 0.3748% of the players in the corpus won kill-free, out of which 0.1059% players won without a kill and without dealing damage. They also observed that players who actively traverse maps -- i.e., walk more -- increase their chances of winning; that 2.0329% players in the sample set died before taking a single step; and that with players with fewer kills who prefer to battle solo or in pairs had higher chances of winning compared with players who played in a squad.

The Almighty Buck

'Don't Unionize, Buy Video Games,' Delta Airlines Employees Are Told (bbc.com) 227

dryriver shares a report from the BBC: Delta Airlines is facing significant criticism after posters discouraging its staff from joining a union were widely shared online. "Union dues cost around $700 a year," one of the posters states. "A new video game system with the latest hits sounds like fun. Put your money towards that instead of paying dues to the union," it continued. The posters point to a website featuring Delta branding which encourages workers not to unionize. The International Association of Machinists and Aerospace Workers (IAM), which claims to represent more than 110,000 airline employees in the United States, is attempting to organize union representation for 44,000 Delta employees.

"Delta Airlines' all-out assault on their employees' legally-protected right to unionize with the Machinists Union is confirmation that our campaign to bring the benefits of IAM-representation is succeeding," it said in a statement. "The day when Delta ramp workers and flight attendants will finally be able to bargain for the compensation, benefits and work rules they deserve is coming quickly, and that has Delta terrified."

Education

14-Year-Old Earned $200,000 Playing Fortnite on YouTube (dailyherald.com) 171

An anonymous reader quotes the Washington Post: Griffin Spikoski spends as much as 18 hours a day glued to his computer screen playing the wildly popular, multiplayer video game "Fortnite." His YouTube channel -- where he regularly uploads videos of himself playing the online game -- has nearly 1.2 million subscribers and more than 71 million views; figures that have netted him advertisers, sponsorships and a steady stream of income. Last year, that income totaled nearly $200,000... "It's kind of like my job," Griffin told ABC affiliate WABC-TV, noting he plays about eight hours a day in his Long Island home...

His big break came last year when Spikoski beat a well-known Fortnite player and uploaded a video of the battle to YouTube, quickly resulting in 7.5 million views, according to WABC-TV. It didn't take long, the station reported, for the teenager to make his first $100 from Twitch. Not long after, his father, Chris said, everything changed. "Two months went by and we were like, 'Alright, we're going to need to get an accountant and get a financial adviser,'" he said.

Spikoski's parents told filmmakers that they decided to remove their son from high school as his dedication to gaming deepened... Spikoski's parents said their son had been pushing them to allow him to pursue online schooling. With his success growing, they eventually relented. "It's been his dream to be a gamer, to be in e-sports, just to be in this field since he was a kid," Spikoski said, noting that his son began playing video games at age three. "We don't really see that you need a 9-to-5 job to get by in life and you can actually have fun with a career and enjoy your love and do what you love and make a living out of it," he added.

The Almighty Buck

Nintendo To Smartphone Game Makers: You Can Only Gouge Our Players So Much (arstechnica.com) 29

An anonymous reader quotes a report from Ars Technica: Wall Street Journal reporter Takashi Mochizuki took a Wednesday opportunity to review one game maker's financial reports: CyberAgent Inc, maker of smartphone games like the Nintendo-published Dragalia Lost. This report, published at the end of January, made vague allusions to a single smartphone game dragging the company down. Quoting from the company's own English-language press release: "At the time of the original earnings forecast announcement on October 25, we looked a new game title made a good start [sic]. However, its performance is being slower than we expected as of today." That resulted in a whopping 20-percent drop in revenue expectations in the company's gaming sector, from 50 billion yen to 40 billion. Mochizuki pressed the company to confirm which game that was, and CyberAgent confirmed the game in question was indeed Nintendo's Dragalia Lost.

