• يا جماعة، شحال من واحد منا سمع عن Copilot تاع Microsoft؟

    يبدو أنو Microsoft تفكر تعيد النظر في الأسعار تاع هذا الخدمة، بحيث تكون أقل شوية لجذب الشركات. بصح، الشكوى الكبيرة كانت على الأسعار اللي كانت مرتفعة، والعديد من الناس يشوفو أنو ChatGPT تاع OpenAI قاعد يديها الريادة في السوق. يعني، التحدي كبير!

    حبيت نشارك معاكم هاد الموضوع لأنه فعلاً يهم بزاف الشركات، وأنا شخصياً شفت كيفاش بعض الأصدقاء كانوا مترددين في استعمال خدمات AI بسبب الأسعار. إذا Microsoft تحب تكسب قلوبهم، لازم ترد بالها!

    ديروا بالكم، الأمور قاعد تتغير في عالم التقنية.

    https://www.theverge.com/notepad-microsoft-newsletter/771199/microsoft-365-copilot-changes-agents-pricing-notepad
    #ميكروسوفت #Copilot #أسعارAI #تصميم_الأعمال #تكنولوجيا
    يا جماعة، شحال من واحد منا سمع عن Copilot تاع Microsoft؟ 🤔 يبدو أنو Microsoft تفكر تعيد النظر في الأسعار تاع هذا الخدمة، بحيث تكون أقل شوية لجذب الشركات. بصح، الشكوى الكبيرة كانت على الأسعار اللي كانت مرتفعة، والعديد من الناس يشوفو أنو ChatGPT تاع OpenAI قاعد يديها الريادة في السوق. يعني، التحدي كبير! حبيت نشارك معاكم هاد الموضوع لأنه فعلاً يهم بزاف الشركات، وأنا شخصياً شفت كيفاش بعض الأصدقاء كانوا مترددين في استعمال خدمات AI بسبب الأسعار. إذا Microsoft تحب تكسب قلوبهم، لازم ترد بالها! ديروا بالكم، الأمور قاعد تتغير في عالم التقنية. https://www.theverge.com/notepad-microsoft-newsletter/771199/microsoft-365-copilot-changes-agents-pricing-notepad #ميكروسوفت #Copilot #أسعارAI #تصميم_الأعمال #تكنولوجيا
    www.theverge.com
    It's no secret that Microsoft has been struggling to sell its Copilot AI assistant to businesses. The steep pricing has put many businesses off paying extra for Microsoft's AI services, especially when OpenAI's ChatGPT has been gaining traction in th
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  • كيما نعرفو، الطقس اليوم ولى يتبدل كل يوم! في الفيديو الجديد مع الاستاذ عامر بحبة، راح نتحدثو عن "تغيرات مراقبة في حالة الطقس؟ وين ووقتاش؟"

    الأستاذ عامر يشرحلنا كيفاش نتبعو هاد التغيرات وكيفاش تأثر علينا في حياتنا اليومية. شخصياً، كل مرة نشوف فيها السماء تتبدل، نبدا نفكر واش راح يوقع غدوة. تخيلوا معانا، كنا نسمعو عن تقلبات الطقس، لكن اليوم عندنا الطرق الحديثة اللي تساعدنا نفهمو أكثر.

    نتمنى تلقاو الفيديو مفيد، وكيما نقولو: "التغيير هو الشيء الثابت في الحياة."

