You can play the latest entry in the Final Fantasy series, Final Fantasy XVI, on Xbox right now. Shadow dropped during today’s Xbox Games Showcase, players will be able to experience FFXVI’s slick-ass kaiju monster battles, incredible voice acting, and ho-hum story (because, hey, you can’t expect Square Enix to be perfect at everything). In addition to the base game, players will also get access to FFXVI’s two story DLCs The Rising Tide and Echoes of the Fallen which adds more story and a new Eikon (the game’s version of summons) Leviathan.
But that’s not all as the partnership between Xbox and Square Enix continues apace. Last year, Xbox brought the critically acclaimed MMORPG Final Fantasy XIV to the system. Later it was rumored, due to Square Enix’s stated desire to expand their games beyond the PlayStation ecosystem, that it would bring the Final Fantasy VII remake project to Xbox as well. That rumor has been proven true. The absurdly titled Final Fantasy VII Remake Intergrade, which is the first entry in the FF7 reimagination project combined with the Yuffie-centric DLC, is coming to Xbox this winter.
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#Final #Fantasy #Xbox #FF7 #Remake #coming
Google AI Plus launched in January as the most affordable paid AI subscription in the U.S. market, aimed at individual users and students rather than enterprise customers. Apparently that wasn’t cheap enough.
It includes a decent feature set, too, including video generation via Omni Flash; the creative studio Google Flow; and NotebookLM, Google’s AI research assistant. For heavier users, Google also offers AI Pro and AI Ultra at higher price points and usage limits.
The price cut is worth indexing on for reasons beyond Google’s own product roadmap. Subscription pricing hasn’t yet been a key battleground among AI providers in the U.S. But that’s changing in real time, suggests Chi-Hua Chien, co-founder and managing partner at consumer-focused venture firm Goodwater Capital; he sees Monday’s announcement as the next salvo in the commoditization era for AI infrastructure, pointing to Google’s structural advantages — vertical integration, distribution, the ability to bundle — as precisely the kind of force that’s likely to erode margins for purer-play AI providers over time.
The historical parallel he reaches for is instructive. “If you look at the web era, the infrastructure companies were Microsoft, Cisco, Oracle, Northern Telecom, Lucent, Akamai, Equinix,” he told TechCrunch. “A lot of those companies survived for a period of time but aren’t worth a lot today.” The reason, he said, is that during every big tech shift — from PC to web to mobile — the infrastructure players “get commoditized very aggressively because the end customer doesn’t think, ‘Ooh, are my bits moving on Cisco networking equipment?’ They’re just thinking, ‘How do I move my bits as cheaply as possible?’”
He sees the same dynamic coming in the not-too-distant future for today’s AI infrastructure layer — including the frontier model providers themselves.
“My prediction for a lot of these infrastructure companies — and when I say infrastructure, I mean an OpenAI or an Anthropic, or the backend components, energy, chips, hosting — there will be a period of time when these companies are valuable,” he said. “But over time, you will see them get increasingly commoditized.”
It’s certainly something that a bigger pool of investors will be pondering soon. Both OpenAI and Anthropic have filed confidentially to go public, and their ability to command premium valuations may soon be tested by exactly the kind of price competition Chien is describing.
That competition has been building for nearly a year in markets like India, one of the fastest-growing AI user bases in the world. OpenAI drew first blood there in August of last year, launching ChatGPT Go at roughly $4.60 a month — a fraction of its standard $20 Plus plan. Google followed in December with a sub-$5 AI Plus plan of its own for Indian users.
Monday’s announcement suggests the same logic that drove those emerging-market moves — undercut, bundle, and capture users before rivals do — has now crossed over to the U.S. market.
Anthropic, notably, hasn’t followed. Unlike OpenAI and Google, it has yet to introduce localized pricing for India or a budget tier anywhere, a move that may become harder to avoid as its rivals keep slashing prices.
When you purchase through links in our articles, we may earn a small commission. This doesn’t affect our editorial independence.
Google AI Plus launched in January as the most affordable paid AI subscription in the U.S. market, aimed at individual users and students rather than enterprise customers. Apparently that wasn’t cheap enough.
It includes a decent feature set, too, including video generation via Omni Flash; the creative studio Google Flow; and NotebookLM, Google’s AI research assistant. For heavier users, Google also offers AI Pro and AI Ultra at higher price points and usage limits.
The price cut is worth indexing on for reasons beyond Google’s own product roadmap. Subscription pricing hasn’t yet been a key battleground among AI providers in the U.S. But that’s changing in real time, suggests Chi-Hua Chien, co-founder and managing partner at consumer-focused venture firm Goodwater Capital; he sees Monday’s announcement as the next salvo in the commoditization era for AI infrastructure, pointing to Google’s structural advantages — vertical integration, distribution, the ability to bundle — as precisely the kind of force that’s likely to erode margins for purer-play AI providers over time.
