Latest news with #AgeofEmpires


Spectator
31-07-2025
- Entertainment
- Spectator
The future of gardening looks bleak
Since 2005, a Chinese man called Zheng Guogu has been creating a garden inspired by the strategy game Age of Empires. The project is ongoing, so the garden is expanding. It currently covers 20,000 square metres but it may yet become larger, spreading over more of Yangjiang, where Guogu lives. It's not clear how he came by all this space. Nor is it immediately obvious how a garden can be inspired by a game in which you go to war with others. Perhaps he's particularly fond of invasive species. This is all quite intriguing and unusual, and most visitors to Garden Futures: Designing with Nature will have questions. Who is this guy? How does he handle his borders? Is his preference for perennials or annuals? Does he watch Gardener's World? Where does empire-building come in? These won't be answered, unfortunately. That's partly because a display that consists of a large reproduction of a sepia photograph and a minuscule screen showing footage of Age of Empires being played is no match for a large garden. But the more obvious, curatorially thorny reason is that gardens of the Age of Empires sort – in fact even garden-variety gardens – aren't well suited to exhibitions. The qualities that make them enjoyable and distinct – smell, colour and texture, as well as size, pattern and progression – are hard to capture and get across in sunless gallery spaces. Work has been done to overcome this difficulty: the first of the four sections has been designed to resemble the sort of pavilion found in a Persianate garden; little boxes containing scents of rose, jasmine and narcissus are distributed throughout the show; and the exhibits encompass all that can be construed as relating in some way to the words in the title. One might commend these efforts. They have, after all, been jointly made with the Vitra Design Museum, the Wüstenrot Foundation and the Nieuwe Instituut, all of which previously hosted Garden Futures. But they have not produced a good exhibition. The problem is that it is about everything, sort of, and therefore nothing, really: gardens, design, nature, plus a little bit about the history and future of each. So it is that one encounters – in what feels like no particular order – Kim Jones' Spring/Summer outfits for Dior, which are 'inspired by the story of Charleston'; a mid-17th-century Persian tile panel; photographs of the Maggie's Centre in Dundee; a pair of trainers that 'imagine how city dwellers can help rewild urban environments'; a Hepworth sculpture; a Wardian case; a wholesome-looking community space underneath power lines in Kuala Lumpur; a seaweed garden in Oban; and Piet Oudolf's pens (Sharpies, Faber-Castells and Winsor & Newtons, in case you're curious), which admittedly have the edge on the 'tools and materials similar to those used by Roberto Burle Marx' displayed nearby. There are more than 400 things on display, so the experience is a disorientating one – akin, perhaps, to the effects of inhaling the fumes of a rude pesticide. The fact that the themes meant to hold it all together – 'Paradise', 'Garden Politics', 'Testing Grounds' and 'The World as Garden' – fail to do so is a shame, since some of the work here is excellent. Andrew Buurman's portraits of allotment plot holders capture their pride and pragmatism, and there are extraordinary photographs from the first and second world wars, including one of a soldier growing celery in a trench and another of an impeccable garden in a bomb crater in London. There's a considered display about the Dutch landscape architect Mien Ruys, which includes some original designs for planting within the housing developments in Buitenveldert, a garden suburb in Amsterdam. Her drawings make a nice contrast with the freer sketches by Oudolf shown nearby, and would have been equally well placed in the part on the development of the garden city and the application of Ebenezer Howard's ideals in apartheid South Africa, Palestine, postcolonial Brazil and, less contentiously, Rosyth. Where things really go wrong is in the futures. Clever farming solutions aside, these look bleak. This impression is only deepened by oppressive optimism of the labelling. Should we look forward to such things as the 'Chia Chair', which 'is designed to entice us to take a seat but it is actually a bed for chia seeds'? The same applies to the 'Beatrix Chair', which is hung above and was designed by Gavin and Alice Munro, who 'literally grow furniture'. At least it is honestly displayed. It's not meant to be sat in, so why put it on the floor. The labelling is also big on the idea of gardens as therapeutic places, which is fair enough, as it's generally true. Gardens are worth spending time in. If you have one, you'll know; and if you don't, you can visit one (they're often free). That would be a better idea than going to this exhibition.
