Posts with «media» label

Amazon Amp is the under-the-radar app that's trying to reinvent radio

Last spring, Amazon launched its long-rumored live audio-streaming platform, Amp. The pitch was to reinvent radio with “an infinite dial of shows.” Amp offers users access to a vast, built-in music library to create their own DJ sets with. No need to buy songs or flirt with the DMCA, just make a playlist, go live, talk in between tracks, follow the chat and even invite callers. When I wrote about it a year ago, it showed promise, but it was iOS only, light on users and had a limited feature set.

A little over a year later and Amp is reaching an important milestone: It’s finally available on Android. Amp is Amazon’s first home-grown streaming platform and the year-plus stint as an Apple exclusive meant it enjoyed a level of technical predictability and a self-imposed restriction on growth and user numbers. But as the doors open to the other half of the mobile universe, it’s about to be exposed to the full reality of competing in an already busy social-creator landscape.

Growing beyond iOS is an important move for Amp, even if the platform technically remains in beta (and US-only). But the wider reach of Google’s operating system — from TVs to Chromebooks and beyond — will be a decisive step in the process of Amazon proving it can build a viable streaming platform from the ground up (rather than acquire an already successful one).

You can, of course, find DJ sessions and internet radio in myriad places online. Whether it’s big platforms like YouTube and TikTok or more direct rivals like Stationhead or Tidal (via its Live Sessions feature) and even Amazon Music’s own DJ Mode, there are several destinations for live curated music streams. Of course, let’s not forget Amazon-owned Twitch, which is teeming with tune spinners. Oh, and there’s obviously FM radio, too. This obviously begs the question: What makes Amp unique?

Amazon

“It's very much like Sirius meets YouTube,” Zach Sang, one of Amp’s contracted creators, and former broadcast DJ told Engadget. “It's real life, legacy career broadcasters mixed with the future of those broadcasters. It's everybody coming together, it's radio democratized. It's a way that radio genuinely should be programmed: for people and not for profit,” he added. From a user’s point of view, Amp’s main differentiator appears to be its focus on radio and radio-style shows specifically. Plus that built-in music library (Stationhead, for example, requires you to have either Apple Music or Spotify at your own cost).

I asked user Christina “Criti” Gonzalez, who hosts her own daily show, how she’d describe Amp. “[It’s] a very unique, weird place where you're able to listen to all the music you've forgotten about, didn't know about and crave to hear, again with personalities and so many people of all different walks of life that have one common interest - music.”

Amp Co-Founder, Matt Sandler - who used to work at LA’s KROQ FM – explained that he felt all of the existing options weren’t quite giving listeners or creators what they wanted. “If you posted a job for KROQ and an on air position, you'd get hundreds and hundreds, if not thousands of submissions and people who wanted to curate music and talk to the community on air,” he told Engadget. “There have been lots of services built around live connection or music or community. One of the things that I think will drive the success of a business like this is really that balance between scale and connection.”

Amp signed deals with celebrities and established presenters such as Nicki Minaj, Joe Budden, Nick Cannon and the aforementioned Sang to give the platform some known-name appeal, and it’s done so without creating much of a barrier around them compared to regular creators. Your show can sit right next to Nicki Minaj’s in the listings. Although the roster covers large genres like hip-hop, sports, country and pop there’s not much in the way of alt/indie or electronic in that lineup right now.

Unlike Clubhouse, which enjoyed an early surge of popularity, Amp has largely gone under the radar since launch. “The thing we're maniacally focused on every day is making sure that the product is right before stepping out and bigger and bigger fashion,” Sandler said. But many people I’ve mentioned it to aren’t aware of it – and Amp’s not even included on the list of Amazon products/services Wikipedia page.

Amazon

The app is clearly a lot busier than when I wrote about it just after launch, but the average number of listeners for most shows remains frustratingly low for most shows (based on multiple user reports and other publicly visible data). But several users explained they weren’t discouraged. “The community that it has right now, it's a small enough space for people to feel like they're connected, even if they don't know each other.” Gonzalez said.

At the beginning, according to Sandler, even Amp's leadership was unsure in which direction the platform would unfold. There was the possibility that the big-name artists would dominate while regular users gravitated to being listeners. In reality, it’s the smaller, home-grown shows and the aforementioned community that has made Amp a nice place to hang out.

“The culture there is so inviting.” Gonzalez said. “I feel like other social media sites can turn negative quickly. I haven't had much experience with that on Amp and I appreciate that.” Adding, ”It's crazy what the experience on Amp has done, because I truly honestly say to anyone that's not an Amp to join it, because it really will change your perspective.”

One of the main complaints I had with Amp right after launch was that hosts needed at least one listener to be able to play a song and often that meant… waiting. There was also no way to communicate with any listeners you did have. Today the awkward waits are (mostly) gone and each stream has its own chat room which has switched it from a one-directional platform to the collection of friendly gatherings that it has become today.

Several creators and listeners have told me they’ve created genuine connections and friendships that have spilled over into real life. The chat rooms in shows are a rare mix of positivity, musical discourse and humor. Trolling and negativity is unusually rare and it’s obvious there’s a real sense of commitment to the app. But at some point it needs to expand to stop it becoming a circular economy where everyone is both a host and a listener.

Amp doesn’t share information about user numbers or demographics, but the typical host and listener right now, perhaps unsurprisingly, appears to mirror the generations that were brought up on mix tapes and burning albums to CD. Where sharing music was more tactile and a little bit slower. In the nicest possible way, the community energy often feels like the best bits of early internet chat rooms. Like many music-first spaces online, there’s little in the way of negativity, and while many creators may fall into a similar age group, a variety of backgrounds has been a defining factor since day one.