The historical parallel he reaches for is instructive. “If you look at the web era, the infrastructure companies were Microsoft, Cisco, Oracle, Northern Telecom, Lucent, Akamai, Equinix,” he told TechCrunch. “A lot of those companies survived for a period of time but aren’t worth a lot today.” The reason, he said, is that during every big tech shift — from PC to web to mobile — the infrastructure players “get commoditized very aggressively because the end customer doesn’t think, ‘Ooh, are my bits moving on Cisco networking equipment?’ They’re just thinking, ‘How do I move my bits as cheaply as possible?’”
He sees the same dynamic coming in the not-too-distant future for today’s AI infrastructure layer — including the frontier model providers themselves.
“My prediction for a lot of these infrastructure companies — and when I say infrastructure, I mean an OpenAI or an Anthropic, or the backend components, energy, chips, hosting — there will be a period of time when these companies are valuable,” he said. “But over time, you will see them get increasingly commoditized.”
It’s certainly something that a bigger pool of investors will be pondering soon. Both OpenAI and Anthropic have filed confidentially to go public, and their ability to command premium valuations may soon be tested by exactly the kind of price competition Chien is describing.
That competition has been building for nearly a year in markets like India, one of the fastest-growing AI user bases in the world. OpenAI drew first blood there in August of last year, launching ChatGPT Go at roughly $4.60 a month — a fraction of its standard $20 Plus plan. Google followed in December with a sub-$5 AI Plus plan of its own for Indian users.
Monday’s announcement suggests the same logic that drove those emerging-market moves — undercut, bundle, and capture users before rivals do — has now crossed over to the U.S. market.
Anthropic, notably, hasn’t followed. Unlike OpenAI and Google, it has yet to introduce localized pricing for India or a budget tier anywhere, a move that may become harder to avoid as its rivals keep slashing prices.
When you purchase through links in our articles, we may earn a small commission. This doesn’t affect our editorial independence.
#Google #fired #warning #shot #subscription #price #wars #TechCrunchAI,google ai,Google AI Plus">Google just fired a warning shot in the AI subscription price wars | TechCrunch
Google just made its budget AI subscription plan a lot more budget-friendly, bringing a price war that’s been brewing in emerging markets squarely to American consumers.
The company announced Monday that it is cutting the monthly price of Google AI Plus from $7.99 to $4.99 — while doubling the storage included at that tier, from 200 gigabytes to 400 gigabytes.
Vikas Kansal, product lead for Gemini AI subscriptions, said on X that the storage updates would roll out to users over the next several days.
Google AI Plus launched in January as the most affordable paid AI subscription in the U.S. market, aimed at individual users and students rather than enterprise customers. Apparently that wasn’t cheap enough.
It includes a decent feature set, too, including video generation via Omni Flash; the creative studio Google Flow; and NotebookLM, Google’s AI research assistant. For heavier users, Google also offers AI Pro and AI Ultra at higher price points and usage limits.
The price cut is worth indexing on for reasons beyond Google’s own product roadmap. Subscription pricing hasn’t yet been a key battleground among AI providers in the U.S. But that’s changing in real time, suggests Chi-Hua Chien, co-founder and managing partner at consumer-focused venture firm Goodwater Capital; he sees Monday’s announcement as the next salvo in the commoditization era for AI infrastructure, pointing to Google’s structural advantages — vertical integration, distribution, the ability to bundle — as precisely the kind of force that’s likely to erode margins for purer-play AI providers over time.
The historical parallel he reaches for is instructive. “If you look at the web era, the infrastructure companies were Microsoft, Cisco, Oracle, Northern Telecom, Lucent, Akamai, Equinix,” he told TechCrunch. “A lot of those companies survived for a period of time but aren’t worth a lot today.” The reason, he said, is that during every big tech shift — from PC to web to mobile — the infrastructure players “get commoditized very aggressively because the end customer doesn’t think, ‘Ooh, are my bits moving on Cisco networking equipment?’ They’re just thinking, ‘How do I move my bits as cheaply as possible?’”
He sees the same dynamic coming in the not-too-distant future for today’s AI infrastructure layer — including the frontier model providers themselves.
“My prediction for a lot of these infrastructure companies — and when I say infrastructure, I mean an OpenAI or an Anthropic, or the backend components, energy, chips, hosting — there will be a period of time when these companies are valuable,” he said. “But over time, you will see them get increasingly commoditized.”
