niantic

Harry Potter, the Platform, and the Future of Niantic

Posted by | Apps, AR, augmented reality, DigiLens, EC-1, Escher Reality, Gaming, geolocation, harry potter, harry potter wizards unite, john hanke, matrix mill, Mobile, niantic, Phil Keslin, Pokémon Go, Startups, TC, Virtual reality, VR | No Comments

What is Niantic? If they recognize the name, most people would rightly tell you it’s a company that makes mobile games, like Pokémon GO, or Ingress, or Harry Potter: Wizards Unite.

But no one at Niantic really seems to box it up as a mobile gaming company. Making these games is a big part of what the company does, yes, but the games are part of a bigger picture: they are a springboard, a place to figure out the constraints of what they can do with augmented reality today, and to figure out how to build the tech that moves it forward. Niantic wants to wrap their learnings back into a platform upon which others can build their own AR products, be it games or something else. And they want to be ready for whatever comes after smartphones.

Niantic is a bet on augmented reality becoming more and more a part of our lives; when that happens, they want to be the company that powers it.

This is Part 3 of our EC-1 series on Niantic, looking at its past, present, and potential future. You can find Part 1 here and Part 2 here. The reading time for this article is 24 minutes (6,050 words)

The platform play

After the absurd launch of Pokémon GO, everyone wanted a piece of the AR pie. Niantic got more pitches than they could take on, I’m told, as rights holders big and small reached out to see if the company might build something with their IP or franchise.

But Niantic couldn’t build it all. From art, to audio, to even just thinking up new gameplay mechanics, each game or project they took on would require a mountain of resources. What if they focused on letting these other companies build these sorts of things themselves?

That’s the idea behind Niantic’s Real World Platform. This platform is a key part of Niantic’s game plan moving forward, with the company having as many people working on the platform as it has on its marquee money maker, Pokémon GO.

There are tons of pieces that go into making things like GO or Ingress, and Niantic has spent the better part of the last decade figuring out how to make them all fit together. They’ve built the core engine that powers the games and, after a bumpy start with Pokémon GO’s launch, figured out how to scale it to hundreds of millions of users around the world. They’ve put considerable work into figuring out how to detect cheaters and spoofers and give them the boot. They’ve built a social layer, with systems like friendships and trade. They’ve already amassed that real-world location data that proved so challenging back when it was building Field Trip, with all of those real-world points of interest that now serve as portals and Pokéstops.

Niantic could help other companies with real-world events, too. That might seem funny after the mess that was the first Pokémon GO Fest (as detailed in Part II). But Niantic turned around, went back to the same city the next year, and pulled it off. That experience — that battle-testing — is valuable. Meanwhile, the company has pulled off countless huge Ingress events, and a number of Pokémon GO side events calledSafari Zones.” CTO Phil Keslin confirmed to me that event management is planned as part of the platform offering.

As Niantic builds new tech — like, say, more advanced AR or faster ways to sync AR experiences between devices — it’ll all get rolled into the platform. With each problem they solve, the platform offering would grow.

But first they need to prove that there’s a platform to stand on.

Harry Potter: Wizards Unite

Niantic’s platform, as it exists today, is the result of years of building their own games. It’s the collection of tools they’ve built and rebuilt along the way, and that already powers Ingress Prime and Pokémon GO. But to prove itself as a platform company, Niantic needs to show that they can do it again. That they can take these engines, these tools, and, working with another team, use them for something new.

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The definitive Niantic reading guide

Posted by | Apps, augmented reality, Book Review, Cloud, Collaborative Consumption, Developer, EC-1, funding, Gaming, Google, google cloud, harry potter, ingress, john hanke, mobile gaming, niantic, Niantic Labs, Pokémon Go, reading guide, Social, Startups, TC, Venture Capital, Virtual reality | No Comments

In just a few years, Niantic has evolved from internal side project into an independent industry trailblazer. Having reached tremendous scale in such a short period of time, Niantic acts as a poignant crash course for founders and company builders. As our EC-1 deep-dive into the company shows, lessons from the team’s experience building the Niantic’s product offering remain just as fresh as painful flashbacks to the problems encountered along the way.

As we did for our Patreon EC-1, we’ve poured through every analysis we could find on Niantic and have compiled a supplemental list of resources and readings that are particularly useful for getting up to speed on the company.

Reading time for this article is about 9.5 minutes. It is part of the Extra Crunch EC-1 on Niantic. Feature illustration by Bryce Durbin / TechCrunch.

