AI

'AI' Is Coming For Your Online Gaming Servers Next (pcworld.com) 35

"Consumer PC parts aren't the only things being gobbled up by the 'AI' industry," writes PCWorld's Michael Crider. "A Starcraft-inspired strategy game is shutting down its multiplayer servers because the hosting company got bought out for 'AI.'" The game will still be playable offline for now, but the shutdown highlights the ripple effects of the AI boom on the gaming industry. Amid the ongoing hardware shortages, AI companies are basically gobbling up as much infrastructure as they can to repurpose it for AI workloads. From the report: The game in question is Stormgate, a crowdfunded revival of the real-time strategy genre that has languished in the last decade or so. The developer Frost Giant Studios told its players on Discord (spotted by PC Gamer) that it would be unable to continue multiplayer access past the end of this month. The "game server orchestration partner" was bought by an AI company -- the developer's words, not mine -- which means that the multiplayer aspects of the game will have a "planned outage."

The devs say the game will be patched for offline play, presumably including its single-player campaign mode and co-op modes, but "online modes will not be available at that point." They're hoping to bring back online play in a later update, but that'll depend on "finding a partner to support ongoing operations." That sounds like old-fashioned player-hosted games with lobbies aren't in the cards, at least not yet.

Frost Giant's server provider is Hathora, which was bought by a company called Fireworks AI last month. Fireworks describes its offerings as "open-source AI models at blazing speed, optimized for your use case, scaled globally with the Fireworks Inference Cloud." So, yeah, Hathora's infrastructure will likely be used for yet more generative "AI." And according to GamesBeat, it's planning to shut down the game service aspect of its company completely. That means Stormgate probably isn't going to be the last game affected. Hathora also provides online services for Splitgate 2, among others. I'm contacting Hathora for comment and will update this story if I receive a response.

Programming

New 'Vibe Coded' AI Translation Tool Splits the Video Game Preservation Community 43

An anonymous reader quotes a report from Ars Technica: Since Andrej Karpathy coined the term "vibe coding" just over a year ago, we've seen a rapid increase in both the capabilities and popularity of using AI models to throw together quick programming projects with less human time and effort than ever before. One such vibe-coded project, Gaming Alexandria Researcher, launched over the weekend as what coder Dustin Hubbard called an effort to help organize the hundreds of scanned Japanese gaming magazines he's helped maintain at clearinghouse Gaming Alexandria over the years, alongside machine translations of their OCR text.

A day after that project went public, though, Hubbard was issuing an apology to many members of the Gaming Alexandria community who loudly objected to the use of Patreon funds for an error-prone AI-powered translation effort. The hubbub highlights just how controversial AI tools remain for many online communities, even as many see them as ways to maximize limited funds and man-hours. "I sincerely apologize," Hubbard wrote in his apology post. "My entire preservation philosophy has been to get people access to things we've never had access to before. I felt this project was a good step towards that, but I should have taken more into consideration the issues with AI."
"I'm very, very disappointed to see [Gaming Alexandria], one of the foremost organizations for preserving game history, promoting the use of AI translation and using Patreon funds to pay for AI licenses," game designer and Legend of Zelda historian Max Nichols wrote in a post on Bluesky over the weekend. "I have cancelled my Patreon membership and will no longer promote the organization."

Nichols later deleted his original message (archived here), saying he was "uncomfortable with the scale of reposts and anger" it had generated in the community. However, he maintained his core criticism: that Gemini-generated translations inevitably introduce inaccuracies that make them unreliable for scholarly use.

In a follow-up, he also objected to Patreon funds being used to pay for AI tools that produce what he called "untrustworthy" translations, arguing they distort history and are not valid sources for research. "... It's worthless and destructive: these translations are like looking at history through a clownhouse mirror," he added.
Businesses

Silicon Valley's Ideas Mocked Over Penchant for Favoring Young Entrepreneurs with 'Agency' (harpers.org) 47

In a 9,000-word expose, a writer for Harper's visited San Francisco's young entrepreneurs in September to mockingly profile "tech's new generation and the end of thinking."

There's Cluely founder Roy Lee. ("His grand contribution to the world was a piece of software that told people what to do.") And the Rationalist movement's Scott Alexander, who "would probably have a very easy time starting a suicide cult..." Alexander's relationship with the AI industry is a strange one. "In theory, we think they're potentially destroying the world and are evil and we hate them," he told me. In practice, though, the entire industry is essentially an outgrowth of his blog's comment section... "Many of them were specifically thinking, I don't trust anybody else with superintelligence, so I'm going to create it and do it well." Somehow, a movement that believes AI is incredibly dangerous and needs to be pursued carefully ended up generating a breakneck artificial arms race.
There's a fascinating story about teenaged founder Eric Zhu (who only recently turned 18): Clients wanted to take calls during work hours, so he would speak to them from his school bathroom. "I convinced my counselor that I had prostate issues... I would buy hall passes from drug dealers to get out of class, to have business meetings." Soon he was taking Zoom calls with a U.S. senator to discuss tech regulation... Next, he built his own venture-capital fund, managing $20 million. At one point cops raided the bathroom looking for drug dealers while Eric was busy talking with an investor. Eventually, the school got sick of Eric's misuse of the facilities and kicked him out. He moved to San Francisco.