It’s certainly something that a bigger pool of investors will be pondering soon. Both OpenAI and Anthropic have filed confidentially to go public, and their ability to command premium valuations may soon be tested by exactly the kind of price competition Chien is describing.
That competition has been building for nearly a year in markets like India, one of the fastest-growing AI user bases in the world. OpenAI drew first blood there in August of last year, launching ChatGPT Go at roughly $4.60 a month — a fraction of its standard $20 Plus plan. Google followed in December with a sub-$5 AI Plus plan of its own for Indian users.
Monday’s announcement suggests the same logic that drove those emerging-market moves — undercut, bundle, and capture users before rivals do — has now crossed over to the U.S. market.
Anthropic, notably, hasn’t followed. Unlike OpenAI and Google, it has yet to introduce localized pricing for India or a budget tier anywhere, a move that may become harder to avoid as its rivals keep slashing prices.
When you purchase through links in our articles, we may earn a small commission. This doesn’t affect our editorial independence.
#Google #fired #warning #shot #subscription #price #wars #TechCrunchAI,google ai,Google AI Plus
BGMI came to the Indian market. And if you’ve been playing for long, chances are you remember a very different gaming landscape. Gaming creators were rare, eSports was still finding its footing, and convincing someone that gaming could be a career was almost impossible. Fast forward to 2026, and things look very different. BGMI has moved from just being a fun pastime to leading the Indian gaming sector, with thriving eSports and collaborations with real-world brands that were once impossible.
Speaking to Fossbytes, Srinjoy Das, Director – Marketing & BGMI Product Management at KRAFTON India, explained how both BGMI and the Indian gaming audience have evolved over the years, and why the company increasingly sees BGMI as more than just a battle royale game.
Indian Gamers Have Grown Up
I’d be the first to admit that I downloaded PUBG Mobile on the very first day. It was a quiet afternoon, and I was bored, scrolling through my phone, when I saw it launch in India. I got my friends to download it, too. We used to play together, sitting in the same room for hours before our parents called us back. It’s been many years since that, and we’ve all grown up, pursuing careers in different parts of the world. Still, there’s one way we all keep in touch, and that’s BGMI. It’s the place we hang out virtually, turning the experience from simply grinding through a game into a way to stay in touch with friends while having fun.
When asked what had changed more over the years, the game or the audience, Das had a simple answer: both. Gaming is one of the fastest-moving forms of entertainment today. Unlike movies or TV shows, which evolve gradually, games and the communities around them can change dramatically in just a few years.
According to Das, one of the biggest shifts has been the seriousness with which people now take gaming. He pointed to KRAFTON’s BGMI Career Mode campaign as an example, saying the response showed that many players now see gaming as more than just a hobby. “People are seriously thinking about a career in gaming now,” Das said. “They think gaming gives them real-world skills, and it’s not just about becoming a streamer or an esports player anymore.”
That broader acceptance is something he believes has transformed the industry. Gaming is no longer something people do only in their spare time. Instead, it has become a mainstream form of entertainment that competes directly with movies, OTT platforms, and social media for people’s attention.
BGMI Is Bigger Than Gaming Creators Now
One of the more interesting changes over the last few years has been the creator ecosystem surrounding BGMI. When the game first exploded in India, gaming YouTubers were the primary way new players discovered the game. Today, however, KRAFTON’s strategy has expanded far beyond traditional gaming creators. According to Das, India boasts one of the largest gaming creator ecosystems in the world for a single title. But he believes the industry has now reached an inflection point where relying solely on gaming creators is no longer enough.
Over the last few months, BGMI has worked with creators like Bhuvan Bam and other mainstream internet personalities. The company is also preparing collaborations with CarryMinati, showing how the game’s reach now extends well beyond the gaming audience. “We’re going beyond gaming-focused influencers,” Das explained. “We’re seeing what else lies beyond that world.”
How KRAFTON Decides What Goes Into New BGMI Updates
One of the more interesting aspects of BGMI today is its updates. Every few months, a new mode introduces a new map to discover, along with special abilities that take time to master. It’s one of the biggest reasons my friends and I still log in to the game, as it’s more fun than just running around a field trying to find an enemy.
I asked Das how the team comes up with these, and he said player feedback remains at the center of the update process. The recently released BGMI 4.4 update introduced a Greek and Roman mythology-inspired theme, complete with floating islands, special powers, and new gameplay mechanics. While these large thematic updates have become a regular part of BGMI, KRAFTON says the goal is always to create new ways for players to prove themselves.
One example is the new Glory Battle system. Instead of allowing everyone access to the same rewards, only top-performing teams can participate in certain encounters and unlock some of the most valuable rewards. According to Das, this creates a stronger sense of achievement and rewards skilled gameplay. “Players repeatedly tell us they like it when we make these changes because it gives them a chance to prove themselves,” he said.