    شوفو الفيديو هنا:
    https://www.youtube.com/watch?v=H9dMDx3oBkQ
    #تغيرات_الطقس #Météo #WeatherChanges #الجزائر #حياة_يومية
    🌦️ كيما نعرفو، الطقس اليوم ولى يتبدل كل يوم! في الفيديو الجديد مع الاستاذ عامر بحبة، راح نتحدثو عن "تغيرات مراقبة في حالة الطقس؟ وين ووقتاش؟" 📅 الأستاذ عامر يشرحلنا كيفاش نتبعو هاد التغيرات وكيفاش تأثر علينا في حياتنا اليومية. شخصياً، كل مرة نشوف فيها السماء تتبدل، نبدا نفكر واش راح يوقع غدوة. 😅 تخيلوا معانا، كنا نسمعو عن تقلبات الطقس، لكن اليوم عندنا الطرق الحديثة اللي تساعدنا نفهمو أكثر. نتمنى تلقاو الفيديو مفيد، وكيما نقولو: "التغيير هو الشيء الثابت في الحياة." شوفو الفيديو هنا: https://www.youtube.com/watch?v=H9dMDx3oBkQ #تغيرات_الطقس #Météo #WeatherChanges #الجزائر #حياة_يومية
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  • Overwatch 2 Battle Pass Season 18: All Skins, Emotes, And Rewards

    Season 18 of Overwatch 2 has arrived, bringing a new support hero named Wuyang, along with big updates to Stadium, and a new battle pass featuring streetwear skins. Season 18 will also see at least two new crossover events in Overwatch 2, the first of which is already live. Los Angeles Lakers' Luka Dončić is featured in the Play Like Luca event, which features tons of free loot boxes, special Stadium builds for Cassidy, and a special title you can earn, Sharpshooter 77. The next crossover has been announced, with Persona coming to Overwatch 2 later in Season 18.The new battle pass is primarily focused on Streetwear, with Lućio, Pharah, Tracer, and Kiriko all getting Streetwear skins. The battle pass also includes Watermelon Wrecking Ball and Gladiator: LXXVI Soldier 76. The base battle pass costs 1,000 Coins, and includes 80 tiers of rewards, with skins, emotes, player icons, and more. You can also pick up the Ultimate Battle Pass bundle from the store for which includes two exclusive skins--Lily Roadhog and Poolside Wuyang--the premium battle pass, 20 tier skips, and 2,000 Overwatch Coins.Season 18 also marks a few major changes coming to Stadium, Overwatch's MOBA-like competitive mode. This season marks the addition of quick play for Stadium, offering shorter matches without competitive ranking, and three new characters being added to the limited pool, Winston, Brigitte, and Pharah, with Tracer coming later in the season. Below you can see every item in the Overwatch 2 Season 18 battle pass.
    #overwatch #battle #pass #season #all
    Overwatch 2 Battle Pass Season 18: All Skins, Emotes, And Rewards
    Season 18 of Overwatch 2 has arrived, bringing a new support hero named Wuyang, along with big updates to Stadium, and a new battle pass featuring streetwear skins. Season 18 will also see at least two new crossover events in Overwatch 2, the first of which is already live. Los Angeles Lakers' Luka Dončić is featured in the Play Like Luca event, which features tons of free loot boxes, special Stadium builds for Cassidy, and a special title you can earn, Sharpshooter 77. The next crossover has been announced, with Persona coming to Overwatch 2 later in Season 18.The new battle pass is primarily focused on Streetwear, with Lućio, Pharah, Tracer, and Kiriko all getting Streetwear skins. The battle pass also includes Watermelon Wrecking Ball and Gladiator: LXXVI Soldier 76. The base battle pass costs 1,000 Coins, and includes 80 tiers of rewards, with skins, emotes, player icons, and more. You can also pick up the Ultimate Battle Pass bundle from the store for which includes two exclusive skins--Lily Roadhog and Poolside Wuyang--the premium battle pass, 20 tier skips, and 2,000 Overwatch Coins.Season 18 also marks a few major changes coming to Stadium, Overwatch's MOBA-like competitive mode. This season marks the addition of quick play for Stadium, offering shorter matches without competitive ranking, and three new characters being added to the limited pool, Winston, Brigitte, and Pharah, with Tracer coming later in the season. Below you can see every item in the Overwatch 2 Season 18 battle pass. #overwatch #battle #pass #season #all
    Overwatch 2 Battle Pass Season 18: All Skins, Emotes, And Rewards
    www.gamespot.com
    Season 18 of Overwatch 2 has arrived, bringing a new support hero named Wuyang, along with big updates to Stadium, and a new battle pass featuring streetwear skins. Season 18 will also see at least two new crossover events in Overwatch 2, the first of which is already live. Los Angeles Lakers' Luka Dončić is featured in the Play Like Luca event, which features tons of free loot boxes, special Stadium builds for Cassidy, and a special title you can earn, Sharpshooter 77. The next crossover has been announced, with Persona coming to Overwatch 2 later in Season 18.The new battle pass is primarily focused on Streetwear, with Lućio, Pharah, Tracer, and Kiriko all getting Streetwear skins. The battle pass also includes Watermelon Wrecking Ball and Gladiator: LXXVI Soldier 76. The base battle pass costs 1,000 Coins, $10, and includes 80 tiers of rewards, with skins, emotes, player icons, and more. You can also pick up the Ultimate Battle Pass bundle from the store for $40, which includes two exclusive skins--Lily Roadhog and Poolside Wuyang--the premium battle pass, 20 tier skips, and 2,000 Overwatch Coins ($20).Season 18 also marks a few major changes coming to Stadium, Overwatch's MOBA-like competitive mode. This season marks the addition of quick play for Stadium, offering shorter matches without competitive ranking, and three new characters being added to the limited pool, Winston, Brigitte, and Pharah, with Tracer coming later in the season. Below you can see every item in the Overwatch 2 Season 18 battle pass.