Amazon

The positive community is Amp’s to lose though. As it opens up to Android, the door to even more users opens, and with that the challenge of scaling up the platform while maintaining what keeps it special. And there’s also the matter of money. Right now, Amp pays out many of its hosts via an opaque creator fund. “One of the things that we're focused on is making sure that creators can earn through the service over time, not just through the fund, but through other mechanisms as well.” Sandler said. When I asked about subs, tipping and other Twitch-esque ways to earn money he added “Those are all things you could easily imagine in the service.”

For now, the creator fund is helping keep hosts motivated, but Amp will need to provide realistic alternative revenue streams to keep creators around (and, of course, lure in more). But perhaps the bigger investment Amp needs is in itself. It’s hard to find much in the way of outward promotion of the app and the best tool for promoting its best creators are its own social channels. If Amp can make itself more visible, it can grow the user base which in turn makes that creator economy, be it tipping, subs and beyond, more viable.

There are also occasional technical issues that remind you the app is still in beta, which an injection of new users, on a new operating system no less, might exacerbate. Mostly, it’s small annoyances like the chat swallowing your last message. Occasionally, it’s more dramatic like a stream crashing or a host being booted out of their own show.

“The glitchiness causes some frustration. And, sometimes that can change your experience doing the show and with others listening. So once those kinks get ironed out, I feel like the creators will feel more comfortable and less anxious while they're doing sets” Gonzalez said. Users have even coined the phrase “Amp be Ampin’” as a refrain to the inevitable quirkiness that happens every couple of weeks or after an update.

Where does the app go from here? “I think there's a big opportunity for amp specifically to move charts and culture around the world. And that means personalities, spinning music, having conversations and developing communities that exist in the app but that have social currency outside of the app as well.” Sandler said. Sang on the other hand thinks it’s a way to keep the spirit of radio going. “It's not like there's any major radio stars on the come up. So it's like, where are they going to come from? Let them come from Amp.”

Or, as Gonzalez was quick to point out, sometimes, it’s just about the music. “There are certain creators that talk through their experience or a memory or something like that. And it completely changes how I looked at the song to begin with” she said. “I love the community so much, but it's also just the variety, being exposed to certain genres. So I love that and ever since I've been really addicted.”

This article originally appeared on Engadget at https://www.engadget.com/amazon-amp-is-trying-to-reinvent-radio-194634553.html?src=rss

This free plugin uses AI to generate music samples from text prompts

The devs behind AI-based sample editing software Samplab are back with a free VST3 plugin that generates samples from text prompts. The appropriately-named TextToSample is a plugin that opens inside your DAW or as a standalone tool, allowing you to type, say, “bubbly synth melody” to create a, well, bubbly synth melody to do with as you see fit.

TextToSample utilizes Meta’s open-source AI-based sound generation toolset, MusicGen, and was trained using data provided by the algorithm. You can also drag and drop pre-existing sounds into the plugin and have it generate related samples, in addition to typing out commands.

The UI is extremely minimal and sparse, which makes it easy to use, but does present some inherent limitations. For instance, it doesn’t take pre-existing music on your track into account, so your first, second, and even third attempts will likely not match the tone you are going for. It also has trouble recognizing basic music concepts like keys, scales and BPM. Just like most AI-creation platforms, you aren’t going to get a perfect match right away. You’ll have to tweak, augment and provide further instructions, bit by bit, until satisfied.

However, when you get there, it’s pretty darn fun, creating the kinds of happy accidents you’d never stumble into on your own. Check out the demo video and that little flourish of guitar at the tail end of the sample as an example.

This is an AI tool in the year 2023, so there are some bugs. During experiments, we ran into issues like the plugin adding drums when we clearly stated that we didn’t want percussion. To that end, Samplab says the tool is not intended to “replace human musicians, which it’s not capable of doing anyway.” It’s free, though, so there's no harm in checking it out, and the technology should improve as more people use it.

This article originally appeared on Engadget at https://www.engadget.com/this-free-plugin-uses-ai-to-generate-music-samples-from-text-prompts-165058168.html?src=rss

Hitting the Books: The dangerous real-world consequences of our online attention economy

If reality television has taught us anything, it's there's not much people won't do if offered enough money and attention. Sometimes, even just the latter. Unfortunately for the future prospects of our civilization, modern social media has focused upon those same character foibles and optimized them at a global scale, sacrifices at the altar of audience growth and engagement. In Outrage Machine, writer and technologist Tobias Rose-Stockwell, walks readers through the inner workings of these modern technologies, illustrating how they're designed to capture and keep our attention, regardless of what they have to do in order to do it. In the excerpt below, Rose-Stockwell examines the human cost of feeding the content machine through a discussion on YouTube personality Nikocado Avocado's rise to internet stardom.

 

Legacy Lit

Excerpted from OUTRAGE MACHINE: How Tech Amplifies Discontent, Disrupts Democracy—And What We Can Do About It by Tobias Rose-Stockwell. Copyright © 2023 by Tobias Rose-Stockwell. Reprinted with permission of Legacy Lit. All rights reserved.


This Game Is Not Just a Game

Social media can seem like a game. When we open our apps and craft a post, the way we look to score points in the form of likes and followers distinctly resembles a strange new playful competition. But while it feels like a game, it is unlike any other game we might play in our spare time.

