Monday, January 3, 2022

Samsung's Gaming Hub Brings Cloud Gaming to its Smart TVs - CES 2022

After announcing it last October during its SDC21 keynote presentation, Samsung has finally announced its new cloud gaming platform for TVs.

As part of its CES 2022 announcements, Samsung's Gaming Hub is a new platform service aimed at the ability to play video games on your TV without a game console or gaming PC. Samsung confirmed that Nvidia's GeForce Now, Google Stadia, and Utomik will serve as launch partners for the Gaming Hub, with all three services powered by Tizen, Samsung's Linux-based mobile operating system with more services expected to arrive in the future.

The announcement of the Samsung Gaming Hub serves as some competition to Microsoft, which announced last year that its Xbox division is moving beyond consoles to bring the Xbox ecosystem and experience onto smart TVs and streaming sticks. While Samsung has not named Xbox as a partner for the Gaming Hub, it will be interesting to see if both parties will partner on Samsung's new gaming endeavor.

Samsung Gaming Hub is slated to release later this year on select 2022 smart TV made by the tech giant.

Taylor is the Associate Tech Editor at IGN. You can follow her on Twitter @TayNixster.

Saturday, January 1, 2022

Former Rockstar Developers Share Details on the Development of the Cancelled Bully 2

While Rockstar Games is known best for the Grand Theft Auto series, Bully - its game about a juvenile delinquent student named James "Jimmy" Hopkins rising through the ranks of Bullworth Academy - is just as highly regarded by some. Many had hoped a sequel would be on its way, and although it has yet to happen, former Rockstar developers have revealed the details of the time they tried to make that dream come true.

Game Informer spoke to five of these former employees from Rockstar's New England studio - the team that was actually working on Bully 2 in the late 2000s - and they shared why this game never... well... graduated and made its way into the world.

Rockstar Vancouver was the team behind the original Bully, but Rockstar New England was entrusted to work on this sequel. They were excited to prove themselves worthy as Rockstar had recently purchased them when they were still known as Mad Doc Software.

While they wanted to be the "golden child in the Rockstar thing," it was hard to escape the shadow of Rockstar North - the main studio behind the Grand Theft Auto games.

“[Rockstar New England] wanted to be sort of the golden child in the Rockstar thing, but it’s really hard when Rockstar North was the one that was producing all the golden eggs at that time,” one developer says. “Living in the shadows of someone who casts a big shadow like Rockstar North, and trying to usurp that role, it’s really difficult and nearly impossible. But man, did they try. Oh, did they try.”

Prior to Rockstar's acquisition of Mad Doc, the studio was approached to work on Bully: Scholarship Edition, which was a remaster of the original with new missions, characters, and items. Following their successful partnership, Rockstar purchased them in April 2008. The team was ecstatic.

“Rockstar itself [...] you say, ‘I work at Rockstar,’ people were really in awe of that,” one former developer says. “It was nice to have some clout to a job. You know? I was excited to work on anything that they had, because most of the games that they’d churned out [had] been pretty golden.”

Unfortunately, the honeymoon period did not last long and the studio's culture quickly changed. Not long after they became Rockstar New England, Rockstar's vice president of development Jeronimo Barrera visited the studio and left some feeling a bit worried.

“One of the first red flags was when someone asked about hours and weekends and stuff like that," the developer recalls. "Jeronimo’s answer was something to the effect of, ‘Well, we don’t work every weekend.’ He's like, ‘For example, I’m not working this Saturday.’ The emphasis on the word ‘every,’ and then ‘this,’ were a little disquieting in their effect.”

In 2019, a report came out from Kotaku and revealed Barrera was described as "abrasive" and "volatile," and one employee accused him of sexual assault. Barrera denied all the allegations.

Following that meeting, the studio was hard at work on finishing the PC version of Bully: Scholarship Edition, assisting with Grand Theft Auto IV's two story expansions and Red Dead Redemption, and beginning work on a sequel to Bully. Despite some of the red flags, they couldn't be more excited.

Bully 2 was positioned to "sit alongside Rockstar games of the time, such as Grand Theft Auto IV and Red Dead Redemption."

“There was a lot of focus on character, very deep systems, seeing how far we could push that, and putting it up there alongside a GTA,” one developer on the project says.

Bully 2 was to be "bigger and deeper than that of the original game," and there were roughly 50-70 people working on the project. While the game's open-world map would not have been as large as GTA IV, its planned scope was to range "from the size of Grand Theft Auto: Vice City's open world to 'three times' the size of the original Bully's school map."