Along with these updates, another trend that’s become more common in BGMI is brand collaborations, such as those with Mahindra, Royal Enfield, Harley-Davidson, and Ford. While many players may view these collaborations as simple cosmetic additions, Das says the reality is far more detailed. According to him, partner brands are involved in nearly every stage of development. Everything from a vehicle’s appearance to how it sounds and handles is carefully reviewed. Using Royal Enfield as an example, Das told us that both teams spent considerable time perfecting the exact sound the motorcycle makes when players start it up in-game.
A More Social Gaming Experience
More than ever, BGMI feels like a social platform rather than just a game. According to Das, KRAFTON is actively designing for that behavior. Over the years, BGMI has evolved from a simple lobby into a much broader social experience. Features like the Hub, Collection Hall, Home Ground, and the newly introduced Flash Crew system are all designed to encourage players to spend time together outside of matches.
The Hub allows players to interact while waiting for games. Collection Hall lets users showcase their collections to friends. Home Ground gives players the ability to build their own spaces and host gatherings. Flash Crew takes that idea even further by allowing players to create multiple friend groups around different interests and activities. “It’s not just your closest friends anymore,” Das explained. “You can have different types of friends for different circumstances.”
The company is also focusing more on player-generated content. Das said that players have already created nearly 30,000 custom maps using BGMI’s creation tools. That’s a massive leap from the handful of official maps that existed during the game’s early years.
The company now wants to invest even more heavily in that ecosystem. Future tools could allow players to create everything from zombie survival experiences and fighter jet battles to parkour challenges and uniquely Indian environments. “We’re seeing players who don’t just want to play content anymore. They want to create it,” Das said.
BGMI came to the Indian market. And if you’ve been playing for long, chances are you remember a very different gaming landscape. Gaming creators were rare, eSports was still finding its footing, and convincing someone that gaming could be a career was almost impossible. Fast forward to 2026, and things look very different. BGMI has moved from just being a fun pastime to leading the Indian gaming sector, with thriving eSports and collaborations with real-world brands that were once impossible.
Speaking to Fossbytes, Srinjoy Das, Director – Marketing & BGMI Product Management at KRAFTON India, explained how both BGMI and the Indian gaming audience have evolved over the years, and why the company increasingly sees BGMI as more than just a battle royale game.
Indian Gamers Have Grown Up
I’d be the first to admit that I downloaded PUBG Mobile on the very first day. It was a quiet afternoon, and I was bored, scrolling through my phone, when I saw it launch in India. I got my friends to download it, too. We used to play together, sitting in the same room for hours before our parents called us back. It’s been many years since that, and we’ve all grown up, pursuing careers in different parts of the world. Still, there’s one way we all keep in touch, and that’s BGMI. It’s the place we hang out virtually, turning the experience from simply grinding through a game into a way to stay in touch with friends while having fun.
When asked what had changed more over the years, the game or the audience, Das had a simple answer: both. Gaming is one of the fastest-moving forms of entertainment today. Unlike movies or TV shows, which evolve gradually, games and the communities around them can change dramatically in just a few years.
According to Das, one of the biggest shifts has been the seriousness with which people now take gaming. He pointed to KRAFTON’s BGMI Career Mode campaign as an example, saying the response showed that many players now see gaming as more than just a hobby. “People are seriously thinking about a career in gaming now,” Das said. “They think gaming gives them real-world skills, and it’s not just about becoming a streamer or an esports player anymore.”
That broader acceptance is something he believes has transformed the industry. Gaming is no longer something people do only in their spare time. Instead, it has become a mainstream form of entertainment that competes directly with movies, OTT platforms, and social media for people’s attention.
BGMI Is Bigger Than Gaming Creators Now
One of the more interesting changes over the last few years has been the creator ecosystem surrounding BGMI. When the game first exploded in India, gaming YouTubers were the primary way new players discovered the game. Today, however, KRAFTON’s strategy has expanded far beyond traditional gaming creators. According to Das, India boasts one of the largest gaming creator ecosystems in the world for a single title. But he believes the industry has now reached an inflection point where relying solely on gaming creators is no longer enough.
Over the last few months, BGMI has worked with creators like Bhuvan Bam and other mainstream internet personalities. The company is also preparing collaborations with CarryMinati, showing how the game’s reach now extends well beyond the gaming audience. “We’re going beyond gaming-focused influencers,” Das explained. “We’re seeing what else lies beyond that world.”