Yahoo
18-06-2025
- Business
- Yahoo
Thousands and Wildcard Announce $9M Fundraise Co-Led by Arbitrum Gaming Ventures and Paradigm
MCKINNEY, Texas, June 18, 2025 /PRNewswire/ -- Thousands, a revolutionary web3 protocol that transforms word-of-mouth marketing into a universal attribution infrastructure - together with sister company The Wildcard Alliance - today announced a joint $9 million fundraising round co-led by Arbitrum Gaming Ventures and Paradigm. The companies, founded by co-CEOs Paul and Katy Drake Bettner whose past work includes Words With Friends, Lucky's Tale, and Age of Empires, have secured $6.5 million to date and expect to close the remaining funding over the next 60 days. This new funding builds on the companies' $46 million Series A raised in 2022, and will be used to accelerate development of their integrated ecosystem of products, utilizing the Thousands protocol and platform to unlock new channels of creator-centric user acquisition and help launch their own upcoming game, Wildcard. "It's simple," said Paul Bettner, co-CEO. "Wildcard only succeeds if its creators and community succeed. So we need a better way to reward these incredible contributors who drive immense value to the game. Thousands gives us the on-chain 'rails' to solve this problem, to record and reward user acquisition and conversion at every step of the funnel." "It's simple," said Paul Bettner, co-CEO. "Wildcard needed a better way to reward the incredible contributors who drive immense value to the game – the creators, the influencers, the super fans. Thousands gives us the on-chain 'rails' to solve this problem, to record and reward user acquisition and conversion at every step of the funnel." The synergy between Wildcard and Thousands has already demonstrated explosive growth. The Thousands network recorded over $800,000 in revenue in May 2025 alone, with an average revenue-per-stream of $50k, average viewer-to-payer conversion of 77%, and a new all-time-high revenue record at $134k — metrics that far exceed industry standards. The Thousands network addresses an untapped, trillion dollar word-of-mouth economy, by making influence and attribution transparent, programmable, and incentive-aligned. The Thousands network enables creators and communities to earn instantly when their content drives conversions, while IP owners benefit from significantly lower customer acquisition costs compared to traditional channels. "Thousands is redefining how games and content reach audiences," said Rick Johanson, Founding Partner at Arbitrum Gaming Ventures. "Their web-native streaming layer – think Twitch meets WalletConnect – allows every connected viewer to become an active participant in an on-chain economy, transforming spectators into engaged users." "We believe in this game and we believe in this team," said Dave White, Research Partner at Paradigm. "Paul, Kate, and team have created one of the most eagerly anticipated games in crypto and we're very excited for what comes next." Since their initial funding, both platforms have achieved significant milestones. Wildcard was recently approved for release on Steam, where the 100k+ community are now playtesting Alpha builds of the game weekly, in preparation for Wildcard's Early Access release later this year. These playtests are broadcast on several times a week, helping to demonstrate the Thousands' network's ability to sustain engagement and monetization, with an average revenue _per viewer_ of $141 dollars. "Thousands doesn't feel like streaming. It's no longer a one-way street.", said Payton Kaleiwahea, content creator and founder of WolvesDAO, "Fans and creators are interacting; you're not just watching the game. You're connected to it. You're inside it. With Thousands, being there matters, and that changes everything." About The Wildcard Alliance and Thousands The Wildcard Alliance and Thousands are building the future of interactive entertainment, powered by communities. Founded by industry veterans Paul and Katy Drake Bettner, the companies are building disruptive new products at the intersection of cutting-edge technology, beloved IP, and fun. The Wildcard Alliance previously raised $46 million in 2022 from investors including Paradigm, Griffin Gaming Partners, and Sabrina Hahn. Learn more at and Media Contact:Leah Schultzpress@ View original content to download multimedia: SOURCE The Wildcard Alliance, Inc.


