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Anthropic created a test marketplace for agent-on-agent commerce | TechCrunch
In a recent experiment, Anthropic created a classified marketplace where AI agents represented both buyers and sellers, striking real deals for real goods and real money.

The company admitted this test — which it called Project Deal — was only “a pilot experiment with a self-selected participant pool” of 69 Anthropic employees who were given a budget of 0 (paid out via gift cards) to buy stuff from their coworkers.







Nonetheless, Anthropic said it was “struck by how well Project Deal worked,” with 186 deals made, totaling more than ,000 in value.

The company said it actually ran four separate marketplaces with different models — one that was “real” (where everyone was represented by the company’s most-advanced model, and with deals actually honored after the experiment) and another three for study. 

Apparently, when users are represented by more advanced models, they get “objectively better outcomes,” Anthropic said. But users didn’t seem to notice the disparity, raising the possibility of “‘agent quality’ gaps” where “people on the losing end might not realize they’re worse off.”

Also, the initial instructions given to the agents didn’t appear to affect sale likelihood or the negotiated prices.
#Anthropic #created #test #marketplace #agentonagent #commerce #TechCrunchAnthropic,project deal

Anthropic created a test marketplace for agent-on-agent commerce | TechCrunch

In a recent experiment, Anthropic created a classified marketplace where AI agents represented both buyers and sellers, striking real deals for real goods and real money.

The company admitted this test — which it called Project Deal — was only “a pilot experiment with a self-selected participant pool” of 69 Anthropic employees who were given a budget of $100 (paid out via gift cards) to buy stuff from their coworkers.

Nonetheless, Anthropic said it was “struck by how well Project Deal worked,” with 186 deals made, totaling more than $4,000 in value.

The company said it actually ran four separate marketplaces with different models — one that was “real” (where everyone was represented by the company’s most-advanced model, and with deals actually honored after the experiment) and another three for study. 

Apparently, when users are represented by more advanced models, they get “objectively better outcomes,” Anthropic said. But users didn’t seem to notice the disparity, raising the possibility of “‘agent quality’ gaps” where “people on the losing end might not realize they’re worse off.”

Also, the initial instructions given to the agents didn’t appear to affect sale likelihood or the negotiated prices.

#Anthropic #created #test #marketplace #agentonagent #commerce #TechCrunchAnthropic,project deal

In a recent experiment, Anthropic created a classified marketplace where AI agents represented both buyers and sellers, striking real deals for real goods and real money.

The company admitted this test — which it called Project Deal — was only “a pilot experiment with a self-selected participant pool” of 69 Anthropic employees who were given a budget of $100 (paid out via gift cards) to buy stuff from their coworkers.

Nonetheless, Anthropic said it was “struck by how well Project Deal worked,” with 186 deals made, totaling more than $4,000 in value.

The company said it actually ran four separate marketplaces with different models — one that was “real” (where everyone was represented by the company’s most-advanced model, and with deals actually honored after the experiment) and another three for study. 

Apparently, when users are represented by more advanced models, they get “objectively better outcomes,” Anthropic said. But users didn’t seem to notice the disparity, raising the possibility of “‘agent quality’ gaps” where “people on the losing end might not realize they’re worse off.”

Also, the initial instructions given to the agents didn’t appear to affect sale likelihood or the negotiated prices.

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#Anthropic #created #test #marketplace #agentonagent #commerce #TechCrunch