I. Background: The Story of Niantic

Google-Incubated Niantic, Maker of Ingress, Stepping Out on Its Own | August 2015 | In August of 2015, Niantic announced that it would spin out from Google and become an independent company. As discussed in WSJ’s coverage of the news, Niantic looked at the spin out as a way to accelerate growth and collaborate with the broader entertainment ecosystem.

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Niantic’s Harry Potter: Wizards Unite is a sorcerous smorgasbord for the Pokémon GO generation

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Niantic’s follow-up to the absurdly popular Pokémon GO, the long-awaited Harry Potter: Wizards Unite, has one major drawback: unlike its predecessor, you can’t explain it in a single sentence. There’s so much to do in this game that it may repel some casual players — but while its depths of systems and collectibles may be nigh endless, don’t worry: you still basically just walk around doing wizard and witch stuff.

We first reported the news that this was coming back in 2017. Last week I got to spend a short time playing the game at Niantic’s office in San Francisco, and while they didn’t reveal all their secrets, I saw enough to convince me that HP:WU (I await a catchier nickname, like PoGO) will be a huge time sink for any Harry Potter fan and will probably convert or cannibalize many players from GO.

If you were worried this would be a slapdash cash-in effort like some of the HP tie-ins we’ve seen… don’t be. This is legit. Rowling isn’t involved, and the voice actors are sound-alikes, but still legit.

And just to get some of the major facts out of the way before we move on: it’s coming out sometime in 2019 (I’d guess before Summer but they wouldn’t say), in 17 languages (listed at bottom; actual countries where it’ll be offered unknown), there’s no wand accessory yet (I asked and they all looked nervous), minimum specs are reasonable and AR is optional, and it’s free but there are in-app purchases.

So what is this game? While it would be misleading to say it’s just HP:GO, the similarities are deep. But there’s a lot more going on. Perhaps I’d best summarize it in bullet point form before I embark on the many details. In HP:WU you:

  • Walk around a wizarding-themed version of the real world looking for locations at which to resupply and “foundables” to encounter
  • Dispel, battle, or otherwise deal with the “confoundable” associated with these
  • Earn reward items from encounters and for entering foundables in your registry
  • Use reward items to level up in various professions, brew potions, and battle alongside others at “fortresses”
  • Find rare foundables that advance the overall plot of why this is all happening anyway

So let’s take that piece by piece.

(By the way: The few images I have here were provided by Niantic and Portkey Games, the studio under WB Games who co-developed the game; I actually saw much more than what the shots show, so if something I describe isn’t illustrated directly, don’t worry — it’s in there.)

Walkable Wizarding World

Yes, this was the only image of the map we got.

“For Harry Potter fans, the line between the real world and the wizarding world is paper thin,” said WB Games’s Jonathan Knight. So they wanted to make it seem like, as with the pervasive hidden nooks and secrets of the HP world, “magic is all around you.”

The plot that enables all this is that, in a post-Deathly Hallows HP world, a macguffin event has caused magical items and creatures to appear all over the muggle world, threatening to expose the existence of magic; Witches and wizards are being recruited to track these things down and deal with them.

Conveniently, the event snatched these things and people from all throughout history and the world, laying them down willy-nilly — so you’re just as likely to find Fleur Delacoeur as Hermione Granger, or a young Dumbledore as an old one.

As a member of the SOS squad (enforcing the “Statute Of Secrecy” mandating separation between the magic and muggle worlds, you know), you’re tasked with tracking down these various things wherever they appear and reporting back to the ministry.

The map is, like in Pokémon GO, where you’ll be spending most of your time.

As before, it reflects the streets and features nearby: streets, parks, landmarks, and so on. It’s decidedly busier this time, however, both with gameplay elements and set dressing. Brooms and owls zip overhead, potion ingredients clutter the ground around you, and locations to visit sprinkle every block. (Although I’d hoped they’d use the Marauder’s Map aesthetic, they were probably right not to: it would probably get old fast.)

You interact with these locations as you would spin Pokéstops in GO, with “inns” and “greenhouses” giving you a semi-randomized reward every time (and starting a 5-minute cooldown). Encounters and ingredients pop up like Pokémon did, appearing semi-randomly but with some tendencies or affinities — for example, you’re more likely to find school-related foundables by actual schools, and so on. These places are helpfully noted by a little flag that highlights the affected area, such as: “Golden Gate Park – you’ll encounter more magical creatures here.”

