Microsoft buys Mojang – PC Gamer reacts

The rumors are true: Microsoft is buying Minecraft developer Mojang for $2.5 billion .

. And as we discovered this morning, Mojang founder Markus "Notch" Persson is leavingthe company. As you can imagine, the PC Gamer team has some strong feelings about the acquisition, and the impact of Minecraft.

Tom Senior: I remember Minecraft before it became the megalith it is today. The digital Lego concept seemed so beautifully simple. How had no-one done this before? It took off with astonishing speed, and we posted about it ceaselessly on PCgamer.com, fascinated partly by the game's expanding feature-set, but mostly for the creativity it enabled in its audience. One day: "Holy crap, they built the Starship Enterprise in Minecraft!" Another: "They built a goddamn working CPU using redstone!" The PC Gamer server stands as a testament to Minecraft as a platform, a canvas that allows for extraordinary collaboration between strangers.

Minecraft has flourished thanks to community creativity, but let's not underestimate the importance of Mojang's thoughtful curation in enabling that. Today Minecraft still only costs £17.95 / $30 with no microtransactions or subscription fees. You can buy plenty of merch, of course, but it's external to the Minecraft platform. No features are locked off. Imagine the same fledgling property in the hands of a greedier company; would Minecraft have become quite such sensation? I don't think so.

It's a great story. One guy makes an era-defining game in his bedroom, builds a small company, and grows into a global platform worth 2.5bn. Now Mojang's co-founders are choosing a quieter life, and no-one can begrudge them that. I can't see Microsoft doing a huge amount to disrupt Minecraft's current status quo, but I'd guess at cross-platform Minecraft 2 in a few years with a schedule of expansions and paid-for features that'll make squillions.

Andy Kelly: Am I surprised? Nah. Minecraft is basically Lego now, and has become far too massive and mainstream for a small studio like Mojang to be the caretakers of it. I see kids wearing Minecraft t-shirts on the street. I know people who only play Minecraft. There are Minecraft books in bookshops. Its reach is wider than you probably think.

So it makes sense that a mega-company like Microsoft would buy it. I can't speak for Notch, but it seems to me like he got into this business to make cool things, not bags of money. And now that he has the bags of money, he's free to devote his entire life to making cool things. Will he ever make another Minecraft? Probably not, but creating a $2.5 billion company from nothing is a pretty landmark achievement for someone who's just turned 35.

In the statement he released, he says he feels like he's become a 'symbol', which must be a massive hassle. If someone's playing Minecraft and the server they're on crashes, they'll probably tweet Notch and call him a jerk, even though it has nothing to do with him. Being a visible figure on the internet is like painting a target on your back and handing people a shotgun, so I don't blame him for wanting to slink back into the shadows.

Chris Thursten: I can understand and sympathise with not wanting to be a public figure of the type that Notch has become over the last couple of years. It makes total sense. When being a prominent indie developer makes you liable to be co-opted into other people's movements without your permission, it's understandable to want to go back to game jams. From his perspective, and I imagine that of most of Mojang's senior staff, this is a way of drawing a line under the project and moving on. There's something to be said for closure.

I'm not convinced that this is particularly good news for players or fans. Microsoft might have a good track record from Mojang's perspective, but they don't by almost any other measure. Games for Windows Live was and still is an awful piece of software. They've been famously bad at dealing with smaller indie studios in the past. The company seems set on chasing the dream of a closed platform when its success is grounded in the exact opposite. All of this is either directly or thematically opposed to the conditions that made Minecraft possible in the first place. Indeed, the Minecraft that most players enjoy isn't Notch's game—not entirely. It's the product of a huge amount of mods and addons working in aggregate, something that has emerged from the community Mojang enabled as much as the game they created.

Microsoft has never been good at looking after gaming communities. They've got a lot to prove now.

Phil Savage: There's a part of me that's surprised. There's a part of me that's not surprised. In some ways, Minecraft is the poster-child for open, collaborative, PC development. It's not so much a game, as a symbiotic relationship fed by the creativity of a community itself hungry for ways to express and create. That relationship has been bought by Microsoft. What?

But then, that relationship was far from simple. That was highlighted perfectly with the furore over changes being made to the EULA—setting out more clearly what server owners could and couldn't do. There are whole businesses built on the existence of the game, and—however legitimate their business practices—they were going to fight any possible restrictions. I'm not sure Mojang were fully prepared for how fierce that fight became.

To be blunt, Microsoft don't care. They've got the infrastructure to effectively manage and police an empire as vast and sprawling as Minecraft. At the same time, everything they do—especially in games—is defined by a preference for closed systems. I'm not sure they have the restraint to leave it alone; to let the game retain its openness and community focus. I hope I'm wrong.

Riot details big changes coming to League of Legends' 2016 season

“League is an evolving game,” Riot tells us at the top of its 2016 Season Update page —and from the looks of how many changes are coming to League of Legends next year, it’s evolving fast.

Graves league of legends

next year, it’s evolving fast. Huge balance and map changes, alterations to ranked play and match making, the addition of a “chest and key” loot system, and a whole new client are coming to League of Legends in 2016, and Riot has started to detail exactly how those changes will appear. Here are some of the biggest changes coming to League next year.


Before the 2016 season even officially begins, there will be a large number of changes to many core aspects of the game. Riot had previously announced a coming rework to League’s “Marksman” champions, aiming to give them each “a specific meta-agnostic identity” as opposed to just balancing them around the game’s current power-level. With that comes reworks to many of the Marksman items. Additionally, although not Marksman specfic, the Mastery system is being reworked, with more significant abilities being put at the bottom of each tree.

Apart from the Marksman changes, a number of alterations are being made to the jungle and vision. A new neutral creep called “The Rift Herald” is being added to the area where Baron Nashor usually spawns for the first 15 minutes of the game, balancing early game objectives of the top and bottom lanes. As for vision, wards will now leave behind evidence of where they had been placed after they expire, giving you an idea of where your opponent’s have been warding.

League Potions

Another significant change is being made to League’s potion items. The mana potion is being completely removed, and three new ‘refillable’ potions are being added in its place; a regular health potion, a Corruption Potion which causes your basic attacks to deal damage over time, and another health potion that will refill from killing jungle creeps—all three of which refill each time you visit the shop.


Ranked changes

In the 2016 season, ranked play will ditch solo and duo queues for a "dynamic group queue." Riot writes "you'll be able to climb the ladder with any number of teammates, going from single participation all the way to a full team comp. There's no longer a penalty for players ranking together, so the benefits of grouping up will always prevail." Ranked teams aren't going anywhere.

Riot also plans to optimize its matchmaking system for high-level players and widen the MMR range to cut down the length of queue times highly ranked players are currently stuck with.

League Champ Select


New Champ Select

Riot will be rolling out a new champion selection process to PBE before applying it to the normal draft process, with "ranked and blind pick later during the 2016 season." Before a match, players will now choose two positions (out of top, mid, bottom, jungle, support) they want to play or a "fill" option before queuing to find a team.

"Requiring two positions ensures short queue times and that no one on your team gets stuck in a position they don't want to play," Riot writes. "We know some options (*cough* support and jungle) aren't always quite as popular, and plan to incentivize these roles with IP bonuses if necessary."

Before the ban phase, players will now highlight the champ they want to play to hash out team combos; Riot calls this the "pick intent" phase. The new ban phase "distributes one ban each to the players who receive the last three picks, while the top two have a shot at securing priority champs for the team." Picks are then made one at a time and locked in.

Champion Mastery league


Hextech crafting

League of Legends is getting a “chest and key” loot system that can earn you “loot items ranging from 7-day rentals to permanent skins and champions.” It sounds similar to TF2’s “Crate and Key” system, but without as much of a heavy emphasis on micro-transactions. You will be able to randomly earn keys or key fragments at the end of every game you win, while earning Chests will be tied to your “post-game grade” for a match. Riot is still determining how often you will be able to earn chests, but they will also be available to purchase with real money in the store.


Updated client

After six years on the same client, League of Legends is finally getting a new one. Riot said it is “abandoning the legacy client's tech framework and building the updated client from the ground up,” which will come as great news to fans who’ve been complaining about the current client for quite some time. It will also feature a “streamlined” visual style and an updated chat system. Riot said it will be taking sign-ups for those who want to alpha test the new client early next year, but sign-ups have not yet begun.

The Best Indie iOS And Android Games Of 2012: Platformers

The year 2012 had many good games, so many that we’ve decided to break up the best iOS and Android apps by genre!