The company clarified things even further to the WSJ, alleging that Nintendo responded to players' complaints about Dragalia's loot box economy by asking the developer to "adjust the game" to reduce how much a player might spend in the game to progress normally. "Nintendo is not interested in making a large amount of revenue from a single smartphone game," a CyberAgent representative told the WSJ. "If we managed the game alone, we would have made a lot more." When asked by the WSJ, Nintendo's Japanese arm replied with a statement that apparently confirms CyberAgent's allegation. "We discuss various things, not just limited to payments, to deliver high-quality fun to consumers," the Nintendo rep told the WSJ.
The report says the reason why Nintendo's revenue goals for its entire smartphone-gaming sector are considered modest compared to other large Japanese publishers may be "because its smartphone games are positioned less to make oodles of cash and more to raise awareness of Nintendo's IP (which Nintendo will soon leverage with theme park attractions and a feature-length film)."
Games

The New 'Red Dead Redemption' Reveals the Biggest Problem With Marquee Games Today: They're Boring as Hell. (theoutline.com) 211

An anonymous reader shares a column: Everything about "Red Dead Redemption 2" is big. The latest open-world western, released in October by Rockstar Games, constantly reminds you of this. It takes roughly 15 minutes for its bland everycowboy star, Arthur Morgan, to gallop across the 29-square-mile map. It has 200 species of animals, including grizzly bears, alligators, and a surprising number of birds. It takes about 45.5 hours to play through the main quest, and 150-plus hours to reach 100 percent completion. There are more than 50 weapons to choose from, such as a double-barreled shotgun and a rusty hatchet. It's big, big, big.

[...] On top of all the bigness, "Red Dead Redemption 2" is also incredibly dull. I've been playing it off and on since it was released, and I'm still waiting for it to get fun. I'm not alone in thinking so -- Mark Brown of Game Maker's Toolkit called it "quite boring" and Mashable said it's a "monumental disappointment." There are a glut of Reddit posts from people complaining about how slow the game feels, usually with a tone of extreme self-consciousness. Unless you're a real a**hole, it's not exactly fun to stray from popular consensus. Perhaps the general hesitancy to criticize the game is due to the fact that it's not technically bad. Its graphics and scale really are impressive. It is designed to please.

And yet "RDR2" seems to exemplify a certain kind of hollowness that's now standard among Triple-A titles. It's very big, with only tedium inside. Call it a Real World Game. The main problem with "RDR2" is that it's comprised almost entirely of tedious, mandatory chores. It always feels like it's stalling for time, trying to juke the number of hours it takes to complete it.

Businesses

The Last of Manhattan's Original Video Arcades (nytimes.com) 60

Video arcades -- those recreational arenas of illuminated screens and 8-bit soundtracks -- have been fading from the cultural landscape since the end of the Donkey Kong '80s. The advent of home video game consoles, hand-held gaming devices and smartphones has all but rendered them relics of a Gen X childhood. Yet somehow, Chinatown Fair Family Fun Center lives on. From a report: The cramped downtown institution is among the last of the city's old-school arcades, often filled with gamers too young to remember Street Fighter IV a decade ago, let alone Missile Command in the Reagan years. "Chinatown Fair should have closed years ago, along with all the other arcades in the city, due to rising rent and the shift to online gaming," said Kurt Vincent, who directed "The Lost Arcade," a 2016 documentary about the arcade's enduring legacy in the city. "But it's still there on Mott Street after all these years because young people need a place to come together."

Say this about Chinatown Fair: It has been defying the odds for decades. The place opened in the 1940s as an "amusement arcade" in an era when Skee-Ball represented the apex of arcade fun. As youth tastes changed in the ensuing years, so too did Chinatown Fair. The arcade survived the rise and fall of pinball, the rise and fall of Pac-Man, the rise and fall of Super Nintendo, and perhaps most unimaginably, the rise, and rise some more, of Manhattan real estate prices.