Eric made all of this sound incredibly easy. You hang out in some Discord servers, make a few connections with the right people; next thing you know, you're a millionaire... Eric didn't think there was anything particularly special about himself. Why did he, unlike any of his classmates, start a $20 million VC fund? "I think I was just bored. Honestly, I was really bored." Did he think anyone could do what he did? "Yeah, I think anyone genuinely can."

The article concludes Silicon Valley's investors are rewarding young people with "agency". Although "As far as I could tell, being a highly agentic individual had less to do with actually doing things and more to do with constantly chasing attention online." Like X.com user Donald Boat, who successfully baited Sam Altman into buying him a gaming PC in "a brutally simplified miniature of the entire VC economy." (After which "People were giving him stuff for no reason except that Altman had already done it, and they didn't want to be left out of the trend.") Shortly before I arrived at the Cheesecake Factory, [Donald Boat] texted to let me know that he'd been drinking all day, so when I met him I thought he was irretrievably wasted. In fact, it turned out, he was just like that all the time... He seemed to have a constant roster of projects on the go. He'd sent me occasional photos of his exploits. He went down to L.A. to see Oasis and ended up in a poker game with a group of weapons manufacturers. "I made a bunch of jokes about sending all their poker money to China," he said, "and they were not pleased...."

"I don't use that computer and I think video games are a waste of time. I spent all the money I made from going viral on Oasis tickets." As far as he was concerned, the fact that tech people were tripping over themselves to take part in his stunt just confirmed his generally low impression of them. "They have too much money and nothing going on..." Ever since his big viral moment, he'd been suddenly inundated with messages from startup drones who'd decided that his clout might be useful to them. One had offered to fly him out to the French Riviera.

The author's conclusion? "It did not seem like a good idea to me that some of the richest people in the world were no longer rewarding people for having any particular skills, but simply for having agency."
AI

Videogame Stocks Slide On Google's AI Model That Turns Prompts Into Playable Worlds (reuters.com) 35

An anonymous reader quotes a report from Reuters: Shares of videogame companies fell sharply in afternoon trading on Friday after Alphabet's Google rolled out its artificial intelligence model capable of creating interactive digital worlds with simple prompts. Shares of "Grand Theft Auto" maker Take-Two Interactive fell 10%, online gaming platform Roblox was down over 12%, while videogame engine maker Unity Software dropped 21%.

The AI model, dubbed "Project Genie," allows users to simulate a real-world environment through prompts with text or uploaded images, potentially disrupting how video games have been made for over a decade and forcing developers to adapt to the fast-moving technology. "Unlike explorable experiences in static 3D snapshots, Genie 3 generates the path ahead in real time as you move and interact with the world. It simulates physics and interactions for dynamic worlds," Google said in a blog post on Thursday.

Traditionally, most videogames are built inside a game engine such as Epic Games' "Unreal Engine" or the "Unity Engine", which handles complex processes like in-game gravity, lighting, sound, and object or character physics. "We'll see a real transformation in development and output once AI-based design starts creating experiences that are uniquely its own, rather than just accelerating traditional workflows," said Joost van Dreunen, games professor at NYU's Stern School of Business. Project Genie also has the potential to shorten lengthy development cycles and reduce costs, as some premium titles take around five to seven years and hundreds of millions of dollars to create.

Games

Angry Gamers Are Forcing Studios To Scrap or Rethink New Releases (msn.com) 71

The video game industry is experiencing something that most consumer-facing businesses would consider remarkable: organized online campaigns from players are actually forcing studios to cancel projects or publicly walk back any association with AI-generated content.

Running With Scissors, the publisher behind the Postal shooter franchise, recently scrapped a title after players accused its trailer of containing AI-generated graphics. Goonswarm Games, the developer behind the canceled project, subsequently shut down entirely and cited six years of lost work alongside what it described as a flood of threats and accusations.

Sandfall Interactive's "Obscur: Expedition 33" had its Indie Game Awards Game of the Year honor rescinded after the developer said it had considered AI-generated images, even though the final release contained none. Larian Studios, the developer behind Baldur's Gate 3, faced immediate backlash after CEO Swen Vincke mentioned in an interview that the company was using generative AI to "explore ideas" for an upcoming release. Vincke later clarified on X that artists use AI only for reference images the way they would use "art books or Google," and Larian executives eventually stated on Reddit that AI would play no role in final artwork.
The Internet

A Game Studio's Fired Co-Founder Hijacked Its Domain Name, a New Lawsuit Alleges (aftermath.site) 13

Three co-founders of the game studio That's No Moon "are suing another co-founder for allegedly hijacking the company's website domain name," reports the gaming news site Aftermath, "taking the website offline and disabling employee access to email accounts, according to a new lawsuit." Tina Kowalewski, Taylor Kurosaki, and Nick Kononelos filed a complaint against co-founder and former CEO Michael Mumbauer on Tuesday in a California court. [Game studio] That's No Moon, which was founded in 2020 by veterans of Infinity Ward, Naughty Dog, and other AAA studios, said in its complaint that Mumbauer is looking to "cripple" the studio after being fired in 2022...

