Author Archives: Kyle Orland

Steam Gauge: Measuring the most popular Steam games of 2014

(Update March 5: A few graphs have seen minor adjustments—2013 release Call of Duty: Ghosts was removed from the “most played” graph, and free-to-play title Dead Island: Epidemic was removed from the pay-to-own graph. The “Top 400” list has also been corrected to fix occasional row mismatches between games and developers/publishers. We regret the errors)

When we first unveiled the Steam Gauge project last April, we were tracking just over 2,700 games released on Steam to that point. Since then, the library of games on Steam has ballooned to include more than 4,400 games by our count. That’s incredible acceleration for a service that until recently was satisfied to grow slowly. For context, the last 18 months have seen as many new games added to Steam as the service’s first 10 years combined.

All of that is to say, we’re long overdue to see what Steam users have been buying and playing from that new crop of games. And that means diving back into our random sampling of public Steam data to estimate sales for all the Steam games released in 2014. We’ll be slicing that data a number of ways in this piece and even providing a good deal of raw data for you to slice it up yourselves at the end if you wish.

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Oculus ready to go “full consumer” on Gear VR later this year

SAN FRANCISCO—At the Game Developers Conference today, Oculus CTO John Carmack announced that the Gear VR would be ready to move on from its confusing “innovator edition” branding and distribution for Gear VR to a full consumer model alongside the next Samsung product cycle, expected “around the end of the year.”

“We have a plan, we have a date,” Carmack said. “Oculus is going to go as hard as we can, to sell as many units as possible, to unleash the full marketing power of Samsung with the next edition of Gear VR.”

While the upcoming consumer unit sounds like it will be targeted to work exclusively with Samsung’s next mobile handset, Carmack said the release would accompany a sort of “back-unlock sales and promotion” of the previous Gear VR units. That sounds like Samsung will also start pushing consumer-facing Gear VR units for the Galaxy Note 4 and Galaxy S6, but these plans were still unclear in Carmack’s talk.

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One year later, Sony’s new Morpheus prototype is still VR done right

SAN FRANCISCO—Reloading a gun in home video games is crap.

Shooting is crap, too, in a way. Moving your mouse or tilting your joystick and hitting a button doesn’t really simulate the feeling of aiming and firing a gun that well, but at least there’s some directionality and physicality to it (especially if you’re squeezing a shoulder trigger on a handheld controller). Reloading, on the other hand, is total crap as an analog for the real-world action it simulates. All you do is tap a button, then watch a canned animation of your avatar making a complex series of motions to refill an ammo clip precisely with an unseen trove of bullets that are just sitting in an unseen backpack or something.

I didn’t really realize how unsatisfying and artificial this process really was until I played with the latest prototype of Sony’s Morpheus virtual reality headset at GDC today. There, in a demo called London Heist, I ducked and dodged behind a solid wooden desk as assailants fired on me from all directions, popping out to aim carefully placed shots by moving and tilting the PlayStation Move controller in my hands.

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Nvidia’s Shield is a $199 Android TV streaming microconsole powerhouse

SAN FRANCISCO—At a Game Developers Conference presentation tonight, Nvidia revealed Shield, a living room gaming and 4K video streaming-focused extension of its existing portable- and tablet-based Shield game console line. The “streaming device on steroids,” as an Nvidia rep referred to it, will be available in “early May” for $199 with an included controller.

The Android TV-based, Tegra X1-powered Shield will run a selection of controller-optimized Android titles natively—Nvidia says a curated selection of 50 such games will be available at launch, but others will also be playable from the Google Play store or even through sideloading. This includes all the games that already run on Nvidia’s Shield portable and Shield tablet consoles; games purchased on one of those devices will be playable on the others through the same account. Nvidia also left open the option of games that takes particular advantage of the extra processing in the X1 chip, which doesn’t have the kind of power restrictions that often limit chips on mobile devices. Nvidia compared the power of the chip favorably to the Apple TV and the Xbox 360.

To show off that power, Nvidia let Ars try a demo of Doom 3: BFG Edition running at full 1080p resolution at 60 frames per second on the Shield, with some decently advanced lighting effects bouncing down the game’s narrow hallways. Nvidia also demonstrated Crysis 3 running on the console and said it’s working with Crytek to port the full CryEngine to Android for use on the device. During the announcement event, Gearbox co-founder Randy Pitchford came on stage to announce that Borderlands: The Pre-Sequel will be coming to the console as well, alongside ports for the Xbox One and PS4.

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Sony’s new Project Morpheus prototype boasts 120Hz refresh rate, OLED display

Kyle Orland

SAN FRANCISCO—At a Game Developers Conference event today, Sony revealed more plans for the company’s previously announced Project Morpheus VR headset, which will be coming in the first half of 2016.