The year 2012 had many good games, so many that we’ve decided to break up the best iOS and Android apps by genre! We’re days away from entering a new year, and unlike many sites out there, we waited till the last possible minute so we could check out all the indie games releasing in late December (and a few of them made the lists too!). So over the next couple days we’ll be releasing lists of our favorite games of 2012.  If you disagree with any of our picks feel free to leave a comment below and tell us what indie game you thought should have been included! Here’s to another prosperous year in gaming for 2013!

Platformers

Polyroll – iOS ()

Introducing Polyroll! A run n’ roll, retro platformer! The Evil Kaiser Kiwi has kidnapped Polyroll’s friends and taken them to his frigid castle lair. As the last remaining Polyroll, you must run, jump, roll, float, and bomb your way through a variety of bizarre environments to save them and defeat Kaiser Kiwi.

Mutant Mudds – iOS ()

Love pixels? Fond of platformers? Is there a special place in your heart for the 8-bit and 16-bit era? Want to have fun? Yes!? Well, you’ve come to the right place, my friend. Mutant Mudds is a “12-bit” action platformer full of pixels and platforming fun!

League of Evil 2 – iOS (), Android ()

Get ready for the GREATEST platformer with the most responsive controls to hit the App Store yet! The sequel to the award-winning and critically-acclaimed League of Evil. The world needs your help! Evil scientists worldwide have joined forces forming a “League of Evil”; the only super agent who can stop them is YOU!

Wimp: Who Stole My Pants? – iOS ( Free)

This is where the journey begins. Travel across unique and amazing worlds chasing the thief. Every level is packed to the brim with fun, challenges and new game mechanics. The detailed environments, tricky puzzles and Wimp himself will do their best to keep you from getting bored of the game. And we can guarantee that we will continue to strive for the highest level of polish possible – it has been one of our main goals since the first day of our development process.

Incoboto – iOS ()

When The Corporation causes all the suns to go out, a small boy named Inco and his strange friend, Helios, go on a galaxy-spanning quest to light the skies once more. As they explore the planets they discover Grapples, Jetpacks, Teleports, Gravity Beams and other strange machines. With its atmospheric ambient soundtrack and striking visuals, Incoboto is a moody, challenging, adventure-puzzler in the spirit of Portal and Ico.

Polara – iOS (), Android ()

Polara is a new take on the free-runner platformer that incorporates traditional challenging gameplay with color-switching strategy. Utilize color coded speed ramps, launching pads, gravity waves, hex bombs, and energy platforms to survive as you escape the clutches of an evil security system hell bent on destroying all those that oppose.

Mikey Shorts – iOS ()

Run, Jump, and Slide through the land to help Mikey Shorts rescue the people! Collect coins to buy fun disguises along the way!

Notch statement on leaving Mojang: "I'm not a CEO. I'm a nerdy computer programmer who likes to have opinions on Twitter."

Minecraft creator Markus "Notch" Persson is leaving Mojang, the studio he co-founded, following its acquisition by Microsoft for $2.5 billion.

by Microsoft for $2.5 billion. In a statement made to his blog, he explains why.

"I don't see myself as a real game developer," he writes. "I make games because it's fun, and because I love games and I love to program, but I don't make games with the intention of them becoming huge hits, and I don't try to change the world. Minecraft certainly became a huge hit, and people are telling me it's changed games. I never meant for it to do either. It's certainly flattering, and to gradually get thrust into some kind of public spotlight is interesting."

Notch had already stepped down from active Minecraft development—passing the torch to the game's current lead developer Jens Bergensten. "I wanted to try to do new things," Notch writes. "At first, I failed by trying to make something big again, but since I decided to just stick to small prototypes and interesting challenges, I've had so much fun with work. I wasn't exactly sure how I fit into Mojang where people did actual work, but since people said I was important for the culture, I stayed."

Notch goes on to say that the controversy over the game's EULAled to this tweet, and the realisation that "I didn't have the connection to my fans I thought I had". "I've become a symbol," he writes. "I don't want to be a symbol, responsible for something huge that I don't understand, that I don't want to work on, that keeps coming back to me. I'm not an entrepreneur. I'm not a CEO. I'm a nerdy computer programmer who likes to have opinions on Twitter.

"As soon as this deal is finalized, I will leave Mojang and go back to doing Ludum Dares and small web experiments. If I ever accidentally make something that seems to gain traction, I'll probably abandon it immediately."

That seems to be at the heart of this announcement—a desire to take a step back from public scrutiny, and to concentrate on programming and game experiments. As Notch revealed the other day, he's currently working on a Doom level renderer.

"I love you," Notch writes. "All of you. Thank you for turning Minecraft into what it has become, but there are too many of you, and I can't be responsible for something this big. In one sense, it belongs to Microsoft now. In a much bigger sense, it's belonged to all of you for a long time, and that will never change.

"It's not about the money. It's about my sanity."

The great big League of Legends wishlist for 2016

The confetti's been broomed off, the fancy as hell digital stage's dismantled, and the gargantuan silver-gold-and-glass Summoner's Cup has been stowed away for another year.

Lol 2015 finals

The confetti's been broomed off, the fancy as hell digital stage's dismantled, and the gargantuan silver-gold-and-glass Summoner's Cup has been stowed away for another year. No doubt, by now, the victory hangovers have finally passed for SKT T1's merry band, along with that of their and KOO Tigers' fans back home.

But they won't get any chance to rest. The preseason hijinks won't be having with any of it. Almost immediately after the world champions were crowned, the memory of it all was banished in favor of the excitement, drama and anguish of the post-Worlds roster swaps. North America, especially, is in an unending uproar as Peter "Doublelift" Peng found himself punted from the Counter Logic Gaming house... and onto the doorsteps of archrivals Team Solomid.

In fact, opportunities for AD carries have been extensive in just the last week. Controversial Grecian god of bot lane FORG1VEN's hinted at a return to the competitive limelights, Copenhagen Wolves' anticipated disassembly began with Freeze's declaration of free agent status, and CLG was spotted trying out former TSM player Wildturtle, just to rub more salt into their fans' emotional wounds. The seeming focus on bot lane talent isn't unexpected, given that the preseason Public Beta Environment tests are teasing a major change and general upgrade to the bot lane.

The next competitive season is going to be very interesting. But the real question is: will it be better than Season 5? There were a number of difficulties and disappointments in the last year (or years) that need to be addressed—and sooner rather than later. As Right and Proper as it is for South Korea's Faker to reclaim his throne, the overall dismal performance of China and North America (not to mention the scarily uncertain prospects of Taiwan's competitive future) has highlighted major weaknesses in the League of Legends competitive structure, and the responsibility for addressing them doesn't just lie with Riot. With rumors swirling of big names and even bigger wallets cashing in on the esports phenomena (are the Sacramento Kings REALLY bidding for an LCS spot?!), it's time to do a little growing up. Here's what I'd like to see in the next few months:

Lol finals 2015


1. Better LCS/Challenger Integration

South Korea didn't just survive the Great Chinese Exodus of 2014—they came out of it somehow even more dominant than before. But it's important to note what their infrastructure implies. It isn't the ability to hire the very best talents in a region, jam their bank accounts full, and ensconce them in team mansions until it's time to play. When SKT T1 K won Worlds 2013, it was off the back of a roster of rookies and unpolished veterans. When they won this year, it was with a majority roster of sister team SKT T1 S players, who were something of a joke in seasons prior. The organization won't just go down as the single most successful in League history thus far—they'll also be known as the single best talent culivators the scene has ever seen.

The western scene does not, as yet, have a comparable program. If anything, they're cannibalistic—LCS teams have a bad habit of gutting Challenger teams of already-proven cream-of-the-crop players whenever they need to fill a role, and then discard them when it turns out that a lack of LCS experience means that the best Challenger players'll have a hard time keeping up. That not only disincentives Challenger play (creating solo queue conditions that are of questionable utility at best), but also means that teams outside of those already entrenched have a half-life measured in three-month splits. And even the entrenched should be wary—CLG's total implosion despite their most successful year to date is already threatening their bottom line as former Doublelift fans renounce their loyalty and cancel plans for purchasing branded gear.

It should be on the teams, not Riot, to develop an internal trainee program—if nothing else, then solely as an act of self-defense against entropy, time, and the constant background threat of carpal tunneling. Ensuring that the team will always have a wellspring of talent to draw from, even if you have to train them yourselves, isn't just good for the team. It's good for the entire region to encourage solo queue players to do their damnest to attract a scout. And if the KOO Tigers can do it without sponsors, if non-LMS, LPL or LCK players don't particularly expect to be paid well in the first place to be on a trainee team, that leaves even the poorest LCS team very little excuse.