How KRAFTON Decides What Goes Into New BGMI Updates
One of the more interesting aspects of BGMI today is its updates. Every few months, a new mode introduces a new map to discover, along with special abilities that take time to master. It’s one of the biggest reasons my friends and I still log in to the game, as it’s more fun than just running around a field trying to find an enemy.
I asked Das how the team comes up with these, and he said player feedback remains at the center of the update process. The recently released BGMI 4.4 update introduced a Greek and Roman mythology-inspired theme, complete with floating islands, special powers, and new gameplay mechanics. While these large thematic updates have become a regular part of BGMI, KRAFTON says the goal is always to create new ways for players to prove themselves.
One example is the new Glory Battle system. Instead of allowing everyone access to the same rewards, only top-performing teams can participate in certain encounters and unlock some of the most valuable rewards. According to Das, this creates a stronger sense of achievement and rewards skilled gameplay. “Players repeatedly tell us they like it when we make these changes because it gives them a chance to prove themselves,” he said.
Along with these updates, another trend that’s become more common in BGMI is brand collaborations, such as those with Mahindra, Royal Enfield, Harley-Davidson, and Ford. While many players may view these collaborations as simple cosmetic additions, Das says the reality is far more detailed. According to him, partner brands are involved in nearly every stage of development. Everything from a vehicle’s appearance to how it sounds and handles is carefully reviewed. Using Royal Enfield as an example, Das told us that both teams spent considerable time perfecting the exact sound the motorcycle makes when players start it up in-game.
A More Social Gaming Experience
More than ever, BGMI feels like a social platform rather than just a game. According to Das, KRAFTON is actively designing for that behavior. Over the years, BGMI has evolved from a simple lobby into a much broader social experience. Features like the Hub, Collection Hall, Home Ground, and the newly introduced Flash Crew system are all designed to encourage players to spend time together outside of matches.
The Hub allows players to interact while waiting for games. Collection Hall lets users showcase their collections to friends. Home Ground gives players the ability to build their own spaces and host gatherings. Flash Crew takes that idea even further by allowing players to create multiple friend groups around different interests and activities. “It’s not just your closest friends anymore,” Das explained. “You can have different types of friends for different circumstances.”
The company is also focusing more on player-generated content. Das said that players have already created nearly 30,000 custom maps using BGMI’s creation tools. That’s a massive leap from the handful of official maps that existed during the game’s early years.
The company now wants to invest even more heavily in that ecosystem. Future tools could allow players to create everything from zombie survival experiences and fighter jet battles to parkour challenges and uniquely Indian environments. “We’re seeing players who don’t just want to play content anymore. They want to create it,” Das said.
#BGMIs #Biggest #Evolution #Isnt #Mode #Players #BuildingBGMI">BGMI’s Biggest Evolution Isn’t a New Mode, It’s the Players Building It
It’s already been five years since BGMI came to the Indian market. And if you’ve been playing for long, chances are you remember a very different gaming landscape. Gaming creators were rare, eSports was still finding its footing, and convincing someone that gaming could be a career was almost impossible. Fast forward to 2026, and things look very different. BGMI has moved from just being a fun pastime to leading the Indian gaming sector, with thriving eSports and collaborations with real-world brands that were once impossible.
Speaking to Fossbytes, Srinjoy Das, Director – Marketing & BGMI Product Management at KRAFTON India, explained how both BGMI and the Indian gaming audience have evolved over the years, and why the company increasingly sees BGMI as more than just a battle royale game.
Indian Gamers Have Grown Up
I’d be the first to admit that I downloaded PUBG Mobile on the very first day. It was a quiet afternoon, and I was bored, scrolling through my phone, when I saw it launch in India. I got my friends to download it, too. We used to play together, sitting in the same room for hours before our parents called us back. It’s been many years since that, and we’ve all grown up, pursuing careers in different parts of the world. Still, there’s one way we all keep in touch, and that’s BGMI. It’s the place we hang out virtually, turning the experience from simply grinding through a game into a way to stay in touch with friends while having fun.
When asked what had changed more over the years, the game or the audience, Das had a simple answer: both. Gaming is one of the fastest-moving forms of entertainment today. Unlike movies or TV shows, which evolve gradually, games and the communities around them can change dramatically in just a few years.
According to Das, one of the biggest shifts has been the seriousness with which people now take gaming. He pointed to KRAFTON’s BGMI Career Mode campaign as an example, saying the response showed that many players now see gaming as more than just a hobby. “People are seriously thinking about a career in gaming now,” Das said. “They think gaming gives them real-world skills, and it’s not just about becoming a streamer or an esports player anymore.”
That broader acceptance is something he believes has transformed the industry. Gaming is no longer something people do only in their spare time. Instead, it has become a mainstream form of entertainment that competes directly with movies, OTT platforms, and social media for people’s attention.