The equivalent to lures are “dark detectors,” which will cause encounters to pop up with more frequency around the location you attach it to — and you can stack them! These will no doubt be a popular purchase.

One nice touch: when you move quickly, your character flies on a broom. No more “running” along the highway. That always did bug me.

Of course you’ll also be able to customize your appearance, and you even get to make a (non-public) “wizarding passport” complete with a moving photo you can outfit with various AR props. Your Hogwarts house is just something you select and which has no gameplay effect — for now.

Swish and flick

When you tap an encounter, you enter an AR minigame where you may, for instance, have to cast a spell to free Buckbeak the gryphon from a magical ball and chain, or defeat a monster threatening a character from the books.

You do this generally by tracing a shape with your finger on the screen to cast a spell. You don’t get to choose the spell, unfortunately, it’s built into the encounter. The more accurate and quick your trace is, the better the power of the spell — a bit like throw quality in Pokémon.

It’s similar in combat except you’ll also have to quickly cast protego when the enemy attacks you. That’s right, there are hostiles in this game! And although you can’t “die,” running out of stamina will fail the encounter or mission. More combat options open up later, though, as you’ll see. Encounters also vary in difficulty, which can be determined from the map or within the encounter — you may find some foes or rescues are beyond your power until you pump up a bit (or quaff a potion).

There are other little twists on the formula, though — the team said they have over 100 unique encounters, all fully realized in AR. And although you can only interact with them from a sweet spot that appears on the ground in AR, you can take your time to walk around or closely inspect the scene.

Foundables and confoundables and the other 20 things

There are a ton of these little pages.

Everything you’ll encounter is a foundable, and falls under one of numerous categories: magic zoology, dark arts, oddities, magical games and sports, Hogwarts, and so on.

And every foundable is listed in a sort of sticker book you’ll fill in bit by bit as you encounter them. Free Buckbeak however many times and it’ll be fully filled in, giving you various bonuses and, perhaps more importantly, the ability to take AR photos with the creature or character in question.

The creatures and characters range from common to very rare, of course, and you’ll need to get dozens of the former to fill in the book, but only one or a handful for certain plot-related items. They only shared the bare bones of the story, which will be revealed through in-game text and events, but a “deep, multi-year narrative arc” is promised. You can probably expect new foundables and ingredients and such to be added regularly.

One detail I found highly compelling was that weather, time of day, and even astral phenomena like moon phase will affect what you encounter. So for instance, werewolves may only come out on the full moon, while certain potion ingredients only appear (or appear more) when it’s raining, or in the evening. This kind of real-world involvement is something I’ve always appreciated and one that Niantic’s games are uniquely suited to take advantage of.

Potions will be necessary for healing and buffing yourself and others, so you’ll want to collect ingredients all the time; you mix them in a sub-screen, and can follow recipes or try your luck making something new.

One very cool thing they showed off that doesn’t really show well in images is a Portkey — you know, the objects in HP that transport you from here to there. It’s not exactly a canon treatment in the game, as they create portals instead, but it makes for a great AR experience. You put the portal down and literally step through it, then look around at a new scene (for instance, Ollivander’s shop or Dumbledore’s office) in which you can find items or presumably encounter monsters and other stuff. Portkey “Portmanteaus” are a bit like egg incubators in that you charge them up by walking, and can find or buy more powerful ones.

Min-maxing managed

What perhaps surprised me most in the team’s presentation of the various systems of the game was the extent of the stats and professions. There are three “professions,” they explained: auror, magical zoologist, and professor (“if you’re a bit of a goody-goody” — I resent that).

I figured these would be a bit like a play style bonus — one gives you more combat prowess, another is better for taming creatures, and so on. Boy, is there a lot more to it than that!

First of all, you should know that you have stats in this game. And not weird hidden ones or a relatively meaningless one like your trainer level in Pokémon GO. No, you have a straight-up stat screen filled with all kinds of stuff.

And your profession isn’t just a bonus or special ability — it’s a whole skill tree, and one to rival those of many a “serious” RPG.

As in many other games, some nodes are simple things like an increase in stamina or spell power — some you can even upgrade several times to increase the effect. But others are entirely new abilities you’ll be able to use in various circumstances. I probed through a bunch in my limited time and found things that, for instance, healed allies, debuffed enemies, improved potion effectiveness, etc. These are definitely going to have a significant effect on gameplay.