New York Post
09-05-2025
- Entertainment
- New York Post
World Video Game Hall of Fame inducts 4 nostalgic classics: What do you think of their picks?
The World Video Game Hall of Fame on Thursday inducted four honorees, paying tribute to games that challenged players and changed the industry. Making up the Class of 2025 are: Defender, the 1981 arcade game that raised the bar on difficulty; Tamagotchi, the digital pets that bridged toys and video games; GoldenEye 007, whose four-person mode influenced multiplayer games that followed; and Quake, which debuted in 1996 with a 3D engine that became the new standard for the industry. The winners emerged from a field of 12 finalists that included Age of Empires, Angry Birds, Call of Duty 4: Modern Warfare, Frogger, Golden Tee, Harvest Moon, Mattel Football, and NBA 2K. Advertisement 7 The World Video Game Hall of Fame on Thursday inducted four honorees for 2025. AP 7 Class of 2025 included the arcade game Defender, Tamagotchi digital pets, GoldenEye 007 and Quake. AP 7 Defender, released by Williams Electronics, combined intense gameplay and a complicated control scheme with a horizontally scrolling shooter. Strong National Museum of Play / YouTube The Hall of Fame each year recognizes arcade, console, computer, handheld, and mobile games that have had staying power and influenced the video game industry or pop culture. Advertisement Id Software's 1996 Quake was recognized for its lasting influence, with a game code that 'is a literal legacy' and continues to be used in some games after nearly 30 years, electronic games curator Lindsey Kurano said. Quake co-creator John Romeo, on hand to see his game enshrined, said he and the other developers worked on the game for an exceptionally long time, a year and a half, playing it constantly. 'We knew that what we were building into the game was going to make people who had played our previous game, Doom, even happier with the addition of a programming language built into the game,' he said in remarks aired on Advertisement 'We're just really happy with the impact that Quake made on the world,' he said. The best-selling Defender, released by Williams Electronics, proved that players would embrace complex and challenging games in the arcade, the experts said. It combined intense gameplay and a complicated control scheme with a horizontally scrolling shooter. 7 According to electronic games curator Lindsey KuranoId, Id Software's 1996 'Quake' was recognized for its game code that 'is a literal legacy.' Strong National Museum of Play / YouTube 7 The handheld egg-shaped Tamagotchi is credited with sparking the popularity of pet simulation video games, where players care for their virtual pet. Strong National Museum of Play / YouTube Advertisement 'Defender's punishing gameplay raised the level of competition in arcades, and it was among the first games to truly separate dedicated players from more casual ones,' Jeremy Saucier, assistant vice president for interpretation and electronic games, said. The 1996 launch of Tamagotchi is credited with sparking the popularity of pet simulation video games. The handheld egg-shaped electronic game allowed owners to care for a virtual pet from birth through death, feeding, playing with and cleaning up after it by pressing buttons. Collections manager Kristy Hisert said Tamagotchi offered something different than the popular video game electronics of the time. 'It provided players with feelings of connection, caring, and customization, a respite from competition and fighting games,' she said. Neopets, Nintendogs and other social media and app-based versions of pet simulation games would follow. 7 GoldenEye 007 was based on the James Bond film 'GoldenEye.' Strong National Museum of Play / YouTube 7 GoldenEye 007 was a first-person shooter game, known for its four-person multiplayer mode. Strong National Museum of Play / YouTube GoldenEye 007 was based on the 1995 James Bond spy film 'GoldenEye' and was the third best-selling game for the Nintendo 64, behind Super Mario 64 and Mario Kart 64. The result of a 1997 partnership between Nintendo and Rare, the first-person shooter game was known for its four-person multiplayer mode, which Hall of Fame experts said influenced many multiplayer games that followed. The World Video Game Hall of Fame is inside The Strong National Museum of Play. Anyone can nominate a video game for consideration. Museum staff name 12 finalists each year and solicit votes from experts and fans before announcing the winners.