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2. Expanded International Program

Worlds needs more seeds. Brazil's been showing serious moves, getting more and more threatening to the premier regions with every year. Turkey's soccer teams are buying up slots for their circuits and paying esports analysts surprisingly great salaries to make them competitive. And Japan... if Riot were to sell Japanese voice packs internationally, the otaku culture in the west'll fund the entirety of the LJL for years to come, frankly, much less aiding Japan's voice actors and actresses with their famously dismal situation with compensation.

And it's just plain necessary, if they want these developing markets to stay developing. SEA and Taiwan is a brilliant case study for this. Within the span of a single season, the Taiwanese teams' separation from the Southeast Asian market led to their best-ever competitive performance... while SEA struggles to stay ahead of less-experienced teams in Oceania and Turkey, despite years of competitive experience to their advantage.

Of course, it would help a lot—a LOT—if Riot included preferential assistance there. Taiwan's going to struggle mightily in 2016 to hang onto their players, now that the LPL learned that there's serious heavyhitters just off their coast that doesn't have Korea's communicative issues on Mandarin soil. The limited endemic sponsorships in the LMS region helps nobody's cause, and the local economic and cultural support for esports in Brazil and Thailand is "limited" to put it politely. Now that esports in general has the attention and consideration of decidedly non-endemic, international-scale sponsors, some due consideration should be given to the bootstrapping and nurturing program of these younger circuits.

Lol finals


3. Improved Player Protection

Whoo boy. The last year's been interesting. Just recently, Hong Kong Esports owner Derek Cheung was found guilty by Riot's Taiwanese representatives of pressuring his team to deliberately lose games for preferential seeding—a situation that cost his team a seeming slap of the wrist in the form of $6,000 (200,000 Taiwanese dollars). To be fair, though, there's strong implications that his players rebelled—they won a game off the set anyhow, which either means they were truly uncomfortable with the idea or Midnight Sun Esports has some soul-searching to do. And, frankly, that's nothing compared to what Meet Your Makers threatened to do with a former player's mother! And then there's the delayed payments that cost Immunity Esports' future participation in all League of Legends events, the accusation of poaching between LCS and Challenger teams, players finding out that they got kicked by reading a Reddit post instead of being told about it face-to-face... the list goes on.

Esports drama is a given—it's part of what makes it so alluring—but there's a point where it's just downright unprofessional and harmful. The lack of transparency over contracts and compensation doesn't help either—team owners of even the best-funded organizations get defensively clammy when asked for details, and players hinder themselves by refusing to rock the boat and disclose, giving everybody (including themselves) only the muddiest idea of what's fair, proper, and market-average.

It's about time that esports agents stepped into the field. Shady and borderline business practices need to be stopped before they have a chance to start at all, and having professionals negotiate on behalf of the players' interests will at least mitigate the most harmful of these practices.

Of course, the players themselves need to recognize that they simply don't have the business acumen and expertise to do the negotiations alone, or to recognize when they're getting contractually screwed. Whether enough of them realize this to make a dent in the status quo is almost another problem unto itself.

Lol 2015 finals trophy


4. A Fancier Worlds

Honestly, I was a little disappointed with the pomp and ceremony this year. Sure, following up on 2014's act was going to be hard: a full traditional Korean orchestra with Imagine Dragons as headliners at the gargantuan Sangam Stadium was pretty much pulling out all the stops at once. This year we got... a music video, a digital stage, and a closing ceremony that was mostly interviews.

Mind you, it was a really nice stage. But the circumspect nature of this year's ceremony did not go without notice. And it raises questions about the prestige of the event. While topping itself every year is hardly a sustainable endeavor, 2015 set a disappointing baseline—we're here to celebrate the accomplishments of teams that struggled through a month of top-of-the-line international play, so the least you could do is make them feel like heroes for doing so.

And the least you can do is increase the payouts for them too. The prize pool's remained unchanged for three years now, and at the very least it's time to adjust it for inflation. But coupled with the greater market investments in esports, the accelerated growth of competitor platforms, and the development of streaming culture, and the $1 million afforded to the world champion team feels kind of... piddly.

From a marketing standpoint, it casts the greatest League of Legends event of the year in a less serious light compared to DOTA 2 or CS:GO's majors, whose payouts are reaching proportions actively comparable to more conventional competitions. It also makes top-level talents and organizations wondering whether they might not gain more from hitching onto the prestige of such programs. And that is a dangerous train of thought to go unaddressed.


5. REPLAYS

For goodness sake. Amsterdam and Chicago servers are both activated. Turn on replays already! We've waited literal years for it! Five long years! League analysts are driven half-made by the ramshackle tools they're using in its stead—give them a break already! Replays in 2016 or bust!

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is dedicated to esports and competitive gaming. Check back every day for exciting, fun and informative articles about League of Legends, Dota 2, Hearthstone, CS:GO and more. GL HF!

Dev Links: Early Diagnosis

“Ouya’s arrival was far from a typical home console launch, but that’s fitting for a new piece of hardware determined to do things differently.”
“A little over a year ago, Ouya launched its widly-successful crowdfunding campaign on Kickstarter, capturing the enthusiasm of thousands, with promises of an open platform, affordability and a simple game console experience for the living room.”
“In this GDC Europe 2012 lecture, Grip shows the science behind and the practical implementations for maintaining this level of immersion.

Ouya

The Ouya highlights today’s Developer Links, along with a list of helpful pieces from various indies.

Ouya devs reveal software sales numbers(Edge Online)

The Ouya Experience: What game developers think so far(Gamasutra)

Video: Amnesia’s creative lead offers lessons in storytelling(IndieGames.com)
“In this GDC Europe 2012 lecture, Grip shows the science behind and the practical implementations for maintaining this level of immersion. He demonstrates how even lauded games such as Heavy Rain, Dead Space, and Assassin’s Creed break this sense of presence and how games such as Limbo facilitate it.”

How to get sound effects in your indie game without being a professional.(Tactic Studios Development)
“I’m not a sound designer, but I need sound in my game.”

Some optimization tips for game programmers(Positech Games)
“I’m enjoying myself with some optimizing today (yeah I’m weird like that). So I thought I’d jot down some of my tips for making your game faster. These are general, not language-specific tips.”

Our Artist is Amazing!(Owlchemy Labs)
“This much is pretty apparent (I mean, just look around). But what you may not know is that our lead artist extraordinaire, Carrie Witt, does so much more! No matter how much we tell her not to, she continues to draw silly pictures of video-game related things and, honestly, we wouldn’t have it any other way!”

The Path and Bientôt l’été will be featured in the yearly FILE festival(Tale of Tales)
“The exhibition will take place at FIESP Cultural Center – Ruth Cardoso, located at Paulista Avenue, 1313.”

Hello Games’ top indie games!(Hello Games)
“When we’re not playing Call of Duty and Candy Crush Saga we sometimes play some of those crazy indie games you keep hearing about. Then we smoke pipes and discuss our feelings and Grant cries a little. So we’ve always got an eye out for fine-looking new games, and here are our current highlights. You may consider these as Hello Games’ Official Top Seven Most Anticipated Indie Games.”

Notch approached Microsoft about rumored Mojang buyout, says Bloomberg

Yesterday's all-but-unbelievable rumor is today's "looking like it might actually be so," as reports that Minecraft studio Mojang is on the verge of being acquired by Microsoft continue to surface.

continue to surface. Even more interesting, the word on the street is that the idea of the buyout came not from Microsoft, but from Minecraft creator Markus "Notch" Persson himself.

Bloomberghas now joined the Wall Street Journal in reporting that Microsoft is in negotiations to buy Mojang. It says that "three people with knowledge of the talks" have confirmed that the negotiations are underway, and that as previously reported, the deal will ultimately be worth more than $2 billion.

The reports were initially so hard to believe largely because it seemed so unlikely that Notch, who shut down developmentof the Oculus Rift version of Minecraft when Facebook acquired Oculus VR, would ever surrender his company to a massive corporate entity like Microsoft. But according to the report, not only did he agree to it, it was actually his idea in the first place; he "reached out to Microsoft a few months ago, based on a positive working relationship on Minecraft for Xbox," it says, and the two companies have been hammering out the details ever since. If and when the deal goes through, it's expected that Notch will assist with the transition but won't stay with the company beyond that.