You can advance in any of the professions you want, however you want, though of course the further you progress down a tree, the more powerful abilities you unlock. You do this with tokens you earn from encounters, leveling, and challenges, so you get a steady trickle. It should take a good while to fill these out, though no doubt we’ll have some real tiresome types who’ll do it in a week.

Fortress of Jollitude

(It’s a portmanteau of solitude and jolly cooperation, because this is the teamplay part… let me have my fun.)

The last major aspect of the game is Fortresses. These are a bit like Gyms from Pokémon GO, in that they are multiplayer focused, but for now they’re strictly player vs enemy.

Fortresses are large, obvious locations on the map where you and up to four other players can join battle against a host of enemies in order to receive rare foundables and other rewards. How it works is that you and whoever else wants to play get within range of the Fortress and tap it. (They didn’t provide any images of one, inside or out, but you can see the roof of one just at the top left of the paw circle in the map image above.)

You’ll then have a chance to join up with others by presenting a special item called a runestone. You’ll be getting these from normal encounters now and then or a few other sources, and there are 10 different kinds with multiple rarities — and depending on which you use, or which combination your team presents, the Fortress will have any of a variety of challenges and encounter types. (I only saw combat.)

This is where the combat complexity comes in, because all the enemies are presented to all the players at once, and you can take on whichever you choose. Have you leveled your magical creature taming? You better take on that hippogriff. Do extra damage against human foes? You’re on Death Eater duty. Stocked up on spells that hinder opponents or heal allies? You can use them from the select screen in real time, for instance if your friend is about to be knocked flat by a high-level Dementor and needs a hand.

I only got to test a small amount of this, but the possibilities for actual strategy and team synergy were very exciting, especially compared to the extended slugfests of Pokémon GO raids.

“Your forever Harry Potter game”

That’s how the team described Wizards Unite, and although a small-screen experience will never equal the immersion or magic (so to speak) of the cinema or the richness of the books, this does look like a dandy game and it will certainly be a heck of a time sink for countless players worldwide.

I only got to see a few minutes of the game in person, so there are parts I missed and parts that weren’t being shown; for instance, your Hogwarts house will likely figure later in multiplayer games, and more abilities are on the way.

I worry a bit that the simplicity and casual serendipity that defined Pokémon GO have been abandoned for a level of complexity that may be daunting for some. Yet at the same time I worry that the grind of collecting however many Buckbeaks you need to complete a page of the registry isn’t as satisfying as catching (and grinding up) a dozen Charmanders to power up your favorite ‘mon. And the AR experiences so far exhibit much visual variety but (that I saw) didn’t differ much from one another except in the trace you had to draw.

But there’s a great deal here and a great deal to like. It’s new, it’s fun, and it’s HP. I know I’m going to be playing.

(Lastly, the game will be released in the following languages: English, French, Italian, German, Spanish, Brazilian and European Portuguese, Polish, Russian, Swedish, Norwegian, Dutch, Danish, Turkish, Simplified and Traditional Chinese, Japenese, Korean, and Latin American Spanish.)

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Pokémon GO will soon let you change teams for about $8

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Early on in Pokémon GO, you’re asked to make a decision: Which team do you want to be on? Instinct (Yellow)? Valor (Red)? Mystic (Blue)?

The question comes a bit out of the blue. Especially amongst those who started early and have stuck with the game, it’s not uncommon to hear people grumble about how they wish they’d chosen differently. But once you choose, it’s final; changing teams means making a whole new account and starting the grind from Level 1. Well, until now.

Pokémon GO will soon let you change your team by way of an in-game “Team Medallion” item. Realizing that there are too many Mystic in your area and want to mix it up a bit? You can switch to Valor. Are most of your friends Instinct and you want to help them hold gyms? You can.

But there are catches: It’ll cost money, and you can only do it once a year. It’ll cost you 1,000 Pokécoins — that’s the in-game currency, (slowly) obtainable by holding in-game locations or in exchange for real money via in-app purchase. A pack of 1,200 coins currently goes for $10, so 1,000 coins works out to a little over $8.

As for why there’s a once-per-year cap? It helps make sure people have some degree of loyalty to their chosen teams… but it also helps maintain the game’s mechanics. There are some advantages to playing alongside members of your team — stat boosts in the big group boss battles (or “Raids”), a few extra Pokéballs when your team does the most damage in said raids, etc. — and letting people change too much might screw that up a bit.

