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Facebook executive admits to “trust deficit” on call with advertisers

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Enlarge / The Facebook app displayed on the screen of an iPhone.

A leading Facebook executive has told advertisers the company is suffering from a “trust deficit” as it tries to stop brands joining a boycott over its policies on political content moderation.

The world’s largest social media group joined a conference call with almost 200 advertisers on Tuesday, according to people familiar with the discussion. Senior policy executives then defended Facebook’s decision to allow several controversial posts from US president Donald Trump to remain on its platform.

According to leaked audio of the call obtained by the Financial Times, Neil Potts, Facebook’s head of trust and safety policy, acknowledged that the company suffered from a “trust deficit” but added that it was “here to listen” to its clients’ concerns. The call was convened by the Interactive Advertising Bureau trade body in Canada.

The lobbying by Facebook comes as several high-profile brands—including apparel groups The North Face and Patagonia, and ice-cream maker Ben & Jerry’s—pulled advertising from the platform for July in protest against the company’s approach to content moderation. On Wednesday, Goodby Silverstein, part of Omnicom Group, with clients such as Cisco, BMW and Pepsi, became the first big ad agency to join the boycott.

Mr Potts had been asked by the IAB on behalf of a member: “Why as advertisers we should risk our brands’ reputation by staying on your platform?” He had also been asked how the group was “reconciling the loss of faith in Facebook as a trustworthy source of information.”

“There is a trust deficit. You try to make a decision and people disagree and maybe that builds that deficit even deeper,” Mr Potts said. He added that the company aimed to “eliminate” the deficit. Peter Stern, Facebook’s director of stakeholder engagement around policy content, also participated in the call.

“[Facebook needs] to take stronger action to stop its platforms from being used to divide our nation, suppress voters, foment and fan the flames of racism and violence, and undermine our democracy”  —Ben & Jerry’s

Last month Facebook provoked anger among activists—and its own employees—when it refused to place warnings on several posts by Mr Trump, including one in which the US president used the phrase “when the looting starts, the shooting starts,” in reference to the continuing protests over the killing of George Floyd.

Mark Zuckerberg, Facebook chief executive, defended the decision not to add warnings to the posts, saying they had not breached its policies and that the company was committed to “freedom of expression.” By contrast, Twitter added warnings to identical posts from Mr Trump on its platform, including one that said a tweet “glorified violence.”

Several civil rights groups, including Color of Change and the Anti-Defamation League, last week launched a boycott of Facebook, calling for advertisers to curb their spending on the platform using the hashtag “stop hate for profit.”

While some of Facebook’s biggest advertisers, such as Unilever, which owns Ben & Jerry’s, have not pulled spending, the boycott gained traction among several household names this week.

On Tuesday Ben & Jerry’s put out a statement calling for Facebook “to take stronger action to stop its platforms from being used to divide our nation, suppress voters, foment and fan the flames of racism and violence, and undermine our democracy.” Another advertiser, the film group Magnolia Pictures, said it was “seeking meaningful change at Facebook and the end to their amplification of hate speech” as it paused advertising.

Goodby Silverstein on Wednesday said that it was joining the boycott “to protest the platform’s irresponsible propagation of hate speech, racism, and misleading voter information,” adding that it encouraged its clients to do the same.

According to the audio of Tuesday’s call with marketers, Mr Potts said Facebook was reacting to feedback, reiterating pledges made by Mr Zuckerberg earlier this month to review some of its content moderation policies and its decision-making processes.

Facebook also said that by leaving the Trump posts online the public would know if the president was threatening violence.

“It is normal for us to have conversations with advertisers and discuss issues, including policy matters,” Facebook said in a statement. “This is something we do routinely and will keep doing.”

© 2020 The Financial Times Ltd. All rights reserved. Not to be redistributed, copied, or modified in any way.

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How Zelda fans changed the ending to Ocarina of Time on a vanilla N64

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Enlarge / This… isn’t supposed to happen in Ocarina of Time. Here’s the story of how some fans made it happen anyway—all on a stock N64 with an unmodified Ocarina cartridge.

Summer Games Done Quick

Shortly after our guide to Summer Games Done Quick 2022 went live, the event hosted an astounding demonstration of a classic video game—one that has since crowded that Ars article’s replies. If we want to split hairs, this run through the 1998 N64 classic Legend of Zelda: Ocarina of Time is not a “speedrun,” but it’s another example of the “TASBot” concept transforming games in ways we would never have dreamed of 24 years ago.

The team of fans and programmers responsible for this week’s “Triforce-percent” demonstration have since revealed how they achieved the feat with nothing more than a stock N64 and an original Ocarina retail cartridge—though the secret involves controller inputs so fast and precise that they cannot be performed by anything less than a computer.