The academic C. Thi Nguyen has explained how games are different: “Actions in games are screened off, in important ways, from ordinary life. When we are playing basketball, and you block my pass, I do not take this to be a sign of your long-term hostility towards me. When we are playing at having an insult contest, we don’t take each other’s speech to be indicative of our actual attitudes or beliefs about the world.” Games happen in what the Dutch historian Johan Huizinga famously called “the magic circle”— where the players take on alternate roles, and our actions take on alternate meanings.

With social media we never exit the game. Our phones are always with us. We don’t extricate ourselves from the mechanics. And since the goal of the game designers of social media is to keep us there as long as possible, it’s an active competition with real life. With a constant type of habituated attention being pulled into the metrics, we never leave these digital spaces. In doing so, social media has colonized our world with its game mechanics.

Metrics are Money

While we are paid in the small rushes of dopamine that come from accumulating abstract numbers, metrics also translate into hard cash. Acquiring these metrics don’t just provide us with hits of emotional validation. They are transferable into economic value that is quantifiable and very real.

It’s no secret that the ability to consistently capture attention is an asset that brands will pay for. A follower is a tangible, monetizable asset worth money. If you’re trying to purchase followers, Twitter will charge you between $2 and $4 to acquire a new one using their promoted accounts feature.

If you have a significant enough following, brands will pay you to post sponsored items on their behalf. Depending on the size of your following in Instagram, for instance, these payouts can range from $75 per post (to an account with two thousand followers), up to hundreds of thousands of dollars per post (for accounts with hundreds of thousands of followers).

Between 2017 and 2021, the average cost for reaching a thousand Twitter users (the metric advertisers use is CPM, or cost per mille) was between $5 and $7. It costs that much to get a thousand eyeballs on your post. Any strategies that increase how much your content is shared also have a financial value.

Let’s now bring this economic incentive back to Billy Brady’s accounting of the engagement value of moral outrage. He found that adding a single moral or emotional word to a post on Twitter increased the viral spread of that content by 17 percent per word. All of our posts to social media exist in a marketplace for attention — they vie for the top of our followers’ feeds. Our posts are always competing against other people’s posts. If outraged posts have an advantage in this competition, they are literally worth more money.

For a brand or an individual, if you want to increase the value of a post, then including moral outrage, or linking to a larger movement that signals its moral conviction, might increase the reach of that content by at least that much. Moreover, it might actually improve the perception and brand affinity by appealing to the moral foundations of the brand’s consumers and employees, increasing sales and burnishing their reputation. This can be an inherently polarizing strategy, as a company that picks a cause to support, whose audience is morally diverse, might then alienate a sizable percentage of their customer base who disagree with that cause. But these economics can also make sense — if a company knows enough about its consumers’ and employees’ moral affiliations — it can make sure to pick a cause-sector that’s in line with its customers.

Since moral content is a reliable tool for capturing attention, it can also be used for psychographic profiling for future marketing opportunities. Many major brands do this with tremendous success — creating viral campaigns that utilize moral righteousness and outrage to gain traction and attention among core consumers who have a similar moral disposition. These campaigns also often get a secondary boost due to the proliferation of pile- ons and think pieces discussing these ad spots. Brands that moralize their products often succeed in the attention marketplace.

This basic economic incentive can help to explain how and why so many brands have begun to link themselves with online cause-related issues. While it may make strong moral sense to those decision-makers, it can make clear economic sense to the company as a whole as well. Social media provides measurable financial incentives for companies to include moral language in their quest to burnish their brands and perceptions.

But as nefarious as this sounds, moralization of content is not always the result of callous manipulation and greed. Social metrics do something else that influences our behavior in pernicious ways.

Audience Capture

In the latter days of 2016, I wrote an article about how social media was diminishing our capacity for empathy. In the wake of that year’s presidential election, the article went hugely viral, and was shared with several million people. At the time I was working on other projects full time. When the article took off, I shifted my focus away from the consulting work I had been doing for years, and began focusing instead on writing full time. One of the by-products of that tremendous signal from this new audience is the book you’re reading right now.

A sizable new audience of strangers had given me a clear message: This was important. Do more of it. When many people we care about tell us what we should be doing, we listen.

This is the result of “audience capture”: how we influence, and are influenced by those who observe us. We don’t just capture an audience — we are also captured by their feedback. This is often a wonderful thing, provoking us to produce more useful and interesting works. As creators, the signal from our audience is a huge part of why we do what we do.

But it also has a dark side. The writer Gurwinder Boghal has explained the phenomena of audience capture for influencers illustrating the story of a young YouTuber named Nicholas Perry. In 2016, Perry began a You- Tube channel as a skinny vegan violinist. After a year of getting little traction online, he abandoned veganism, citing health concerns, and shifted to uploading mukbang (eating show) videos of him trying different foods for his followers. These followers began demanding more and more extreme feats of food consumption. Before long, in an attempt to appease his increasingly demanding audience, he was posting videos of himself eating whole fast-food menus in a single sitting.

He found a large audience with this new format. In terms of metrics, this new format was overwhelmingly successful. After several years of following his audience’s continued requests, he amassed millions of followers, and over a billion total views. But in the process, his online identity and physical character changed dramatically as well. Nicholas Perry became the personality Nikocado — an obese parody of himself, ballooning to more than four hundred pounds, voraciously consuming anything his audience asked him to eat. Following his audience’s desires caused him to pursue increasingly extreme feats at the expense of his mental and physical health.