Mumbauer, according to the complaint, purchased the domain name, and several others, when the studio was founded; it said both parties agreed these would be controlled by the studio. Mumbauer allegedly still has access to the domains, and That's No Moon said he took control over the website on Jan. 6, disabled the studio's access, and turned off employees' ability to email external addresses. The team was locked out for two days as a four-person IT team worked to get the services back online. On the public-facing side, the website briefly redirected to the Travel Switzerland page, according to the complaint. That's No Moon's lawyers said the co-founders sent Mumbauer a letter on Jan. 7 demanding he "relinquish his unauthorized access." That's when, according to the compliant, the website started redirecting to a GoDaddy Auction site, where the domain was priced at $6,666,666; That's No Moon remarked in the complaint: "A number that [Mumbauer] may well have selected for its Satanic connotation."

As of Wednesday, Aftermath was able to access a public-facing That's No Moon website using both the original domain and the new one... The charges listed as part of this lawsuit are trademark infringement, cybersquatting, computer fraud, conversion, trespass to chattels, and breach of contract. That's No Moon also asked a judge for a temporary restraining order to prevent Mumbauer from continued access to the domains. Mumbauer has not responded to Aftermath's request for comment. Mumbauer said, in an email to That's No Moon attorney Amit Rana published as part of the lawsuit, that he intends to file "a wrongful termination countersuit and will be seeking extensive damages...."

That's No Moon hasn't yet announced its first game, but has said the game is led by creative director Taylor Kurosaki and game director Jacob Minkoff. South Korean publisher Smilegate invested $100 million into the company, That's No Moon announced in 2021.

Social Networks

Study Finds Weak Evidence Linking Social Media Use to Teen Mental Health Problems (theguardian.com) 40

An anonymous reader quotes a report from the Guardian: Screen time spent gaming or on social media does not cause mental health problems in teenagers, according to a large-scale study. [...] Researchers at the University of Manchester followed 25,000 11- to 14-year-olds over three school years, tracking their self-reported social media habits, gaming frequency and emotional difficulties to find out whether technology use genuinely predicted later mental health difficulties. Participants were asked how much time on a normal weekday in term time they spent on TikTok, Instagram, Snapchat and other social media, or gaming. They were also asked questions about their feelings, mood and wider mental health.

The study found no evidence for boys or girls that heavier social media use or more frequent gaming increased teenagers' symptoms of anxiety or depression over the following year. Increases in girls' and boys' social media use from year 8 to year 9 and from year 9 to year 10 had zero detrimental impact on their mental health the following year, the authors found. More time spent gaming also had a zero negative effect on pupils' mental health. "We know families are worried, but our results do not support the idea that simply spending time on social media or gaming leads to mental health problems -- the story is far more complex than that," said the lead author Dr Qiqi Cheng.

The research, published in the Journal of Public Health, also examined whether how pupils use social media makes a difference, with participants asked how much time spent chatting with others, posting stories, pictures and videos, browsing feeds, profiles or scrolling through photos and stories. The scientists found that actively chatting on social media or passive scrolling feeds did not appear to drive mental health difficulties. The authors stressed that the findings did not mean online experiences were harmless. Hurtful messages, online pressures and extreme content could have detrimental effects on wellbeing, but focusing on screen time alone was not helpful, they said.

Open Source

Four More Tech Bloggers Are Switching to Linux (escapistmagazine.com) 197

Is there a trend? This week four different articles appeared on various tech-news sites with an author bragging about switching to Linux.

"Greetings from the year of Linux on my desktop," quipped the Verge's senior reviews editor, who finally "got fed up and said screw it, I'm installing Linux."

They switched to CachyOS — just like this writer for the videogame magazine Escapist: I've had a fantastic time gaming on Linux. Valve's Windows-to-Linux translation layer, Proton, and even CachyOS' bundled fork have been working just fine. Of course, it's not perfect, and there's been a couple of instances where I've had to problem-solve something, but most of the time, any issues gaming on Linux have been fixed by swapping to another version of Proton. If you're deep in online games like Fortnite, Call of Duty, Destiny 2, GTAV or Battlefield 6, it might not be the best option to switch. These games feature anti-cheats that look for versions of Windows or even the heart of the OS, the kernel, to verify the system isn't going to mess up someone's game....

CachyOS is thankfully pre-packed with Nvidia drivers, meaning I didn't have to dance around trying to find them.... Certain titles will perform worse than their counterparts, simply due to how the bods at Nvidia are handling the drivers for Linux. This said, I'm still not complaining when I'm pushing nearly 144fps or more in newer games. The performance hit is there, but it's nowhere near enough to stave off even an attempt to mess about with Linux.