To make up for the size, Rockstar New England was planning on making every building in the game enterable, "either by normal means or forced entry." As one developer put it, "if you could see it, you could go into it."

“[The player] was not going to be driving a car anywhere, so the total playable space [and] land size [was] definitely going to be smaller,” another developer says. “Mostly because kids – he’s not going to be driving – and also because we wanted these very deep systems. Like, if you can go into every building, that’s a lot of work. We’d rather not have a really massive world; maybe scale that back a little bit just so that we can make sure that we have all these meaningful things in there.”

Rockstar New England was exceptional in the field of artificial intelligence and wanted to leverage that knowledge to "make the player's actions more meaningful than in previous Rockstar games."

“We really wanted to make sure that people remembered what you did, so if you pulled a prank on your neighbor, they’d remember it,” says one developer. “That your actions had more meaning beyond a 20-foot radius and the five-second memories of the [non-playable characters] near you.”

While Bully 2 was obviously never released, some of its ideas - including this one - made it into other Rockstar games like Red Dead Redemption II.

"Players see changes in protagonist Arthur Morgan’s behavior based on his honor," Game Informer writes. "If Morgan has high honor, he’s a more compassionate character. If Morgan has low honor, he’s driven by greed and apathy. Similarly, if Morgan robs a store, he can’t just walk back into it a few minutes later as if nothing happened. The store clerk remembers Morgan and denies him service, asking him to leave."

“The way that you interact with other characters in the world, more than just with your gun or with your fist, they have some sense of memory – a lot of that stuff [originated in Bully 2],” one developer says.

“From what I remember reading [in] some of the design docs and my conversations with people is that you could build relationships with characters in the world,” he says about Bully 2. “You’d be, like, best friends with the chef in the mansion or whatever, or the chef could really hate you or something, and that would open up different options. I don’t know to the extent of where that ended up – if that got pared down into a general ‘you’re good Jimmy’ versus ‘you’re bad Jimmy’ or what – but I know in some of the early ideas being thrown around, you would have that fine-grained level of relationships to other characters in the world.”

Rockstar New England's new glass fragmentation system was another example of tech making it to future Rockstar games. In this particular case, it would be seen in Max Payne 3.

“If you’ve played Max Payne 3 and you shot some glass, instead of just the glass breaking the same way every time, we had built this whole system so that this chunk right near the impact of the first bullet would break out, and you would see a little spiderweb of glass,” one developer says. “Then if you shot some more of the glass, little individual chunks near where you actually shot would fall out. [It made] it look realistic.”

AI and glass fragmentation weren't the only tech they were excited about working with for Bully 2, as grass growing was another highlight. Yes, you read that right.

"You could go and mow the lawn, and then it would actually be lower,” one former developer says. “You could actually do a good job, go back and forth, and create lines on people’s lawns, that kind of thing.”

“It sounds so silly, but it was something that we were all excited about because [of] the technology behind it,” another developer says of the grass-growing mechanic, in which you could actually see individual blades.

Climbing was also a focus, as it would help expand the world as Jimmy could explore much more of it and just generally cause even more chaos.

“Trees were obviously a big one; we wanted the player to be able to climb up the tree to hide or do some hijinks with all sorts of things like paintball guns or water balloons, all of that sort of stuff,” a former developer says.

All of these ideas could be seen in a vertical slice of Bully 2 that was playable at Rockstar New England. Devs could "run around the world and interact with objects and non-player characters, and there were some missions – such as one involving go-karts, another with a beekeeper, a Kamp Krusty-style mission, and one that had Jimmy in his underwear, even featuring a crotch bulge."

“It was definitely going to be a little risqué,” a former developer says.

“There were a lot of ’80s-kids-on-bikes movies, like Goonies, that came up as reference. Porky’s was another commonly used movie for reference,” he says. “We [looked] at a lot of those kinds of things. It’s definitely in that style.”

“The game was at least six to eight hours playable,” says Marc Anthony Rodriguez, a former game analyst for Rockstar’s New York City headquarters and one of the project leads on Bully: Scholarship Edition. “So, fully rendered, fully realized.”

At that point, Bully 2 was still a few years away. Unfortunately, Rockstar would begin to pull people off the project to help other in-development games that were in need of assistance, like Max Payne 3, and "once anyone got pulled off of Bully 2, they never returned."