BGMI Is Bigger Than Gaming Creators Now
One of the more interesting changes over the last few years has been the creator ecosystem surrounding BGMI. When the game first exploded in India, gaming YouTubers were the primary way new players discovered the game. Today, however, KRAFTON’s strategy has expanded far beyond traditional gaming creators. According to Das, India boasts one of the largest gaming creator ecosystems in the world for a single title. But he believes the industry has now reached an inflection point where relying solely on gaming creators is no longer enough.
Over the last few months, BGMI has worked with creators like Bhuvan Bam and other mainstream internet personalities. The company is also preparing collaborations with CarryMinati, showing how the game’s reach now extends well beyond the gaming audience. “We’re going beyond gaming-focused influencers,” Das explained. “We’re seeing what else lies beyond that world.”
How KRAFTON Decides What Goes Into New BGMI Updates
One of the more interesting aspects of BGMI today is its updates. Every few months, a new mode introduces a new map to discover, along with special abilities that take time to master. It’s one of the biggest reasons my friends and I still log in to the game, as it’s more fun than just running around a field trying to find an enemy.
I asked Das how the team comes up with these, and he said player feedback remains at the center of the update process. The recently released BGMI 4.4 update introduced a Greek and Roman mythology-inspired theme, complete with floating islands, special powers, and new gameplay mechanics. While these large thematic updates have become a regular part of BGMI, KRAFTON says the goal is always to create new ways for players to prove themselves.
One example is the new Glory Battle system. Instead of allowing everyone access to the same rewards, only top-performing teams can participate in certain encounters and unlock some of the most valuable rewards. According to Das, this creates a stronger sense of achievement and rewards skilled gameplay. “Players repeatedly tell us they like it when we make these changes because it gives them a chance to prove themselves,” he said.
Along with these updates, another trend that’s become more common in BGMI is brand collaborations, such as those with Mahindra, Royal Enfield, Harley-Davidson, and Ford. While many players may view these collaborations as simple cosmetic additions, Das says the reality is far more detailed. According to him, partner brands are involved in nearly every stage of development. Everything from a vehicle’s appearance to how it sounds and handles is carefully reviewed. Using Royal Enfield as an example, Das told us that both teams spent considerable time perfecting the exact sound the motorcycle makes when players start it up in-game.
A More Social Gaming Experience
More than ever, BGMI feels like a social platform rather than just a game. According to Das, KRAFTON is actively designing for that behavior. Over the years, BGMI has evolved from a simple lobby into a much broader social experience. Features like the Hub, Collection Hall, Home Ground, and the newly introduced Flash Crew system are all designed to encourage players to spend time together outside of matches.
The Hub allows players to interact while waiting for games. Collection Hall lets users showcase their collections to friends. Home Ground gives players the ability to build their own spaces and host gatherings. Flash Crew takes that idea even further by allowing players to create multiple friend groups around different interests and activities. “It’s not just your closest friends anymore,” Das explained. “You can have different types of friends for different circumstances.”
The company is also focusing more on player-generated content. Das said that players have already created nearly 30,000 custom maps using BGMI’s creation tools. That’s a massive leap from the handful of official maps that existed during the game’s early years.
The company now wants to invest even more heavily in that ecosystem. Future tools could allow players to create everything from zombie survival experiences and fighter jet battles to parkour challenges and uniquely Indian environments. “We’re seeing players who don’t just want to play content anymore. They want to create it,” Das said.
So: masochism. You might know that it takes its name from 19th-century Austrian nobleman and writer Leopold Ritter von Sacher-Masoch—and specifically from the content of his famous work, Venus in Furs, which catalogued the narrator’s submissive nature and fondness for experiencing pain and humiliation. Masoch himself was apparently not amused by the fact that his name became attached to such predilections—probably fair, given that the term was first used in a book entitled Psychopathia Sexualis, which also pioneered negging by speculating that Masoch himself “would have achieved real greatness had he been actuated by normally sexual feelings.” Happily, modern attitudes to the “S” part of BDSM are significantly more enlightened than they were in the 1880s and 1890s.
In entirely unrelated news, a YouTuber by the name of icitry—whose bio on the site reads simply “try now, suffer later”—has written a whole first-person shooter in freaking COBOL.
If you’ve never had to deal with COBOL, well, good for you, and you should probably keep it that way. The language is amongst the oldest computer languages, and was developed in the 1960s for managing business mainframes. It’s probably what drove poor Ginsberg in Mad Men out of his mind. COBOL remains in use today, largely in such legacy mainframes and other places where it’s not feasible to replace existing systems that, for all their foibles, still work.