Do you know how bizarre it is to say it's "nice to have a taskbar again"? I use macOS daily for a lot of my work, which uses a design baked back in the 1990s through NeXT. Seeing just a normal taskbar that doesn't try to advertise to me or crash because an update killed it for some reason is fantastic. That's how bad it is out there right now for Windows.

"I run Artix, by the way," joked a senior tech writer at Notebookcheck (adding "There. That's out of the way...") I dual-booted a Linux partition for a few weeks. After a Windows update (that I didn't choose to do) wiped that partition and, consequently, the Linux installation, I decided to go whole-hog: I deleted Windows 11 and used the entire drive for Linux...

Artix differs from Arch in that it does not use SystemD as its init system. I won't go down the rabbit hole of init systems here, but suffice it to say that Artix boots lightning quick (less than 10 seconds from a cold power on) and is pretty light on system resources. However, it didn't come "fully assembled..." The biggest problem I ran into after installing Artix on the [MacBook] Air was the lack of wireless drivers, which meant that WiFi did not work out of the box. The resolution was simple: I needed to download the appropriate WiFi drivers (Broadcom drivers, to be exact) from Artix's main repository. This is a straightforward process handled by a single command in the Terminal, but it requires an internet connection... which my laptop did not have. Ultimately, I connected a USB-to-Ethernet adapter, plugged the laptop directly into my router, and installed the WiFi drivers that way. The whole process took about 10 minutes, but it was annoying nonetheless.

For the record, my desktop (an AMD Ryzen 7 6800H-based system) worked flawlessly out-of-the-box, even with my second monitor's uncommon resolution (1680x1050, vertical orientation). I did run into issues with installing some packages on both machines. Trying to install the KDE desktop environment (essentially a different GUI for the main OS) resulted in strange artifacts that put white text on white backgrounds in the menus, and every resolution I tried failed to correct this bug. After reverting to XFCE4 (the default desktop environment for my Artix install), the WiFi signal indicator in the taskbar disappeared. This led to me having to uninstall a network manager installed by KDE and re-linking the default network manager to the runit services startup folder. If that sentence sounds confusing, the process was much more so. It has been resolved, and I have a WiFi indicator that lets me select wireless networks again, but only after about 45 minutes of reading manuals and forum posts.

Other issues are inherent to Linux. Not all games on Steam that are deemed Linux compatible actually are. Civilization III Complete is a good example: launching the game results in the map turning completely black. (Running the game through an application called Lutris resolved this issue.) Not all the software I used on Windows is available in Linux, such as Greenshot for screenshots or uMark for watermarking photos in bulk. There are alternatives to these, but they don't have the same features or require me to relearn workflows... Linux is not a "one and done" silver bullet to solve all your computer issues. It is like any other operating system in that it will require users to learn its methods and quirks. Admittedly, it does require a little bit more technical knowledge to dive into the nitty-gritty of the OS and fully unlock its potential, but many distributions (such as Mint) are ready to go out of the box and may never require someone to open a command line...

[T]he issues I ran into on Linux were, for the most part, my fault. On Windows or macOS, most problems I run into are caused by a restriction or bug in the OS. Linux gives me the freedom to break my machine and fix it again, teaching me along the way. With Microsoft's refusal (either from pride or ignorance) to improve (or at least not crapify) Windows 11 despite loud user outrage, switching to Linux is becoming a popular option. It's one you should consider doing, and if you've been thinking about it for any length of time, it's time to dive in.

And tinkerer Kevin Wammer switched from MacOS to Linux, saying "Linux has come a long way" after more than 30 years — but "Windows still sucks..."
DRM

FSF Says Nintendo's New DRM Allows Them to Remotely Render User Devices 'Permanently Unusable' (fsf.org) 61

"In the lead up to its Switch 2 console release, Nintendo updated its user agreement," writes the Free Software Foundation, warning that Nintendo now claims "broad authority to make consoles owned by its customers permanently unusable."

"Under Nintendo's most aggressive digital restrictions management (DRM) update to date, game console owners are now required to give Nintendo the unilateral right to revoke access to games, security updates, and the Internet, at its sole discretion." The new agreement states: "You acknowledge that if you fail to comply with [Nintendo's restrictions], Nintendo may render the Nintendo Account Services and/or the applicable Nintendo device permanently unusable in whole or in part...."

There are probably other reasons that Nintendo has and will justify bricking game consoles, but here are some that we have seen reported:

— "Tampering" with hardware or software in pretty much any way;
— Attempting to play a back-up game;
— Playing a "used" game; or
— Use of a third-party game or accessory...


