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Steam Tightens Rules on Game Season Passes

Valve's Steam platform is implementing stricter regulations for season pass sales, requiring detailed content descriptions and specific release windows for downloadable content (DLC), according to SteamDB creator Pavel Djundik. The company will restrict season pass offerings to established partners with proven track records and may issue refunds if developers miss deadlines or deliver unsatisfactory content. Developers must outline DLC components and commit to three-month launch windows, with one possible delay allowed. "If you aren't ready to clearly communicate about the content included in each DLC AND when each DLC will be ready for launch, you shouldn't offer a Season Pass on Steam," Valve stated.

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Minecraft Enters Real World With $110 Million Global Theme Park Deal

An anonymous reader shares a report: The global gaming phenomenon Minecraft is coming to the real world for the first time in a global deal to open themed rides, attractions, hotel rooms and retail outlets, starting with the UK and US. Minecraft has struck a deal with UK-headquartered Merlin Entertainments -- Europe's largest theme park operator and the second biggest globally after Disney -- which runs more than 135 attractions in 23 countries including Alton Towers, Legoland, Sea Life, Madame Tussauds and the London Eye. Under the terms of the deal, Merlin will invest more than $110 million in the first two attractions. They are due to open in the UK and the US in 2026 and 2027, in either an existing theme park or as new city centre attractions. Over the longer term the two companies plan to expand the strategic partnership, which is called "Adventures Made Real," to other countries and territories. Minecraft is the bestselling video game of all time, with 140 million players each month, in territories as disparate as Antarctica and Vatican City, and there are more than 1.3 trillion videos posted by game players on YouTube.

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Roblox No Longer Allows Users Under 13 To Message Others Outside of Games

Roblox has introduced stricter safety measures for users under 13, including restricting direct messaging outside of games and experiences, regardless of parental permission. These updates aim to address criticism over child safety and regain trust, following a Bloomberg investigation highlighting predator risks on the platform. TechCrunch reports: During a press briefing, the company explained that users under the age of 13 will still be able to access in-game chats because Roblox believes that communication is fundamental to gameplay on the platform. Parents can change this setting if they wish. In addition, Roblox is age-gating certain experiences for users under 13. The new restrictions apply to games and experiences that are designed for socializing with people outside of a person's friends list, such as experiences that allow free-form writing or drawing. "The reason that we've made this decision is that we've seen that some of both the content and the conduct in these experiences is more appropriate for older users and teens," said Dina Lamdany, Roblox's product lead for user settings and parental controls, during the press briefing. Although Roblox already offers some parental controls, it previously only allowed them to be managed from a child's account. Now, the company is introducing remote management, which allows parents to adjust controls and see their child's activity from their own devices. To do so, parents can link their Roblox account to their child's account after verifying themselves using an ID or credit card. Parents can now also see their child's average weekly screen time and set daily time limits. They can also see their child's Friends list.

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Internet Archive Now Hosts Classic Unreal Games; Epic Games Gives Blessing

Classic first-person shooters Unreal (1998) and Unreal Tournament are now available for free on the Internet Archive, with official OK from publisher Epic Games. An Epic spokesperson confirmed to PC Gamer that users are permitted to "independently link to and play these versions." Players can download the games directly from the Internet Archive and apply patches from Github for modern Windows compatibility, or use simplified installers through oldunreal.com. Both titles run on current hardware despite their age, though users may need to adjust dated default settings like 640x480 resolution and inverted mouse controls.