Engadget
08-05-2025
- Entertainment
- Engadget
GoldenEye 007 and Quake join the World Video Game Hall of Fame
Strong National Museum of Play The World Video Game Hall of Fame welcomed its 2025 inductees today. The Strong National Museum of Play announced that the newest entries are GoldenEye 007 from Rare, Quake by id Software, Defender from Williams Electronics and Tamagotchi by Bandai. The four games chosen "have significantly influenced popular culture and the video game industry," the museum said in its press release. The other impactful games nominated for inclusion this year are Age of Empires , Angry Birds , Call of Duty: Modern Warfare 4 , Frogger , Golden Tee , Harvest Moon , Mattel Football and NBA 2K . The selections may spark some serious nostalgia for those of us who grew up in the 90s. I remember being deeply envious of my classmates who had little Tamagotchi pets to care for, and I have fond memories of smack-talking my friends during late-night GoldenEye matches. Last year's inductees also highlighted favorites from that era like Myst , Resident Evil and SimCity .

08-05-2025
- Entertainment
World Video Game Hall of Fame inducts Defender, Tamagotchi, GoldenEye 007 and Quake
ROCHESTER, N.Y. -- The World Video Game Hall of Fame on Thursday inducted four honorees, paying tribute to games that challenged players and changed the industry. Making up the Class of 2025 are: Defender, the 1981 arcade game that raised the bar on difficulty; Tamagotchi, the digital pets that bridged toys and video games; GoldenEye 007, whose four-person mode influenced multiplayer games that followed; and Quake, which debuted in 1996 with a 3D engine that became the new standard for the industry. The winners emerged from a field of 12 finalists that included Age of Empires, Angry Birds, Call of Duty 4: Modern Warfare, Frogger, Golden Tee, Harvest Moon, Mattel Football, and NBA 2K. The Hall of Fame each year recognizes arcade, console, computer, handheld, and mobile games that have had staying power and influenced the video game industry or pop culture. The best-selling Defender, released by Williams Electronics, proved that players would embrace complex and challenging games in the arcade, the experts said. It combined intense gameplay and a complicated control scheme with a horizontally scrolling shooter. 'Defender's punishing gameplay raised the level of competition in arcades, and it was among the first games to truly separate dedicated players from more casual ones," Jeremy Saucier, assistant vice president for interpretation and electronic games, said. The 1996 launch of Tamagotchi is credited with sparking the popularity of pet simulation video games. The handheld egg-shaped electronic game allowed owners to care for a virtual pet from birth through death, feeding, playing with and cleaning up after it by pressing buttons. Collections manager Kristy Hisert said Tamagotchi offered something different than the popular video game electronics of the time. "It provided players with feelings of connection, caring, and customization, a respite from competition and fighting games,' she said. Neopets, Nintendogs and other social media and app-based versions of pet simulation games would follow. GoldenEye 007 was based on the 1995 James Bond spy film 'GoldenEye' and was the third best-selling game for the Nintendo 64, behind Super Mario 64 and Mario Kart 64. The result of a 1997 partnership between Nintendo and Rare, the first-person shooter game was known for its four-person multiplayer mode, which Hall of Fame experts said influenced many multiplayer games that followed. Id Software's 1996 Quake was also recognized for its lasting influence, with a game code that 'is a literal legacy' and continues to be used in some games after nearly 30 years, electronic games curator Lindsey Kurano said. "Of few games can it be said that its DNA — its code — continues to be present in modern games, decades after release,' she said. The World Video Game Hall of Fame is inside The Strong National Museum of Play. Anyone can nominate a video game for consideration. Museum staff name 12 finalists each year and solicit votes from experts and fans before announcing the winners.