One purpose for which it absolutely does not remain in use—and, in fact, has never been used—is programming first-person shooters. So why in the name of all that is good and holy would anyone do this to themselves?
In his video, icitry explains that the project started with him wondering, “What’s the dumbest but still technically possible language for writing a small FPS style game?” The answer was, yes, COBOL, and because the laws of the universe dictate that anything that can happen must happen, icitry got to work. Long, painstaking, tedious hours of work.
As he points out, COBOL is “old, verbose, missing most features even the shittiest modern languages have … and is definitely not created for game development.” All of this is true, although in fairness to COBOL, it was created at a time when people were still figuring out how programming should work and what a programming language should aim to be. Its earliest standard predated the idea of structured programming, although it soon attracted criticism from advocates of that concept— Edsger Dijkstra, in particular, famously hated the language and said its use “cripples the mind.”
To modern eyes, just trying to parse a COBOL program is enough to induce a headache, let alone trying to write a game in it—but, miraculously, icitry manages to get his Wolfenstein 3D-esque project to work. He dodges COBOL’s complete lack of graphical functions by basically treating the game as what he calls a “frame generator”: his code computes the contents of each frame and uses a standard output function to write the results into a simple image format. This is rendered by ffplay—which, yes, is probably cheating, but not even old Leopold would try to write an entire graphics API from scratch in COBOL.
Elsewhere, icitry dodges COBOL’s lack of input management by using the console to input single characters to his game. He doesn’t so much dodge COBOL’s lack of any vector math functions—which are kind of important for a game where the entire gameplay loop revolves around calculating and manipulating 2D movement vectors—as he does just work around them by kinda writing them himself. And then, as if this wasn’t all enough self-punishment, he goes the extra mile by implementing DOOM engine functions like variable ceiling height.
The whole project is a testament to mankind’s ingenuity, resourcefulness, and ability to withstand all manner of self-inflicted punishment. Watching the game run, you’d never guess it was written in a language so manifestly unsuited for the task at hand.
Still! At least it’s not FORTRAN, right? Right?? *smash cut to an Austrian aristocrat at his desk with a copy of The Fortran Automatic Coding System for the IBM 704 and the DOOM source code*
So: masochism. You might know that it takes its name from 19th-century Austrian nobleman and writer Leopold Ritter von Sacher-Masoch—and specifically from the content of his famous work, Venus in Furs, which catalogued the narrator’s submissive nature and fondness for experiencing pain and humiliation. Masoch himself was apparently not amused by the fact that his name became attached to such predilections—probably fair, given that the term was first used in a book entitled Psychopathia Sexualis, which also pioneered negging by speculating that Masoch himself “would have achieved real greatness had he been actuated by normally sexual feelings.” Happily, modern attitudes to the “S” part of BDSM are significantly more enlightened than they were in the 1880s and 1890s.
In entirely unrelated news, a YouTuber by the name of icitry—whose bio on the site reads simply “try now, suffer later”—has written a whole first-person shooter in freaking COBOL.
If you’ve never had to deal with COBOL, well, good for you, and you should probably keep it that way. The language is amongst the oldest computer languages, and was developed in the 1960s for managing business mainframes. It’s probably what drove poor Ginsberg in Mad Men out of his mind. COBOL remains in use today, largely in such legacy mainframes and other places where it’s not feasible to replace existing systems that, for all their foibles, still work.
One purpose for which it absolutely does not remain in use—and, in fact, has never been used—is programming first-person shooters. So why in the name of all that is good and holy would anyone do this to themselves?
In his video, icitry explains that the project started with him wondering, “What’s the dumbest but still technically possible language for writing a small FPS style game?” The answer was, yes, COBOL, and because the laws of the universe dictate that anything that can happen must happen, icitry got to work. Long, painstaking, tedious hours of work.
As he points out, COBOL is “old, verbose, missing most features even the shittiest modern languages have … and is definitely not created for game development.” All of this is true, although in fairness to COBOL, it was created at a time when people were still figuring out how programming should work and what a programming language should aim to be. Its earliest standard predated the idea of structured programming, although it soon attracted criticism from advocates of that concept— Edsger Dijkstra, in particular, famously hated the language and said its use “cripples the mind.”
To modern eyes, just trying to parse a COBOL program is enough to induce a headache, let alone trying to write a game in it—but, miraculously, icitry manages to get his Wolfenstein 3D-esque project to work. He dodges COBOL’s complete lack of graphical functions by basically treating the game as what he calls a “frame generator”: his code computes the contents of each frame and uses a standard output function to write the results into a simple image format. This is rendered by ffplay—which, yes, is probably cheating, but not even old Leopold would try to write an entire graphics API from scratch in COBOL.