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Premier League 2025-26: Nervy Arsenal goes back to top as Eze seals vital win over Newcastle <div id="content-body-70907693" itemprop="articleBody"><p>Arsenal arrested its slump in form with Eberechi Eze’s superb ​early goal securing an ugly 1-0 home win against Newcastle United to reclaim top spot in the Premier League on ‌Saturday.</p><p>After successive league defeats to Bournemouth and Manchester City, Arsenal was knocked off the summit ​for the first time since October by City on Wednesday but responded to secure ⁠three vital points. It was far from convincing, and the quality of Eze’s sublime ninth-minute strike was at odds with the rest of a laboured display by Mikel Arteta’s side, but all that mattered for the host was getting back to winning ‌ways.</p><p>The nervousness around the stadium was apparent throughout a tight contest and there was relief when Newcastle substitute Yoane Wissa blazed a glorious late chance over the crossbar. With Manchester City otherwise ‌engaged in FA Cup semifinal action, Arsenal took the chance to move to 73 points from 34 ‌games ⁠with City on 70 from 33.</p><p><b>ALSO READ | <a href="https://sportstar.thehindu.com/football/epl/nottingham-forest-beats-sunderland-premier-league-relegation-zone-battle-west-ham-tottenham-hotspur/article70904359.ece" target="_blank">Forest thumps Sunderland 5-0, puts pressure on West Ham and Spurs in relegation battle</a></b></p><p>“It’s never going to be a path of roses,” Arteta ⁠said. “We knew at halftime we wanted to score the second goal but we were not efficient enough. But we did the job.”</p><p>Newcastle’s fourth successive league defeat, and 13th in its last 14 league visits to Arsenal, left the side in 14th place and with pressure mounting on ​Eddie Howe, although he said he was pleased ‌with his side’s improved display.</p><p>“I can’t be too critical of the players today, it was a much better performance,” Howe said.</p><p>Arsenal’s stuttering run in the past month began with a tame League Cup final defeat by Manchester City followed by a surprise loss to second-tier Southampton in the FA Cup.</p><div class="inline_embed article-block-item"><blockquote class="twitter-tweet" data-media-max-width="560"><p lang="en" dir="ltr">🔴 <a href="https://twitter.com/Arsenal?ref_src=twsrc%5Etfw">@Arsenal</a> are back on top 🔙🔛🔝 <a href="https://t.co/MZpnvKzqYI">pic.twitter.com/MZpnvKzqYI</a></p>— Premier League (@premierleague) <a href="https://twitter.com/premierleague/status/2048109595378229372?ref_src=twsrc%5Etfw">April 25, 2026</a></blockquote></div><p>But it was the ‌back-to-back league defeats and the evaporation of a nine-point lead in the title race that has ​really spooked Arsenal as it tries to land a first Premier League crown since 2004.</p><h4 class="sub_head">Set pieces to the rescue again</h4><p>While Saturday’s performance will hardly have had Manchester City quaking in its ⁠boots, what is not in dispute is Arsenal’s ability to capitalise from set-piece routines.</p><p>Eze’s goal was the 17th Arsenal has scored from a corner this season — a Premier League record — but this was a variation on the usual routine.</p><p>Twice ‌in the opening minutes, the Gunners used a short corner rather than the usual high delivery into the area. The first two had little effect although Eze did fire a shot wide from the second.</p><p>When another corner came along soon after, the ball was played low into the area to Kai Havertz, who fed it back to Eze just outside the penalty area and in one flowing movement he curled a right-footed shot away from the helpless Nick Pope.</p><p><b>ALSO READ | <a href="https://sportstar.thehindu.com/football/la-liga/barcelona-vs-getafe-score-result-la-liga-2025-26-title-rashford-fermin-yamal-points-table-standings/article70906399.ece" target="_blank">La Liga 2025-26: Barcelona on brink of securing title after beating Getafe</a></b></p><p>It should have settled Arsenal’s nerves and made for a comfortable Spring evening against a labouring Newcastle ‌whose season has hit the buffers.</p><p>In reality, it was never comfortable. Arsenal was strangely passive throughout the rest of the first half ​and Newcastle occasionally threatened, with Sandro Tonali’s dipping low drive almost catching out David Raya.</p><p>Havertz limped off in the first half to be replaced by Viktor Gyokeres and Eze departed early ⁠in the second half.</p><p>“Muscular niggles, we don’t think they are too much,” said Arteta, whose side face Atletico Madrid on ⁠Wednesday in a Champions League semifinal first leg.</p><p>With Arsenal seemingly unable, or unwilling, to kill off the game, the anxiety levels grew in the latter stages and had Wissa shown more composure with ‌the goal gaping, Arsenal would have handed another gift to City.</p><p>On the plus side, the outfit showed commendable durability, Bukayo Saka returned off the bench after a month out and Arsenal will have the chance to ​open the gap to six points when it hosts Fulham next weekend before City is next in league action.</p><p class="publish-time" id="end-of-article">Published on Apr 26, 2026</p></div><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script> #Premier #League #Nervy #Arsenal #top #Eze #seals #vital #win #Newcastle