Nothing stale about this run

An early 2020 video that explains how stale reference manipulation works. You may want to watch this before watching the SGDQ 2022 video, embedded further below.

The 53-minute demonstration (embedded at the end of this article) opens with an exploit previously unearthed in late 2019, which the community dubbed “Stale Reference Manipulation.” This exploit takes advantage of a vulnerability in the game’s original 1.0 version, which allowed players to manipulate numerical values assigned to specific objects in the game’s memory. The breeziest explanation for this complicated technique can be found in a YouTube video from early 2020 (embedded above), as it spells out the various numerical values assigned to each object in the game, such as their X-, Y-, and Z-axes and their rotation.

Savvy players can make values overlap or overwhelm the game’s original code so they can be manipulated as players see fit. The technique we see in this week’s run requires Link to pick up a rock while going through a “loading zone,” a hallway used to disguise loading pauses on N64 hardware, and to do so in a way that the game was not designed to handle.

Initially, this exploit was a speedrunning tool, as it could trick the game into loading the final credits sequence and technically count as a “completion” within only a few minutes. But the Triforce-percent run goes much further.

RAMming new content into a classic game

Hey, wait, that doesn't belong here... but as the TASBot demonstration team points out, an Arwing from <em>Star Fox 64</em> was left in the original <em>Ocarina</em> cartridge, as a reminder that this object was used to test certain animation routines in the early development period.
Enlarge / Hey, wait, that doesn’t belong here… but as the TASBot demonstration team points out, an Arwing from Star Fox 64 was left in the original Ocarina cartridge, as a reminder that this object was used to test certain animation routines in the early development period.

Summer Games Done Quick

By picking up and dropping specific items, then making the game’s hero Link move and perform maneuvers in a specific sequence, the TASBot team opens up a Pandora’s box of what’s known as arbitrary code execution—the type of vulnerability used by hackers the world over to make a closed computer system run whatever code they want. What’s more, the TASBot chain of moves and commands begins to tell the N64 to accept button input from all four N64 controllers as if it’s code.

This item-manipulation menu was left in the game as a beta element, easily unearthed for use in the SGDQ 2022 run.
Enlarge / This item-manipulation menu was left in the game as a beta element, easily unearthed for use in the SGDQ 2022 run.

Summer Games Done Quick

At this point, a computer takes over all four N64 controller ports and sends a rapid-fire series of button taps, as if it were a zillion-finger superhero equivalent to The Flash. The glitched-out Ocarina cartridge has instructed the N64 to accept each button tap in a way that corresponds to specific code strings. Once enough of this payload has been sent, the team can return normal control to the “player one” port, so that a real person can play through an entirely new sequence of content—all being dumped into the N64’s random-access memory (RAM) by the other three controllers’ incredibly fast input.

These on-the-fly patches can do many incredible things that, combined, resemble a fully blown patch of a cartridge’s read-only memory (ROM), though the TASBot team restricts itself to changes that specifically apply to the console’s RAM: tiny changes to existing code, total file replacements, or commands to tell the game to ignore content that it would normally load from the ROM. As a result, this exploit can glitch or crash if players go outside the expected path that this exploit is optimized for.

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Diablo Immortal is bringing in over $1 million a day in microtransactions

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Use cash to buy orbs.

Despite backlash from some players, Diablo Immortal‘s free-to-play, microtransaction-laden game design seems to be working out just fine for Blizzard’s bottom line. Using data from mobile analysis firm Appmagic, MobileGamer.biz estimates that the iOS and Android versions of the game brought in $49 million in earnings from just over 10 million mobile downloads in the versions’ first 30 days of availability.

Those estimates, which are based on public charts provided by the mobile platforms, don’t include the PC version of the game and, thus, may actually be underselling the scale of its financial success. With PC players included, Blizzard announced that Diablo Immortal hit 10 million installs after just over a week, well ahead of the mobile download pace estimated by Appmagic.

By way of comparison, Diablo III took nearly six months to sell 10 million copies after its troubled launch back in 2012. But that game sold for a $60 MSRP, making it hard to compare directly to a free-to-play game that has so far brought in an estimated average of less than $5 in earnings per download, according to Appmagic.

The long tail

While Diablo III‘s earnings were front-loaded on initial sales, though, Diablo Immortal seems well-positioned to bring in additional revenue from its existing player base for a long while. As of Monday, for instance, the game was still the 34th highest-grossing app on the entire iOS App Store, despite having fallen to 134th in terms of new downloads.