Also at this time, the developers recalled months-long crunch that would have certain members of the staff working 12- and 16-hour days and working weekends. One former developer used the word "endless" to describe the crunch at the studio.

“I mean, it was just ridiculous,” one former developer says, describing the development of Red Dead Redemption. “I know that it won game of the year, and that was great and satisfying, but the approach to development was just – it was ridiculous. It took no one’s life outside of work into account.”

That crunch was one factor in the change of the studio's culture, which was a far cry from what it was like during the days as Mac Doc Software.

“The culture just – it just changed,” another former developer says. “I saw people that previously I really liked become just sycophantic. And then there was the whole ‘bodies in chairs’ thing, you know? You don’t have work to do, but you’re going to be here on the weekend, because there’s some studio head that’s going to be walking around. This doesn’t even get into the off-work hours stuff where it was just – it was like a hardworking frat house. There is an age and a person that is really drawn to that. Rockstar, in my opinion, is well aware of this.”

All of these factors and more have led to the fact that we still don't have Bully 2 in our lives, but the true fate of the game still very much remains up in the air.

Over the years, there have been rumors and reports of Bully 2, like in 2009 when Bully's composer Shawn Lee said, "it looks like I will be doing the soundtrack for Bully 2 in the not so distant future."

In 2011, Dan Houser told Gamasutra that Rockstar may work on the sequel after Max Payne 3, which was released in 2012.

In 2017, the Twitter account Bully 2 Info posted some supposed concept art and in-game screenshots, and Game Informer's contacts confirmed that a lot of what was leaked was legitimate.

In 2019, YouTuber SWEGTA uploaded a video with a former Rockstar New England employee who spoke about Bully 2 and "Rockstar's decision to shelve the project in 2009."

Also in 2019, VGC published a report that said Bully 2 was in development at Rockstar New England for "between 12 and 18 months before fizzling out" and that the development of the project took place between 2010-2013. This all "roughly lines up" with what Game Informer heard, but the developers they spoke to said they remember it being worked on between 2008-2010.

Game Informer was unable to confirm if Rockstar New England or another Rockstar studio is currently working on Bully 2, but one developer did share that "a build of the game still existed at Rockstar New England as recently as a few years ago, parts of which were used as reference material for later projects.

While it remains to be seen if we will ever play Bully 2, it's clear its influence has been seen in other Rockstar projects. Even still, these former developers still look back fondly on what could have been.

“It was going to be really cool,” one former developer says. “What we had was pretty amazing, especially given the very short amount of time that we were working on it. [...] It certainly would’ve been very unique, very interesting, certainly a lot of fun. A lot of cool and interesting mechanics that we were working on that still aren’t in other games.”

“It’s still a concept, in my opinion, worth exploring," another says, "and I think that it would be a missed opportunity for them to let it go forever."

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Elden Ring Director Hidetaka Miyazaki Reveals Why He Hasn't Played Bluepoint's Demon's Souls Remake Yet

Elden Ring director Hidetaka Miyazaki has revealed why he has yet to play Bluepoint's remake of Demon's Souls and how the team at FromSoftware was so impressed by the game's visuals that they felt extra pressure when developing Elden Ring for PS5.

As reported by VGC, Miyazaki was interviewed by Edge magazine and shared that the Demon's Souls remake's focus on graphical fidelity was not something FromSoftware puts as a top priority on, and that's why his team - specifically the graphics creation staff - felt this extra pressure after the remake was released. However, that doesn't mean they aren't up for the challenge and Miyzaki has all the faith in the world in his team.

"And not just with Elden Ring, but with all the games we make," Miyazaki said. "Graphical fidelity is not something we put as the top priority. What we ask for on the graphics side depends on the systems and requirements of the game itself, and it takes less priority compared to the other elements of development.

“So this is always an area where I feel a little bit apologetic towards my graphics team because I know they work extremely hard. And they’ve worked extremely hard on Elden Ring – our graphics-systems team and our programmers have been pushing a lot of new features to create the best-looking games we’ve ever made.”

He then explained why he has yet to play the Demon's Souls remake, despite the original being another game he was the director of. What it boils down to, according to Miyazaki, is that he is not a fan of replaying his old work.

"As you say, I was not directly involved in it, and I haven’t actually played the Demon’s remake," Miyazaki said. "But this is because I just don’t enjoy playing the games that I’ve made in the past,” he explained. “It brings up a lot of old emotions, a lot of old memories, and this gets a little bit overwhelming, and it doesn’t feel like playing any more. So I have not played the Demon’s remake, but I am very glad to see it get this fresh look, these brand-new current-gen graphics."