Nintendo's promise to block a user from using their game console isn't just an empty threat: it has already been wielded against many users. For example, within a month of the Switch 2's release, one user unknowingly purchased an open-box return that had been bricked, and despite functional hardware, it was unusable for many games. In another case, a user installing updates for game cartridges purchased via a digital marketplace had their console disabled. Though it's unclear exactly why they were banned, it's possible that the cartridge's previous owner made a copy and an online DRM check determined that the current and previous owner's use were both "fraudulent." The user only had their console released through appealing to Nintendo directly and providing evidence of their purchase, a laborious process.

Nintendo's new console banning spree is just one instance of the threat that nonfree software and DRM pose to users. DRM is but one injustice posed by nonfree software, and the target of the FSF's Defective by Design campaign. Like with all software, users ought to be able to freely copy, study, and modify the programs running on their devices. Proprietary software developers actively oppose and antagonize their users. In the case of Nintendo, this means punishing legitimate users and burdening them with proving that their use is "acceptable." Console users shouldn't have to tread so carefully with a console that they own, and should they misstep, beg Nintendo to allow them to use their consoles again.

Social Networks

Like Australia, Denmark Plans to Severely Restrict Social Media Use for Teenagers (apnews.com) 92

"As Australia began enforcing a world-first social media ban for children under 16 years old this week, Denmark is planning to follow its lead," reports the Associated Press, "and severely restrict social media access for young people." The Danish government announced last month that it had secured an agreement by three governing coalition and two opposition parties in parliament to ban access to social media for anyone under the age of 15. Such a measure would be the most sweeping step yet by a European Union nation to limit use of social media among teens and children.

The Danish government's plans could become law as soon as mid-2026. The proposed measure would give some parents the right to let their children access social media from age 13, local media reported, but the ministry has not yet fully shared the plans... [A] new "digital evidence" app, announced by the Digital Affairs Ministry last month and expected to launch next spring, will likely form the backbone of the Danish plans. The app will display an age certificate to ensure users comply with social media age limits, the ministry said.

The article also notes Malaysia "is expected to ban social media accounts for people under the age of 16 starting at the beginning of next year, and Norway is also taking steps to restrict social media access for children and teens.

"China — which manufacturers many of the world's digital devices — has set limits on online gaming time and smartphone time for kids."
Australia

Millions of Australian Teens Lose Access To Social Media As Ban Takes Effect (bbc.com) 137

Australia's world-first ban blocking under-16s from major social platforms has come into effect. The BBC is live reporting the reactions "both from within Australia and outside it." From the report: I've been speaking to 12-year-old Paloma, who lives in Sydney and says she is "sad" about the ban. She spends between 30 minutes and two hours a day on social media. "I'm upset... because I am part of several communities on Snapchat and TikTok," she tells me. "I've developed good friendships on the apps, with people in the US and New Zealand, who have common interests like gaming, and it makes me feel more connected to the world."

Paloma says she regularly talks about the ups and downs of her life with a boy of the same age in New Jersey, in the US, who she knows through gaming and TikTok. "I feel like I can explore my creativity when I am in a community online with people of similar ages," she says. Everyone Paloma knows is "a bit annoyed" about the ban. By stopping them from using social media, she says "the government is taking away a part of ourselves."

Two 15-year-olds, Noah Jones and Macy Neyland, backed by a rights group, are arguing at Australia's highest court that the legislation robs them of their right to free communication. The Digital Freedom Project (DFP) announced the case had been filed in the High Court late last month. After news of the case broke, Australia's Communications Minister Anika Wells told parliament the government would not be swayed. "We will not be intimidated by threats. We will not be intimidated by legal challenges. We will not be intimidated by big tech. On behalf of Australian parents, we will stand firm," she said.

HP

HP and Dell Disable HEVC Support Built Into Their Laptops' CPUs (arstechnica.com) 105

An anonymous reader quotes a report from Ars Technica: Some Dell and HP laptop owners have been befuddled by their machines' inability to play HEVC/H.265 content in web browsers, despite their machines' processors having integrated decoding support. Laptops with sixth-generation Intel Core and later processors have built-in hardware support for HEVC decoding and encoding. AMD has made laptop chips supporting the codec since 2015. However, both Dell and HP have disabled this feature on some of their popular business notebooks.

HP discloses this in the data sheets for its affected laptops, which include the HP ProBook 460 G11 [PDF], ProBook 465 G11 [PDF], and EliteBook 665 G11 [PDF]. "Hardware acceleration for CODEC H.265/HEVC (High Efficiency Video Coding) is disabled on this platform," the note reads. Despite this notice, it can still be jarring to see a modern laptop's web browser eternally load videos that play easily in media players.
HP and Dell didn't explain why the companies disabled HEVC hardware decoding on their laptops' processors.

A statement from an HP spokesperson said: "In 2024, HP disabled the HEVC (H.265) codec hardware on select devices, including the 600 Series G11, 400 Series G11, and 200 Series G9 products. Customers requiring the ability to encode or decode HEVC content on one of the impacted models can utilize licensed third-party software solutions that include HEVC support. Check with your preferred video player for HEVC software support."