As for why Microsoft would drop $2 billion on a game that's been around for a half-decade and is already out on just about every platform known to mankind, the belief is apparently that Microsoft can continue to grow the player base, and thus its revenues, by exploiting its "position in videogames and computers," and through increased licenses in toys and movies.

League of Legends 2015 World Championship Quarterfinals primer

Two weeks and a lot of drama's pared down the 16-team field to eight quarterfinalists.

Worlds header

of drama's pared down the 16-team field to eight quarterfinalists. The knockouts are unusual this year, including teams that entered the tournament as favorites for the title and contenders that seemed to be untouchable after Week One.

The big surprise, and a huge tank in regional stock: LGD Gaming, China's number one seed, was sent packing home after just a short and swift vacation in Paris, as was third seed Invictus Gaming. China's hybridization experiment with last year's best South Korean players seem to have largely failed—two teams failing to make it out of the group stage makes this the single worst year they've ever had at the World Championship. In contrast, South Korea's somehow managed to improve their overall performance: unlike the last two years, where MVP Ozone and NaJin Shield flubbed out, all three teams this year have advanced.

Of course, at least China still has Edward Gaming to cheer on. North America, despite a promising opening weekend for Cloud 9 and Counter Logic Gaming, collapsed wholesale in Week Two. None of their teams made it through. Zero. Nada. A stifling silence where there was once chants of "TSM! TSM!" now fills the Parisian auditorium

But the biggest winner of this year's group stages comes as a surprise. The Taiwan/Hong Kong/Macau region's first year after their divorce from Southeast Asia has been an astounding success. Both LoL Master Series teams, ahq E-Sports Club and Flash Wolves, have beaten odds and expectations for a chance to swing at the prize.

But the teams left on the field aren't gonna make it easy for them.

FW Karsa

FW Karsa
Flash Wolves vs Origen

Flash Wolves vs Origen

Flash Wolves

Members: Steak, Karsa, Maple, NL, Swordart
Origin: Taiwan
Worlds MVP: Karsa
Biggest surprise: Apparently a pack of Wolves can take down Tigers!
Origen

Members: sOAZ, Amazing, xPeke, Niels, Mithy
Origin: EU
Worlds MVP: sOAZ
Ages like fine wine: xPeke's mid lane Worlds buff.

Both Flash Wolves and Origen are coming into the quarterfinals exuberant in the mere fact that they made it at all. The combined forces of South Korea's KT Rolster and China's LGD Gaming was supposed to be an insurmountable roadblock for the European third seed, except that the LGD they were expecting never actually showed up to Paris. America's own Team Solomid wasn't expected to be a problem to anybody, given their total loss of identity in the preceding months of play, but that still should've left Origen in a distant third.

Instead, only KT Rolster gave them any trouble, and Europe's veteran darlings secured a surprise second seed in what was considered the second-hardest group for a western team to advance through.

As for the Flash Wolves: Steak wasn't supposed to be so good! The KOO Tigers were supposed to be the undisputed kings of the so-called "Group of Life," eager to make up for an embarrassing IEM performance earlier this year. Yet a 0-2 result against the Taiwanese second-seeds caught the world off-guard, and the Flash Wolves recovered from a limp 1-2 Week One record to shake down American darlings Counter Logic Gaming for the number one seed of their group. Karsa, in particular, has now established a reputation as probably the very best jungler in the entire tournament—at the very least, the best in his group by a very wide margin.

That one loss to Brazil's PaiN Gaming is going to haunt them, though. True, the Brazilian representatives showed what was easily the most competent set of games any Wildcard region's ever demonstrated since the start of League of Legends as an esport. And to take a game off of the group's eventual leaders is a feat as yet unreplicated by a region of their comparatively modest stature. But it also suggests that the Flash Wolves have strategic weaknesses to exploit—they were notably passive in the game against PaiN, and a weak early game plays badly into Origen's aggro.


SKT T1
SKT Telecom T1 vs ahq E-Sports Club

SKT T1 vs AHQ

SKT T1

Members: MaRin, Bengi, Faker, Bang, Wolf
Origin: South Korea
Worlds MVP: MaRin
Things Faker does: Letting others take the spotlight.
AHQ

Members: Ziv, Mountain, Westdoor, AN, Albis
Origin: Taiwan
Worlds MVP: AN
Never play Rengar again: Mountain

There's an eerie resemblance between SKT T1 and AHQ right now. Neither of their mid laners are particularly noteworthy this tournament—sure, they've made a few splashy plays, but even Faker's not snagged as much of the spotlight as you'd expect from what consensus has established as the number one player in the world. Even Westdoor's Fizz, though certainly a deadly threat in fights, has been largely content in waiting in the sidelines as his teammates finish the takedowns.

Instead, the top laners have been doing all the talking. MaRin's Renekton bit clean through the bones of Edward Gaming and H2K (we don't talk about the unfortunate fate of Thailand's Bangkok Titans). Ziv has been playing a more conventional set of Darius and Gnar games over in Group B. But he's playing them with such virtuoso flair as to justify rumors that Chinese talent scouts have been offering him wealth in excess of his current team's entire war chest.

Ziv does, however, come into the match with a handicap: he's their backup hitter, and all of the team's actual resources go into AN's pockets. Not justifiably, by any means: AHQ came within a hair's breadth of matching the Flash Wolves as their group's top seed thanks to the roaring rockets of AN's brilliantly positioned Jinx, falling short only because Fnatic's Febiven flipped the game on its head at the very last possible moment, stopping AHQ in their tracks solo despite Fnatic losing all three Inhibitors. SKT T1's Bang and Wolf have been comparatively less flashy—but, on the other hand, their team's play has been so meticulous that they haven't really had the opportunity to show off anyhow.

In a lot of cases, AHQ was winning despite—not because—of jungler Mountain's contributions. SKT T1 doesn't have a similar problem: Bengi's second Worlds is shaping up to be his best yet. The team's strategies are operating like well-oiled clockwork thanks to him, giving them a significant advantage into Taiwan's top team.

Edward Gaming

Edward Gaming
Fnatic vs Edward Gaming

Fnatic vs EdG

Fnatic

Members: Huni, Reignover, Febiven, Rekkles, Yellowstar
Origin: Europe
Worlds MVP: Febiven
Ban on sight: Febiven's LeBlanc
EDG

Members: Koro1, Clearlove, PawN, Deft, Meiko
Origin: China
Worlds MVP: Deft
Quietly snuck out of the building: AmazingJ

Only one team has ever taken an international tournament off of SKT T1 and Faker, and they're suddenly not looking so hot. Edward Gaming is the last of the Chinese teams still in contention, a lucky holdout in Group C thanks to the mediocrities of both H2K and Bangkok Titans, but their rematch against SKT T1 was a massive disappointment to LPL fans. AmazingJ's disastrous performance against MaRin prompted the team to declare a substitution coming into the playoffs, replacing him with original top laner Koro1 for the game against Fnatic, and the team that terrorized China for most of the year is looking decidedly mortal at the end of the season.

Of course, they're not the only team with top lane troubles. Fnatic's Huni is a crowd-pleaser, with flashy and aggressive plays to occupy the audience's attention. But that same sort of play style was readily exploited by Taiwan's AHQ, who claimed that they deliberately set up traps for him knowing that he'd immediately Teleport back into a fight to try and make up for lost gold.

Fnatic has got to be breathing a sigh of relief, though. They were within seconds of getting shunted into Group B's second seed—if it weren't for Febiven's breathtaking last-second LeBlanc burst, it could've been them facing SKT T1 instead of AHQ. The stock for European mid laners have risen drastically in the last half-month, and Febiven is an enormous reason for it. Keep your eye on the kid, or perish.

KT Rolster

KT Rolster Lineup
KT Rolster vs KOO Tigers

KT Rolster vs KOo Tigers

KT Rolster

Members: Ssumday, Score, Nagne, Arrow, Piccaboo
Origin: South Korea
Worlds MVP: Ssumday
SHURIMA: Nagne

KOO Tigers

Members: Smeb, Hojin, KurO, PraY, Gorilla
Origin: South Korea
Worlds MVP: GorillA
Attracts Lee Sin bans: Hojin

The South Korean fratricide was somewhat unexpected. Despite China attempting to undermine their talent base, South Korea showed up in 2015 as still the overwhelming favorites for the title. Two of their teams are at the top of their respective groups, guaranteed to have a playoff round against teams that comparatively struggled more to get to the quarterfinals.

And then there's the KOO Tigers.

