Sunday, 9 February 2020

The team behind Apple’s ‘Mythic Quest’ says video games aren’t the punch line

When Ubisoft first approached “It’s Always Sunny in Philadelphia” stars Rob McElhenney and Charlie Day about creating a new show set in the video game industry, McElhenney said they weren’t interested — at least, not initially.

“Anything that we had ever seen in the past, from a movie or television show perspective, the industry was always presented in such a negative light,” he told me. “It was the butt of the joke. The characters themselves were derided, and it was very specific to geek culture … We just had no interest in that.”

And yet McElhenney, Day and “It’s Always Sunny” writer Megan Ganz ended up creating “Mythic Quest: Raven’s Banquet,” which premieres on Apple TV+ this weekend. McElhenney explained that a visit to the Montreal offices of Ubisoft — publisher of “Assassin’s Creed”, “Prince of Persia” and other major game franchises — changed his mind.

“Once we went to Montreal and met all of the devs that worked at Ubisoft, that all work in communion to make these games, [we realized] how many different, disparate personalities there really were and how much they were all all united by their love of games,” he said.

So McElhenney decided that “this just seemed like a really interesting and new place to set those kinds of stories.”  And just as he assumes most “Sunny” viewers aren’t tuning in to learn the fate of Paddy’s Pub (the Philadelphia bar run by the show’s main characters), “The approach we took was, the general audience is not going to care about the success or failure of a video game, they’re going to care about the interpersonal dynamics of the characters themselves.”

Ganz also said she didn’t know much about video game development when McElhenney first approached her about collaborating on the show, but she started to see parallels between that world and a TV writers’ room.

“Except that instead of everyone being a writer, they all have very specialized jobs that they care about, like just the writing or just the design or just the money that’s being made,” she said. “And I thought, well, that’s really fun because that presents something that’s even more complex than your typical writers’ room — you have all these sort of Greek gods that all control their very specific part of the world.”

Mythic Quest

Of course, “Mythic Quest” had a writers’ room of its own, which Ganz said was divided evenly between people with deep knowledge of the industry (like Ashly Burch, who’s done extensive voiceover work on games like “Team Fortress 2” and “Fortnite,” and who also plays a game tester on the show), and those like Ganz herself, “who maybe played casually when they were younger” but ultimately didn’t know much about that world.

“We did that because ultimately, if you come up with a script or a joke that satisfies both of those people, then you’re going to satisfy as much of the audience as you possibly can,” she said.

The goal, she added, was not “pandering to the video game community,” but rather “to be authentic and not make fun of them, but also be authentic in terms of talking about some of the toxicity that happens in the video game space, the gender dynamics that are at play.”

It wasn’t just a learning process for the writers. F. Murray Abraham (who won an Oscar for playing Salieri in “Amadeus”) plays an eccentric science fiction writer who works on the game, and he told me that when it came to video games, “I had no idea. I knew something, I was aware of it, but not the size of it, the success of it, the reach of it, my God.”

All the “Mythic Quest” writers and actors I spoke to said that their approach has evolved significantly from the original pilot script. For example, there’s McElhenney’s character Ian Grimm, the creative director of the massively multiplayer online roleplaying game that gives the show its name.

“In the first draft of the script, we made Ian a little bit more of just a straight buffoon,” McElhenney said. “We read through it and we realized it just felt false. It was missing something, that if we didn’t want this to feel like a live action cartoon — like ‘Sunny’ often does, which is by design — and we wanted these people to feel real and authentic, that we needed to believe that he really should have that position.”

The question, then was how to make him competent, but in a funny way. They went with a pilot episode where Ian and lead engineer Poppy (played by Charlotte Nicdao) end up in a passionate debate about the properties of the game’s brand new shovel. While that debate will probably seem silly to most viewers, McElhenney said it also conveys “that thing that so many people in the creative arts have, or don’t have — the ability to see the most minor detail, the reason why something is going to work, or why it might not work.”

Mythic Quest

Throughout that process, the writers also tapped Ubisoft for advice. Jason Altman, Ubisoft’s head of film and television, is an executive producer on the show, and he recalled bringing in different team members to help the writers understand everything that goes into the development process.

In addition, Ubisoft Red Storm (the studio behind the Tom Clancy game franchise) pitched in by building the game segments that we actually see on the show.

“What they created were actually small gameplay sandboxes that we could bring to set, and the actors could sit and play with them and it would actually inform their performances,” Altman said.

He acknowledged that there were challenges, like helping the “Mythic Quest” writers realize that the developers needed time to do their work — but ultimately, he said the Red Storm team had “a great time” creating something that gave the show “a real sense of authenticity.”