Dell's media relations team shared a similar statement: "HEVC video playback is available on Dell's premium systems and in select standard models equipped with hardware or software, such as integrated 4K displays, discrete graphics cards, Dolby Vision, or Cyberlink BluRay software. On other standard and base systems, HEVC playback is not included, but users can access HEVC content by purchasing an affordable third-party app from the Microsoft Store. For the best experience with high-resolution content, customers are encouraged to select systems designed for 4K or high-performance needs."
Games

Roblox Blocks Children From Chatting To Adult Strangers (bbc.com) 52

Roblox is rolling out mandatory facial age-verification for chat features to prevent children from communicating with adult strangers. The platform will restrict chat to verified age groups, expand parental controls, and become the first major gaming platform to require facial age checks for messaging. The BBC reports: Mandatory age checks will be introduced for accounts using chat features, starting in December for Australia, New Zealand and the Netherlands, then the rest of the globe from January. [...] Rani Govender, policy manager for child safety online at the NSPCC, said action had been needed because young people had been exposed to "unacceptable risks" on Roblox, "leaving many vulnerable to harm and online abuse."

The charity welcomed the platform's latest announcement but called on Roblox to "ensure they deliver change for children in practice and prevent adult perpetrators from targeting and manipulating young users." The platform averaged more than 80 million daily players in 2024, about 40% of them under the age of 13. [...]

Matt Kaufman, chief safety officer for Roblox, told a press briefing the age estimation technology is "pretty accurate." He claimed the system can make close estimates of "within one to two years" bracket for users aged between five and 25. Currently it can be used voluntarily by anyone in the world.

First Person Shooters (Games)

Sony Killed This Game in 2024. Three Developers Reverse-Engineered It Back to Life (aftermath.site) 19

An anonymous reader shared this post from the gaming news site Aftermath: Concord, Sony Interactive Entertainment and Firewalk Studios' Overwatch-like shooter, was live for just two weeks before it was pulled offline. Though Concord certainly had some dedicated players, it didn't have many — which is why it may be surprising to hear that a group of players are reverse-engineering the game and its servers to bring it back to life.

Publisher Sony removed Concord from stores and digital marketplaces, automatically refunded some, and, later, shut down Firewalk Studios. Two hundred or so people were laid off, and any hopes of Concord's return were dashed. Poor sales — estimated to be under 25,000 copies sold — and low player numbers marred the release. Firewalk Studios' game director Ryan Ellis said in a blog post that pieces of the game "resonated with players," but "other aspects of the game and [Concord's] initial launch didn't land the way [Firewalk Studios] intended."

Concord wasn't a bad game, but it just didn't generate enough interest with enough players. Now, a group of three hobbyist reverse-engineers, who go by real, Red, and gwog online, are trying to make it playable again... "Sometimes there's enough of the server left in the game, that we can 'activate' that code and make the game believe it's a server," Red said. "We do pretty much always need to fill in the gaps though..." Concord used an anti-tamper software to keep people from cheating, which also creates a problem for people reverse engineering. It's "nearly impossible" to crack, Red said, so the group didn't — they found an exploit to "forcefully decrypt the game's code" to "restore the game and start working on servers...."

It's not open to the public, but people can sign up for future tests. Even former Firewalk Studios employees have joined the server. They're excited to see Concord come back to life, too, the developers said.

"Friday morning, a video of the playtest was posted to the Concord Reddit page," according to the article. (Though ironically by Friday night YouTube had had removed the video "due to a copyright claim by MarkScan Enforcement."
Technology

Meet the Real Screen Addicts: the Elderly (economist.com) 38

Britain's National Centre for Gaming Disorders has treated 67 people over the age of 40 since opening in 2019. The oldest patient was a 72-year-old woman with a smartphone gaming obsession. Britons over 65 spent more than three hours a day online on smartphones, computers and tablets last year, according to Ofcom. They spent more than five and a half hours watching broadcast television. Over-65s are more likely than under-25s to own tablets, smart televisions, e-readers, and desktop and laptop computers, a seven-country survey by GWI found. Nearly a fifth of 55- to 64-year-olds own a games console.

Ipsit Vahia, who heads the Technology and Ageing Laboratory at McLean Hospital, part of Harvard Medical School, said some older adults are increasingly living their lives through their phones the way teenagers or adolescents sometimes do. A 2022 study in South Korea estimated that 15% of those aged 60-69 were at risk of phone addiction. A meta-analysis published in April of studies on more than 400,000 older adults found that over-50s who regularly used digital devices had lower rates of cognitive decline than those who did not.
PlayStation (Games)

25 Years Ago Today: A PlayStation Shopping Frenzy - But Would Microsoft's Xbox Make It Obsolete? (slashdot.org) 25

25 years ago today on Slashdot...

Hemos linked to a site called Joystick101 describing the crowd camping out to buy the limited number of just-released PlayStation 2 consoles (and games). "500,000 lucky members of the American gaming public are sneaking a few minutes of playing Madden 2001, Tekken, or Ridge Racer V before school or work..." wrote Joystick101. That same day CmdrTaco posted reports PS2s were selling for over $1,000 on eBay. And then Timothy updated that post to note someone saw one selling for $5,000.