Legacy Lit

Nicholas Perry, left, and Nikocado, right, after several years of building a following on YouTube. Source: Nikocado Avocado YouTube Channel.

Boghal summarizes this cross-directional influence.

When influencers are analyzing audience feedback, they often find that their more outlandish behavior receives the most attention and approval, which leads them to recalibrate their personalities according to far more extreme social cues than those they’d receive in real life. In doing this they exaggerate the more idiosyncratic facets of their personalities, becoming crude caricatures of themselves.

This need not only apply to influencers. We are signal-processing machines. We respond to the types of positive signals we receive from those who observe us. Our audiences online reflect back to us what their opinion of our behavior is, and we adapt to fit it. The metrics (likes, followers, shares, and comments) available to us now on social media allow for us to measure that feedback far more precisely than we previously could, leading to us internalizing what is “good” behavior.

As we find ourselves more and more inside of these online spaces, this influence becomes more pronounced. As Boghal notes, “We are all gaining online audiences.” Anytime we post to our followers, we are entering into a process of exchange with our viewers — one that is beholden to the same extreme engagement problems found everywhere else on social media.

This article originally appeared on Engadget at https://www.engadget.com/hitting-the-books-the-dangerous-real-world-consequences-of-our-online-attention-economy-143050602.html?src=rss

Indie games have entered the era of bespoke publishing

For anyone with an eye on video game news, it’s been hard to ignore the recent rise of names like Annapurna Interactive, Devolver Digital, Private Division, Humble, Epic Games and Netflix tied to independent projects. The distribution process for indie developers has shifted over the past few years from a self-publishing-first model, to one that prioritizes deal-making and acquisitions. For the moment, this shift is powering a small but highly visible boom in the world of indie games.

“I don't think I ever want to self-publish again.”

Ben Ruiz has been a game developer since 2005, and in that time, he’s pretty much done it all. He founded two studios, he did contract work on titles including Super Meat Boy and Overland, and he independently published a tentpole original project, the monochromatic brawler Aztez. Nowadays, Ruiz is running a five-person studio called Dinogod and he’s building Bounty Star, a game that blends mech combat with life-sim mechanics. Bounty Star is being published by Annapurna Interactive and it’s due out in early 2024.

Bounty Star
Annapurna Interactive

“Everything favors a publisher relationship, seemingly, because self-publishing has become this extraordinarily difficult thing,” Ruiz said. “It’s possible, but without help, I just don't know how anyone's doing it … I got a lot of friends in the same boat.”

Ruiz’s career is a microcosm of the shifting landscape for indie developers over the past 10 years. He began working on Aztez in 2010, when Steam was a curated marketplace where Valve employees hand-selected individual games for the platform. This system had fully imploded by 2012: On the heels of breakout hits like Braid, Super Meat Boy and Fez, the indie market was overrun by new games and developers, and Steam dropped its curation efforts. It shifted to a community-voting approach called Greenlight, before eventually landing on the everything-goes Early Access model we know today.

Ruiz and his business partner built Aztez in between contract projects, and by the time it was ready to debut on Steam in 2017, the indie market was saturated. There were 309 games added to Steam in 2010; in 2017, there were 6,306. Even with a hefty amount of hype behind it, Aztez had trouble standing out, and that was the last time Ruiz tried self-publishing.

Ruiz did contract work for a while after Aztez, and in 2018 he pitched Bounty Star to people he knew at Annapurna. The game has a complex premise — it stars Clem, a desert bounty hunter with plenty of baggage, and it involves mech battles, emotional narrative scenes and home-management mechanics, including some light gardening. Annapurna bit, and Ruiz landed a publishing deal.

Stray
Annapurna Interactive

Annapurna Interactive is one of the most prominent publishers of indie games today, with titles like Stray, Outer Wilds, Neon White, Donut County and What Remains of Edith Finch on its books. It was founded in 2016 as an offshoot of Annapurna Pictures and quickly established its brand as an arthouse publisher, focused on visually innovative and emotionally driven experiences. Its showcases are now a staple of the gaming calendar.

Annapurna is handling the marketing for Bounty Star, and it’s also financially supporting Ruiz’s studio, Dinogod. When Ruiz pitched the game, he was clear that he’d need a team of five or six people to bring his vision to life, and Annapurna gave him the funding to hire up.

“The fact that Dinogod has five full time people, that was a part of the partnership,” Ruiz said. “When everything was greenlit, that was the first step, to bring in these five or six people…. If [Annapurna is] into a thing that they think is a good move, and it needs more people, that seems to be fully okay. Like, they're not averse to scale.”

It’s not just Annapurna making these types of deals with indies nowadays. Devolver Digital is the granddaddy of indie publishers, and since 2009 it’s released hits including Hotline Miami, Hatoful Boyfriend, The Talos Principle, Gris, Fall Guys, Inscryption, Weird West and Cult of the Lamb, all in collaboration with small development teams. There’s also Humble, Private Division, Raw Fury, Epic Games, Finji, Gearbox, EA and Netflix, all of which have stepped up their indie publishing efforts in recent years. Meanwhile, Microsoft’s strategy is to simply acquire the studios it likes, and today it has 23 developers under the Xbox Game Studios banner. Sony is taking a similar approach, though it owns fewer studios than Microsoft. Microsoft and Sony are also signing hundreds of one-off deals with indies as they attempt to fill their streaming libraries — Xbox Game Pass and PlayStation Plus Premium — with a steady stream of new experiences.