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Retrocomputing Enthusiast Repairs Mattel's 48-Year-Old Handheld Videogame

Back in 1976, Mattel Electronics Auto Race became the very first handheld game to use only solid-state electronics, according to Wikipedia. (Its only mechanical elements were its on/off switch and hand-operated controls...) Nearly half a century goes by — until the ancient and broken gizmo reaches long-time Slashdot reader Shayde, who "dove into disassembling the unit and figuring out the problem." Ironically, at one point his voltimeter stopped working, because...its batteries were dead. But a tri-wing screwdriver reveals the game's beautiful 1976 circuitboard — before the video fast forwards through "an almost comical attempt by me, a systems software engineer, to sauter the connections back onto this 48-year-old connector." (Instead he ends up replacing the machine's 9-volt battery connector...) On his Patreon page, he writes that filming the video "took a stupidly long time to put together." But their Slashdot submission acknowledges that in the end, "Taking it apart and debugging it was fun. (Slight spoiler: I figured out what was wrong, was an easy fix), and the game plays great now!" Any Slashdot readers have memories of playing Mattel Electronics Auto Race? My one experience felt like that time that a gaming magazine had nine children (ages 9 to 12) try to play old 1970s-era videogames like Pong. ("Wow. The score is tied. It's so exhilarating..." "My line is so beating the heck out of your stupid line...")

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Sega Delisting Over 60 Classic Games From Virtual Stores

Over 60 classic Sega games are being delisted from digital stores, including Crazy Taxi, Golden Axe and Jet Set Radio. From a report: Starting on 6th December at 11:59pm PST (so, 7.59am on 7th December, for those of us in the UK), the affected games will no longer be available to purchase. Of course, if you already have a game in your library, it will remain available to download and play as and when. In a FAQ, Sega noted select individual classic titles will remain playable for those among us who have a Nintendo Switch Online subscription. No explanation was given for why these changes are being made.

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Video Game Veterans Are Abandoning Big Studios For Smaller Teams

Growing numbers of veteran video game developers are leaving large studios to work on smaller projects, citing bureaucratic burnout and creative constraints at major publishers. Nate Purkeypile, former lead artist on Bethesda's "Starfield," quit in 2021 after facing up to 20 meetings weekly coordinating with a 400-person team across four offices. He has since released "The Axis Unseen," a horror game he developed solo. The trend, reported by Bloomberg, coincides with ballooning development costs in the industry. Sony's "Uncharted 2" cost $20 million in 2009, while 2020's "The Last of Us: Part 2" exceeded $200 million. "Small studios are not burdened by stockholder expectations," Renee Gittins, International Game Developers Association board chair, told the publication. They're "more nimble, [and] able to take greater risks." Recent indie successes like "Balatro" and "Animal Well," created by solo developers, have also demonstrated the commercial viability of smaller productions.

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Steam Games Must Fully Disclose Kernel-Level Anti-Cheat On Store Pages

An anonymous reader quotes a report from Gaming On Linux: Valve announced a change for Steam today that will make things a lot clearer for everyone, as developers will now need to clearly list the kernel-level anti-cheat used on Steam store pages. In the Steamworks Developer post Valve said: "We've heard from more and more developers recently that they're looking for the right way to share anti-cheat information about their game with players. At the same time, players have been requesting more transparency around the anti-cheat services used in games, as well as the existence of any additional software that will be installed within the game." Developers with games already on Steam will also need to do this, as it's not just for new games coming up for release, and it is also part of the release process now too. So Valve will be doing checks on games to ensure the notices are there and correct. However, it's only being forced for kernel-level anti-cheat. If it's only client-side or server-side, it's optional, but Valve say "we generally think that any game that makes use of anti-cheat technology would benefit from letting players know".

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Netflix Closes AAA Game Studio Before It Ever Released a Game

The first cracks are starting to show in Netflix's push into gaming. The Verge: First reported in Game File and confirmed by Netflix, the streaming company has quietly closed of one of its studios, the first in the three years since the company began its foray into gaming. According to Game File, the shuttered studio was known as Blue. In 2022, Netflix announced it hired former Overwatch executive producer Chacko Sonny to run the studio. Since then, Blue had brought on a number of game industry veterans with experience working on high profile franchises including Halo and God of War. Reportedly, Blue was developing a multi-platform AAA game for an original IP but was closed before the game could be announced or released.

