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Singularity 6 raises $16.5M from Andreessen Horowitz to create a ‘virtual society’ – TechCrunch

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When Fortnite reached stratospheric popularity early last year, there were undoubtedly an awful lot of VCs on the sidelines looking enviously at the massive platform and wondering what opportunities could be gleaned from its rapid rise.

Epic Games went on to raise later that year at a nearly $15 billion valuation so some of those investors decided to invest directly in the Fortnite creator’s continued ascent, but others have been looking to get in on the ground floor of new operations that are aiming to rethink the line between video games and social networks.

Today, Andreessen Horowitz announced that it’s leading the $16.5 million Series A of a stealthy gaming startup called Singularity 6. The startup’s ex-Riot Games co-founders claim their venture is less focused on building a button-mashing competitive shooter than it is a “virtual society” where users can develop relationships with in-game characters powered by “complex AI”.

Singularity 6 co-founders Anthony Leung (left)and Aidan Karabaich (right)

London Venture Partners (LVP) and FunPlus Ventures also participated in the Series A round. LVP led the company’s $2.5 million seed round last year.

“The near term focus is our first product, building a world that begins to tackle the community simulation space, and that’s really combining a strong virtual community with deep and compelling gameplay,” CEO Anthony Leung told TechCrunch in an interview.

He says that the company’s influences for its first title include “Animal Crossing, Stardew Valley and The Legend of Zelda: Breath of the Wild.”

While the co-founder did specify that Singularity 6 is a “game and tech company” he didn’t have too much to say about what that tech was. “We actually have to roll out a lot of custom tech, because there aren’t really any off-the-shelf solutions for the MMO aspects or the virtual community features,” Leung told us.

A16z has already invested in a company building the underlying tech for MMOs, Improbable, which has raised $600 million+ for its server-stitching SpatialOS platform. Investors like Andreessen Horowitz are largely ambitious that the gaming market will continue to grow as major players invest heavily in platforms that make the titles more accessible to new user bases.

“Interactive entertainment has become more mainstream and approachable than ever before, as technology use is no longer for fringe or techy groups – this new generation of ‘gamers’ is becoming more inclusive of everyone – as immersive, digital experiences will become as accessible and commonplace as the social forums we know and love today.” wrote a16z Partner Andrew Chen, who is taking a seat on Singularity 6’s board as part of this deal, in a blog post.

Singularity 6 isn’t sharing a release date for its “virtual society” quite yet, but Leung tells me the title is “still a ways out” from launch.



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Peter Jackson’s 6-hour Beatles documentary confirmed for Disney+ this November

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Peter Jackson’s next six-hour epic is finally coming out this year—and in a first for the acclaimed director, the film will launch directly to a streaming service. It will also be broken up into episodes.

The Beatles: Get Back, an expansive documentary originally announced for a theatrical run this August, has had its release strategy tweaked. On Thursday, Jackson and Disney confirmed that the entire project will launch exclusively on Disney+ during this year’s American Thanksgiving holiday. Each third of the documentary will launch on the streaming service on November 25, 26, and 27. As of press time, Disney hasn’t said how the film will reach audiences outside of Disney+’s supported territories. Neither Jackson nor Disney clarified how the original theatrical run might have worked or whether the global pandemic forced anyone’s hand.

Today’s news confirms that Jackson had an abundance of footage to work with. Roughly three years ago, the remaining Beatles handed him access to a musical holy grail: over 60 hours of previously unseen video recordings, mostly capturing the Beatles working on the album Let It Be and rehearsing for, and then performing, the band’s legendary 1969 rooftop concert in London.

Jackson stitched the footage together with access to what Disney calls “over 150 hours of unheard, restored audio”—meaning yes, somehow Apple Corps. still has some tapes in hiding after this many Beatles special edition albums, anthologies, video games, and Cirque du Soleil collaborations. For further context on the Let It Be recording sessions, the film will be paired with a physical book full of photos and original interviews, now delayed to an October launch.