Ganz and McElhenney also had plenty of praise for the developers, particularly for their openness to adding silly comedic elements like ridiculous gouts of blood. McElhenney pointed to one episode that required them to create “a really believable Sieg Heil Nazi salute.”

“There’s no way they’re going to go for that, it’s going to take a follow-up phone call,” he recalled thinking. “And they were like, ‘Okay great.’ And I was like, ‘Wait, what do you mean, okay great?’ They said, ‘No, we do Nazis all the time’ — and we put this in the show — ‘because Nazis make the best villains, everybody hates Nazis.”

I was also curious about why the show focuses on the development of an ongoing MMORPG, rather than launching a new game. Altman had an answer for me: “I think it represents what’s happening within the game industry. You don’t just launch a game and forget it, the development team lives with it, you’ve got live services and live events. It’s the way games are operated right now.”

Plus, he said it reflects another aspect of development, the fact that teams “don’t just spend six months together, they spend years together, and the success that they create together binds them together.”

David Hornsby — who, like McElhenney, is both a writer, executive producer and actor on the show — told me that the writers’ understanding of show’s distribution also evolved, since Apple TV+ hadn’t launched (or even been officially announced) when “Mythic Quest” first got picked up.

“We weren’t sure if it wasn’t going to be binge-able from the start, we heard incrementally,” Hornsby said. “Apple is good at keeping secrets.”

Ultimately, they did find out that all nine episodes would drop at once, which Hornsby said led them to structure the season “like a movie — we know where we are going to be in the middle of the season, the story arcs for each of our characters.”

I also brought up Apple TV+ with McElhenney, who said the team had offers from a number of studios.

“It was scary,” he said. “And I remember we were discussing it, we were like, do we go with a known quantity? Or do we jump into the waters of mystery, because even though it’s the biggest company in the world, you don’t know if it’s going to work.”

So why choose Apple? “We just felt like, if you’re gonna bet on somebody, why not bet on a trillion dollars? They seem to have the resources and something figured out.”



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Saturday, 8 February 2020

This Week in Apps: Chinese giants take on Google Play, Iowa caucus disaster, TikTok’s power over App Store charts

Welcome back to This Week in Apps, the Extra Crunch series that recaps the latest OS news, the applications they support and the money that flows through it all.

The app industry is as hot as ever with a record 204 billion downloads in 2019 and $120 billion in consumer spending in 2019, according to App Annie’s recently released “State of Mobile” annual report. People are now spending 3 hours and 40 minutes per day using apps, rivaling TV. Apps aren’t just a way to pass idle hours — they’re a big business. In 2019, mobile-first companies had a combined $544 billion valuation, 6.5x higher than those without a mobile focus.

In this Extra Crunch series, we help you keep up with the latest news from the world of apps, delivered on a weekly basis.

This week, we look at the app making headlines for causing a disaster in Iowa, TikTok’s power to move apps up the charts, all the news from Apple’s new betas, the plan from Chinese mobile giants to take on Google Play, subscription scams, plus app trends and other news.

Headlines

Iowa’s caucus app was a disaster

A smartphone app really screwed things up in Iowa. The app, built by Shadow Inc., was designed to help the Iowa Democratic Party tabulate votes from the caucuses. But instead of helping, the app failed, causing a massive delay of almost an entire day. According to The New York Times, the app was quickly put together in just the past two months — and wasn’t properly tested.



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Friday, 7 February 2020

Apple fined $27 million in France for throttling old iPhones without telling users

France’s competition watchdog DGCCRF announced earlier today that Apple will pay a $27.4 million (€25 million) fine due to an iOS update that capped performance of aging devices. The company will also have to display a statement on its website for a month.

A couple of years ago, Apple released an iOS update (10.2.1 and 11.2) that introduced a new feature for older devices. If your battery is getting old, iOS would cap peak performances as your battery might not be able to handle quick peaks of power draw. The result of those peaks is that your iPhone might shut down abruptly.

While that feature is technically fine, Apple failed to inform users that it was capping performances on some devices. The company apologized and introduced a new software feature called “Battery Health”. It lets you check the maximum capacity of your battery and if your iPhone can reach peak performance.

And that’s the issue here. Many users may have noticed that their phone would get slower when they play a game for instance. But they didn’t know that replacing the battery would fix that. Some users may have bought new phones even though their existing phone was working fine.

France’s DGCCRF also notes that iPhone users can’t downgrade to a previous version of iOS, which means that iPhone users had no way to lift the performance capping feature. “Failing to inform consumers represented a misleading business practice using omission,” the French authority writes.