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Kurt Vonnegut's Lost Board Game Finally Published

An anonymous reader shares a report: Fans of literature most likely know Kurt Vonnegut for the novel Slaughterhouse-Five. The staunchly anti-war book first resonated with readers during the Vietnam War era, later becoming a staple in high school curricula the world over. When Vonnegut died in 2007 at the age of 84, he was widely recognized as one of the greatest American novelists of all time. But would you believe that he was also an accomplished game designer? In 1956, following the lukewarm reception of his first novel, Player Piano, Vonnegut was one of the 16 million other World War II veterans struggling to put food on the table. His moneymaking solution at the time was a board game called GHQ, which leveraged his understanding of modern combined arms warfare and distilled it into a simple game played on an eight-by-eight grid. Vonnegut pitched the game relentlessly to publishers all year long according to game designer and NYU faculty member Geoff Engelstein, who recently found those letters sitting in the archives at Indiana University. But the real treasure was an original set of typewritten rules, complete with Vonnegut's own notes in the margins. With the permission of the Vonnegut estate, Engelstein tells Polygon that he cleaned the original rules up just a little bit, buffed out the dents in GHQ's endgame, and spun up some decent art and graphic design. Now you can purchase the final product, titled Kurt Vonnegut's GHQ: The Lost Board Game, at your local Barnes & Noble -- nearly 70 years after it was created.

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Steam Adds the Harsh Truth That You're Buying 'A License,' Not the Game Itself

In response to California's new law targeting "false advertising" of "digital goods," Valve has added the following language to its checkout page: "A purchase of a digital product grants a license for the product on Steam." Ars Technica reports: California's AB2426 law, signed by Gov. Gavin Newsom Sept. 26, excludes subscription-only services, free games, and digital goods that offer "permanent offline download to an external storage source to be used without a connection to the internet." Otherwise, sellers of digital goods cannot use the terms "buy, purchase," or related terms that would "confer an unrestricted ownership interest in the digital good." And they must explain, conspicuously, in plain language, that "the digital good is a license" and link to terms and conditions. Which is what Valve has now added to its cart page before enforcement of these terms was due to start next year. The company has long made it clear, deeper inside its End User License Agreement (EULA), that a purchase is a license, and those licenses cannot be resold, which avoids issues of one's right to resell a game. Now it is something that every user sees on every purchase, however quickly they click-through to get to their download.

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Teen Achieves First NES Tetris 'Rebirth,' Proves Endless Play Is Possible

An anonymous reader quotes a report from Ars Technica: Months ago, 13-year-old Willis "Blue Scuti" Gibson became the first person to "beat" NES Tetris, crashing the game after a 1,511-line, 157-level performance. Over the weekend, 16-year-old Michael "dogplayingtetris" Artiaga became the first to reach an even more impressive plateau in the game, looping past Level 255 and instantly rolling the game all the way back to the ultra-slow Level 0. It took Artiaga a bit over 80 minutes and a full 3,300 cleared lines to finally achieve the game's first near-mythical "rebirth" live in front of hundreds of Twitch viewers. And after a bit of celebration and recovery on the low levels, Artiaga managed to keep his rolled-over game going for another 40 minutes, finally topping out after a total of 4,216 lines and a record 29.4 million points. Artiaga's record does come with a small asterisk since he used a version of the game that was modified to avoid the crashes that stopped Blue Scuti's historic run. Still, NES Tetris' first-ever level rollover is a monumental achievement and a testament to just how far competitive classic Tetris has come in a short time.

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Red Dead Redemption Finally Comes To PC 14 Years After Its Original Release

Fourteen years after it debuted on PS3 and Xbox 360, and endless rumors later, Red Dead Redemption is finally coming to PC. From a report: It will hit the Rockstar Store, Steam and the Epic Games Store on October 29 with the Undead Nightmare standalone expansion included. Developer Double Eleven helped Rockstar with the port, which has many of the bells and whistles you'd come to expect from a PC version of a classic. Rockstar says RDR will run at up to 144Hz (no unlocked framerates, sadly) in a native 4K resolution if you have capable hardware. There's support for HDR 10 along with Ultrawide (21:9) and Super Ultrawide (32:9) monitors. You'll be able to play with a keyboard and mouse too.

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