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    Judge Rebukes Apple and Orders It to Loosen Grip on App Store

    The ruling was a stinging defeat for Apple in a long-running antitrust case brought by Epic Games, the maker of Fortnite, on behalf of app developers.A federal judge ruled on Wednesday that Apple must loosen its grip on its App Store and stop collecting a commission on some app sales, capping a five-year antitrust case brought by Epic Games that aimed to change the power that Apple wields over a large slice of the digital economy.The judge, Yvonne Gonzalez Rogers of U.S. District Court for the Northern District of California, rebuked Apple for thwarting a previous ruling in the lawsuit and said the company needed to be stopped from further disobeying the court. She criticized Tim Cook, Apple’s chief executive, and accused other executives at the company of lying.In her earlier ruling, Judge Gonzales Rogers ordered Apple to allow apps to provide users with external links to pay developers directly for services. The apps could then avoid the 30 percent commission that Apple charges in its App Store and potentially charge less for services.Instead, Judge Gonzalez Rogers said on Wednesday, Apple created a new system that forced apps with external sales to pay a 27 percent commission to the company. Apple also created pop-up screens that discouraged customers from paying elsewhere, telling them that payments outside the App Store may not be secure.“Apple sought to maintain a revenue stream worth billions in direct defiance of this court’s injunction,” Judge Gonzalez Rogers wrote.In response, she said Apple could no longer take commissions from sales outside the App Store. She also restricted the company from writing rules that would prevent developers from creating buttons or links to pay outside the store and said it could not create messages to discourage users from making purchases. In addition, Judge Gonzalez Rogers asked the U.S. attorney for the Northern District of California to investigate the company for criminal contempt.We are having trouble retrieving the article content.Please enable JavaScript in your browser settings.Thank you for your patience while we verify access. If you are in Reader mode please exit and log into your Times account, or subscribe for all of The Times.Thank you for your patience while we verify access.Already a subscriber? Log in.Want all of The Times? Subscribe. More

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    How Do the iPhone 16E and Google Pixel 9A Compare to More Expensive Models?

    With all the talk about tariffs driving up costs, the word “cheaper” should bring comfort to just about anyone. That’s why I’m delighted to share that the cheaper smartphone from Google has arrived, a few months after Apple released a somewhat cheaper entry-level iPhone — and that both products are very good.Google this week released the Pixel 9a, the $500 sibling of its $800 flagship smartphone, the Pixel 9. It competes directly with the $600 iPhone 16e released in February, the cheaper version of Apple’s $800 iPhone 16.Both of the new phones have the staples that people care most about — great cameras, nice screens, zippy speeds, modern software and long battery life. To cut costs, they omit some fancier extras, like advanced camera features.Is it a wise idea to save some bucks, or better to spend more on the fancier phones? To find out, I strapped on a fanny pack and carried all four phones with me for the last week to run tests.The upshot: As is often the case, you get what you pay for. The $800 phones are slightly better in terms of features and performance than the cheaper versions, and the $600 iPhone is faster and has a better camera than the $500 Pixel.But more important, the cheaper Pixel and iPhone were nearly indistinguishable from their $800 counterparts in several of my tests. In some cases, like battery life, the cheaper phones were even better.We are having trouble retrieving the article content.Please enable JavaScript in your browser settings.Thank you for your patience while we verify access. If you are in Reader mode please exit and log into your Times account, or subscribe for all of The Times.Thank you for your patience while we verify access.Already a subscriber? Log in.Want all of The Times? Subscribe. More

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    Burned Out, Davey Wreden Tried to Heal by Making the Cozy Wanderstop

    Nothing moves quickly in Wanderstop. To make a single cup of tea in the new video game is a meditative ritual of deliberate steps.The recovering hero, Alta, has to forage for tea leaves, dry out those leaves, plant seeds for fruit to flavor the tea, water those seeds, watch the plant grow, harvest the fruit individually, and then, with a fantastical apparatus the player traverses using rolling ladders, heat up the water, drain it into a brewing pot, throw the ingredients in one by one, go to a shelf of bespoke mugs, select one, place it under a tap and — finally — pour.There is recognition for doing so without spilling a single drop but no punishment if it is not perfect. It is not that kind of game.Davey Wreden, the 36-year-old writer and director of Wanderstop, has not released a stand-alone game in a decade. He burned out after commercial success with The Stanley Parable (2013), an absurd meditation on cubicle life and choice that has been cited as an inspiration for the TV show “Severance,” and artistic acclaim with the game’s follow-up.Wanderstop was supposed to be different from those mind-bending works, a calming experience set at a woodland tea shop.It did not end up that way.“I started out trying to make this game in a way that it wasn’t going to be a complex story about me and my life, and I failed to do that,” Wreden said. “The more that I began having Alta speak the words in my own head, the more compelling it got.”We are having trouble retrieving the article content.Please enable JavaScript in your browser settings.Thank you for your patience while we verify access. If you are in Reader mode please exit and log into your Times account, or subscribe for all of The Times.Thank you for your patience while we verify access.Already a subscriber? Log in.Want all of The Times? Subscribe. More