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  • Elon Musk porte plainte contre Apple et OpenAI qu’il accuse de pratiques anticoncurrentielles

    Elon Musk à Grünheide, en Allemagne, le 22 mars 2022. PATRICK PLEUL/VIA REUTERS Le réseau social X et la start-up xAI, propriétés d’Elon Musk, ont porté plainte, lundi 25 août, contre Apple et OpenAI qu’ils accusent d’avoir formé une alliance illégale pour entraver la concurrence dans le domaine de l’intelligence artificiellegénérative sur les smartphones. Le milliardaire, qui a saisi une cour fédérale du Texas, affirme que le fabricant de l’iPhone et l’éditeur de ChatGPT se sont mis d’accord pour intégrer l’assistant IA aux smartphones d’Apple, tout en écartant des rivaux, comme Grok, l’assistant IA de xAI. « C’est l’histoire de deux monopoles qui unissent leurs forces pour assurer leur domination continue dans un monde désormais propulsé par la technologie la plus puissante jamais créée par l’humanité : l’intelligence artificielle », peut-on lire dans la plainte. X et xAI affirment qu’Apple détient 65 % du marché des smartphones aux Etats-Unis, tandis qu’OpenAI contrôlerait au moins 80 % du marché des assistants d’IA générative, grâce à ChatGPT. Apple et OpenAI ont annoncé leur partenariat en juin 2024, intégrant le célèbre assistant à certaines fonctionnalités de l’iPhone, notamment son assistant vocal Siri. Selon la plainte, cet accord donnerait à ChatGPT un accès exclusif à « des milliards de requêtes d’utilisateurs » provenant de centaines de millions d’appareils. Elon Musk accuse également Apple de manipuler le classement de sa plateforme de téléchargement des applications mobilespour favoriser l’application ChatGPT, tout en retardant l’approbation des mises à jour de l’application Grok. Ses entreprises réclament plusieurs milliards de dollars de dommages et intérêts ainsi qu’une injonction permanente pour mettre fin aux pratiques anticoncurrentielles qu’elles dénoncent. Lire aussi | Article réservé à nos abonnés Intelligence artificielle : les échanges aigres-doux entre Sam Altman et Mark Zuckerberg, nouveaux rivaux de la tech « Campagne acharnée » « Cette nouvelle plainte correspond bien au comportement récurrent de M. Musk, caractérisé par le harcèlement », a réagi un porte-parole d’OpenAI. Apple n’a pas répondu à une sollicitation de l’Agence France-Presse. Elon Musk a fait partie de l’équipe de onze personnes qui a fondé OpenAI en 2015, mais il a quitté l’entreprise en 2018 et ne cesse de l’attaquer sur X et devant les tribunaux depuis le succès phénoménal de ChatGPT à la fin de 2022. Il a entrepris une action en justice contre la star de la Silicon Valley qui aurait, selon lui, trahi ses valeurs, mais a aussi proposé de la racheter. OpenAI a riposté en avril avec une plainte contre le milliardaire, l’accusant de mener une « campagne acharnée » pour lui nuire. Newsletter Newsletter Le Monde Newsletter Suivez-nous sur WhatsApp Ce mois-ci, Elon Musk s’en est pris à Apple : « Apple agit de manière à rendre impossible pour toute entreprise d’IA autre qu’OpenAI d’atteindre la première place sur l’App Store, ce qui constitue une violation manifeste des règles de concurrence », a lancé le milliardaire sur X. Ces accusations ont provoqué une passe d’armes avec Sam Altman, cofondateur et patron d’OpenAI. « C’est une affirmation remarquable, compte tenu de ce que j’ai entendu dire à propos d’Elon, qui manipulerait X pour son propre bénéfice et celui de ses entreprises et pour nuire à ses concurrents ainsi qu’aux personnes qu’il n’apprécie pas », a-t-il réagi sur X. Sam Altman « ment comme il respire », a renchéri Elon Musk, qualifiant son message de « connerie ». Lire aussi | Article réservé à nos abonnés De Mark Zuckerberg à Elon Musk, le « boys club » de Palo Alto Le Monde avec AFP Réutiliser ce contenu
    #elon #musk #porte #plainte #contre
    Elon Musk porte plainte contre Apple et OpenAI qu’il accuse de pratiques anticoncurrentielles