This is the new standard for indie developers: Identify the publisher that best matches your game’s tone, pitch it, and pray. Even established studios, such as Device 6 creator Simogo, have swapped to a publisher-first model. Simogo’s latest projects, Sayonara Wild Hearts and Lorelei and the Laser Eyes, are the result of its partnership with Annapurna.

Sayonara Wild Hearts
Annapurna Interactive

“I think for us as a studio, the biggest change is working with a publisher, something which we would see as completely uninteresting and impractical ten years ago,” Simogo co-founder Simor Flesser told Engadget earlier this month.

And then there’s Netflix. The streaming company officially entered the game-distribution business in 2021, and it’s on track to have 100 titles in its library by the end of 2023, all freely available to anyone with a Netflix subscription. It’s already brought a number of high-profile titles to mobile devices, including Kentucky Route Zero, Poinpy, Into the Breach, Spiritfarer, Lucky Luna and Oxenfree II, and it’s purchased a few studios outright — notably, Alphabear developer Spry Fox and Oxenfree house Night School Studio. The first of these purchases was Night School, which Netflix acquired in 2021.

“Consolidation — I didn't really have my finger as much on the pulse of that, because when we joined Netflix, it didn't feel like that was happening so rapidly,” Night School co-founder Sean Krankel told Engadget. “And now in the last few years, literally, it's non-stop.”

The acquisition allowed Night School to move into the Netflix offices and it provided stability for the studio overall, Krankel said. With Netflix’s resources, the Night School team was able to add day-one support for 32 languages in Oxenfree II, and they were able to fly in remote collaborators as needed.

“All that's really exciting,” Oxenfree II lead developer Bryant Cannon said just ahead of the game’s July 12th release. “I think the game is going to be better because we have this battery in our back.”

Oxenfree II
Netflix

Outside of acquisitions, Netflix is also signing individual deals with developers. Snowman is best known as the name behind Alto’s Adventure and Alto’s Odyssey, and its latest project is Laya’s Horizon, a serene wingsuit experience exclusive to Netflix. There are two big benefits of working with Netflix, according to Snowman creative director Jason Medeiros: The instant access to an audience of more than 230 million people, and the freedom to build a game without worrying about monetization.

“You'll notice real quick that the game that you've been playing can't be free-to-play,” Medeiros told Engadget in April. “Like, where would the ads go? It’s this fantasy world with no currency, even, and all that’s intentional. As the creative director, I didn't want any of that stuff. Because I mean, I liked games before all that stuff happened. So having a platform like Netflix, it's just like, none of that matters. You don't have to do that stuff. It's a breath of fresh air; we jump on opportunities to make games that way.”

Of course, there are still developers self-publishing their projects — Vampire Survivors, Phasmophobia, Celeste and Among Us are all standout examples — but there’s a murkier path to success with this model, one based on timing, trends and a hefty amount of luck. There are more than 90,000 games on Steam today; Xbox Game Pass and PS Plus Premium libraries each have more than 400 titles (and counting). In this marketplace, it’s hard to stand out without a little help.

It’s taken 10 years to get here, but it’s now a solid, quantifiable fact: There’s a lot of money in indie games. So much money that outside companies are popping up and trying to get a piece of the pie — and for now, it’s created a shiny bubble of pretty PR packages and bespoke showcases dedicated to small teams and their games.

Gris
Devolver Digital

It’s difficult to ignore the potential for exploitation down the line, especially with Netflix in the mix. Amid the ongoing writers’ and actors’ strike, the company is facing accusations that it instituted wildly unfair compensation deals for creatives, paying out one-time, minimal wages even as projects became massive hits on the streaming service. Annapurna, for its part, was accused of mishandling claims of abuse at three prominent studios on its publishing roster — Mountains, Funomena and Fullbright — in a March 2022 documentary by People Make Games. Meanwhile, the current consolidation craze is shrinking the video game industry overall, even as the market caps of the biggest companies continue to rise.

For now, bespoke publishing is the name of the indie game. This system has already distributed innovative and important games to huge audiences — Tchia, Tunic, Sea of Solitude, Gris — and it’s offered stability to a lot of independent artists. Like, for instance, Ben Ruiz.

“I hope Annapurna’s success means more Annapurnas in the future,” Ruiz said. “It doesn’t feel like they’re just trying to grab a thing that will make money or collaborate with people that are just going to make them money. They clearly have a brand and an aesthetic directive … if I can keep making games for them for a long time, I will.”

The new normal works for Ruiz — and Flesser, Krankel, Medeiros and plenty of others. For now, it’s a functional system, even if it ultimately leaves publishers, rather than independent developers, with most of the power.

This article originally appeared on Engadget at https://www.engadget.com/indie-games-have-entered-the-era-of-bespoke-publishing-170639414.html?src=rss

The Emmys are reportedly delayed due to ongoing strikes

The Primetime Emmys won’t take place on September 18th, according toVariety. The publication reported on Thursday that vendors scheduled to work the event have been told the ceremony is delayed because of the writers’ and actors’ strikes that have shut down all Hollywood productions and promotions. The TV Academy hasn’t yet announced a replacement date, but Variety previously reported that broadcast partner Fox tentatively wants to shoot for January 2024. HBO’s Successionleads this year’s field with 27 nominations, while The Last of Us made history with an impressive 24 nods for the video game adaptation.

Hollywood writers began striking in early May, while actors joined them earlier this month. Artificial intelligence figures prominently in both cases: Scribes and performers fear producers will increasingly use AI-generated content to diminish humans’ ability to make a living in the already-brutal show business industry. Perhaps the most startling revelation was the report that studios offered a “groundbreaking AI proposal” to pay performers for one day of work to use their digital likeness for eternity. As generative AI advances quicker than most people could have imagined, it now threatens to annihilate content creators’ careers inside and outside of Hollywood.