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Deadspin | Timberwolves’ Donte DiVincenzo (leg), Anthony Edwards (knee) exit early in win over Nuggets <div id=""><section id="0" class=" w-full"><div class="xl:container mx-0 !px-4 py-0 pb-4 !mx-0 !px-0"><img src="https://images.deadspin.com/tr:w-900/28761528.jpg" srcset="https://images.deadspin.com/tr:w-900/28761528.jpg" alt="NBA: Playoffs-Minnesota Timberwolves at Denver Nuggets" class="w-full" fetchpriority="high" loading="eager"/><span class="text-0.8 leading-tight">Apr 18, 2026; Denver, Colorado, USA; Minnesota Timberwolves guard Donte DiVincenzo (0) celebrates after a three-pointer during the second half against the Denver Nuggets in game one of the first round of the 2026 NBA Playoffs at Ball Arena. Mandatory Credit: Christopher Hanewinckel-Imagn Images<!-- --> <!-- --> </span></div></section><section id="section-1"> <p>Minnesota Timberwolves guard Donte DiVincenzo was ruled out after injuring his lower right leg in the first quarter and was late joined on the sidelines by injured teammate Anthony Edwards in the first half of Saturday’s 112-96 victory over the Denver Nuggets in Game 4 of their playoff series in Minneapolis.</p> </section><section id="section-2"> <p>DiVincenzo sustained the injury on a non-contact play 79 seconds into the game. He planted his foot to go toward a loose ball, and he quickly went down as he grabbed toward the back of his right leg.</p> </section><section id="section-3"> <p>The team ruled out DiVincenzo before the end of the first quarter. ESPN reported that DiVincenzo, who left the arena at halftime in a wheelchair, hasa torn right Achilles.</p> </section><br/><section id="section-4"> <p>Edwards, a four-time All-Star, appeared to hyperextend his left knee while leaping to defend Nuggets wing Cam Johnson’s drive to the basket with 2:43 remaining in the second quarter. He landed awkwardly and grabbed his left knee. Edwards was helped to the locker room.</p> </section> <section id="section-5"> <p>Minnesota ruled him out for the rest of the game just after halftime. Edwards, who had five points and three rebounds in 18 minutes, is slated to get an MRI to determine the injury’s severity.</p> </section><section id="section-6"> <p>The Timberwolves lead the best-of-seven series 3-1, with Game 5 on Monday in Denver.</p> </section><section id="section-7"> <p>DiVincenzo averaged 12.2 points per game and shot 37.9% from 3-point range during the regular season. He averaged 14.3 points in the first three games of the playoff series against the Nuggets.</p> </section><br/><section id="section-8"> <p>-Field Level Media</p> </section> </div> #Deadspin #Timberwolves #Donte #DiVincenzo #leg #Anthony #Edwards #knee #exit #early #win #Nuggets

Back in 2015, the two-person studio Metanet released N++, a brutally hard 2D platformer that was a decade in the making, building off of previous releases dating back to the freeware Flash title N. At the time, cofounder Raigan Burns issued some famous last words: “We hope it’s not another 10 years before we come up with a game.” But now here we are, more than a decade later, and N is getting another sequel. And this time the focus is on multiplayer.

The new game is called, absurdly, N Plus Infinity Times Two. Whereas N++ was meant to be the ultimate single-player version of the N concept, this game is described as “the ultimate virtual couch party game with a low skill floor and no skill ceiling.” That means the same slick, acrobatic platforming action and gorgeous graphic design-inspired visuals, but now built around playing competitively or cooperatively with pals across a handful of different modes. It’s launching on the PS5, Xbox, Switch 2, and PC at some point in 2027.

The duo at Metanet was up to a few different things over the last 11 years. In addition to uprooting from Toronto to Montreal, they’ve been prototyping ideas for a few potentially bigger projects, and last year released a 10-year anniversary update for N++. But then, “We started getting the ‘let’s take another crack at it’ bug in 2022,” Burns tells The Verge.

The studio operates in an unusual way, at least compared to most of the game industry. Despite having two hits in N+ and N++, Metanet hasn’t grown or scaled up in any way. And the reason comes down to the way they make games: It simply takes a lot of time to find a game idea that’s worth pursuing as a commercial project. “We’ve resisted doing something that would compromise our ability to keep iterating and prototyping until something good shows up,” says Burns.

“It’s important to feel that magic,” cofounder Mare Sheppard adds. “That’s what’s compelling about making games. That’s when we know that we’re doing it in a way that’s right for us.” Burns has a clear analogy for how they work: “We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.” This philosophy seems especially prescient given the state of the games industry, where even the biggest hits operate in a way that’s clearly unsustainable.