Apple accepted to settle by paying a €25 million fine and recognizing its wrongdoing with a statement on its website.



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Apple fined $27 million in France for throttling old iPhones without telling users

France’s competition watchdog DGCCRF announced earlier today that Apple will pay a $27.4 million (€25 million) fine due to an iOS update that capped performance of aging devices. The company will also have to display a statement on its website for a month.

A couple of years ago, Apple released an iOS update (10.2.1 and 11.2) that introduced a new feature for older devices. If your battery is getting old, iOS would cap peak performances as your battery might not be able to handle quick peaks of power draw. The result of those peaks is that your iPhone might shut down abruptly.

While that feature is technically fine, Apple failed to inform users that it was capping performances on some devices. The company apologized and introduced a new software feature called “Battery Health”. It lets you check the maximum capacity of your battery and if your iPhone can reach peak performance.

And that’s the issue here. Many users may have noticed that their phone would get slower when they play a game for instance. But they didn’t know that replacing the battery would fix that. Some users may have bought new phones even though their existing phone was working fine.

France’s DGCCRF also notes that iPhone users can’t downgrade to a previous version of iOS, which means that iPhone users had no way to lift the performance capping feature. “Failing to inform consumers represented a misleading business practice using omission,” the French authority writes.

Apple accepted to settle by paying a €25 million fine and recognizing its wrongdoing with a statement on its website.



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Brilliant makes your smart home more manageable

Controlling your smart home gadgets from your phone or by voice isn’t exactly a chore, but after setting up a bunch of smart lights, a Wi-Fi lock, thermostat and a few more smart devices, I came to miss the ability to control at least some of them with a physical switch. Add to that the simple fact that your visitors suddenly don’t have a clue how to turn off the lights and you may just want to go back to basic light switches. Thankfully, that’s something the industry has realized, too, and we’re seeing a few more smart hardware controllers now, too.

At CES this year, Brilliant announced a new smart plug and switch to complement its existing touchscreen smart home controller. The new hardware is still a few weeks away, but ahead of the launch, I got a chance to try out the existing Brilliant controller, which has been on the market for a while but has received numerous updates and support for new integrations ever since. One of the latest integrations is with Schlage’s Encode Wi-Fi lock, which I also tested.

The promise of the Brilliant Controls is that you will be able to control all supported smart home gadgets from the physical and touchscreen controls — and, of course, it also turns the light switches you replace with it into smart switches. It also comes with a built-in camera (with a privacy shutter) that you can use either for room-to-room video chats or to check up on your home while you are away. The video quality isn’t great, but good enough for its intended purpose.

Supported devices include Wemo smart plugs, Ring alarms, Sonos speakers, Philips Hue and Lifx lights, as well Schlage, Yale and August locks, among others. The number of integrations keeps growing and covers most of the major brands, but if you’ve bet on other systems, this isn’t the controller for you. It also comes with built-in Alexa support and works with the Google Assistant, too.

Depending on how you feel about working with electricity in your home, the physical installation of the Brilliant Controls (I tested the $299 single and $349 dual switches) is either a breeze or will cause you nightmares. If you’ve ever changed a light switch, though, the installation couldn’t be easier, and Brilliant offers both an in-depth printed installation guide and video tutorials.

My own experience was pretty straightforward, assuming that your home’s electricity system is relatively modern and conforms to today’s standards. Installing the single switch took me about half an hour and the more complex dual switch was ready to go in about 45 minutes or so — and that was the first time I changed a light switch in a few years. If you’ve never done this before, though, that rats nest of cables behind your switches may take a little bit to figure out, but thankfully, all electric cables in modern homes should be color-coded.

One nice feature here is that you first install the backplate, which has physical buttons to let you test your installation before you put on the actual touchscreen unit. That way, you don’t have to unscrew everything in case you did make a mistake.

As for the software side, once you put on the screen, the Android-based interface should pop up within a few minutes. From there, you go through the usual Wi-Fi setup procedure and most likely a software update. After that, you should be ready to go.

Managing the lights that are directly attached to the control from the touchscreen or the capacitive strips on the side (for the two-switch control and up) is easy enough. Adding your third-party devices to the system takes a little while, but isn’t too onerous either, and you’re only going to do it once, after all.

I found the overall menu system a bit confusing, though, and takes a while to navigate. That especially becomes a problem when you want to program scenes (maybe to turn on all the different smart lights in your living room or bedroom). For this, you have to program both a scene that turns on all the lights, which take a few taps for every single one — and then a second scene that turns them all off. Because you can duplicate scenes, that second step is a bit faster, but I couldn’t help but think that there had to be a better solution for this. At the same time, though, this allows you to create pretty complex scenes. You can do most of this through the Brilliant app on your phone, too, which is probably the way to go as it’s a bit easier and faster.