He concluded by saying that while he's happy to see the game modernized for both a new and old audience, he was a bit nervous as Demon's Souls development was not the smoothest one.

“It was an old game, so to see it get remade in this way and have new players playing it was obviously something that made me very happy," Miyzaki said. “It was a rough game back in the day, with a relatively rough development, so I was anxious that new players would not enjoy it in that same way. That was a cause of concern for me when it was re-released but, you know, in the end, I’m just happy to see the reaction and happy to see people enjoying it.

“One thing that was really fun was seeing [Bluepoint Games] come up with things we didn’t consider and to approach certain elements of the game its visuals and its mechanics in a way that we either couldn’t or didn’t back in the day. So to see them researching and applying these new thought processes and new techniques, this was something that was really exciting and interesting for me.”

Fans won't have long to wait to see how the team rose to the challenge of making Elden Ring FromSoftware's best-looking game yet as it is set to arrive on PS5, PS4, Xbox Series X/S, Xbox One, and PC on February 24, 2022.

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Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Harry Potter MMO Was Cancelled by EA in the Early 2000s Because It Thought the IP Wouldn't Last

Before the Harry Potter franchise became the global phenomenon it is today, Electronic Arts was in the process of making a MMO based on its world. However, it appears it was cancelled in the early 2000s because the company didn't believe "that the IP would have a shelf life longer than a year or two."

As reported by Polygon, EA's former director of product marketing Kim Salzer discussed this Harry Potter MMO that was in development between 2000 and 2003 (before the release of the series' sixth book - Harry Potter and the Half-Blood Prince was released!) on a Twitch stream that her current firm - Orignal Gamer Life - hosted.

“Sometimes, I just don’t know where to start,” said Salzer, when she was asked about which cancelled game she was most upset about during her time in the games industry. “But a big one for me, because I was so personally involved in it and it’s such a huge IP that has lived on, is a online massively multiplayer game for Harry Potter.”

Before it was Expelliarmus-ed (you're welcome), the team behind it had a working beta and had done all the necessary research. EA was even in the process of working on systems to mail out prizes and ribbons to players in what Salzer called a "combination offline/online experience."

While she didn't go into too much detail, she did confirm that it was ultimately cancelled before making it to the finish line, in part due to the uncertainty surrounding the lasting power of the Harry Potter IP.

"EA was going through some changes at that time,” said Salzer, “and they just didn’t know, or believe enough, that that IP would have a shelf life longer than a year or two.”

Salzar left EA around the time of the first two Harry Potter films, and while EA would go on to publish more than 10 titles based on its magical world, the MMO never saw the light of day.

In 2022, Warner Bros. now is in charge of the Wizarding World franchise - which includes Harry Potter and Fantastic Beasts and Where to Find Them - and that includes the video game rights through its Portkey Games label.

While there may not be an MMO in the future, Harry Potter fans do have Hogwarts Legacy to look forward to in 2022.

Announced at September 2020's PS5 event, Hogwarts Legacy is set before the events of the Harry Potter books and takes place in the late 1800s, where your custom character becomes the star of its story.

It was originally set to be released in 2021, but WB Games delayed the game to 2022 to give "the game the time it needs."

Hogwarts Legacy is also surrounded by controversy due to Harry Potter creator J.K. Rowling's transphobic comments on Twitter and beyond.

Following these comments, WB Games confirmed that J.K. Rowling is "not directly involved" with the upcoming RPG, and a report has even said that the RPG will allow for transgender characters.

For more, check out our look at how Harry Potter fans are coping with J.K. Rowling.

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Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Chicory: A Colorful Tale Creator Greg Lobanov Teases the Studio’s Next Project With a GIF

Chicory: A Colorful Tale creator Greg Lobanov has teased that he and his team are officially working on a new game with a GIF of an adorable, hopping two-legged fox creature that I'd like to be my new best friend.

Lobanov shared the news on Twitter just one minute before 2021 became 2022, saying this announcement was a long time coming.

"Been waiting a long time to let everyone know: I'm working on something new with the chicory team =)," Lobanov wrote. "I can't wait to talk more about it!!!!! hope to share details in 2022."

The accompanying GIF of the aforementioned fox creature - which may or may not be part of the new game - is also featured on a job page for a Creature Concept Artist for this new project.