“We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.”

In the case of N Plus Infinity Times Two — unfortunately I can’t think of a good way to shorten that title — the spark came in part from watching how younger players interact with games. Even when they’re playing solo, kids are typically still chatting with friends on their phones, essentially turning everything into a multiplayer experience. Burns and Sheppard wanted to find a way to marry that idea with the couch co-op experiences they grew up on, which led to revisiting the N concept but with a multiplayer spin.

The two describe making N++ as a grueling experience. If you think the game’s levels are hard, just imagine having to playtest them over and over. Part of the excitement about N Plus Infinity Times Two wasn’t just finding a spin on the formula that would be fun to play, but also to develop. “This one really feels like we’re having fun,” says Burns. “We’re really fluent in this one instrument. So now the fun challenge becomes playing new styles of music we’ve never played before, but with this thing we’re really comfortable with.”

A screenshot from the video game N Plus Infinity Times Two.

Image: Metanet Software

As creative industries from games to Hollywood become increasingly homogenous, Burns also believes that there’s something important about doing work that’s distinct, even if it means revisiting a previous idea, like through the multiple versions of N. It’s similar to titles like Hades II and Silksong: indie-developed sequels that iterated a core concept, but with a fresh angle that made them more than a by-the-numbers follow-up. “Being yourself is more fun and exciting anyways,” Burns explains. “But I honestly think it’s more commercially viable to do something only you can do, because then you have no competition.”

As for what’s next after N Plus Infinity Times Two, the pair obviously aren’t revealing anything just yet. There are a few bigger 3D game ideas kicking around, but those would necessitate some of that scaling up that the studio has so far avoided. What they won’t close the door on, however, is coming back to the idea of N again at some point in the future.

“If we can do something that expresses something new, or lets us see things in a different way, or we get a different perspective on what this game is or how to play it, that’s exciting,” says Sheppard. “I think we no longer think this is definitively going to be the last one. We’ve abandoned that idea. It doesn’t have to be.”