Many of those initial Immortal players (and payers) will eventually fall away from the game, of course. But that process might happen slower than you might think. Estimates of Android app retention from analysis firm Quettra suggest an app that launches in the “top 10” on the Google Play Store (as Diablo Immortal did) can expect to keep close to 60 percent of its initial users after three months. And public data from mobile hits like Pokemon Go, Angry Birds, and Candy Crush Saga suggests that roughly 10 to 20 percent of all players who had downloaded those games were still regular players a full year or two after launch.

That all suggests that Diablo Immortal will have millions of active players well into next year and beyond. And while the vast majority of those players will never spend a single cent on the game, the top-end whales could easily spend enough on the game’s confusing sets of currencies to keep the revenue rolling in for Blizzard for a long time.

Blizzard has already promised that the upcoming Diablo IV will limit microtransactions to optional cosmetics. But the early performance for Diablo Immortal helps show why the free-to-play business model can be so appealing for a publisher like Blizzard, even if it can be annoying for many players.

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The best game-exploiting speedruns of Summer Games Done Quick 2022

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Enlarge / All four of the mascots seen in this SGDQ promo image appear in various speedruns hosted over the past week.

Summer Games Done Quick

The Games Done Quick series of charity events has long been a favorite among the gaming fans and critics at Ars Technica since it combines classic, beloved video games and carefully studied methods to break them apart in search of high-speed exploits.

This year’s summertime installment is particularly special, as it’s the first in 2.5 years to take place at a physical venue—albeit with some of the most stringent masking and distancing requirements we’ve seen in a livestreamed public show in 2022. (GDQ’s organizers appear to read the news, which makes sense for a series that benefits the likes of Doctors Without Borders.) Even with precautions taken, its combination of players, commentators, and crowds in the same room has brought excitement back to its broadcasts, which is why we’re pulling together some of the best runs from the past week, as archived at GDQ’s official YouTube channel.

The event is still ongoing as of this article’s publication, which means you can watch it right now via its Twitch channel. The event’s final runs, dedicated to Elden Ring, will conclude in the late hours on Saturday, July 2.

Tunic speedrun, Summer Games Done Quick 2022

Tunic, 2022, “true ending” run

If you haven’t yet played Tunic, we recommend you pause before watching this game-breaking, spoiler-filled romp through many of its biggest secrets. (My March review of the game has far fewer spoilers.) But if you’ve already collected the game’s slew of hidden “instruction booklet” pages, consider this a must-watch, because it includes a compelling guest on real-time commentary: Andrew Shouldice, the game’s lead designer, programmer, and artist.

He’s joined by a member of the Power-Up Audio team, which worked on the game’s soundtrack, and they divulge tons of information about how the game was made—including confirmation about how many of the biggest exploits were intentionally left by the devs in the game. At one point, Shouldice watches a trick begin to play out, telling the crowd that he programmed it to be a possibility but could never personally trigger it. Moments later, the speedrunner demonstrated the trick, allowing him to warp through a wall and bypass a ton of tricky content.

Halo Infinite speedrun, Summer Games Done Quick 2022

Halo Infinite, 2021, “no tank gun” run

Many classic games’ speedruns include multiple categories, and the most broken ones are known as “any-percent” runs, since they allow players to use any tricks and skip any quests that they want. In certain games’ cases, these kinds of runs can be boring to watch, and the infamously glitchy Halo Infinite is no exception.

This speedrun begins with a demonstration of the “tank gun,” which bolts an unlimited-ammo gun to Master Chief’s feet. That’s too much assistance for speedrunners’ tastes, but this SGDQ demonstration still includes a ton of wacky tricks that combine geometry clipping and otherworldly physics exploits—all boosted by Chief’s immediate access to a new grappling hook item. Sure, the hook makes players move much faster through the world, but it also figures into a wild glitch that makes players bounce off explosive barrels in ways that defy gravity.

Thunder in Paradise speedrun, Summer Games Done Quick 2022

Thunder in Paradise, 1995, all-cutscenes run

We’re not sure whether this is GDQ’s first speedrun dedicated to a full-motion video (FMV) game, but it’s certainly one of the dumber examples of the mid-’90s CD-ROM genre. Thunder in Paradise is based on the short-lived TV series of the same name, which starred Terry “Hulk” Hogan alongside Jack Lemmon’s son as a crime-solving action duo on the beach, and it was as bad as that sounds. The video game version, relegated to the CD-I console, forces players to watch excruciatingly bad live-action footage between light gun shootout sections.

In most video game speedruns, players skip as many cinema scenes as possible, but GDQ elected to show this game’s filmed footage in its entirety while cheesing the gun gameplay parts as quickly as possible. Strap in, brother.

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