But there was a third PS2 link posted on October 26, 2000... Hemos wrote a post titled "The PS2 — A Betamax In the Making?" — linking to an article by Mark Pesce (co-inventor of VRML and, in 1993, an Apple consulting engineer). "Microsoft promises Xbox will deliver ten times the performance of the PS2," Pesce wrote, noting Microsoft had partnered with Intel and "upstart video-chip developer Nvidia": The strangest thing about this battle of giants is that Microsoft has become a champion of open standards, encouraging developers to write Xbox titles without requiring them to pay any licensing fees. In comparison, Sony charges a minimum of $25,000 for access to the documentation and technology of the PlayStation2, plus a hefty license fee on every game sold. In the video-game industry, the Big Three — Sony, Nintendo, and Sega — sell the hardware at a loss (the PS2 costs nearly the $300 it will retail for) and recover their investment in the stiff licensing fees paid by game developers for the "key" that allows their software to work on Sony's platform...

Having committed an astounding $500 million to market the Xbox next Christmas, it's clear that Microsoft doesn't mind taking a short-term loss to ensure an eventual win. If Sony's not careful, this could turn into "Betamax, the Sequel." Twenty years ago, Sony tightly controlled the titles made available for its technically superior videocassette player — specifically, no adult content — and found themselves quickly locked out of an incredibly lucrative market for adult and family content. If Sony keeps a tight grip on the PS2, they may actually help Microsoft create the new VHS. But even if Sony loses this round (and no one wants to wager which way this battle will turn), they've already set their sights on the PlayStation3, to be released five years from now. Sony promises it will be a thousand times faster than the PS2.

Ironically, Pesce's warning about possible threats to the PS2's longevity was published by online magazine Feed-- which seven months later went out of business.

And this week it was announced that even Microsoft's Halo Campaign Evolved will now be coming to PlayStation 5, with Slashdot publishing six PlayStation-related stories in just the last three months in 2025.

Thanks to long-time Slashdot reader crunchy_one for suggesting a "25 Years Ago" Slashdot post.
Botnet

DDoS Botnet Aisuru Blankets US ISPs In Record DDoS (krebsonsecurity.com) 14

An anonymous reader quotes a report from KrebsOnSecurity: The world's largest and most disruptive botnet is now drawing a majority of its firepower from compromised Internet-of-Things (IoT) devices hosted on U.S. Internet providers like AT&T, Comcast and Verizon, new evidence suggests. Experts say the heavy concentration of infected devices at U.S. providers is complicating efforts to limit collateral damage from the botnet's attacks, which shattered previous records this week with a brief traffic flood that clocked in at nearly 30 trillion bits of data per second.

Since its debut more than a year ago, the Aisuru botnet has steadily outcompeted virtually all other IoT-based botnets in the wild, with recent attacks siphoning Internet bandwidth from an estimated 300,000 compromised hosts worldwide. The hacked systems that get subsumed into the botnet are mostly consumer-grade routers, security cameras, digital video recorders and other devices operating with insecure and outdated firmware, and/or factory-default settings. Aisuru's owners are continuously scanning the Internet for these vulnerable devices and enslaving them for use in distributed denial-of-service (DDoS) attacks that can overwhelm targeted servers with crippling amounts of junk traffic.

As Aisuru's size has mushroomed, so has its punch. In May 2025, KrebsOnSecurity was hit with a near-record 6.35 terabits per second (Tbps) attack from Aisuru, which was then the largest assault that Google's DDoS protection service Project Shield had ever mitigated. Days later, Aisuru shattered that record with a data blast in excess of 11 Tbps. By late September, Aisuru was publicly flexing DDoS capabilities topping 22 Tbps. Then on October 6, its operators heaved a whopping 29.6 terabits of junk data packets each second at a targeted host. Hardly anyone noticed because it appears to have been a brief test or demonstration of Aisuru's capabilities: The traffic flood lasted less only a few seconds and was pointed at an Internet server that was specifically designed to measure large-scale DDoS attacks.

Aisuru's overlords aren't just showing off. Their botnet is being blamed for a series of increasingly massive and disruptive attacks. Although recent assaults from Aisuru have targeted mostly ISPs that serve online gaming communities like Minecraft, those digital sieges often result in widespread collateral Internet disruption. For the past several weeks, ISPs hosting some of the Internet's top gaming destinations have been hit with a relentless volley of gargantuan attacks that experts say are well beyond the DDoS mitigation capabilities of most organizations connected to the Internet today.

The Almighty Buck

Filipinos Are Addicted to Online Gambling. So Is Their Government (msn.com) 27

The Philippines became Asia's second-largest gambling hub after Macau last year as online betting proliferated across the archipelagic nation. Almost half of the country's 69 million working-age population is now registered on gambling apps, an exponential rise from less than half a million users in 2018. The government has become increasingly dependent on the industry.