Follow topics and authors from this story to see more like this in your personalized homepage feed and to receive email updates.
#decade #team #multiplayer #sequelEntertainment,Gaming,Interview,Report">More than a decade later, the team behind N++ is back with a multiplayer sequelBack in 2015, the two-person studio Metanet released N++, a brutally hard 2D platformer that was a decade in the making, building off of previous releases dating back to the freeware Flash title N. At the time, cofounder Raigan Burns issued some famous last words: “We hope it’s not another 10 years before we come up with a game.” But now here we are, more than a decade later, and N is getting another sequel. And this time the focus is on multiplayer.The new game is called, absurdly, N Plus Infinity Times Two. Whereas N++ was meant to be the ultimate single-player version of the N concept, this game is described as “the ultimate virtual couch party game with a low skill floor and no skill ceiling.” That means the same slick, acrobatic platforming action and gorgeous graphic design-inspired visuals, but now built around playing competitively or cooperatively with pals across a handful of different modes. It’s launching on the PS5, Xbox, Switch 2, and PC at some point in 2027.The duo at Metanet was up to a few different things over the last 11 years. In addition to uprooting from Toronto to Montreal, they’ve been prototyping ideas for a few potentially bigger projects, and last year released a 10-year anniversary update for N++. But then, “We started getting the ‘let’s take another crack at it’ bug in 2022,” Burns tells The Verge.The studio operates in an unusual way, at least compared to most of the game industry. Despite having two hits in N+ and N++, Metanet hasn’t grown or scaled up in any way. And the reason comes down to the way they make games: It simply takes a lot of time to find a game idea that’s worth pursuing as a commercial project. “We’ve resisted doing something that would compromise our ability to keep iterating and prototyping until something good shows up,” says Burns.“It’s important to feel that magic,” cofounder Mare Sheppard adds. “That’s what’s compelling about making games. That’s when we know that we’re doing it in a way that’s right for us.” Burns has a clear analogy for how they work: “We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.” This philosophy seems especially prescient given the state of the games industry, where even the biggest hits operate in a way that’s clearly unsustainable.“We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.”In the case of N Plus Infinity Times Two — unfortunately I can’t think of a good way to shorten that title — the spark came in part from watching how younger players interact with games. Even when they’re playing solo, kids are typically still chatting with friends on their phones, essentially turning everything into a multiplayer experience. Burns and Sheppard wanted to find a way to marry that idea with the couch co-op experiences they grew up on, which led to revisiting the N concept but with a multiplayer spin.The two describe making N++ as a grueling experience. If you think the game’s levels are hard, just imagine having to playtest them over and over. Part of the excitement about N Plus Infinity Times Two wasn’t just finding a spin on the formula that would be fun to play, but also to develop. “This one really feels like we’re having fun,” says Burns. “We’re really fluent in this one instrument. So now the fun challenge becomes playing new styles of music we’ve never played before, but with this thing we’re really comfortable with.”Image: Metanet SoftwareAs creative industries from games to Hollywood become increasingly homogenous, Burns also believes that there’s something important about doing work that’s distinct, even if it means revisiting a previous idea, like through the multiple versions of N. It’s similar to titles like Hades II and Silksong: indie-developed sequels that iterated a core concept, but with a fresh angle that made them more than a by-the-numbers follow-up. “Being yourself is more fun and exciting anyways,” Burns explains. “But I honestly think it’s more commercially viable to do something only you can do, because then you have no competition.”As for what’s next after N Plus Infinity Times Two, the pair obviously aren’t revealing anything just yet. There are a few bigger 3D game ideas kicking around, but those would necessitate some of that scaling up that the studio has so far avoided. What they won’t close the door on, however, is coming back to the idea of N again at some point in the future.“If we can do something that expresses something new, or lets us see things in a different way, or we get a different perspective on what this game is or how to play it, that’s exciting,” says Sheppard. “I think we no longer think this is definitively going to be the last one. We’ve abandoned that idea. It doesn’t have to be.”Follow topics and authors from this story to see more like this in your personalized homepage feed and to receive email updates.Andrew WebsterCloseAndrew WebsterSenior entertainment editorPosts from this author will be added to your daily email digest and your homepage feed.FollowFollowSee All by Andrew WebsterEntertainmentCloseEntertainmentPosts from this topic will be added to your daily email digest and your homepage feed.FollowFollowSee All EntertainmentGamingCloseGamingPosts from this topic will be added to your daily email digest and your homepage feed.FollowFollowSee All GamingInterviewCloseInterviewPosts from this topic will be added to your daily email digest and your homepage feed.FollowFollowSee All InterviewReportCloseReportPosts from this topic will be added to your daily email digest and your homepage feed.FollowFollowSee All Report#decade #team #multiplayer #sequelEntertainment,Gaming,Interview,Report

N++, a brutally hard 2D platformer that was a decade in the making, building off of previous releases dating back to the freeware Flash title N. At the time, cofounder Raigan Burns issued some famous last words: “We hope it’s not another 10 years before we come up with a game.” But now here we are, more than a decade later, and N is getting another sequel. And this time the focus is on multiplayer.

The new game is called, absurdly, N Plus Infinity Times Two. Whereas N++ was meant to be the ultimate single-player version of the N concept, this game is described as “the ultimate virtual couch party game with a low skill floor and no skill ceiling.” That means the same slick, acrobatic platforming action and gorgeous graphic design-inspired visuals, but now built around playing competitively or cooperatively with pals across a handful of different modes. It’s launching on the PS5, Xbox, Switch 2, and PC at some point in 2027.

The duo at Metanet was up to a few different things over the last 11 years. In addition to uprooting from Toronto to Montreal, they’ve been prototyping ideas for a few potentially bigger projects, and last year released a 10-year anniversary update for N++. But then, “We started getting the ‘let’s take another crack at it’ bug in 2022,” Burns tells The Verge.

The studio operates in an unusual way, at least compared to most of the game industry. Despite having two hits in N+ and N++, Metanet hasn’t grown or scaled up in any way. And the reason comes down to the way they make games: It simply takes a lot of time to find a game idea that’s worth pursuing as a commercial project. “We’ve resisted doing something that would compromise our ability to keep iterating and prototyping until something good shows up,” says Burns.

“It’s important to feel that magic,” cofounder Mare Sheppard adds. “That’s what’s compelling about making games. That’s when we know that we’re doing it in a way that’s right for us.” Burns has a clear analogy for how they work: “We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.” This philosophy seems especially prescient given the state of the games industry, where even the biggest hits operate in a way that’s clearly unsustainable.

“We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.”