Disney / Lucasfilm

Although The Last of Us marked a milestone for gaming adaptations (including acting nominations for Pedro Pascal and Bella Ramsey), season three of Disney’s The Mandalorian received an impressive nine nominations. At the same time, Andor picked up eight nods — including Outstanding Drama Series. It recounts the journey of spy Cassian Andor (Diego Luna), one of the fallen heroes of 2016’s Rogue One, in the period building up to the Rebel Alliance’s rise against the Galactic Empire. Obi-Wan Kenobi, also on Disney+, received five more nominations, including Best Limited or Anthology Series.

In addition to The Last of Us and Andor, Outstanding Drama Series nominees include Better Call Saul, House of the Dragon, Succession, The White Lotus and Yellowjackets.

Apple

Apple TV+ also fared well in nominations, with 52. Ted Lasso is up for Best Comedy Series among its 21 nominations, which also include Best Actor in a Comedy Series for lead Jason Sudeikis, Best Supporting Actress in a Comedy for Hannah Waddingham and Best Supporting Actor in a Comedy for Phil Dunster. Apple’s mesmerizing sci-fi adaptationSilo debuted too late for consideration this year, but don’t be shocked if it features prominently in the 2024 list.

Elsewhere, Amazon’s colossally ambitious The Lord of the Rings: The Rings of Power received six nods (mostly in technical categories). Netflix’s Stranger Things picked up six, Peacock’s Poker Face nabbed four and Star Trek: Picard got two makeup nominations. HBO led all platforms with 127 nods, while Netflix led streaming-only networks with 103, followed by Apple (52) and Amazon (46).

This article originally appeared on Engadget at https://www.engadget.com/the-emmys-are-reportedly-delayed-due-to-ongoing-strikes-164958589.html?src=rss

NASA+ is the space agency's very own streaming platform

NASA is launching its very own streaming platform called NASA+ sometime this summer. While the space agency already livestreams launches and other events on its website, NASA+ will feature not just live broadcasts, but also collections of original video series. A handful of the first shows on the platform will even be new titles launching with the service, and what's even better is that it will be free and will not be interrupting shows with ads. In other words, it's where you should go if you want to binge watch NASA and space content. 

The streaming service will be available through the agency's iOS and Android apps on mobile devices. You'll also be able to access it on desktop and mobile browsers, as well as stream shows on demand through media players, such as Roku, Apple TV and Fire TV. 

Marc Etkind from NASA's Office of Communications said:

"We’re putting space on demand and at your fingertips with NASA’s new streaming platform. Transforming our digital presence will help us better tell the stories of how NASA explores the unknown in air and space, inspires through discovery, and innovates for the benefit of humanity."

In addition to introducing its own streaming service, NASA is also giving its whole digital presence an overhaul. It's currently working on a new web (and app) experience that can better consolidate information about its missions, research projects and updates about the Artemis program, among other things. NASA has numerous websites for different programs and divisions, but the new experience will include content from several of them. It will also feature integrated navigation and search function for easier access to information across NASA websites. You can visit the beta version of the upgraded web experience right now, but take note that the agency plans to connect more libraries and websites to it even after it's been fully launched. 

This article originally appeared on Engadget at https://www.engadget.com/nasa-is-the-space-agencys-very-own-streaming-platform-063042960.html?src=rss

Nicki Minaj will be a playable character in Call of Duty

Call of Duty Season 5 will feature Nicki Minaj as the first ever female celebrity "Operator" playable character, Activision announced. She'll appear in Warzone and Modern Warfare 2 as part of CoD's "50 Years of Hip Hop Celebration," along with Snoop Dogg and 21 Savage. 

Other celebrities including Lionel Messi, Kevin Durant and Snoop Dogg (multiple times now) have appeared in CoD in the past. Minaj, however is "Call of Duty’s first-ever self-named female Operator," the developer noted. "Playtime is over; this is not 'Chill Nicki'; this is Red Ruby Da Sleeze," it added, referencing Minaj's track and video released earlier this year

Minaj will appear and have her own storefront later in Season 5, with items for sale likely including the hot pink rifle pictured above. Minaj's appearance was previewed last year in a YouTube video called Squad Up, which also featured Lil Baby, Bukayo Saka, and Pete Davidson — though there's no word if those people will also appear in CoD at some point. 

The Season 5 website also shows information on the 9mm ISO sub machine, the AN-94 assault rifle and other weapons. CoD also previewed multiplayer additions like new maps for Livestock and Petrov Oil Rig. Meanwhile, Warzone 2.0 adds new locations like Verdansk Stadium. Season 5 will also include a reveal of the upcoming Call of Duty 2023 (Call of Duty: Modern Warfare 3) — in Warzone. Season 05 Call of Duty: Modern Warfare II and Call of Duty: Warzone are set to launch on August 2 at 9 AM PT across all platforms.

This article originally appeared on Engadget at https://www.engadget.com/nicki-minaj-will-be-a-playable-character-in-call-of-duty-051544179.html?src=rss

X placed ads from Discovery, Showtime and USA Today on a neo-Nazi account

X (formerly Twitter) continues to struggle to keep advertisers on board, and the brands that have stuck around are seeing ads show up in unexpected places. As reported by Media Matters, brands such as Honeywell, Discovery, Showtime and USA Today are having their ads placed alongside tweets from The National Socialist Network account, a neo-Nazi group that actively advocates for violence and terrorism. A job recruitment ad for the U.S. Border Patrol also appeared on the page.