Was it really that the Flash Wolves proved an amazing team, and the Tigers were just caught off-guard? Maybe. LMS fans would love to think so. But with the Tigers, specifically, there's some ambiguity involved. They were the first Korean team to drop an international title to another region since World Elite took IPL 5 in the final days of 2012—an ignoble sort of fame, and one they've been eager to shed all year. Instead, they're stuck in a fratricidal situation one set too early, forced to face off against KT Rolster for the right of a semifinals finish.

That might be alright for PraY and GorillA, as GorillA's support play has been ambivalently high-class. That's not so certain between Smeb and Ssumday, as Ssumday's top lane has been near-immaculate. But the real deal-breaker is perhaps overall confidence. KT Rolster is a rougher team than SKT T1, but eager to demonstrate their mastery of the Worlds patch, showing off the overwhelming potential in Mordekaiser. KOO Tigers, on the other hand, are pussyfooting around their weaknesses instead. The Wolves rattled them, and KT Rolster is even more familiar with their strengths and weaknesses than the Taiwanese team. This might be the second-worst matchup they could have settled for—but, hey, at least it isn't MaRin and Faker.

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Microsoft reportedly in talks to buy Minecraft studio Mojang

In what may be the most unexpected rumor of the year, Microsoft is reportedly close to completing a deal that will see it acquire Mojang AB, better known as the studio that makes Minecraft .

The story comes out of the Wall Street Journal, which quotes "a person with knowledge of the matter" saying that the deal is near completion. The source claims that the deal could be signed this week and will be worth more than $2 billion when it's completed.

The report is particularly extraordinary given Minecraft creator and Mojang founder Markus "Notch" Persson's notorious commitment to independence, exemplified by his decision to pull the plugon the development of an Oculus Rift version of Minecraft when Oculus VR was acquired by Facebook. But even more to the point is the question of how this acquisition could possibly benefit Microsoft. Minecraft is hugely popular but it's also hugely cross-platform—the PlayStation 4 version launched less than a week ago, and the PS Vita edition is scheduled for November. Mojang's other game, the collectible card-based Scrolls, has not been as popular as Minecraft.

We've reached out to Mojang for comment and will update if and when we receive a response. In the meantime, why don't you go have a look at Notch's rig?

Mark Cuban defends esports, gets fined $30,000 for f-bombs at LoL event

Dallas Mavericks owner Mark Cuban squared off against Intel CEO Brian Krzanich in a bazillionaire League of Legends throwdown over the weekend, which might seem like an odd sort of contest for these particular gentlemen to engage in except that it was for charity: Specifically the Cybersmile Foundation , a non-profit dedicated to combating abuse and bullying online.

, a non-profit dedicated to combating abuse and bullying online. Unfortunately for Cuban, nobody told him that it was a family-friendly event, and that f-bombs were not allowed.

Cuban's trouble began during an interview prior to the match, when he said that Colin Cowherd, the ESPN announcer who drew gamers' ire earlier this year when he said he'd rather quit his job than cover esports, "is an idiot when it comes to esports." Whilst making the point that LoL "is a real sport," Cuban squeezed in a bit of trash talk about Krzanich, and said that even though he'd only played three games up to that point, he was pretty good at it because, to quote, "I'm fucking smart."

In a post-match interview, Cuban was told that his choice of words violated the rules of the tournament, and that his potty mouth was going to cost him a fine of $15,000. Asked if he wanted to withdraw the statement, Cuban responded bluntly, "fuck it," drawing himself another $15,000 fine.

Now, it's worth bearing in mind a few points. Mark Cuban's net worth is estimated to be around $3 billion, which means that 30 large is the kind of chump-change he can't even be bothered to look for under the couch cushions. And the moment was almost certainly staged: The first f-bomb seemed spontaneous, but it was made quite clear before he uttered the second that the fines were payable entirely to the Cybersmile Foundation—and Cuban clarified the situation by asking, "So if I say it again, I have to pay another $15K?"

The theatrics play into Cuban's real-life persona—as Polygonpoints out, he's been fined nearly $2 million by the NBA over the years for various sorts of outbursts—but his pro-esports attitude seems legitimate, and the bottom line of a $30,000 donation to a worthwhile charity is pretty great by any measure. And yes, he won the match, which you may enjoy in full here. All in all, I'd say that's not a bad day.

Dev Links: Extended Family

“What is a good death?

the swapper steam

Good deaths, revisiting the Android platform and more in today’s Developer Links.

A Good Death(Two Daemon)
“What is a good death? I’m referring to these new-fangled videogames, of course, and specifically challenge-based games with failure conditions which force a reset of state – usually dying, hence the title. That’s the topic of this article, then, but I’m just going to arrogantly declare the answer below. Stick with me and I’ll explain myself afterwards. A good death is one which costs the player no more than they expected and which the player believes to be their fault. Or, in short, a good death has acceptable losses and is fair.”

Video: The art and tech of Incredipede(IndieGames.com)
“”Incredipede is about life,” which is why developer Colin Northway felt Thomas Shahan’s lively, wood-cut art style was the perfect fit for his IGF nominated game, we learn in this GDC 2013 lecture.”

Internal Indies(Gamasutra)
“Established game dev studios could learn a thing or two from the indie revolution. Here’s how one studio set up its own internal “indie” group”

Revisiting Android(Gamasutra)
“A reprint from the May 2013 issue of Gamasutra’s sister publication Game Developer magazine, this article polls developers to find out about the challenges and opportunities around developing for Android in 2013.”

A calm moment in Luxuria Superbia(Tale of Tales)
“Work in progress is going well. The game was mostly finished two months ago. But since we decided to postpone release until the fall, we have a wealth of time to fine tune and polish.”

Why Can’t I Enter The Buildings In Sir?(Big Robot)
“This is the question we get asked most frequently, so we thought we’d answer it in some detail.”

Hugpunx(Auntie Pixelante)
“”In CounterStrike the only way to deal with terrorists is to kill them, because their ideology is inherently evil and wrong, right? Bioshock and Call of Duty: The Line tried in vain to tell us violence and obedience are a choice while only allowing the player to kill to reach the end….In Anita Sarkeesian’s latest video, Tropes Vs Women: Damsels in Distress pt 2, she takes aim at the way developers box themselves into a corner by making combat the core mechanic: keep swinging that hammer because this level is just full of nails.””

The Swapper Postmortem – What Went Right(Tom Jubert)
“I feel like this is going to entail a lot of brain-work on my part when I should be writing my MA dissertation on sustainable contractual justice, so if you don’t mind I’m just going to launch straight into it. Needless to say, spoilers throughout.”

Notch defends Mojang against "literally worse than EA" accusation following Minecraft EULA monetization update

There was a kerfuffle earlier this month when Mojang's Erik "Grum" Broes took a moment to remind everyone that charging Minecraft players for in-game perks is against the rules .

. Historically, Mojang's tendency has been to let it slide, but Broes' suggestion that the company might start cracking down on the worst offenders didn't go over well with everyone, including one person who said the studio was "literally worse than EA." But in fact, Mojang's updated EULA actually makes it easier for server operators to support their digital realms, while still doing what it can to protect its "don't pay for gameplay" credo.

The Minecraft EULA update was actually announced last weekin the middle of E3, which is why it's gone largely unnoticed until now. But it's noteworthy as a big step toward liberalizing Mojang's approach to monetizing servers. Operators may charge for access to their servers, as long as it's the same fee for everyone, accept donations, and sell in-game advertising or sponsorships; they may also sell in-game items as long as they don't affect gameplay. They may not sell in-game currency, however, and capes, which Mojang apparently wants to keep for itself, are also off the table.

"Hosting servers can be expensive. We want to give hosts a way to cover their costs. That said, we don't want our players to be exploited or to have a frustrating time unless they pay," Mojang wrote in its announcement of the changed EULA. "These rules are making attempts to prevent Minecraft servers becoming 'pay-to-win.' We hate the idea of server hosts restricting Minecraft's features to players who have already bought our game!"

In an interesting twist, Minecraft creator Markus "Notch" Persson revealed in afollowing the announcement that anger over Broes' explanation of the EULA—which, for the record, has never allowed servers to charge for in-game perks—prompted discussions that ultimately led to changes. But it seems that some people aren't happy about that, either.

"There are new rules. These are new exceptions to the EULA. All of these make the rules more liberal than things were before," he wrote. "People are still asking me to change back to the old EULA. That makes me sad."

A follow-up Q&A about the changes to the Minecraft EULA went up earlier today at Mojang.com.