In the case of N Plus Infinity Times Two — unfortunately I can’t think of a good way to shorten that title — the spark came in part from watching how younger players interact with games. Even when they’re playing solo, kids are typically still chatting with friends on their phones, essentially turning everything into a multiplayer experience. Burns and Sheppard wanted to find a way to marry that idea with the couch co-op experiences they grew up on, which led to revisiting the N concept but with a multiplayer spin.

The two describe making N++ as a grueling experience. If you think the game’s levels are hard, just imagine having to playtest them over and over. Part of the excitement about N Plus Infinity Times Two wasn’t just finding a spin on the formula that would be fun to play, but also to develop. “This one really feels like we’re having fun,” says Burns. “We’re really fluent in this one instrument. So now the fun challenge becomes playing new styles of music we’ve never played before, but with this thing we’re really comfortable with.”

A screenshot from the video game N Plus Infinity Times Two.

Image: Metanet Software

As creative industries from games to Hollywood become increasingly homogenous, Burns also believes that there’s something important about doing work that’s distinct, even if it means revisiting a previous idea, like through the multiple versions of N. It’s similar to titles like Hades II and Silksong: indie-developed sequels that iterated a core concept, but with a fresh angle that made them more than a by-the-numbers follow-up. “Being yourself is more fun and exciting anyways,” Burns explains. “But I honestly think it’s more commercially viable to do something only you can do, because then you have no competition.”

As for what’s next after N Plus Infinity Times Two, the pair obviously aren’t revealing anything just yet. There are a few bigger 3D game ideas kicking around, but those would necessitate some of that scaling up that the studio has so far avoided. What they won’t close the door on, however, is coming back to the idea of N again at some point in the future.

“If we can do something that expresses something new, or lets us see things in a different way, or we get a different perspective on what this game is or how to play it, that’s exciting,” says Sheppard. “I think we no longer think this is definitively going to be the last one. We’ve abandoned that idea. It doesn’t have to be.”

Follow topics and authors from this story to see more like this in your personalized homepage feed and to receive email updates.

#decade #team #multiplayer #sequelEntertainment,Gaming,Interview,Report">More than a decade later, the team behind N++ is back with a multiplayer sequel

Back in 2015, the two-person studio Metanet released N++, a brutally hard 2D platformer that was a decade in the making, building off of previous releases dating back to the freeware Flash title N. At the time, cofounder Raigan Burns issued some famous last words: “We hope it’s not another 10 years before we come up with a game.” But now here we are, more than a decade later, and N is getting another sequel. And this time the focus is on multiplayer.

The new game is called, absurdly, N Plus Infinity Times Two. Whereas N++ was meant to be the ultimate single-player version of the N concept, this game is described as “the ultimate virtual couch party game with a low skill floor and no skill ceiling.” That means the same slick, acrobatic platforming action and gorgeous graphic design-inspired visuals, but now built around playing competitively or cooperatively with pals across a handful of different modes. It’s launching on the PS5, Xbox, Switch 2, and PC at some point in 2027.

The duo at Metanet was up to a few different things over the last 11 years. In addition to uprooting from Toronto to Montreal, they’ve been prototyping ideas for a few potentially bigger projects, and last year released a 10-year anniversary update for N++. But then, “We started getting the ‘let’s take another crack at it’ bug in 2022,” Burns tells The Verge.

The studio operates in an unusual way, at least compared to most of the game industry. Despite having two hits in N+ and N++, Metanet hasn’t grown or scaled up in any way. And the reason comes down to the way they make games: It simply takes a lot of time to find a game idea that’s worth pursuing as a commercial project. “We’ve resisted doing something that would compromise our ability to keep iterating and prototyping until something good shows up,” says Burns.

“It’s important to feel that magic,” cofounder Mare Sheppard adds. “That’s what’s compelling about making games. That’s when we know that we’re doing it in a way that’s right for us.” Burns has a clear analogy for how they work: “We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.” This philosophy seems especially prescient given the state of the games industry, where even the biggest hits operate in a way that’s clearly unsustainable.

“We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.”

In the case of N Plus Infinity Times Two — unfortunately I can’t think of a good way to shorten that title — the spark came in part from watching how younger players interact with games. Even when they’re playing solo, kids are typically still chatting with friends on their phones, essentially turning everything into a multiplayer experience. Burns and Sheppard wanted to find a way to marry that idea with the couch co-op experiences they grew up on, which led to revisiting the N concept but with a multiplayer spin.