Jackson’s comments in today’s news, as provided by Disney to members of the press, imply that he indeed sought to release a long documentary: “I’m very grateful to the Beatles, Apple Corps., and Disney for allowing me to present this story in exactly the way it should be told.” He also commented on the original documentary footage, filmed by Michael Lindsay-Hogg, as something that is “not nostalgia—it’s raw, honest, and human.”

The Beatles: Get Back will launch on a Thursday, thus breaking Disney+’s latest initiative of launching new series episodes on Wednesdays instead of Fridays. If anyone can break a newly sacrosanct Disney+ rule, it has to be the Beatles.

Listing image by The Walt Disney Company / Apple Corps / Wingnut Films

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Bethesda VP offers apology for Starfield’s absence on PS5

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Bethesda Senior Vice President of Marketing and Communications Pete Hines talks to GameSpot about Starfield.

This week, Microsoft and Bethesda confirmed that Starfield will be coming exclusively to Xbox Series X/S and PC next year. And while that kind of exclusivity deal had been hinted at and heavily suspected by many since Microsoft’s $7.5 billion acquisition of Bethesda’s parent company, the announcement still came as sad news for PlayStation 5 owners hoping to play the upcoming space epic.

Bethesda Senior Vice President of Marketing and Communications Pete Hines said he can certainly understand how PS5 owners must feel. In a video interview with GameSpot Wednesday, he offered his sympathy and an apology to PS5 owners upset about the move.

“I don’t know how to allay the concerns of consumer and PlayStation 5 fans other than to say I’m a PlayStation 5 player as well and I’ve played games on that console and there’s games I’m going to continue to play on it,” Hines said. “But if you want to play Starfield [it’s] Xbox and PC. Sorry. All I can say is I apologize because I’m certain that that’s frustrating to folks, but there’s not a whole lot I can do about it.”

Look on the bright side

At the same time, Hines seemed to suggest that Xbox Cloud Gaming could provide a way for players who don’t have an Xbox or a gaming PC to access Starfield through the “Xbox ecosystem.” Hines mentioned that Xbox chief Phil Spencer “has talked about how they’re looking to expand that and… looking to bring Xbox games to folks who don’t own a Series S or X or even a PC but want to play the games that we’re bringing to Game Pass.” That’s an apparent reference to Microsoft’s recently announced plans to expand Xbox Cloud Gaming to many Smart TVs and generic web browsers like Chrome, Safari, and Edge.

Hines also said Starfield‘s exclusivity could help its developers focus on the gameplay experience rather than compatibility with additional platforms. “I’m here to tell you, and any [developer] will tell you this, [when] you go to fewer platforms, your development gets more streamlined,” he said. “You’re not worrying about, ‘Well, how does it work on this box versus how does it work on that box…’ We’re not making it on that box, so it just needs to run as well as possible on this one [and] on a PC. A narrow focus always helps…”

That statement echoes comments Bethesda producer Todd Howard made to The Telegraph this week, when he said that “by focusing on those platforms [Xbox and PC], you really get to lean in a lot on making it the best it can be for those systems.”

In that interview, Howard also said he had “a little bit” of reservation about not having a PS5 version of Starfield. “You don’t ever want to leave people out, right?” But Howard also suggested that Xbox Cloud Gaming means “we see it actually opening up more and more and more so that people’s ability to play our games—via Game Pass and other things—their ability to play our games doesn’t go down. It goes up dramatically… I will just say I want everybody to have the ability to play it in some fashion.”

Back in October, Howard said it was “hard to imagine” a game like the upcoming Elder Scrolls VI being exclusive to Microsoft’s platforms. But that was before Microsoft’s acquisition of Bethesda was finalized in March, at a time when Howard admitted the two companies hadn’t fully discussed the details of any multiplatform publishing agreements. “We haven’t gone through all of that, to be honest,” he said at the time.

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Facebook begins tying social media use to ads served inside its VR ecosystem

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Everything we’ve feared about the Facebookening of Oculus and its virtual reality ecosystem is starting to come true.

A Wednesday blog post has confirmed that Oculus, the VR-specific arm of Facebook, is now displaying advertisements in select VR games and apps to their players. As Facebook has since emphasized in emails sent directly to the press, these ads will leverage “first-party info from Facebook to target these ads”—and FB has yet to announce any limitations for what Facebook account data may be leveraged. (Ars Technica was not briefed about this news ahead of the announcement, and we did not get the opportunity to request the comments that other members of the media received.)