Social Networks

MIT's BeeMe Giant Social Experiment Puts a Human Under Internet Control (newatlas.com) 59

This Halloween scientists at MIT's Media Lab are embarking on a massive social experiment. From a report: Called BeeMe, the project will let internet users control a real human actor, suggesting, and collectively voting on, this person's every action. New Atlas reached out to Niccolo Pescetelli, one of the creators behind the experiment, to find out exactly what is about to happen. BeeMe is an immersive interactive game that will kick off at 11 pm US EST on Halloween night. Users will be able to participate by logging into the BeeMe website from which they will be able to suggest, and vote on, actions that direct an actor in real life. A live video stream on the website will allow users to see what the actor sees. On a superficial level BeeMe is a fun Halloween game, with a narrative telling the story of an evil artificial intelligence that has been accidentally released online. Users must collectively coordinate their efforts to direct the human actor to defeat this nefarious AI.
Role Playing (Games)

Two Events Celebrate Text Adventures, Roguelike Games (ifcomp.org) 19

An anonymous reader writes: The 24th annual Interactive Fiction Competition kicked off Monday, unveiling 77 new text adventures which will vie for nearly $9,000 in prize money. The contest's organizers are encouraging people to play and rate the free games, and encourage their friends to join in the fun (or to donate more prize money or other prizes). They're dedicating this year's competition to the memory of Stu Galley, who co-founded the pioneering text adventure company Infocom back in 1979 with his classmates from MIT. Infocom went on to create everything from Zork to a popular Hitchhiker's Guide to the Galaxy game, and Stu is credited as the driving force behind text adventures like Moonmist, Seastalker, and The Witness.
Meanwhile, long-time Slashdot reader paulproteus reminds us that the "Roguelike Celebration" is happening today and tomorrow at the GitHub office in San Francisco -- and is streaming on Twitch. The Roguelike Celebration is a community-generated weekend of talks, games, and conversations about roguelike [games] and related topics, including procedural generation and game design... It's for fans, players, developers, scholars, and everyone else, including people new to this type of game.
Businesses

A Look at the Dark Side of the Lives of Some Prominent YouTubers, Who Are Increasingly Saying They're Stressed, Depressed, Lonely, and Exhausted (theguardian.com) 192

Many YouTubers are finding themselves stressed, lonely and exhausted. The Guardian: For years, YouTubers have believed that they are loved most by their audience when they project a chirpy, grateful image. But what happens when the mask slips? This year there has been a wave of videos by prominent YouTubers talking about their burnout, chronic fatigue and depression. "This is all I ever wanted," said Elle Mills, a 20-year-old Filipino-Canadian YouTuber in a (monetised) video entitled Burnt Out At 19, posted in May. "And why the fuck am I so unfucking unhappy? It doesn't make any sense. You know what I mean? Because, like, this is literally my fucking dream. And I'm fucking so un-fucking-happy."

[...] The anxieties are tied up with the relentless nature of their work. Tyler Blevins, AKA Ninja, makes an estimated $500,000 every month via live broadcasts of him playing the video game Fortnite on Twitch, a service for livestreaming video games that is owned by Amazon. Most of Blevins' revenue comes from Twitch subscribers or viewers who provide one-off donations (often in the hope that he will thank them by name "on air"). Blevins recently took to Twitter to complain that he didn't feel he could stop streaming. "Wanna know the struggles of streaming over other jobs?" he wrote, perhaps ill-advisedly for someone with such a stratospheric income. "I left for less than 48 hours and lost 40,000 subscribers on Twitch. I'll be back today... grinding again." There was little sympathy on Twitter for the millionaire. But the pressure he described is felt at every level of success, from the titans of the content landscape all the way down to the people with channels with just a few thousand subscribers, all of whom feel they must be constantly creating, always available and responding to their fans.

"Constant releases build audience loyalty," says Austin Hourigan, who runs ShoddyCast, a YouTube channel with 1.2 million subscribers. "The more loyalty you build, the more likely your viewers are to come back, which gives you the closest thing to a financial safety net in what is otherwise a capricious space." When a YouTuber passes the 1 million subscribers mark, they are presented with a gold plaque to mark the event. Many of these plaques can be seen on shelves and walls in the background of presenters' rooms. In this way, the size of viewership and quantity of uploads become the main markers of value.

It's funny.  Laugh.