Elsewhere, icitry dodges COBOL’s lack of input management by using the console to input single characters to his game. He doesn’t so much dodge COBOL’s lack of any vector math functions—which are kind of important for a game where the entire gameplay loop revolves around calculating and manipulating 2D movement vectors—as he does just work around them by kinda writing them himself. And then, as if this wasn’t all enough self-punishment, he goes the extra mile by implementing DOOM engine functions like variable ceiling height.
The whole project is a testament to mankind’s ingenuity, resourcefulness, and ability to withstand all manner of self-inflicted punishment. Watching the game run, you’d never guess it was written in a language so manifestly unsuited for the task at hand.
Still! At least it’s not FORTRAN, right? Right?? *smash cut to an Austrian aristocrat at his desk with a copy of The Fortran Automatic Coding System for the IBM 704 and the DOOM source code*
#Masochistic #YouTuber #Punishes #Writing #Person #Shooter #COBOLCOBOL,Doom,Wolfenstein 3D">Masochistic YouTuber Punishes Himself by Writing a First Person Shooter Entirely in COBOL
So: masochism. You might know that it takes its name from 19th-century Austrian nobleman and writer Leopold Ritter von Sacher-Masoch—and specifically from the content of his famous work, Venus in Furs, which catalogued the narrator’s submissive nature and fondness for experiencing pain and humiliation. Masoch himself was apparently not amused by the fact that his name became attached to such predilections—probably fair, given that the term was first used in a book entitled Psychopathia Sexualis, which also pioneered negging by speculating that Masoch himself “would have achieved real greatness had he been actuated by normally sexual feelings.” Happily, modern attitudes to the “S” part of BDSM are significantly more enlightened than they were in the 1880s and 1890s.
In entirely unrelated news, a YouTuber by the name of icitry—whose bio on the site reads simply “try now, suffer later”—has written a whole first-person shooter in freaking COBOL.
If you’ve never had to deal with COBOL, well, good for you, and you should probably keep it that way. The language is amongst the oldest computer languages, and was developed in the 1960s for managing business mainframes. It’s probably what drove poor Ginsberg in Mad Men out of his mind. COBOL remains in use today, largely in such legacy mainframes and other places where it’s not feasible to replace existing systems that, for all their foibles, still work.
One purpose for which it absolutely does not remain in use—and, in fact, has never been used—is programming first-person shooters. So why in the name of all that is good and holy would anyone do this to themselves?
In his video, icitry explains that the project started with him wondering, “What’s the dumbest but still technically possible language for writing a small FPS style game?” The answer was, yes, COBOL, and because the laws of the universe dictate that anything that can happen must happen, icitry got to work. Long, painstaking, tedious hours of work.
As he points out, COBOL is “old, verbose, missing most features even the shittiest modern languages have … and is definitely not created for game development.” All of this is true, although in fairness to COBOL, it was created at a time when people were still figuring out how programming should work and what a programming language should aim to be. Its earliest standard predated the idea of structured programming, although it soon attracted criticism from advocates of that concept— Edsger Dijkstra, in particular, famously hated the language and said its use “cripples the mind.”
To modern eyes, just trying to parse a COBOL program is enough to induce a headache, let alone trying to write a game in it—but, miraculously, icitry manages to get his Wolfenstein 3D-esque project to work. He dodges COBOL’s complete lack of graphical functions by basically treating the game as what he calls a “frame generator”: his code computes the contents of each frame and uses a standard output function to write the results into a simple image format. This is rendered by ffplay—which, yes, is probably cheating, but not even old Leopold would try to write an entire graphics API from scratch in COBOL.
Elsewhere, icitry dodges COBOL’s lack of input management by using the console to input single characters to his game. He doesn’t so much dodge COBOL’s lack of any vector math functions—which are kind of important for a game where the entire gameplay loop revolves around calculating and manipulating 2D movement vectors—as he does just work around them by kinda writing them himself. And then, as if this wasn’t all enough self-punishment, he goes the extra mile by implementing DOOM engine functions like variable ceiling height.
The whole project is a testament to mankind’s ingenuity, resourcefulness, and ability to withstand all manner of self-inflicted punishment. Watching the game run, you’d never guess it was written in a language so manifestly unsuited for the task at hand.
Still! At least it’s not FORTRAN, right? Right?? *smash cut to an Austrian aristocrat at his desk with a copy of The Fortran Automatic Coding System for the IBM 704 and the DOOM source code*
#Masochistic #YouTuber #Punishes #Writing #Person #Shooter #COBOLCOBOL,Doom,Wolfenstein 3D
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