    Elon Musk à Grünheide, en Allemagne, le 22 mars 2022. PATRICK PLEUL/VIA REUTERS Le réseau social X et la start-up xAI, propriétés d’Elon Musk, ont porté plainte, lundi 25 août, contre Apple et OpenAI qu’ils accusent d’avoir formé une alliance illégale pour entraver la concurrence dans le domaine de l’intelligence artificiellegénérative sur les smartphones. Le milliardaire, qui a saisi une cour fédérale du Texas, affirme que le fabricant de l’iPhone et l’éditeur de ChatGPT se sont mis d’accord pour intégrer l’assistant IA aux smartphones d’Apple, tout en écartant des rivaux, comme Grok, l’assistant IA de xAI. « C’est l’histoire de deux monopoles qui unissent leurs forces pour assurer leur domination continue dans un monde désormais propulsé par la technologie la plus puissante jamais créée par l’humanité : l’intelligence artificielle », peut-on lire dans la plainte. X et xAI affirment qu’Apple détient 65 % du marché des smartphones aux Etats-Unis, tandis qu’OpenAI contrôlerait au moins 80 % du marché des assistants d’IA générative, grâce à ChatGPT. Apple et OpenAI ont annoncé leur partenariat en juin 2024, intégrant le célèbre assistant à certaines fonctionnalités de l’iPhone, notamment son assistant vocal Siri. Selon la plainte, cet accord donnerait à ChatGPT un accès exclusif à « des milliards de requêtes d’utilisateurs » provenant de centaines de millions d’appareils. Elon Musk accuse également Apple de manipuler le classement de sa plateforme de téléchargement des applications mobilespour favoriser l’application ChatGPT, tout en retardant l’approbation des mises à jour de l’application Grok. Ses entreprises réclament plusieurs milliards de dollars de dommages et intérêts ainsi qu’une injonction permanente pour mettre fin aux pratiques anticoncurrentielles qu’elles dénoncent. Lire aussi | Article réservé à nos abonnés Intelligence artificielle : les échanges aigres-doux entre Sam Altman et Mark Zuckerberg, nouveaux rivaux de la tech « Campagne acharnée » « Cette nouvelle plainte correspond bien au comportement récurrent de M. Musk, caractérisé par le harcèlement », a réagi un porte-parole d’OpenAI. Apple n’a pas répondu à une sollicitation de l’Agence France-Presse. Elon Musk a fait partie de l’équipe de onze personnes qui a fondé OpenAI en 2015, mais il a quitté l’entreprise en 2018 et ne cesse de l’attaquer sur X et devant les tribunaux depuis le succès phénoménal de ChatGPT à la fin de 2022. Il a entrepris une action en justice contre la star de la Silicon Valley qui aurait, selon lui, trahi ses valeurs, mais a aussi proposé de la racheter. OpenAI a riposté en avril avec une plainte contre le milliardaire, l’accusant de mener une « campagne acharnée » pour lui nuire. Newsletter Newsletter Le Monde Newsletter Suivez-nous sur WhatsApp Ce mois-ci, Elon Musk s’en est pris à Apple : « Apple agit de manière à rendre impossible pour toute entreprise d’IA autre qu’OpenAI d’atteindre la première place sur l’App Store, ce qui constitue une violation manifeste des règles de concurrence », a lancé le milliardaire sur X. Ces accusations ont provoqué une passe d’armes avec Sam Altman, cofondateur et patron d’OpenAI. « C’est une affirmation remarquable, compte tenu de ce que j’ai entendu dire à propos d’Elon, qui manipulerait X pour son propre bénéfice et celui de ses entreprises et pour nuire à ses concurrents ainsi qu’aux personnes qu’il n’apprécie pas », a-t-il réagi sur X. Sam Altman « ment comme il respire », a renchéri Elon Musk, qualifiant son message de « connerie ». Lire aussi | Article réservé à nos abonnés De Mark Zuckerberg à Elon Musk, le « boys club » de Palo Alto Le Monde avec AFP Réutiliser ce contenu #elon #musk #porte #plainte #contre
    Elon Musk porte plainte contre Apple et OpenAI qu’il accuse de pratiques anticoncurrentielles
    www.lemonde.fr