The ten best moments from the 2015 LoL Worlds grand finals

It was the result that everyone expected.

League of legends worlds 2015 SKT LoL

It was the result that everyone expected. SK Telecom T1 have won the League of Legends World Championships for a second time. The only surprise was that they didn’t go undefeated throughout the tournament. KOO Tigers managed to take a game off them in the grand final, but in the end SKT overwhelmed their Korean brethren to emerge victorious.

Let’s take a look back at some of the best moments from the finals. Prepare to see a lot of SKT’s mid laner Faker. He is the best player in the world, after all.


The cavalry arrives: SKT v KOO Game 1

KOO played fairly well during the grand finals, particularly in the early game. In game one they had a slim lead after about 10 minutes, and they must’ve thought they’d be able to extend it here in the bot lane.

It looked like SKT had been caught out, and Kuro teleported down to help secure the kills against the two apparently defenseless SKT bot laners. However, within seconds, the entire SKT team showed up to defend their comrades, and SKT got three kills that would later help them secure the game.


Faker baits out two ultimates: SKT v KOO Game One

Towards the end of game one, SKT had a pretty commanding lead of about 11k gold. They had a firm grasp on the game, but Faker wasn’t going to get complacent.

It looked as though KOO’s Smeb and PraY had timed their ultimates well. Riven’s Wind Slash would take Faker low, and PraY’s Super Mega Death Rocket would finish him off. However, Faker uses Zhonya’s Hourglass (an item that grants you a few moments of complete protection) to perfection and avoids both abilities. SKT get the kill on Smeb just to rub salt in the wound.


A moment of madness: SKT v KOO Game Two

SKT’s early game troubles continued in game two. For a team that’s usually so calm and collected, and one that never seems to make the wrong call, this moment of madness cost them two kills.

Just minutes into the game, SKT caught out a couple of Tigers in KOO’s jungle, but it looked like they had got out to safety. For Bengi and MaRin though, the red mist descended and they each dove under KOO’s second tier turret. They did get a kill, but they both ended up losing their life for it.


Bengi walks into trouble: SKT v KOO Game Two

Both Bengi and MaRin did a lot of dying in game two, and it was actually a surprise that SKT got the victory in the end. Just moments after that risky dive above, both of them were in trouble again in the bot lane.

Three KOO Tigers dove MaRin and got the kill. Bengi foolishly decided to take on all three of them and simply walked up to his tower, hoping it would protect him. It definitely didn’t.


Faker’s had enough: SKT v KOO Game Two

When your team is losing their heads around you, sometimes you just need to take matters into your own hands. KOO was setting up yet another dive in the bot lane, but Faker somehow managed to stop it from halfway across the map.

As we’ve seen him do multiple times throughout the tournament, Faker took on his opponent in the mid lane one-on-one and came out on top. This pressure caused KOO to abandon their dive in the bot lane, and allowed SKT to slowly come back into the game.


KOO gets on their way with a delayed ace: SKT v KOO Game Three

After two defeats, everyone was thinking KOO would roll over and allow SKT to take the championship undefeated. However, they weren’t giving up that easy, and came out of the blocks at full pace yet again in game three.

KOO outplayed SKT in their own jungle, got a couple of kills, and then SKT just seemed to walk to their demise like lambs to the slaughter. All five members of SKT went down, and if it weren’t for the low death timers at the start of the game, this would’ve been an ace five minutes in.


Smeb takes on two players and the tower: SKT v KOO Game Three

KOO were playing well in game three, and it seemed like they were doing it without their star top laner Smeb. However, he hadn’t been sitting idle all game. He had been farming up, and suddenly showed his presence 35 minutes into the game.

Smeb, who has played Fiora masterfully throughout the entire tournament, took on MaRin and Bengi, as well as the inhibitor turret, and took them all down while SKT was knocking on the door of KOO’s base.


MaRin faces his toughest test yet: SKT v KOO Game Four

SKT’s top laner was lined up against one of the best players of the tournament in KOO’s Smeb, but his most nervous moment came at the start of game four when there weren’t even any Tigers around.

There was a Gromp though, and although he’s just a neutral minion who lives in the jungle, he packs quite a punch at level one. MaRin managed to take down this scary adversary, but he was only about half a second away from having egg all over his face.


#ThingsFakerDoes: SKT v KOO Game Four

Hashtags about “Things Faker Does” or “Just Faker Things” have been around for ages now, and each time we see him play he reminds us why.

All tournament long he has picked Ryze (the only player to do so), and not a single player had an answer to it. The sad thing for his opponents is that if they had banned Ryze, then he probably would've had something equally as deadly up his sleeve. SKT took a hold of game four and never let go, and how well he plays Ryze in this clip is just another example of things Faker does.


Faker rolls over the competition: Opening Ceremony

With his own face emblazoned across the LED stage below him, Faker took a run up and did a forward roll before taking his place alongside his SKT teammates. We’re used to him rolling over his opponents, but we didn’t think we’d see it happen in real life.

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PAX Prime 2013: The Started Hare Interview and ‘Chromancer’ Art Preview

Our PAX coverage continues today with Chromancer , The Started Hare’s free-to-play browser-based strategic collectible card game that — literally just moments ago — hit and passed its $60,000 funding goal on Kickstarter .

Chromancer

. There’s still a little over a day left for the game’s crowdfunding campaign, so feel free to pour a little gravy on top for them (especially if any of the reward tiers catch your eye).

We caught up with Started Hare’s George Maasry for an explanation on the different mechanics and systems that make up Chromancer, and got a look at the game’s artwork as well.


Congratulations again to the devs for hitting their goal. With funding secured, Chromancer is now officially due out this winter.

Notch is "over being upset," Minecraft on Oculus Rift may happen after all

Minecraft creator Markus "Notch" Persson was not a happy camper when he heard that Oculus Rift had been acquired by Facebook.

Minecraft creator Markus "Notch" Persson was not a happy camper when he heard that Oculus Rift had been acquired by Facebook. He was so put off by the news, in fact, that he pulled the plug on early-stage talksabout developing an Oculus version of his game, because, as he put it, "Facebook creeps me out." But apparently it was just a passing thing, and now he's more concerned about the state of his socks.

And about now I'm officially over being upset about Facebook buying Oculus. I'm upset about there being a hole in my favorite sock instead. August 15, 2014

I mean that literally. "And about now I'm officially over being upset about Facebook buying Oculus," Persson tweetedon Friday. "I'm upset about there being a hole in my favorite sock instead." He even tweeted a pictureof the holed sock in question.

@notch @brendaniribe say the word, ship the source, and i'll make sure It runs well on you-know-what... August 17, 2014

This is relevant because it re-opens the door to an official version of Minecraft for Oculus Rift. It's not a guarantee, but he tweetedshortly thereafter that the decision is now "up to the minecraft dev team." The idea has also been given a boost by none other than John Carmack, Oculus VR's chief technology officer, who tweetedin response, "say the word, ship the source, and i'll make sure It runs well on you-know-what..."

Oculus-owning Minecraft fans may currently avail themselves of Minecrift, pictured above, a mod that adds a degree of Oculus Rift support to the game that Notch actually linked to when he terminated the Facebook deal. But official support would almost certainly be far more robust, and offer a far bigger boost to Oculus VR's fortunes.

Taiwan’s LoL Worlds triumph comes at North America’s cost

​Taiwan’s LoL Worlds triumph comes at North America’s cost
Photo credit: Riot Games.

C9 vs AHQ tiebreaker

Well, that wasn't quite as planned. North America's exuberant week one resultsfanned flames of hope this year—both Counter Logic Gaming and Cloud 9 had demonstrated themselves to be major contenders, boasting solid records after that initial clash of regional styles. Cloud 9, in particular, had swept their group: a strong 3-0 starting record that required a single more win to advance. One more win against teams they'd already caught by surprise, who had already played every card they had in their games against each other. North American fans had every reason to believe that, this year, the odds were finally in their favor.

Contrast that to the lackluster week one start for the Asian regions. Though Korea was marching along as always, China and Taiwan were suffering in the standings. The same ahq that had impressed during the Mid-Season Invitational was only doing as well as their second-seed counterparts in the Flash Wolves, and only Edward Gaming was showing up for China. LGD, formerly a favorite for the world title, found themselves at a devastating last place in Group D at the end of the first round of games.

When the second week ended, China was left begging for the number of the truck that ran them over. Both Invictus Gaming and LGD only managed to secure wins after getting knocked out of playoff contentions entirely, leaving only EDG to hold China's torch in the coming weeks. An extremely disappointing result—especially when compared to their neighbors just across the Taiwan Strait.