The job description itself gives a few more teases as to what this game may be, as this role is meant for someone that has, among other things, 'designs with lots of character/personality" and "interest in & inspiration from real world animals/biology."

For those who have played Chicory: A Colorful Tale - the game we awarded as our Best Puzzle Game of 2021 - these words will sound familiar. Chicory was a beautiful and charming game that features a cast of wonderful, anthropomorphic animals, and this new project very well may be a sequel or a new game in the style and feel of it.

In our Chicory review, we said that "it is a pristine little adventure with fun puzzles, a surprisingly rich paint mechanic, and a story that's disarmingly real, difficult, and heartfelt."

If you have yet to try Chicory, it is currently available on PS5, PS4, PC, and Nintendo Switch.

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Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

GoldenEye 007 Xbox Achievements Have Appeared Online, Possibly Hinting at a New Port

GoldenEye 007, the legendary N64 game from Rare that is one of the most beloved multiplayer experiences for many around the world, may be getting a new life on Xbox after Achievements have been spotted for the game online.

TrueAchievements, a website that tracks Xbox Achievement activity, recently picked up an Achievement list for Goldeneye 007 which had never been seen before. There are 55 Achievements that are worth a total of 1,000 Gamerscore, and that is another hint this may be a new port.

As many may remember, there was an updated version of GoldenEye 007 being developed for Xbox 360's Xbox Live Arcade that was just about finished before it was canceled due to licensing issues. Back then, XBLA games had a limit of 200 Gamerscore, so seeing GoldenEye 007 with 1,000 Gamerscore is an interesting development.

Furthermore, TrueAchievements' website also reveals that there are only two Xbox accounts that have earned any of these achievements - BIGsheep and xtinamcgrath. By searching for these names, it appears that BIGsheep and xtinamcgrath are Rare employees James Thomas and Christina McGrath.

While this doesn't necessarily mean that a new port of GoldenEye 007 on Xbox consoles is imminent, it is an exciting prospect for fans as we begin the new year.

In February 2021, the game files for Rare's cancelled GoldenEye 007 remaster were shared on the internet, just a month after a full playthrough of the game's campaign was released on YouTube. The demo showed that you could swap between old and new visuals like the Halo remasters and that it could run at 60FPS and can be played in 4K.

While we wait to learn more about this possible port of GoldenEye 007, check out the officially announced Project 007 - a new James Bond game coming from Hitman developer IO Interactive.

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Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Square Enix President Pens a New Year's Letter All About NFTs, Blockchain Games, the Metaverse, and More

Square Enix president Yosuke Matsuda has begun 2022 by writing a New Year's letter that is focused on the companies growing focus on NFTs, blockchain games, and the metaverse.

Matsuda began the letter by wishing everyone a Happy New Year and saying how the metaverse was "a hot topic in 2021, inspiring a lively global conversation first about what the metaverse is and then about what sort of business opportunities it presents."

He then noted Facebook's name change to Meta and how that was just one piece of "evidence that the concept is not a mere buzzword but here to stay" and that this attention caused 2021 to be dubbed the "Metaverse Year."

Thanks to advances in "extended reality (XR) technology, the increasing prevalence of the cloud and 5G, more sophisticated blockchain technology, and other technological evolutions that have taken place in a variety of fields over the past several years," Matsuda believes that the metaverse will "likely see a meaningful transition to a business phase in 2022, with a wide range of services appearing on the scene."

"As this abstract concept begins to take concrete shape in the form of product and service offerings, I am hoping that it will bring about changes that have a more substantial impact on our business as well," Matsuda said.

NFTs, or non-fungible tokens, were the next topic of discussion and Matsuda began by saying that "2021 not only as 'Metaverse: Year One,' but also as 'NFTs: Year One' given that it was a year in which NFTs were met with a great deal of enthusiasm by a rapidly expanding user base."

Although Matsuda agrees there that there are unfortunate "examples here and there of overheated trading in NFT-based digital goods with somewhat speculative overtones, regardless of the observed value of the content provided," he believes the ship will right itself in time.

"This, obviously, is not an ideal situation, but I expect to see an eventual right-sizing in digital goods deals as they become more commonplace among the general public, with the value of each available content corrected to their true estimated worth, and I look for them to become as familiar as dealings in physical goods," Matsuda said.