    Elon Musk à Grünheide, en Allemagne, le 22 mars 2022. PATRICK PLEUL/VIA REUTERS Le réseau social X et la start-up xAI, propriétés d’Elon Musk, ont porté plainte, lundi 25 août, contre Apple et OpenAI qu’ils accusent d’avoir formé une alliance illégale pour entraver la concurrence dans le domaine de l’intelligence artificielle (IA) générative sur les smartphones. Le milliardaire, qui a saisi une cour fédérale du Texas, affirme que le fabricant de l’iPhone et l’éditeur de ChatGPT se sont mis d’accord pour intégrer l’assistant IA aux smartphones d’Apple, tout en écartant des rivaux, comme Grok, l’assistant IA de xAI. « C’est l’histoire de deux monopoles qui unissent leurs forces pour assurer leur domination continue dans un monde désormais propulsé par la technologie la plus puissante jamais créée par l’humanité : l’intelligence artificielle », peut-on lire dans la plainte. X et xAI affirment qu’Apple détient 65 % du marché des smartphones aux Etats-Unis, tandis qu’OpenAI contrôlerait au moins 80 % du marché des assistants d’IA générative, grâce à ChatGPT. Apple et OpenAI ont annoncé leur partenariat en juin 2024, intégrant le célèbre assistant à certaines fonctionnalités de l’iPhone, notamment son assistant vocal Siri. Selon la plainte, cet accord donnerait à ChatGPT un accès exclusif à « des milliards de requêtes d’utilisateurs » provenant de centaines de millions d’appareils. Elon Musk accuse également Apple de manipuler le classement de sa plateforme de téléchargement des applications mobiles (App Store) pour favoriser l’application ChatGPT, tout en retardant l’approbation des mises à jour de l’application Grok. Ses entreprises réclament plusieurs milliards de dollars de dommages et intérêts ainsi qu’une injonction permanente pour mettre fin aux pratiques anticoncurrentielles qu’elles dénoncent. Lire aussi | Article réservé à nos abonnés Intelligence artificielle : les échanges aigres-doux entre Sam Altman et Mark Zuckerberg, nouveaux rivaux de la tech « Campagne acharnée » « Cette nouvelle plainte correspond bien au comportement récurrent de M. Musk, caractérisé par le harcèlement », a réagi un porte-parole d’OpenAI. Apple n’a pas répondu à une sollicitation de l’Agence France-Presse. Elon Musk a fait partie de l’équipe de onze personnes qui a fondé OpenAI en 2015, mais il a quitté l’entreprise en 2018 et ne cesse de l’attaquer sur X et devant les tribunaux depuis le succès phénoménal de ChatGPT à la fin de 2022. Il a entrepris une action en justice contre la star de la Silicon Valley qui aurait, selon lui, trahi ses valeurs, mais a aussi proposé de la racheter. OpenAI a riposté en avril avec une plainte contre le milliardaire, l’accusant de mener une « campagne acharnée » pour lui nuire. Newsletter Newsletter Le Monde Newsletter Suivez-nous sur WhatsApp Ce mois-ci, Elon Musk s’en est pris à Apple : « Apple agit de manière à rendre impossible pour toute entreprise d’IA autre qu’OpenAI d’atteindre la première place sur l’App Store, ce qui constitue une violation manifeste des règles de concurrence », a lancé le milliardaire sur X. Ces accusations ont provoqué une passe d’armes avec Sam Altman, cofondateur et patron d’OpenAI. « C’est une affirmation remarquable, compte tenu de ce que j’ai entendu dire à propos d’Elon, qui manipulerait X pour son propre bénéfice et celui de ses entreprises et pour nuire à ses concurrents ainsi qu’aux personnes qu’il n’apprécie pas », a-t-il réagi sur X. Sam Altman « ment comme il respire », a renchéri Elon Musk, qualifiant son message de « connerie ». Lire aussi | Article réservé à nos abonnés De Mark Zuckerberg à Elon Musk, le « boys club » de Palo Alto Le Monde avec AFP Réutiliser ce contenu
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  • De Meta AI à ChatGPT, le jeu dangereux d’une personnalisation toujours plus poussée des IA