Money doesn't talk

What happened to China? For most of the year, everything seemed to be on track for eventual world dominance. Edward Gaming's much-lauded victory over SKT T1 back in Tallahassee suggested, at the very least, that their top teams have at last achieved parity with South Korea. The pick-ban phase, in particular, was brilliantly done—a perfect neutralization of SKT T1's most powerful weapon in midlaner Faker, and killing what was previously a pristine and unblemished victory record on midlane illusionist LeBlanc.

Months later, the events of the Mid-Season Invitational seem like a dream. Edward Gaming's still in contention, claiming the second seed in Group C—but their rematches against SKT T1 was less than convincing. They hadn't managed to bottle the same magic that saw them to victory over the summer. And whatever it was that allowed LGD to claim the LPL title over Edward Gaming never made it onto the transcontinental flight to Paris.

Part of it can possibly be blamed on the game's live balance team. Tallahassee was pre-Juggernaut, placing less emphasis on the importance of the top lane role outside of good Teleport usages. It was also pre-Cinderhulk nerf, meaning that the top junglers and top laners at the time were meatslabs like Sejuani and Maokai: champions that are meant to wade into a fight and be hard to get around. Changes since then have increasingly rewarded mechanically complex assassin-style junglers instead, and damage-oriented top laners. These champions require a higher degree of teamwork and risk-taking to accomplish as much as their meatier (and nerfed) counterparts.

AHQ vs IG week 2

This is a welcome change for teams like SKT T1, where jungler/laner synergies were always an important aspect of their gameplan. It wreaks absolute havoc upon the Chinese teams for similar reasons. The teamwork-focused game changes exposed a fundamental weakness: LPL's top teams were getting by with letting their imported carries play solo queue while the remaining players on the team played glorified support roles. In order to thrive in the Worlds metagame, however, you need better teamwork than that. Shotcalling and vision control while under pressure requires spoken coordination and nuanced planning that works best if everybody speaks the same language. The linguistic shortcuts used by Chinese teams in place of mutual fluency wasn't enough to overcome the inherent advantages held by all-native teams at the same level of play.

Teams such as AHQ and Flash Wolves, for example. For the first time since 2012, more Taiwanese teams are in the World Championship playoffs than their Chinese peers. The power has shifted across the Strait, and the reasons for it are somewhat perplexing without in-depth knowledge of the relationship between both circuits. The fact is: the LMS is the poor man's circuit of Asia. The teams don’t have the funding, the sponsorship supports, or the streaming numbers of their easterly and northerly counterparts, even as years of dominance against Southeast Asia at least proved the presence of talent.

How, then, did they manage it? Well, to be frank, because China spent a medium-sized fortune on players, coaches, and analysts. Taiwan basically cribbed their notes. As their teams weren't competitors against each other, and Taiwan wasn’t sufficiently skilled to provide a challenge even against their top teams, it was sometimes safer to scrim LMS teams with LPL teams and vice versa than it was against teams within their own circuit. Less chance of strategic leakages or revealing your hand too soon against an opponent you had to beat a couple weeks down the road—a benefit that was also utilized by Korean teams. The relatively minimal distance between the three regions also made it acceptably possible: though the Taiwan-Korea latency was far from ideal, it was still close enough to offline conditions to practice general strategy and tactics.

This meant that Taiwan got exposed to China's work-in-progress strategies. What champions they were utilizing, what their pick-ban procedures looked like, and what they thought of upcoming and current patches. The key material that they didn't have the resources to privately construct themselves were provided gratis by training partners that needed their help practicing it for upcoming matches. And unlike China, the LMS was too poor to hire more than one or two high-level talents in the first place.

Nobody in the LMS was going to spend six-figure sums on any individual player, much less a team of them plus substitutes. The Koreans that did find their way to Taiwan were by and large solo queue talents, scouted to make up for mechanical deficiencies. And it was no coincidence that even they were discarded in the end. By the end of week two, both LMS teams were made up of Mandarin-speaking Taiwanese players.

The great Chinese hybridization experiment has failed. The coming months will determine how much of an impact that will have on the continent's pro gaming scene—and what lessons they've opted to learn or ignore.

C9 vs IG week 2


Bye bye American pie

As for what lessons North America needs to learn: where to start? It's tempting to dismiss week one as a fluke. The total disintegration of North America's hopes and dreams this week would suggest as much. But that's lazy and intellectually dishonest—Cloud 9 going 3-0 against 3 different regional styles cannot be so easily dismissed, even as North America's detractors boo them and call for the region to be reduced to two Worlds seeds or even made a wild card region (an impossibility from Riot's marketing standpoint, to be frank). But North America's peculiar week one strength was also, fundamentally, their weakness.

The NA and EU LCS are the only regions to play best-of-one group stage sets back home, encouraging unorthodox and surprising play styles. North America chose to polish that into an intimidating weapon—unorthodox stylistic counters like Veigar bewildered opponents and made it easier for Cloud 9 and CLG to play at their own pace. An off-balance opponent was unlikely to catch them mid-rotation or pre-engagement, and by the time they figured out the strategy's positional and timing requirements, it was usually too late to take the game back.

But as powerful as that weapon was, it was also extremely fragile. With a week to go over VODs, the North American puzzle was largely solved—and not vice versa. The other regions, used to having to figure out strategies to complete a best-of-two set, had the luxury of an entire week to figure out where they went wrong and how best to prevent it, knowing that the same game environment will persist through that time, unaffected by balance changes. The NA teams were undoubtedly doing the same, but when it came time to pick and ban champions they largely stuck to the script.

Among the most common complaints between pro players and coaches is, in fact, problems sticking to the script. Players have complained since the start of the LoL pro scene that they'd enter a draft with a plan, then change their minds at the last moment and pick something they were personally more comfortable with, but less useful overall to the team's strategy. But the opposite is also an issue, when you come in planning to play one way, and are unable to adapt when things go south. This isn't so much of a problem if you've forced the opponent to react to you instead of the other way around, but it isn't so applicable to an enemy you have to defeat twice in a row.

The fact that they ward so little in comparison to their Eastern rivals is further proof of this. Vision isn't as useful if you're committed to a singular course of action regardless of how the enemy team reacts—but it is absolutely vital if you want to study their motions and learn when to take action.

North American teams don't really have a skill gap, or a logistics gap, or a funding gap (the idea that they lost to the LMS teams due to support issues is laughable in light of how little the LMS teams get to work with). They don't even really have a preparation gap, at least coming into the game. But there is definitely a facet to their strategic thinking that isn't getting fleshed out enough, and maybe the format of the NA LCS has a lot to blame for it. When your competitive experience is largely dictated by who can seize the initiative first, and not based on how well you can play tai chi with the overall flow of the opponent's strategy, you're going to end up shadowboxing against teams that have trained otherwise.

That isn't the only flaw, of course. North America is a standalone server—isolated not just by its singular nature, but by two massive oceans on either side. Its professional scene rarely gets to cross-pollinate with its transatlantic brethren, and only occasionally with Japanese players struggling to get by at 150+ ms latency. In contrast, though EU East and Turkey are hardly at the same level as the EU LCS, their internal metagame will inevitably depart from what is considered orthodox, expanding Europe's exposure to the strategic breadth of the game. And in Asia, well—the three kingdoms of LPL, LCK and LMS speak for themselves.

North America's isolation needn't persist, though. There's a scrappy young upstart just south of them that managed to scare the pants off Group A's first seed. Brazil's PaiN Gaming took a game off the Flash Wolves, and ended their Worlds run with two wins—the most that any Wildcard region has ever managed to accomplish. And they certainly didn't do it by playing to everybody else's standards and expectations.

A developmental partnership between the NA LCS and CBLoL would be extremely profitable for Brazil, naturally. Even their best teams only stack up to middle of the pack for the NA LCS—due largely to lack of experience and comparative competitive pressure to pare away bad habits. But the relationship might be even more vital for North America—a safe partner to scrim all-out against, and a shattering of the echo chamber they're currently trapped in. These are the same factors that allowed the Taiwanese LMS to climb, to the surprise of everybody, over the combined forces of bald eagles and apple pie.

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Shaq-Fu is Getting a Remake

Shaq is back!

Shaq is back! Big Deez Productions is looking for crowd-funding to develop Shaq-Fu: A Legend Reborn .