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    Censoring Games

    What China’s influence over Marvel Rivals reveals about censorship.Marvel Rivals is one of the biggest video games in the world. Since its launch in December, more than 40 million people have signed up to fight one another as comic book heroes like Iron Man and Wolverine.But when players used the game’s text chat to talk with teammates and opponents, they noticed something: Certain phrases, including “free Hong Kong” and “Tiananmen Square,” were not allowed.While Marvel Rivals is based on an iconic American franchise, it was developed by a Chinese company, NetEase Games. It has become the latest example of Chinese censorship creeping into media that Americans consume.You can’t type “free Tibet,” “free Xinjiang,” “Uyghur camps,” “Taiwan is a country” or “1989” (the year of the Tiananmen Square massacre) in the chat. You can type “America is a dictatorship” but not “China is a dictatorship.” Even memes aren’t spared. “Winnie the Pooh” is banned, because people have compared China’s leader, Xi Jinping, to the cartoon bear.The restrictions are largely confined to China-related topics. You can type “free Palestine,” “free Kashmir” and “free Crimea.”Why does all of this matter? Video games are not just sources of entertainment; they are also social platforms. Every day, hundreds of millions of children and adults log on to games like Fortnite, World of Warcraft and, yes, Marvel Rivals to play together and hang out. For many young people, these games are as social as Facebook or X.We are having trouble retrieving the article content.Please enable JavaScript in your browser settings.Thank you for your patience while we verify access. If you are in Reader mode please exit and log into your Times account, or subscribe for all of The Times.Thank you for your patience while we verify access.Already a subscriber? Log in.Want all of The Times? Subscribe. More

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    With an Evil Empire’s Power Comes Great Responsibility

    Weighty player choices give the fantasy role-playing game Avowed an impressive central narrative. But simplistic combat and rote side quests keep it from excellence.Most video games are power fantasies. You might have endless lives or be capable of shrugging off mortal wounds and clearing out dozens of bad guys with superhuman prowess.The role-playing game Avowed wholeheartedly embraces the fantasy, yet stands out as a game that encourages the player to think about what it means to be so powerful. It asks us to engage with our power rather than simply benefit from it.At its most predictable, Avowed manifests this empowerment with the typical medieval fantasy fare of swords and shields and wands and guns, which you will use to blast your way through any impediment blocking your path forward. But these battles are only a colorful distraction next to your character’s real source of power: your mandate, as the envoy of a distant emperor, to decide how things should be run in the wild and untamed Living Lands.Composed of a few independent fiefs, the Living Lands resemble the Caribbean islands before their settlement by European powers, complete with piratical touches like aquamarine coves, waterlogged ruins and flintlock pistols. You have arrived to root out the source of a mysterious plague and to soften the ground for your expansionist benefactor’s future colonization efforts.It’s novel to play a game as, if not entirely a villain, an unsympathetic tool of power. Your empire, Aedyr, has a downright awful reputation in the Living Lands, exacerbated by your bloodthirsty colleagues known charmingly as the Steel Garrote. Throughout the game you’ll be tasked with defusing diplomatic flare-ups caused by the Steel Garrote and its nasty leader.The Living Lands resemble the Caribbean islands before their settlement by European powers, complete with piratical touches like aquamarine coves, waterlogged ruins and flintlock pistols. Obsidian EntertainmentWe are having trouble retrieving the article content.Please enable JavaScript in your browser settings.Thank you for your patience while we verify access. If you are in Reader mode please exit and log into your Times account, or subscribe for all of The Times.Thank you for your patience while we verify access.Already a subscriber? Log in.Want all of The Times? Subscribe. More

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    PlayStation Network Is Working After 24-Hour Outage, Sony Says

    Users on social media had complained that they could not access their games after the unexplained outage began on Friday night.The PlayStation Network, which users of the Sony PlayStation platform rely on to play games, download content and access apps, started working again on Saturday night after a 24-hour outage that left customers frustrated.“All services are up and running,” PlayStation announced on its website around 7 p.m. on Saturday. The problems, which prevented many customers from “launching games, apps or network features,” were first reported at 7 p.m. on Friday, the company said.“PSN has been restored,” the company’s support team posted on X at 6:58 p.m. on Saturday. “You should be able to access online features without any problems now.”The company did not explain the cause of the outage and did not immediately respond to an email seeking more information.The issues affected users of PlayStation’s most popular offerings, including its console and web products. Account management, gaming and social, PlayStation Video, PlayStation Store and PlayStation Direct were among the impacted services.PlayStation creates software and hardware, including hugely popular gaming consoles. Users play video games and run apps like Netflix, Spotify and YouTube through the PlayStation Network.On social media, some users reported that they were able to use their PlayStation on Saturday afternoon but many were still experiencing issues into the evening.During the outage, some users reported that they were not able to play offline games, a testament to how severe the server problems were, as offline games usually do not face the same issues that online games will sometimes experience.As users complained on social media, other brands fired off trolling messages.“Calling all gamers: this play station still works,” Krispy Kreme posted on X. Krispy Kreme offered free glazed doughnuts for two hours on Saturday “because sweet rewards don’t need a server.”“bet y’all want physical copies now,” GameStop, the struggling video game retail chain, said on X. More