This is the latest in a streak of recent additions meant to fulfill longstanding requests from the playerbase, and perhaps respark the interest of some players who moved on. They added trading (a staple of the main series) in June of last year, and player-vs-player battles (another staple) in December. App Annie says the game is currently the 67th most popular title in the iOS app store.

Niantic says the team medallion should roll out on February 26th.

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Niantic finalizes its Series C at $245M with a valuation of nearly $4B

Posted by | funding, Gaming, niantic, pokemon, TC | No Comments

We’ve known since around December that Niantic (the company behind Pokémon GO and the soon to be released Harry Potter Wizards Unite) was in the middle of raising a ton of money for its Series C round. At the time, it looked like it’d come in around $200 million.

The company has just officially announced the round, disclosing the final amount: $245 million.

Niantic says that the round was led by IVP, and backed by aXiomatic Gaming, Battery Ventures, Causeway Media Partners, CRV and Samsung Ventures. They also confirmed that the company’s current valuation is “nearly” $4 billion, as rumored when word of the round was first floating around.

This raise comes just as Niantic is plotting its next steps, post overwhelming Pokémon success. It’s just about to launch another game based on massively nostalgic IP with Wizards Unite, all while working on slowly opening up its armory of AR frameworks (and its massive database of locational points of interest) for third-party developers to build upon.

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Pokémon GO trainer battles are now live (for some players)

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Last week we did a deep dive on how Pokémon GO’s new (and long overdue) player-versus-player battle system would work. The only thing we didn’t know at the time was when, exactly, it would actually start rolling out.

The answer: tonight.

Just a few days ago, Niantic started shipping an update to the app that contained everything required for PvP, but they’d yet to actually flip the switch to turn it on. According to a tweet that just went live from the Pokémon GO account, it seems said switches have just been flipped:

Calling all level 40 Trainers. Your time has come to #GOBattle❗ Trainers of lower levels, please stand by, as we will be rolling Trainer Battles out to more levels soon. pic.twitter.com/Rf6NmFygE6

— Pokémon GO (@PokemonGoApp) December 13, 2018

One catch (but one noted as likely in our initial post) is that it’s not available to everyone right off the bat. As with many of GO’s newer features, it’ll go live for higher-level players first. More specifically, only players who’ve hit the level cap of 40 will get access to PvP immediately, with plans to roll it out to others in the coming days. It’s done like this partly to reward the most dedicated players for their efforts… but it’s also an easy way for them to roll things out gradually to double-check that nothing explodes.

Update: Well, that was quick. Within an hour of launch, Niantic has opened PvP to anyone over level 20.

(If you’re a sufficient level and for some reason don’t see the PvP stuff, Niantic says a reset of your app should fix it.)

Waiting for it to be rolled out to your level? Want a refresher on how it’ll all work while you wait? Here’s our breakdown.

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Pokémon GO is finally getting player-versus-player battles; here’s how they’ll work

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Two and a half years after launch, Pokémon GO is at last getting player-versus-player battling.

If you’ve already had your fun with GO and moved on, that headline is probably all you need to know — it’s either enough to re-spark your interest, or not.

But if you’re still polishing up that Pokédex, hatchin’ eggs and raiding every weekend, you’re probably itching for a few more details. Good news! I got to run through a few battles late last week, and I noted damn near everything that was mentioned.

Here’s what I learned:

  • Each player brings three Pokémon into a battle (rather than six, as with the main series). The first trainer to knock out all three of their opponent’s Pokémon wins. Niantic says that 6-on-6 just took too long for a game meant to be played, as the name implies, on the go.
  • If you’re not already friends with a potential opponent, you’ll need to scan a QR code from the other player’s screen to initiate a battle. If you’re ultra friends or best friends, you can battle remotely.
  • Don’t have anyone to battle with? You can also face off against the leaders of the three teams: Blanche (Mystic), Candela (Valor) and Spark (Instinct). The best part of that: training against the gym leaders will earn you points toward the long-frozen Ace Trainer medal (which has been impossible to make progress on since the gym overhaul back in 2017 got rid of training).

  • Once a battle is initiated, you choose to battle in one of three leagues, with each league having a different cap on your Pokémon’s Combat Power (or CP): Great League (with a cap of 1,500 CP), Ultra League (2,500 CP) or Master League (no cap).
  • The thinking there: different Pokémon might shine at different strength tiers, which increases the number of “worthwhile” Pokémon. It also lets newer players jump into battling at lower levels, where higher CP Pokémon aren’t on the table.
  • To fast attack, you tap the screen. Unlike gym battles/raids, there is no swiping to dodge.
  • Tapping to fast attack juices up your charge attack.