It’s clear that not only is X still allowing hate groups to exist on the platform, it's allowing them to monetize their tweets. The National Socialist Group’s leader Thomas Sewell was found guilty of "recklessly causing injury and array" following a 2021 attack. Other members of the group have pleaded guilty to "possessing documents and records of information for terrorist acts." Yet, the group’s Twitter account is still active.

Media Matters also reports that the account joined shortly after owner Elon Musk purchased Twitter. It has been "verified since July 2023," and according to Musk, all verified accounts are eligible to receive a share of ad revenue on the platform.

Earlier this week, Twitter started slashing new ad booking prices by 50 percent through the end of the month. The company says that the discount is necessary to allow advertisers to "gain reach during crucial moments" such as sporting events. Twitter was also asking brands to spend at least $1,000 per month on ads or verification in order to retain their verified badge on the platform.

This article originally appeared on Engadget at https://www.engadget.com/x-placed-ads-from-discovery-showtime-and-usa-today-on-a-neo-nazi-account-202133800.html?src=rss

‘Star Trek: Strange New Worlds’ probes the limits of redemption

The following contains spoilers for “Under the Cloak of War.”

“Some things break in a way that can never be repaired, only managed.” It’s the final line in a powerhouse episode of Star Trek: Strange New Worlds. “Under the Cloak of War” lays out a host of questions about memory, grief and redemption – reiterating the key obsessions of this season – none of which it could possibly answer. For some shows, this would be a bad thing, but Strange New Worlds is becoming increasingly comfortable living with ambiguity. Much as I may be flush with recency bias, I already feel it may be the standout of the season.

The Enterprise has been asked to carry Dak'Rah (An unrecognizable Robert Wisdom), a successful, but deeply controversial, Federation ambassador to the Prospero system. Controversial because he’s a Klingon who defected during the recent war, who is also known as the “Butcher of J’Gal.” Not just because of the orders he gave, including massacring his own civilians, but because he killed all of his generals just before he defected. Dak'Rah is embraced by Pike, Una and Uhura as a beacon of hope for a more peaceful future. But Ortegas, who fought in the war, and M’Benga and Chapel, who actually served in a field hospital on J’Gal, can’t get over the past, or their own pain. 

We flash back to Chapel’s arrival on J’Gal, where she’s greeted by Trek good luck charm Clint Howard’s commanding officer. Her orientation lasts for all of a minute before she’s picking up casualties from the transporter pad and trying to save them without key medical tech. One soldier gets loaded into the pattern buffer to keep him alive until rescue arrives, while others get operated on the old-fashioned way. M’Benga and Chapel quickly bond over their rough time in the medical trenches, and develop a shorthand to help each other along.

Paramount+

In the present, Pike asks all three to quell their objections and come to dinner with Dak'Rah, who is trying to hold court over the captain’s table. None of them are able to make nice for too long, and Ortegas quickly leaves, with Chapel following behind. Pike notices that while M’Benga remains, he’s gripping the arms of his seat so tightly that he’s about to rip them off, and asks him to go look after the absent pair. But not before Ra, knowing that M’Benga loves martial arts, asks to set up a session between the two with an arm grip that’s a little too aggressive.

Back on J’Gal, M’Benga treats a wounded soldier who wonders what the point of this battle really is. The doctor gives a rousing speech, bringing to mind the “you want me on that wall” speech from Aaron Sorkin’s A Few Good Men. He says the risk of Klingon expansionism is too great, and that Starfleet fights so that others can live their lives in peace. But while the speech is effective, it’s delivered a little too convincingly, especially given we soon learn that M’Benga used to be the guy wielding the knife rather than the scalpel.

Soon after, a special forces commander asks M’Benga for some Protocol 12, the green steroids M’Benga and Chapel used in “The Broken Circle.” As annoyed as I was that M’Benga himself created it – I’m never a fan of secret origin stories where the same five characters are at the center of literally everything in the universe – I was pleased we didn’t get an over-explanation of its genesis. The doctor refuses, so the commander asks if M’Benga himself, under his old guise of “The Ghost” will join the team on its daring mission given how effective his murder skills are, or were.

The military is planning to send a small unit to try and wipe out J’Gal’s leaders once and for all, while committing the bulk of its forces to a grand frontal assault as a distraction. The soldier M’Benga previously patched up is going back out there to get chopped up, everyone knowing ahead of time they’re being sent to the meat grinder. But the Klingons are ready for them, disabling the field hospital’s power generators, preventing them from saving the casualties as they pile up. Chapel gets a transporter online, but can’t activate it without wiping the soldier who was kept in the pattern buffer earlier, something M’Benga does with little hesitation.

Back on the ship, M’Benga and Dak'Rah start their sparring session, with Dak'Rah doing his best to try and make nice with the doctor. He talks about how good the symbolism of two former enemies, quite literally on the opposite sides of the same battle, standing side-by-side would be. But M’Benga can’t bring himself to be friends, just allies, and soon starts to ask Dak'Rah which of his generals fought the hardest during his final day on J’Gal. Dak'Rah can’t answer, because it wasn’t Dak'Rah that killed them, but M’Benga, hopped up on his own fury steroids and looking for revenge.