The two describe making N++ as a grueling experience. If you think the game’s levels are hard, just imagine having to playtest them over and over. Part of the excitement about N Plus Infinity Times Two wasn’t just finding a spin on the formula that would be fun to play, but also to develop. “This one really feels like we’re having fun,” says Burns. “We’re really fluent in this one instrument. So now the fun challenge becomes playing new styles of music we’ve never played before, but with this thing we’re really comfortable with.”

A screenshot from the video game N Plus Infinity Times Two.

Image: Metanet Software

As creative industries from games to Hollywood become increasingly homogenous, Burns also believes that there’s something important about doing work that’s distinct, even if it means revisiting a previous idea, like through the multiple versions of N. It’s similar to titles like Hades II and Silksong: indie-developed sequels that iterated a core concept, but with a fresh angle that made them more than a by-the-numbers follow-up. “Being yourself is more fun and exciting anyways,” Burns explains. “But I honestly think it’s more commercially viable to do something only you can do, because then you have no competition.”

As for what’s next after N Plus Infinity Times Two, the pair obviously aren’t revealing anything just yet. There are a few bigger 3D game ideas kicking around, but those would necessitate some of that scaling up that the studio has so far avoided. What they won’t close the door on, however, is coming back to the idea of N again at some point in the future.

“If we can do something that expresses something new, or lets us see things in a different way, or we get a different perspective on what this game is or how to play it, that’s exciting,” says Sheppard. “I think we no longer think this is definitively going to be the last one. We’ve abandoned that idea. It doesn’t have to be.”

Follow topics and authors from this story to see more like this in your personalized homepage feed and to receive email updates.
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After a very profitable decade on Microsoft’s board, Reid Hoffman is stepping down, the company announced Thursday. Hoffman joined the board after Microsoft bought his company LinkedIn for $26.2 billion in 2016.

Hoffman was on Microsoft’s board when it invested its first $1 billion into OpenAI in 2019. Hoffman was one of OpenAI’s original investors and served on the model maker’s board until he stepped down in 2023, citing too many potential conflicts of interest to continue. He was also on Microsoft’s board when the tech giant entered into one of those non-acquisition, acqui-hire deals for $650 million with his AI startup Inflection AI. Microsoft hired Inflection co-founder Mustafa Suleyman through that deal.

Hoffman said on a recent episode of his “Possible” podcast, while talking with Microsoft CEO Satya Nadella, that he’s ready to go “founder mode” with his latest AI startup, Manus. Manus is a drug discovery company that raised over $50 million through a couple of seed rounds last year. Hoffman is an investor, as is General Catalyst.

Hoffman is cited as a co-founder of Manus and chairman of the board, not the CEO, though. That job belongs to Dr. Siddhartha Mukherjee, a physician, biologist, and Pulitzer Prize-winning author of the 2011 book “The Emperor of All Maladies: A Biography of Cancer.”

Still, Hoffman said he’s excited to give Manus more attention.

“One of the things I realized over the last month was that, we’re seeing such progress with Manus. I need to get back to founder mode,” he said. He believes the startup is making progress on “Move 37” AI, meaning AI that supersedes human creativity in chemistry, especially to combat various cancers, he added.

#Reid #Hoffman #leaving #Microsofts #board #founder #mode #startup #Manus #TechCrunchIn Brief,Manus AI,Microsoft,Reid Hoffman">Reid Hoffman is leaving Microsoft’s board to go ‘founder mode’ with startup Manus | TechCrunch
After a very profitable decade on Microsoft’s board, Reid Hoffman is stepping down, the company announced Thursday. Hoffman joined the board after Microsoft bought his company LinkedIn for .2 billion in 2016.

Hoffman was on Microsoft’s board when it invested its first  billion into OpenAI in 2019. Hoffman was one of OpenAI’s original investors and served on the model maker’s board until he stepped down in 2023, citing too many potential conflicts of interest to continue. He was also on Microsoft’s board when the tech giant entered into one of those non-acquisition, acqui-hire deals for 0 million with his AI startup Inflection AI. Microsoft hired Inflection co-founder Mustafa Suleyman through that deal.







Hoffman said on a recent episode of his “Possible” podcast, while talking with Microsoft CEO Satya Nadella, that he’s ready to go “founder mode” with his latest AI startup, Manus. Manus is a drug discovery company that raised over  million through a couple of seed rounds last year. Hoffman is an investor, as is General Catalyst.