Once everything is set up, though, the system is actually incredibly easy to use, and even your house guests who have never seen a smart plug will finally be able to turn your lights on and off (and yes, I’m aware that this shouldn’t be a problem in 2020, but here we are). I know it’s a bit of a cliche, but it pretty much just works.

One problem I’ve had with Brilliant is that the Controls are pricey, starting at $299 for the single switch and $349 for the dual switch. At those prices, you’re not going to put those into a lot of your rooms (unless you think that’s not that pricey, in which case, congrats). With the upcoming screen-less dimmer switches, which only require you to have a single control in your home and will retail for just under $70, that equation changes. We’ll give those new switches a try once they are available later this year.

 



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Thursday, 6 February 2020

Advocating reform, activist investor Elliott Management takes a $2.5B stake in SoftBank

The activist investment firm Elliott Management has steadily amassed a $2.5 billion stake in the headline-grabbing, Japanese technology conglomerate SoftBank even as a series of missteps battered the company’s share price.

Famous for its investments in companies like Slack and Uber and infamous for betting billions on the co-working real estate marketplace and development company, WeWork, SoftBank presented an enticing target for Elliott’s brand of financial speculation, according to an initial report in The Wall Street Journal.

Last November, SoftBank Group reported a $6.5 billion loss thanks in part to its efforts to bail out its investment in WeWork — a company once valued in private markets at $47 billion.

Those losses sent the stock price tumbling, but despite its troubles, SoftBank still holds a vast stable of portfolio companies. It’s those assets that Elliott Management thinks are appealing enough to carve out some of its $34 billion in assets under management for a minority stake.

Elliott’s substantial investment in SoftBank Group reflects its strong conviction that the market significantly undervalues SoftBank’s portfolio of assets,” a spokesperson for the firm wrote in an email. “Elliott has engaged privately with SoftBank’s leadership and is working constructively on solutions to help SoftBank materially and sustainably reduce its discount to intrinsic value.”

SoftBank made waves in the technology investment world with its massive $100 billion Vision fund, which was designed to take stakes in emerging technology companies that required lots of cash, but could potentially transform various industries.

The audacious investment strategy was financed by working with sovereign wealth funds like the Saudi Arabian Public Investment Fund (whose principals are linked to a leadership known for ordering the assassination of journalists) and companies like Apple and Microsoft.

Through its limited partners and with its own cash, SoftBank was able to take large equity stakes in companies across a range of different industries. However, it now appears that those large equity stakes will be difficult to maintain or justify.

Over the last year, several of SoftBank’s portfolio companies have run into trouble, and it’s an open question whether any changes Elliott might be able to effect at the top of the organization would have an impact on the performance of the underlying portfolio.

Indeed, given SoftBank founder Masayoshi Son’s 22% ownership stake in the business, any corporate activism that Elliott may initiate or advocate for could have limited results.

There are good businesses in the SoftBank portfolio, and public investors have rushed in to buy the company’s stock on the back of the disclosure of Elliott Management’s investment.

However, the flood of capital that came into the venture market in 2018 seems to have crested, which could leave SoftBank and its new investors soaked.



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Where are wearables going in 2020?

Apple has throttled the competition in another category.

During the company’s recent earnings call, CEO Tim Cook noted the company’s wearable division now rivals the size of a Fortune 500 company. He failed to give more specifics, but the point is striking: between Apple Watch and AirPods, Cupertino has another juggernaut on its hands.

Apple’s wearable fortunes come from two distinct sub-categories: more mature wrist-worn devices that include smartwatches and wearable trackers (and all of the overlap therein) and fully wireless earbuds or “hearables,” as they’re sometimes known.

I’m pulling IDC numbers from December for the latest, but these seem to mostly comport with what I’ve been seeing from firms over the past year. Apple’s on top with a little more than a third of total global market share — nearly 200 percent growth over the prior year. That’s thanks in no small part to the addition of AirPods Pro to the mix. Though getting back to Apple’s recent earnings, Cook notes that three-quarters of Apple Watch purchases in the previous quarter were by people who were buying the device for the first time. So there’s plenty of growth there, as well.

Xiaomi is at a distant number two with around 15 percent of the market. That’s still a commanding presence, as the company has expanded into new markets (mostly in Europe) with devices that undercut the competition. Samsung found success at around 10 percent of the global market with its diversification (watches, earbuds and fitness trackers), while Huawei maintained a strong presence in China with 80 percent of its total shipments in its home country as it struggles with other issues abroad.



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