  • Or, I should say, charge attacks. Plural! Each Pokémon can now have a second charge move permanently unlocked (using stardust/candy). These unlocked charge attacks will also work in raids/gym battles. The new move is picked at random from that Pokémon’s currently available moves at the time of unlock (read: you won’t get a community day exclusive move, or a legacy move, unless Niantic opts to bring them back into the move pool).
  • You can use Charge TMs to change either attack.

  • When you fire a charge attack, a circle and timer appear on screen. The faster you tap that circle before the timer counts down, the more damage your charge attack can potentially do.
  • When your opponent fires a charge attack, you’ll have the opportunity to use a “Protect Shield,” which greatly limits the damage it can do. The catch: you only get two protect shields per battle, so you’ll want to use them at the right time.
  • Matches are timed (thought Niantic hadn’t settled on a match length when I did my test battles). If the time expires and Pokémon are left, the win goes to the player with the most remaining Pokémon and/or the most health.

  • Both winner and loser are rewarded with items; winning does not guarantee better items.
  • Potential rewards include Sinnoh stones, the much-coveted items required to evolve a bunch of recently added Pokémon.
  • Battling the AI team leader trainers will give you rewards once per day.
  • Wins are recorded; losses are not. Niantic repeatedly noted that they didn’t want there to be any reason to not battle someone.
  • Like sending a gift or participating in a raid together, battling a friend counts toward increasing friendship levels.
  • Potions and revives can not be used mid-battle. Meanwhile, damage and knockouts do not impact your Pokémon outside of the battle.
  • The real-world weather will show up in battles, but it’s purely visual; while this may change eventually, Niantic tells me that weather does not have an impact on Pokémon stats in PvP battles at first.
  • As of last week, the only Pokémon you can’t bring into battles are Ditto and Shedinja.

For anyone hoping that GO’s eventual battle system would be modeled after the battles of the main series, this… isn’t that. Rather than a turn-by-turn back and forth, battling in GO feels closer to what players might’ve grown accustomed to when taking down a gym or participating in a raid. New mechanics, like the aforementioned protect shields, help to make it feel a bit more strategic and less like blindly tapping the screen until something happens — but after 20-something years of Pokémon games, any changes are bound to be a point of heated debate.

With that said (and with the disclaimer that I’ve only had a few battles so far) I’d say I’m… intrigued. It certainly won’t replace the main series battling system in anyone’s heart, but it’s a solid take on a system that works for casual players while still giving them reason to better learn which Pokémon are strong/weak against each other, which move sets are most effective, etc. It’s an intentionally casual battle system for what is an intentionally casual game. Don’t like it enough to take the time to battle a friend? Battle an AI trainer instead, get your rewards, and be done with it. Want to swing the other way and get super into it and become notorious in your neighborhood for being tough to beat? You can do that too, and the gameplay impact is about the same.

I appreciate that they’re allowing friends to battle remotely (once they’ve reached the ultra/best friend tiers). It’s a bit of a departure for this game, which generally requires you to be on-location and face-to-face for nearly everything else. But with many Pokémon GO players being new to the series, remote battling lets them get in more battling practice against an actual human than an exclusively in-person system might.

As usual, Niantic is being a bit ambiguous about when this’ll roll out, saying only that it’ll roll out “later this month” — which, generally, means as soon as they’re able to flip all the switches, squash the last-minute bugs and get the necessary updates through the App Store. From what I’m hearing, and like many of the recent GO feature releases, I’d expect it to go live for higher-level players first.

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Niantic confirms that Pokémon GO is getting PvP battles ‘soon’

Posted by | Gaming, niantic, pokemon, Pokémon Go, TC | No Comments

Two and a half years after the launch of Pokémon GO, it’s still missing one major staple of the main series games: player versus player battling.

That’s about to change.

In a series of teaser tweets this morning, the company confirmed that the battle system is on the way, noting only that it’s “coming soon.”