Shaq Fu 002 - Copy

Shaq-Fu: A Legend Reborn is a remake of the original 1994 beat-em-up, Shaq-Fu , which is regardedas one of the worst games ever made. Shaq-Fu stars Shaquille O’Neil, the now-retired basketball center. Big Deez Productions has taken to Indiegogoto fund their $450,000 project.

“To all the listeners, it’s not going to be like that last Shaq-Fu,” O’Neil said, in the Shaq-Fu: A Legend Reborn campaign video.

Big Deez Productions is determined to make the game that the original Shaq-Fu should have been, a 3-D beat-em-up with destructible environments, co-op, combos, and modifiers.

“We are gamers, not executives. We know what’s good and we know what stinks,” they wrote on Shaq-Fu’s Indiegogo page. “This isn’t about trying to make a quick buck, it’s about creating something that both we and Shaq can be proud of. We want to make a slick, fun, rock-solid game.”

Shaq-Fu: A Legend Reborn will be released on PC, with console and mobile releases detailed as stretch goals. No release date has been announced.

Notch's new game is Cliffhorse. It's free, and features cliffs and a horse

E3 starts today.

E3 starts today. Or maybe it's Pre-E3, or Shadow E3... Something is starting today, and, as a result of it, we'll hopefully be swept away by new announcements and exciting fresh looks at upcoming games. We're hours away from that though, so we might as well start with this: Cliffhorse. What is Cliffhorse? For one thing, it's Notch's latest game. Beyond that, I'm still not really sure.

— Markus Persson (@notch) June 7, 2014 June 7, 2014

Wait, did we say that?

"Buy Cliffhorse 'early access' by sending Dogecoin to DMbE53XpM3RR4cnHnVoTPZzjBUwHogdYBe, then download Cliffhorse by clicking here," explains the Cliffhorse website, which is a thing that exists.

As I barely understand Doge, let alone its cryptocurrency counterpart, I decided to just download it. There's a horse, there's some cliffs, and there's a sort of cow-ball. That's about it. Maybe it's a metaphor for creativity; wild untamed, and unbound by natural physics. Maybe it's a tribute to Big Rigs: Over The Road Racing, only with a horse, and without that bug that means you infinitely accelerate in reverse. Maybe it's that Notch can pretty much do what he likes now, and we could all do with something silly before the HYPER-SERIOUS GAMES-BLAST of E3. We may never know.

All that's certain is that, with Cliffhorse, Notch is onto another breakout hit:

— Markus Persson (@notch) June 8, 2014 June 8, 2014

FarmVille developer worth '$10billion'

Zynga - the developer behind Facebook phenomenon FarmVille - is worth close to $10billion according to recent investment discussions.

Farmville Thumbnail

In an article over at The New York Times, the casual social game developer is said to attract 275 million users to it's titles, which also includes CityVille. Such figures make it one of the major contributors to Facebook's revenue stream.

What do you make of this? Do you think this a triumph worth celebrating, or do you believe - like Jonathan Blow- that social games are 'evil'? Discuss in the comments!

[via CVG]

Tormentum – Dark Sorrow Review: Beautiful Suffering

Rarely do we think that the product of twisted dreams can be any good, but an artistic vision is uncompromising.

Rarely do we think that the product of twisted dreams can be any good, but an artistic vision is uncompromising. That impression permeates throughout the point-and-click adventure Tormentum – Dark Sorrow , a genre which has been coming back like a ghostly memory from gaming’s 80s and 90s. Even still, this one stands out instantly with compelling visuals and more hands-on gameplay than many of its predecessors. Tormentum is a dark feast for fans of such games and newcomers alike, and going through it is a cathartic, even if sometimes bumpy, journey.

OhNoo Studios starts players off with amnesia, and the forgetful, nameless protagonist finds himself caged, suspended below an airship. He speaks with a fellow comrade-in-cage,  shortly after landing in a gloomy castle engulfed by armageddon — falling meteors and hellish landscapes. An armored knight sternly tells the hero about misdemeanors and crimes for which he’ll suffer in the dungeons. With nothing more but a faint memory of a woman surrounded by a statue of hands and faint hope of redemption, gameplay soon commences.

Rather than clicking around in spaces to lead the character, Tormentum feels more like interacting with landscapes. Anything usable generally has a pretty obvious light surrounding it, so key items are hard to miss for the most part. The first screen helps players get comfortable with finding objects and figuring out how to use the little backpack that contains their findings through quick and easy clicking. There’s never any punishment for just clicking around the screen and finding interactable objects, and the protagonist almost always offers some helpful or informative commentary.

Without much trouble, the first interactive puzzle has players putting cogwheels in the right places so that they all begin to spin off of each other. The only problem I have with the UI is that it’s hard to see if there is ever any more room to go left or right. Especially for a newcomer, the arrows that emerge at the edges of the screen are a little too subtle. I got stuck for a while once, circling in rooms I knew, because I didn’t notice I could keep going to the right in one of them.

One deterring aspect from the start is the lack of options. Slower computers will note lower framerates as early as on the menu screen, which has a flying blimp show up on the screen. The options menu is extremely bare, and most amiss are any graphics options. Even on my quite smaller laptop, which is nearly 16 inches, the game doesn’t fill out the whole screen (although it does display in widescreen). But there aren’t any ways to decrease the quality of visuals or change resolution, perhaps to fill the monitor a bit better. Linguists and international players will be happy to see six different options from the menu screen available for enjoying Tormentum . There’s no voice-acting though, and that’s fine: There isn’t all that much dialogue, and most of the time is spent concentrating, figuring out what to do next. Often, the music fades into the background, playing a relatively small role, but when it does emerge, it is haunting and beautiful.

Dark Sorrow could easily fill an art class curriculum on dark, gothic fantasy. From castle victims which look look their skin has burned off and ever-present statues depicting deities and otherwordly creatures, to creepy paintings which bring perverse pleasure to veer, Tormentum itself feels like a living painting. Even the main character permanently stands as a hooded figure in the scenery, which is frequently filled to the brim with phantasmal, wraith-like skeletons peppered throughout. A golem is embedded into a mountain, permanently grimacing due to the pain of holding it up; a carving knife helps retrieve an important object from the bowels of a monster; one of the knights tortures a victim endlessly, hypocritically speaking of pain and suffering. Tormentum exudes suffering and decay embedded within a fantasy world using stunning visuals.

One slight break from the immersion, however, is the dialogue. The protagonist encounters many colorful characters along the way, like a rat with a family, a jester, guards, and so on. Many of them are morally ambiguous and present choices that can decide their fate. A jester asks players to finish off a helpless, trapped woman, whom can be freed instead. Later on, players can gift a powerful object to one of two people. But overall, the dialogue feels a bit too contrived, a bit too “game-like.” Sometimes they feel too conveniently placed, ready to divulge information to the player. Obviously, that’s the point, but when a guard goes into six little paragraphs explaining everything about the broken sewage systems and the reasons, it feels a little forced (incidentally, the story excuses this partially, but I won’t spoil it). Furthermore, the characters throughout the game speak in similar tone, giving off the feeling they were written by one person.

Moral choices propel different endings, though despite thinking that I played as a good person, it didn’t turn out that way completely. While I partially felt this was unjust, perhaps that is part of the developer’s lesson, that morals and our choices for good and evil are cloudy, and we may inadvertently turn out a different person than we ourselves perceive from within. Still, if nothing else, the branching choices offer good reason to replay the game, which is always a plus. The story turns out a bit cliché in the end, but the journey still resonates as worthwhile.

The puzzles, which make up the majority of gameplay when not admiring the thematically cohesive visuals, could be occasionally frustrating. While they steadily increase in difficulty. I greatly favored that not all of them revolved purely around logical thinking, and that many were in fact a bit more hands-on, feeling almost like mini games. Frequently, there are rotating disk puzzles which requir arranging images. The infamous “sliding puzzles” were fairly doable and sparse. I thoroughly enjoyed solving them, but I was frustratingly stuck a few times; though it would be tough to blame the developers, since most puzzles have hints scattered in the surroundings. Overall, the puzzles are varied, smartly crafted, and fit well in the painted, visceral world of Tormentum .

Ultimately, Tormentum is a must-see. Literally, because taking a few quick looks at the screenshots should weigh plenty on anyone’s money scale for the game. Unless one finds this art style disturbing (not implausible), the deliciously dark fantasy setting with haunting music remains memorable for a while. Its visuals speak stronger than its words, and all-together packages an experience that’s hard to miss, even if slightly imperfect.

Tormentum – Dark Sorrow is available now through Steam, for Mac and Windows.

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