FB’s additional clarifying statements about biometric and use data inside of VR are carefully worded to clarify that the company does examine specific use data as it sees fit, and for now, that data won’t apply to its new advertising platform. Facebook says it processes and keeps track of the following data, uploaded by users while connected to any Oculus services:

  • “Weight, height, or gender information that you choose to provide to Oculus Move [a pre-installed fitness suite]”
  • “Movement data” that Facebook uses to “keep you safe from bumping into real-world objects”—in other words, every single way your head and hands move around within VR and relative spatial data about the rooms you play VR within, which researchers have concluded can be used to create a recognizable biometric profile after only minutes of training
  • “The content of your conversations with people on apps like Messenger, Parties, and [Oculus] chats or your [Oculus] voice interactions”

For now, Facebook continues to tell users that “data that are processed on the device” are not uploaded to Facebook servers, which include “raw images” from Oculus headset sensors and “images of your hands” in its hand-tracking interface. Meanwhile, if you’d like to know how much of your use data inside of Facebook (and Instagram and other FB-connected services) might be leveraged by its combined advertising network, clear the rest of your day’s schedule and dive in.

Today’s announcement emphasizes that this advertising option is meant to generate “new ways for developers to generate revenue. The thing is, Facebook itself created a revenue blocker for VR game and app creators up until now, since its “app policies” agreement has always forbidden third-party advertising services inside of any products. Now that Facebook can operate the advertising platform and skim revenue off the top, things have changed.

How rapidly will the downstream soon run?

Facebook itself suggests that advertising is a key element in its VR business going forward: “This is a key part of ensuring we’re creating a self-sustaining platform that can support a variety of business models.” It also admits that product pricing can vary with advertising in the mix: “It helps us continue to make innovative AR [augmented reality]/VR hardware more accessible to more people.”

That news is unsurprising to anyone who follows Facebook’s quarterly financial results, which revolve largely around its targeted advertising platforms that deftly move from app to app and from service to service. Meanwhile, rival VR hardware manufacturers like HTC have loudly shot back at Facebook’s cheap-hardware sales approach.

Recently, HTC Vive general manager Dan O’Brien said the following to Ars Technica:

When pressed about Oculus as VR’s top-selling consumer option, O’Brien was frank: HTC wants to make its VR money from upfront purchase revenue, not from “downstream” opportunities. He described at length the business model of “some brands” subsidizing expensive hardware at a lower MSRP “with the hope of monetizing downstream on shared services” and “maybe using data-mining tactics to understand user behavior and then run a program that also generates downstream income.”

But also: notice the official mention of augmented reality in Facebook’s Wednesday pitch. The most recent Facebook Connect presentation revolved around Oculus research and hardware, included a wide-open pitch hosted by longtime Oculus lead Michael Abrash. He spoke of the company’s ambitions for Google Glass-like hardware that people may one day wear in public, full of real-time virtual images embedded in your nearby surroundings and high-level processing of all nearby audio and conversations. While we aren’t surprised that Facebook might want its eventual always-on-your-face device to tap into its advertising ecosystem, today’s announcement is a clear warning: if such a product should reach the market, it, like the $299 Oculus Quest 2, could very well be priced to move—but at a cost outside of shoppers’ dollars and cents.

As a reminder, all new Oculus-branded hardware going forward requires a Facebook account to work. Meanwhile, hardware sold before that rules change went into effect will require a ToS agreement beginning January 1, 2023. And the company’s combined ToS can penalize users for creating phantom or dummy Facebook accounts for the sole purpose of enabling connected Oculus VR features; by agreeing to that ToS, Facebook can void your account and its related purchases, should they be found in violation of its rules.

And as Facebook continues acquiring VR-focused video game developers, particularly the makers of megahit Beat Saber, those fully owned development houses could reasonably become prime targets for Facebook’s internal advertising tools. Big companies don’t acquire successful, smaller ones for charity, after all.

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