Hmm…what’s this? 🔍🤔pic.twitter.com/EyCRUeVINd

— Pokémon GO (@PokemonGoApp) November 30, 2018

❗🤨pic.twitter.com/QRkqcA6U2O

— Pokémon GO (@PokemonGoApp) November 30, 2018

❗❗😮pic.twitter.com/2Zg5PvNUv6

— Pokémon GO (@PokemonGoApp) November 30, 2018

Get prepared… Trainer Battles are coming soon to Pokémon GO❗#GOBattle pic.twitter.com/AUWyhNGlT7

— Pokémon GO (@PokemonGoApp) November 30, 2018

Battling is the feature perhaps most demanded by the player base — particularly after the other oh-so-demanded feature, trading, was finally added around six months ago. While players have long been able to battle Pokémon stored in gyms, or work together to take down bigger/badder Pokémon that show up in raids, there’s never been the sort of real-time, head-to-head battling system for which the series is so well-known.

In August of this year, a rep for Niantic mentioned that their goal was to get it out by the end of the year. Given these tweets, it’s looking like that’ll happen.

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Blockchain gaming gets a boost with Mythical Games’ $16M Series A

Posted by | blockchain, funding, Gaming, niantic, Seismic Games, Startups, Venture Capital, Yahoo | No Comments

Fortnite, the free multi-player survival game, has earned an astonishing $1 billion from in-game virtual purchases alone. Now, others in the gaming industry are experimenting with how they too can capitalize on new trends in gaming.

Mythical Games, a startup out of stealth today with $16 million in Series A funding, is embracing a future in gaming where user-generated content and intimate ties between players, content creators, brands and developers is the norm. Mythical is using its infusion of venture capital to develop a line of PC, mobile and console games on the EOSIO blockchain, which will also be open to developers to build games with “player-owned economies.”

The company says an announcement regarding its initial lineup of games is on the way.

Mythical is led by a group of gaming industry veterans. Its chief executive officer is John Linden, a former studio head at Activision and president of the Niantic-acquired Seismic Games. The rest of its C-suite includes chief compliance officer Jamie Jackson, another former studio head at Activision; chief product officer Stephan Cunningham, a former director of product management at Yahoo; and head of blockchain Rudy Kock, a former senior producer at Blizzard — the Activision subsidiary known for World of Warcraft. Together, the team has worked on games including Call of Duty, Guitar Hero, Marvel Strike Force and Skylanders.

Galaxy Digital’s EOS VC Fund has led the round for Mythical. The $325 million fund, launched earlier this year, is focused on expanding the EOSIO ecosystem via strategic investments in startups building on EOSIO blockchain software. Javelin Venture Partners, Divergence Digital Currency, cryptocurrency exchange OKCoin and others also participated in the round.

It’s no surprise investors are getting excited about the booming gaming business given the success of Epic Games, Twitch, Discord and others in the space.

Epic Games raised a $1.25 billion round late last month thanks to the cultural phenomenon that its game, Fortnite, has become. KKR, Iconiq Capital, Smash Ventures,Vulcan Capital, Kleiner Perkins, Lightspeed Venture Partners and others participated in that round. Discord, a chat application for gamers, raised a $50 million financing in April at a $1.65 billion valuation from Benchmark Capital, Greylock Partners, IVP, Spark Capital and Tencent. And Dapper Labs, best known for the blockchain-based game CryptoKitties, even raised a VC round this year — a $15 million financing led by Venrock, with participation from GV and Samsung NEXT.

In total, VCs have invested $1.8 billion in gaming startups this year, per PitchBook.

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Here’s the teaser trailer for Niantic’s Pokémon GO-style Harry Potter game

Posted by | Gaming, harry potter, niantic, Pokémon Go, Portkey, TC | No Comments

The good news: Niantic/WB Games/Portkey has released a trailer for “Wizards Unite,” the Harry Potter game built in the same spirit as Pokémon GO.

The bad news: It… doesn’t show much.

If you were hoping for gameplay footage or really anything detailing how the game will work, you’re out of luck. Alas! It’s just a teaser trailer, and tease it does.

The game’s newly expanded website, meanwhile, adds this:

Please resist the urge to panic. Traces of magic are appearing across the Muggle world without warning and in a rather chaotic manner. We worry it is only a matter of time before even the most incurious Muggles catch wind of it. We call on all witches and wizards to help contain the Calamity or risk the worst of times since You Know Who. Brush up on your spells, get your wand ready, and enlist immediately.

The one big new detail? The game’s launch timing. While Niantic was reportedly aiming for the end of 2018, this trailer puts it in no uncertain terms: it’ll land in 2019.

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