Hoffman is cited as a co-founder of Manus and chairman of the board, not the CEO, though. That job belongs to Dr. Siddhartha Mukherjee, a physician, biologist, and Pulitzer Prize-winning author of the 2011 book “The Emperor of All Maladies: A Biography of Cancer.”

Still, Hoffman said he’s excited to give Manus more attention. 

“One of the things I realized over the last month was that, we’re seeing such progress with Manus. I need to get back to founder mode,” he said. He believes the startup is making progress on “Move 37” AI, meaning AI that supersedes human creativity in chemistry, especially to combat various cancers, he added.
#Reid #Hoffman #leaving #Microsofts #board #founder #mode #startup #Manus #TechCrunchIn Brief,Manus AI,Microsoft,Reid Hoffman

company announced Thursday. Hoffman joined the board after Microsoft bought his company LinkedIn for $26.2 billion in 2016.

Hoffman was on Microsoft’s board when it invested its first $1 billion into OpenAI in 2019. Hoffman was one of OpenAI’s original investors and served on the model maker’s board until he stepped down in 2023, citing too many potential conflicts of interest to continue. He was also on Microsoft’s board when the tech giant entered into one of those non-acquisition, acqui-hire deals for $650 million with his AI startup Inflection AI. Microsoft hired Inflection co-founder Mustafa Suleyman through that deal.

Hoffman said on a recent episode of his “Possible” podcast, while talking with Microsoft CEO Satya Nadella, that he’s ready to go “founder mode” with his latest AI startup, Manus. Manus is a drug discovery company that raised over $50 million through a couple of seed rounds last year. Hoffman is an investor, as is General Catalyst.

Hoffman is cited as a co-founder of Manus and chairman of the board, not the CEO, though. That job belongs to Dr. Siddhartha Mukherjee, a physician, biologist, and Pulitzer Prize-winning author of the 2011 book “The Emperor of All Maladies: A Biography of Cancer.”

Still, Hoffman said he’s excited to give Manus more attention.

“One of the things I realized over the last month was that, we’re seeing such progress with Manus. I need to get back to founder mode,” he said. He believes the startup is making progress on “Move 37” AI, meaning AI that supersedes human creativity in chemistry, especially to combat various cancers, he added.

#Reid #Hoffman #leaving #Microsofts #board #founder #mode #startup #Manus #TechCrunchIn Brief,Manus AI,Microsoft,Reid Hoffman">Reid Hoffman is leaving Microsoft’s board to go ‘founder mode’ with startup Manus | TechCrunch

After a very profitable decade on Microsoft’s board, Reid Hoffman is stepping down, the company announced Thursday. Hoffman joined the board after Microsoft bought his company LinkedIn for $26.2 billion in 2016.

Hoffman was on Microsoft’s board when it invested its first $1 billion into OpenAI in 2019. Hoffman was one of OpenAI’s original investors and served on the model maker’s board until he stepped down in 2023, citing too many potential conflicts of interest to continue. He was also on Microsoft’s board when the tech giant entered into one of those non-acquisition, acqui-hire deals for $650 million with his AI startup Inflection AI. Microsoft hired Inflection co-founder Mustafa Suleyman through that deal.

Hoffman said on a recent episode of his “Possible” podcast, while talking with Microsoft CEO Satya Nadella, that he’s ready to go “founder mode” with his latest AI startup, Manus. Manus is a drug discovery company that raised over $50 million through a couple of seed rounds last year. Hoffman is an investor, as is General Catalyst.

Hoffman is cited as a co-founder of Manus and chairman of the board, not the CEO, though. That job belongs to Dr. Siddhartha Mukherjee, a physician, biologist, and Pulitzer Prize-winning author of the 2011 book “The Emperor of All Maladies: A Biography of Cancer.”

Still, Hoffman said he’s excited to give Manus more attention.

“One of the things I realized over the last month was that, we’re seeing such progress with Manus. I need to get back to founder mode,” he said. He believes the startup is making progress on “Move 37” AI, meaning AI that supersedes human creativity in chemistry, especially to combat various cancers, he added.

#Reid #Hoffman #leaving #Microsofts #board #founder #mode #startup #Manus #TechCrunchIn Brief,Manus AI,Microsoft,Reid Hoffman

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