As for how this is related to Square Enix, Matsuda reiterated that, in May 2020, the company behind the Final Fantasy series, the upcoming Forspoken, and much more, "identified AI, the cloud, and blockchain games as new domains on which we should focus our investments, and we have subsequently been aggressive in our R&D efforts and investments in those areas."

WIth AI, the focus has been "primarily on natural language processing, world models, and simulation technology."

"These efforts will help us develop the games that we release into the world and enhance their overall quality, but that is not all," Matsuda explained. "By incorporating the output of these R&D efforts into virtual avatars and elsewhere, we plan to apply that output to a wide variety of content and provide the relevant technology to other companies, with a view to leveraging these R&D efforts across our entire Digital Entertainment business."

On the cloud front, Square Enix is exploring this tech from "two primary perspectives, the first being leveraging cloud technologies to distribute content and the second being developing content that offers customers new forms of excitement enabled by the cloud’s attributes."

Lastly, blockchain games are discussed, which are different from traditional games that have "a unidirectional flow whereby creators such as ourselves provide a game to the consumers that play them."

"By contrast, blockchain games, which have emerged from their infancy and are at this very moment entering a growth phase, are built upon the premise of a token economy and therefore hold the potential to enable self-sustaining game growth," Matsuda said. "The driver that most enables such self-sustaining game growth is diversity, both in how people engage with interactive content like games, and in their motivations for doing so. Advances in token economies will likely add further momentum to this trend of diversification. I see the “play to earn” concept that has people so excited as a prime example of this."

While he acknowledges those players who "play to have fun" and "currently form the majority" have "reservations towards these new trends," he also notes there is another side to that coin - players who "play to contribute" - that is worth exploring.

"However, I believe that there will be a certain number of people whose motivation is to 'play to contribute,' by which I mean to help make the game more exciting," Matsuda said. "Traditional gaming has offered no explicit incentive to this latter group of people, who were motivated strictly by such inconsistent personal feelings as goodwill and volunteer spirit.

"This fact is not unrelated to the limitations of existing UGC (user-generated content). UGC has been brought into being solely because of individuals’ desire for self-expression and not because any explicit incentive existed to reward them for their creative efforts. I see this as one reason that there haven’t been as many major game-changing content that were user generated as one would expect."

With the advances in token economies, Matsuda says "users will be provided with explicit incentives, thereby resulting not only in greater consistency in their motivation, but also creating a tangible upside to their creative efforts."

"I believe that this will lead to more people devoting themselves to such efforts and to greater possibilities of games growing in exciting ways," Matsuda says. "From having fun to earning to contributing, a wide variety of motivations will inspire people to engage with games and connect with one another. It is blockchain-based tokens that will enable this."

All of this and more has led to Matsuda saying that this ecosystem "lies at the heart of what I refer to as 'decentralized gaming'" and is one he hopes becomes a major trend in gaming in the future.

"By designing viable token economies into our games, we will enable self-sustaining game growth. It is precisely this sort of ecosystem that lies at the heart of what I refer to as 'decentralized gaming,' and I hope that this becomes a major trend in gaming going forward," Matsuda said. "If we refer to the one-way relationship where game players and game providers are linked by games that are finished products as 'centralized gaming' to contrast it with decentralized gaming, then incorporating decentralized games into our portfolio in addition to centralized games will be a major strategic theme for us starting in 2022.

"The basic and elemental technologies to enable blockchain games already exist, and there has been an increase in the societal literacy and acceptance of crypto assets in the past few years. We will keep a close eye on societal shifts in this space while listening to the many groups of users that populate it, and ramp up our efforts to develop a business accordingly, with an eye to potentially issuing our own tokens in the future."

In conclusion, Matsuda believes, against the backdrop of changing lifestyles and the Square Enix learning to live and function during the ongoing COVID-19 pandemic, that "the new technologies and concepts that I have discussed and the changes that they bring to our business environment will provide us with numerous opportunities to enrich people’s lives through digital entertainment, which is at the core of our business."

"This at the same time means that we are seeing the beginnings of further leaps forward for our business," Matsuda concluded. "We remain committed to creating, developing, and providing world-class content, and we will contribute to the happiness of society and its people by offering new forms of excitement. I wish you all the best for 2022."

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Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Nexon's Medieval Fantasy Brawler Warhaven Shutting Down 6 Months After Launching in Early Access

Nexon's medieval fantasy brawler Warhaven is shutting down on April 5, 2024, just six months after it launched on Steam in Early Access...