Philippine Amusement and Gaming Corp. collects 30% of gross gaming revenue and has become the second-biggest revenue contributor among state-run companies after Land Bank of the Philippines. Revenue from online casino license fees is projected to reach $1 billion in 2025. More than 60 operators are regulated by the government.

Industry revenue almost tripled in 2024 from 2023 to 154.5 billion pesos. Revenue from internet betting eclipsed physical casinos for the first time this year. The central bank recently ordered e-wallets to remove links to betting sites, halving bets within days. President Ferdinand Marcos Jr. rejected calls for a complete ban and said outlawing online betting would only spawn illicit operations that would be more difficult to eradicate.
Games

Hollow Knight Sequel 'Silksong' Crashed Game Stores, as $20 Price Irks Competitors (screenrant.com) 58

Last week Steam and other major storefronts crashed, reports the Guardian, including Nintendo's eShop, PlayStation Store and Microsoft Store. They were all "unable to cope with the demand for Hollow Knight: Silksong, the long-awaited sequel to the critically acclaimed 2017 indie hit Hollow Knight." (which had sold 15 million copies): SilkSong's release triggered widespread outages, with thousands of users reporting issues trying to buy the game in the first few hours of its release. Many were unable to complete purchases, with error messages persisting for almost three hours after the launch... Despite the technical hiccups, within 30 minutes of going live Steam reported more than 100,000 active players, suggesting many had managed to secure their copies.
Aftermath says the "bug-tastic" phenomenon displaced everything except Counter-Strike 2 and Dota 2 on Steam's list of most-played games. The Guardian notes that "At least seven other new games have delayed their launch in the past two weeks to avoid a clash..."

"People have been spamming the chat and the comments of every single game showcase or news event with the words 'Where's Silksong?' for years," writes the Guardian's video games editor: I've never seen another indie game achieve this level of notoriety before it was even released... As VGC points out, Atari released a similar game on the same day as Silksong (Adventure of Samsara) and it had only 12 concurrent players on Steam.
They add that "the hype is justified". Eurogame called Silksong "beautiful, thrilling and cruel." PC Game said Silksong "glows with a level of precision and imagination that's hard to find anywhere else" and "will beat you, burn you, rub your face in the dirt, and then dazzle you with another piece of a haunted clockwork world."

But at least some of the demand also came from the game's low price of $20 in the U.S., suggests Slashdot reader UnknowingFool (with variable regional pricing). "At 5.2M wishes, it was the most wish listed game on Steam. In Brazil, the local price was 74.95 Brazil Real or 13.94 USD." In the age of $70+ AAA games with additional costs, not everyone celebrated the consumer friendly price. Some independent game developers have expressed concern that their games may not sell as well compared to Silksong and cannot afford to charge less.
From ScreenRant: Hollow Knight: Silksong's unbelievably low price point of just $19.99 is exceptionally good value for the consumer. It is an incredibly lengthy game that is only marginally more expensive than its predecessor... it is proving to be a source of controversy for other indie developers who believe it will distort players' expectations.
Microsoft

Blizzard's 'Diablo' Devs Unionize. There's Now 3,500 Unionized Microsoft Workers (aftermath.site) 68

PC Gamer reports: The Diablo team is the next in line to unionize at Blizzard. Over 450 developers across multiple disciplines have voted to form a union under the Communications Workers of America (CWA), and they're now the fourth major Blizzard team to do so... A wave of unions have formed at Blizzard in the last year, including the World of Warcraft, Overwatch, and Story and Franchise Development teams. Elsewhere at Microsoft, Bethesda, ZeniMax Online Studios and ZeniMax QA testers have also unionized...

The CWA says over 3,500 Microsoft workers have now organized to fight for fair compensation, job security, and improved working conditions.

CWA is America's largest communications and media labor union, and in a statement, local 9510 president Jason Justice called the successful vote "part of a much larger story about turning the tide in an industry that has long overlooked its labor. Entertainment workers across film, television, music, and now video games are standing together to have a seat at the table. The strength of our movement comes from that solidarity."

And CWA local 6215 president Ron Swaggerty said "Each new organizing effort adds momentum to the nationwide movement for video game worker power."

"What began as a trickle has turned into an avalanche," writes the gaming news site Aftermath, calling the latest vote "a direct result of the union neutrality deal Microsoft struck with CWA in 2022 when it was facing regulatory scrutiny over its $68.7 billion purchase of Activision Blizzard." We've come a long way since small units at Raven and Blizzard Albany fended off Activision Blizzard's pre-acquisition attempts at union busting in 2022 and 2023, and not a moment too soon: Microsoft's penchant for mass layoffs has cut some teams to the bone and left others warily counting down the days until their heads land on the chopping block. This new union, workers hope, will act as a bulwark...

[B]ased on preliminary conversations with prospective members, they can already hazard a few guesses as to what they'll be arm-wrestling management over at the bargaining table: pay equity, AI, crediting, and remote work.

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