The Enterprise takes a shortcut to get their unwanted Klingon off the ship before someone gets hurt, but not before Dak'Rah once again goes to M’Benga. The Doctor is looking at his little personal effects case, which includes a D’k tahg he kept as a reminder from J’Gal. They discuss the fallout from their prior discussion, with M’Benga angry that Dak'Rah has used the deaths M’Benga caused to launder his own reputation. We cut, then, to the other side of the doctor’s office, through partially-opaque glass, as the pair scuffle, before cutting back to Dak'Rahdead on the floor with a dagger in his chest.

Chapel provides cover for M’Benga, saying Dak'Rah caused the fight, which M’Benga agrees to, despite Pike pressing him for an off-the-record admission of guilt. He tells his captain he’s not responsible, but he’s glad his old enemy is he kept as a reminder from J’Gal. They discuss the fallout from their prior discussion, with M’Benga angry that Dak'Rah has used the deaths M’Benga caused to launder his own reputation. We cut, then, to the other side of the doctor’s office, through partially-opaque glass, as the pair scuffle, before cutting back to Dak'Rah dead on the floor with a dagger in his chest.

Michael Gibson/Paramount+

If there’s one thing that Star Trek (both back in the day and now) can sometimes forget, it’s that history doesn’t just happen to other people. As much as it focuses on the great people of history making soliloquies on the bridge of their starships, that’s the start of things, not the end. Despite its apparent progressivism, it rarely engages with the material concerns of the ordinary people living and serving in Starfleet on that sort of level. That’s why the fact we got to see the Klingon war from something approaching the ground is a refreshing change.

And at the start of the season, I talked about how confident Strange New Worlds’ storytelling had become. Bursting out of the gate, even its weaker episodes were elevated by a production team pulling their hardest in the same direction. With a strong script, credited to writer/producer Davy Perez and directed by Jeff W. Boyd, there’s not much that can go wrong. It helps, too, that Strange New Worlds this year has restrained its urge to explain, and over-explain, every facet of what’s going on. But what really makes this episode is the towering, blockbuster performance by Babs Olusanmokun as Dr. M’Benga who, once again, demonstrates he’s this series secret weapon.

It’s Olusanmokun who holds the broad tangle of ideas in this script together, including the key issues around memory, grief and forgiveness. There’s a clear dichotomy between those in the crew who are motivated for revenge and those who are looking toward a better future. I’m sure that particular conflict can be mapped over several real-world fault lines, for better or worse. The episode, wisely, doesn’t necessarily take one side over the other, although the fact M’Benga and Chapel are our POV characters this week means we’re already on side.

It’s a shame that there’s less emphasis on making Dak'Rah as fully rounded-out a character as he could, or should be. He’s not given space to justify Pike’s faith in him, and it’s clear pretty much as soon as he arrives that he’s ever so slightly phony. Much of this can be attributed to our old enemy running time, and the fact that Strange New Worlds’ storytelling is that much more ambitious this time out. But I’m never going to criticize a series for having too many ideas and not enough time to explore all of them in enough detail.

Oh, and I wanted to draw attention to Strange New Worlds’ excellent use of virtual stages both here and for much of the season. The world of J’Gal feels pretty believable, rendered as a living backdrop behind the field hospital in the flashback sequences. Given the cost and logistical demands of trying to set up a series of night shoots on rough terrain, I can understand why the team opted to shoot the scene in the studio. But while keen-eyed fans will be looking for the edges of the stage, the atmosphere feels a lot more real than if they were acting in front of a green screen.

It’s clear now that each season of Strange New Worlds conforms to a similar shape across its run. After a mission-setting premiere, you get three episodes exploring standard Trek tropes, with a focus on Una and La’an. Episode five is a Spock-heavy romantic comedy romp, followed by a heavy episode that emphasizes the season’s overall theme. Seven is a lighter episode, while eight is primarily focused on Dr. M’Benga, while nine is one of two big showcase episodes to cap the season. And I’m hoping I get some credit for clocking – last year – that we were going to see a musical episode, which is what we’re getting next week.

This article originally appeared on Engadget at https://www.engadget.com/star-trek-strange-new-worlds-probes-the-limits-of-redemption-130025700.html?src=rss

August's PlayStation Plus monthly games include Death's Door and Dreams

Sony has revealed the PlayStation Plus monthly games lineup for August. There’s no clear headliner here, but a trio of nifty titles are about to drop, including the incredible Zelda-ish adventure Death’s Door and a little-known golf sim called PGA Tour 2K23. Also in the lineup is Media Molecule’s long-running game-making platformDreams.

Dreams is a community-focused app that builds upon the level-creation tools first debuted in the LittleBigPlanet series. Players have used the system to make just about anything you can imagine, from VR experiences to full-fledged CGI movies. Sony even allowed some of the more popular creators to sell their works.

Unfortunately, Sony is winding down Dreams, as the company recently announced it will stop releasing updates later this year. The launch on PS Plus, however, will provide users with one last hurrah, especially given the final game on this month’s list of releases, which is another Media Molecule title. Tren is a train-based adventure game that was entirely built in Dreams and only accessible within the title. Sony calls it a “nostalgic adventure that puts you in the driving seat of a remarkable toy train, and tells a personal tale about growing up – and the transformative power of play."

These titles are all available on August 1st and you have until the final day of July to scoop up expiring games like Call of Duty: Black Ops Cold War, Alan Wake Remastered and Endling – Extinction is Forever.

This article originally appeared on Engadget at https://www.engadget.com/augusts-playstation-plus-monthly-games-include-deaths-door-and-dreams-182331045.html?src=rss