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    Sports Betting Reveals the Addiction in All of Us

    When we think about any addiction, we tend to focus on people who are utterly consumed by it — those whose lives are visibly falling apart. Yet gambling challenges our usual assumptions about addiction and risk, as its harms extend far beyond the most severe cases.Consider a young man from my therapy practice, a former college athlete, who isn’t bankrupt or in crisis but feels stuck in a cycle of unhealthy online sports betting. He repeatedly deletes the betting app from his phone, only to reinstall it days later at the prompting of a well-timed email, a group bet with friends or simply the ads plastered across every sports arena. He does fine at work and mostly keeps to the dollar limits he sets, but his internal preoccupation, restlessness and chasing of losses just feel bad. He wouldn’t call himself addicted, but he doesn’t feel healthy, either. At the very least, he has the creeping sense that he’d feel better if he put his attention and energy toward something more meaningful.Serious gambling addiction is devastating. Beyond financial ruin, it increases the risk of physical health problems, domestic violence and family rupture. Every year, 2.5 million American adults suffer from severe gambling problems. Many suffer invisibly, silently wagering away their lives on cellphones, perhaps in the very same room as their family and friends.These severe cases demand attention, but focusing only on them obscures something important. As a physician and someone in recovery from alcohol and stimulant addiction myself, I’m concerned by how we have been conditioned to see addiction in all-or-nothing terms. Beyond the millions of Americans who meet the criteria for gambling disorder, five million to eight million more have a mild to moderate gambling problem that still affects their lives — like my patient. Since the federal ban on sports betting was struck down in 2018, sports gambling in the United States has exploded, with annual wagers now approaching $150 billion.Today’s surge of sports betting — supercharged by technology and unfettered industry practices — shows how everyone can struggle with self-control to varying degrees. No longer a simple matter of putting money down on which competitor will win, modern technology has transformed sports betting into a high-speed, continuous stream of wagers throughout the game. For Sunday’s Super Bowl, people can place bets on things from the result of the coin toss to the yardage of the next drive, from Kendrick Lamar’s halftime guests to how many times Taylor Swift is mentioned.Online gambling companies collect troves of personalized data to guide betting variables and marketing to match each user’s patterns and preferences. (The Athletic, which is owned by The New York Times, has a partnership with BetMGM, online sports betting and gaming company.) Subscription plans and automated deposits further erode the friction between impulse and action.We are having trouble retrieving the article content.Please enable JavaScript in your browser settings.Thank you for your patience while we verify access. If you are in Reader mode please exit and log into your Times account, or subscribe for all of The Times.Thank you for your patience while we verify access.Already a subscriber? Log in.Want all of The Times? Subscribe. More

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    Pamela Hayden, the Voice of Bart’s Friend Milhouse, Retires From ‘The Simpsons’

    Ms. Hayden voiced many “Simpsons” characters since the show started in 1989. She’s most famously the voice of Bart’s awkward 10-year-old best friend.Pamela Hayden, who has voiced characters on “The Simpsons” since it began in 1989 and famously played Bart’s nerdy best friend Milhouse Van Houten, announced on Wednesday that she was retiring from the show.Ms. Hayden, 70, said on her Facebook page that after 35 years she would stop performing on “The Simpsons” and would “pursue other creative outlets.” Episode seven of season 36, scheduled to air on Nov. 24, will be her final episode.“One thing that I love about Milhouse is he’s always getting knocked down but he keeps getting up,” Ms. Hayden said in a tribute video posted on “The Simpsons” social media pages. “I love the little guy.”Credited with voicing dozens of Simpson’s characters, including one of Milhouse’s bullies, Jimbo Jones, Ms. Hayden’s most famous character is Milhouse. His blue hair and big eyes are accentuated with large, round glasses. The clumsy, shy 10-year-old is one of the most endearing characters in Springfield, thanks in part to his halting, sheepish voice and his stubborn resilience.Milhouse, named after former President Richard Milhous Nixon, often finds himself following his best friend, Bart, into trouble as a gullible sidekick. Throughout the show, Milhouse often cites his mother’s concerns for his safety as an excuse to not go on adventures. In one instance, Milhouse relayed that his mother “says solving riddles is an asthma trigger.”Hayden, left, has voiced the character of Milhouse and others for 35 years.FOXWe are having trouble retrieving the article content.Please enable JavaScript in your browser settings.Thank you for your patience while we verify access. If you are in Reader mode please exit and log into your Times account, or subscribe for all of The Times.Thank you for your patience while we verify access.Already a subscriber? Log in.Want all of The Times? Subscribe. More