While no prices or bundling details were announced, the device’s improved specs were outlined by Sony Worldwide Studios president Shu Yoshida. Someone in the audience let out an audible “wow” when Yoshida started by revealing Morpheus’ 120 Hz refresh rate and key display update. The screen is now an OLED display at 1920 x RGB x 1080, which Yoshida said means low persistence and removing motion blur from the old LCD. The device’s screen is 5.7 inches, which is large enough for a 100 degree field of view. And the new design includes nine LED trackers to provide 360 degree tracking, according to Sony.

“With these specs achieved, we’re one step closer to making VR a reality for games,” Yoshida said. He went on to say that with the device “near final tech,” there’s finally a set of standards for developers to target.

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Liveblog: Sony talks Morpheus VR at GDC 2015

It’s been more than a year since Sony first announced its leap into the VR headset market with the GDC 2014 unveiling of Project Morpheus. Since then, there’s been a new Oculus development kit (and a new behind-closed-doors prototype), a commercial release for the Oculus-powered Gear VR, and the recent announcement of the Valve/HTC-powered “Re Vive” headset. So today, Sony is holding an “intimate event” to update the press and the public on where the Morpheus effort stands in the quickly changing VR world.

Sony is holding the event details close to its chest, but we wouldn’t be shocked if the PlayStation maker is ready to give official name, pricing, and/or release date details at the event. A few big name first-party game announcements or third-party game announcements would also go a long way toward convincing skeptics that their PlayStation 4 needs a pair of LCD goggles attached. Given how quickly LCD display and head-tracking technology is advancing, we’d also expect that the headset might now have more impressive specs than what we saw a year ago.

We’re expecting roughly an hour of announcements starting at 3pm Pacific time, followed by some hands-on time with whatever Sony has on hand. Whatever it is, you’ll hear it here first.

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EFF Asks for the Right to Revive “Abandoned” Online Games

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While playing the original versions of classic games on aging original hardware can sometimes be difficult, it’s at least typically possible. That’s not the case for many online games, which are functionally inoperable once the developer or publisher decides to shut down the official servers that provide the only way for players to communicate with each other. Unofficial hobbyist projects that try to create new servers for these abandoned games could run afoul of the Digital Millennium Copyright Act and its ban on “the circumvention of access control technologies.”

The Electronic Frontier Foundation wants to change that. In an official exemption request (PDF) filed with the Library of Congress this week, the nonprofit advocacy group asks that users be allowed to modify access controls and online authentication checks in legally obtained games “when the [game] servers authorized by the developer are permanently shut down.” In this way, those users can access third-party servers in order to regain “core functionality” that is no longer available through the defunct official servers.

The EFF gives the specific example of Nintendo’s Mario Kart games, which used a proprietary protocol to communicate with Nintendo’s servers before Nintendo shut those servers down for the Wii and DS. Reverse-engineering that protocol could be considered “circumvention” in the DMCA’s current broad prohibitions, as could modifying the game’s code to allow for connection to new, non-Nintendo servers.

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UNITE live: How Virtual Reality is Changing Medicine, Space Exploration

The next wave of virtual reality may be largely driven by the gaming industry, but the technology’s impact is being explored and felt by many other fields as well. Join us at 1pm Eastern for a discussion of how the cheap availability of quality VR headsets is already changing the worlds of psychology and space exploration.

With us today are:

  • Dr. Marat V. Zanov, director of training at Virtually Better Inc., which has used VR in the treatment of phobias and trauma for decades
  • Dr. Albert “Skip” Rizzo, USC Institute for Creative Technology, who has been researching therapeutic uses for VR since the early ’90s
  • Victor Luo and Jeff Norris, engineers at NASA’s Jet Propulsion Laboratory, who are using VR to improve Martian mapping techniques and robotic remote controls

Please join us using the link below and participate by leaving comments and questions for our panelists either before or during the event.

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Beyond Gaming, the VR Boom is Everywhere—from Classrooms to Therapy Couches

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Welcome to Ars UNITE, our week-long virtual conference on the ways that innovation brings unusual pairings together. Today, a look at how virtual reality excitement is happening beyond the world of gaming. Join us this afternoon for a live discussion on the topic with article author Kyle Orland and his expert guests; your comments and questions are welcome.

When Oculus almost single-handedly revived the idea of virtual reality from its ‘90s vaporware grave, it chose the 2012 Electronic Entertainment Expo as the place to unveil the first public prototype of the Rift headset. The choice of a gaming convention isn’t that surprising, as the game industry has been the quickest and most eager to jump on potential applications for VR. Gaming has already demanded the majority of the attention and investments in the second VR boom that Oculus has unleashed.

But just as the Rift itself is the result of what Oculus calls a “peace dividend from the smartphone wars,” other fields are benefiting from virtual reality’s gaming-driven growth. Creators all over the world are looking beyond entertainment to adapting head-mounted displays for everything from psychotherapy, special-needs education, and space exploration to virtual luxury car test drives, virtual travel, and even VR movies. The well-worn idea of “gaming on the holodeck” may be driving much of the interest in virtual reality, but the technology’s non-gaming applications could be just as exciting in the long term.

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