New Alexa Skill Plays Fake Stupid Arguments To Scare Off Burglars (techcrunch.com) 69

TechCrunch reports on a new Alexa skill called "Away Mode". Instead of lights and noises, you can keep your home safe from unwanted visitors by playing lengthy audio tracks that sound like real -- and completely ridiculous -- conversations. When you launch Away Mode, Alexa will play one of seven audio tracks penned by comedy writers from SNL, It's Always Sunny in Philadelphia, and UCB... These include gems like "Couple Has Breakup While Also Trying to Watch TV," "Two Average Guys Brainstorm What's Unique About Themselves So They Can Start a Podcast About It," "Emergency PTA Meeting To Discuss Memes, Fidget Spinners, and Other Teen Fads," and more. There are conversations from a book club where no one discusses the book, a mom walking her daughter through IKEA assembly over the phone, a stay-at-home mom losing her s***, and argument over a board game....

After enabling the skill on your Alexa device, you can cycle through the various conversations by saying "Next"... The tracks themselves are around an hour or so long... There are other "burglar deterrent" skills for Alexa if you're interested in the general concept, like that play fake house alarms or sound like guard dogs. But Away Mode is just a little more fun.

It's the brainchild of San Francisco-based Hippo Insurance, whose brand manager hopes to get people thinking about home security (though she says it isn't meant to be a serious security tool). Yet, "Theoretically it's a good idea," adds former California police chief Jim Bueermann (now the head of the nonprofit Police Foundation). "If this thing mimics real conversation, it's much more likely to trick the burglar into believing somebody is home."

In one fake argument, a board game player shouts "Hand me the rulebook! The other rulebook! That's the rules reference.... No, it's in the learn-to-play guide. That's the quick reference!"
It's funny.  Laugh.

April Fool's Day Roundup 95

It might be a holiday for most of us today, but for tech companies, April Fool's is the day when they work overtime to send weird press releases. So far we have seen Google Maps help users find Waldo, and Google Australia rethink its brand name (to Googz). T-Mobile has revivedthe Sidekick as the world's first smart shoe phone. Google has also added a feature to its file manager app Files Go that detects bad jokes from your phone. Snapchat has finally found a way to make fun of Facebook. Languages learning app Duolingo has launched a range of craft beers. Chinese smartphone maker OnePlus has launched a cryptocurrency. Some more here. What's your favorite prank so far today?
Nintendo

Nintendo's Newest Switch Accessories Are DIY Cardboard Toys (theverge.com) 75

sqorbit writes: Nintendo has announced a new experience for its popular Switch game console, called Nintendo Labo. Nintendo Labo lets you interact with the Switch and its Joy-Con controllers by building things with cardboard. Launching on April 20th, Labo will allow you to build things such as a piano and a fishing pole out of cardboard pieces that, once attached to the Switch, provide the user new ways to interact with the device. Nintendo of America's President, Reggie Fils-Aime, states that "Labo is unlike anything we've done before." Nintendo has a history of non-traditional ideas in gaming, sometimes working and sometimes not. Cardboard cuts may attract non-traditional gamers back to the Nintendo platform. While Microsoft and Sony appear to be focused on 4K, graphics and computing power, Nintendo appears focused on producing "fun" gaming experiences, regardless of how cheesy or technologically outdated they me be. Would you buy a Nintendo Labo kit for $69.99 or $79.99? "The 'Variety Kit' features five different games and Toy-Con -- including the RC car, fishing, and piano -- for $69.99," The Verge notes. "The 'Robot Kit,' meanwhile, will be sold separately for $79.99."
Classic Games (Games)

Text Adventure Competition Reports A 36% Spike In Entries (ifcomp.org) 21

There's just four days left to vote for the winner of the 23rd Annual Interactive Fiction Competition. An anonymous reader writes: This year's contest set a record, drawing 79 new text adventures -- 36% more entries than the previous year's 58. All of this year's games are available online, furthering the competition's goal of "making them freely available in order to encourage the creation, play, and discussion of interactive fiction." (And they're also available in a 236-megabyte .zip archive.)

Each game's developer is competing for $4,800 in cash prizes, to be shared among everyone who finishes in the top two-thirds (including a $247 prize to the first-place winner). Authors of the top-rated games will also get to choose from a 38-prize pool (which includes another $200 cash prize donated by Asymmetric Publications, as well as a "well-loved" used Wii console). But the most important thing is there's a bunch of fun new text adventures to play. Reviews are already appearing online, lovingly collected by the Interactive Fiction Wiki. And one game designer even livestreamed their text adventure-playing on Twitch.

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