    SOLÈNE REVENEY / « LE MONDE » C’est un paradoxe dans lequel bien des éditeurs d’intelligences artificiellessont empêtrés : pourquoi investir tant d’argent et d’efforts dans la création d’IA plus sûres et plus neutres si, une fois commercialisés, ces robots conversationnels peuvent être largement dévoyés ? Prenons le cas d’OpenAI. En avril, l’éditeur de ChatGPT dit réfléchir publiquement à rendre son robot conversationnel moins obséquieux, car il risque d’engager des personnes fragiles dans une dépendance malsaine, selon le constat dressé par ses propres chercheurs un mois auparavant. Plusieurs affaires médiatiques, rapportées notamment par le New York Times, Ars Technica, Futurism ou l’agence Reuters, ont illustré la dangereuse spirale dans laquelle certains utilisateurs peuvent tomber, avec à la clé un décrochage parfois fatal avec la réalité. Alors le 7 août, OpenAI saute le pas, annonçant une nouvelle version de son robot, GPT-5. Son ton est résolument plus froid, et il surveille désormais la durée des conversations pour suggérer des pauses quand il le juge nécessaire. Lire aussi | Article réservé à nos abonnés ChatGPT : les débuts difficiles de GPT-5, le nouveau modèle de langage d’OpenAI, jugé moins efficace et moins « amical » L’entreprise applique ainsi deux recommandations-clés issues de chercheurs en IA parmi les plus critiques, dont des experts de Google, auteurs en 2024 d’une longue recension des dangers de l’IA. Dans ce document, ceux-ci anticipent un monde où la flatterie des robots réduit « les occasions qu’ont les humains de grandir et de se développerdevenir de meilleures versions d’eux-mêmes ». Voire « un monde où les utilisateurs abandonnent les interactions compliquées et imparfaitesavec les humains en faveur des échanges sans frictions fournis par les IA ». Il vous reste 73.15% de cet article à lire. La suite est réservée aux abonnés.
    #meta #chatgpt #jeu #dangereux #dune
    De Meta AI à ChatGPT, le jeu dangereux d’une personnalisation toujours plus poussée des IA
    SOLÈNE REVENEY / « LE MONDE » C’est un paradoxe dans lequel bien des éditeurs d’intelligences artificiellessont empêtrés : pourquoi investir tant d’argent et d’efforts dans la création d’IA plus sûres et plus neutres si, une fois commercialisés, ces robots conversationnels peuvent être largement dévoyés ? Prenons le cas d’OpenAI. En avril, l’éditeur de ChatGPT dit réfléchir publiquement à rendre son robot conversationnel moins obséquieux, car il risque d’engager des personnes fragiles dans une dépendance malsaine, selon le constat dressé par ses propres chercheurs un mois auparavant. Plusieurs affaires médiatiques, rapportées notamment par le New York Times, Ars Technica, Futurism ou l’agence Reuters, ont illustré la dangereuse spirale dans laquelle certains utilisateurs peuvent tomber, avec à la clé un décrochage parfois fatal avec la réalité. Alors le 7 août, OpenAI saute le pas, annonçant une nouvelle version de son robot, GPT-5. Son ton est résolument plus froid, et il surveille désormais la durée des conversations pour suggérer des pauses quand il le juge nécessaire. Lire aussi | Article réservé à nos abonnés ChatGPT : les débuts difficiles de GPT-5, le nouveau modèle de langage d’OpenAI, jugé moins efficace et moins « amical » L’entreprise applique ainsi deux recommandations-clés issues de chercheurs en IA parmi les plus critiques, dont des experts de Google, auteurs en 2024 d’une longue recension des dangers de l’IA. Dans ce document, ceux-ci anticipent un monde où la flatterie des robots réduit « les occasions qu’ont les humains de grandir et de se développerdevenir de meilleures versions d’eux-mêmes ». Voire « un monde où les utilisateurs abandonnent les interactions compliquées et imparfaitesavec les humains en faveur des échanges sans frictions fournis par les IA ». Il vous reste 73.15% de cet article à lire. La suite est réservée aux abonnés. #meta #chatgpt #jeu #dangereux #dune
    De Meta AI à ChatGPT, le jeu dangereux d’une personnalisation toujours plus poussée des IA
    www.lemonde.fr
    SOLÈNE REVENEY / « LE MONDE » C’est un paradoxe dans lequel bien des éditeurs d’intelligences artificielles (IA) sont empêtrés : pourquoi investir tant d’argent et d’efforts dans la création d’IA plus sûres et plus neutres si, une fois commercialisés, ces robots conversationnels peuvent être largement dévoyés ? Prenons le cas d’OpenAI. En avril, l’éditeur de ChatGPT dit réfléchir publiquement à rendre son robot conversationnel moins obséquieux, car il risque d’engager des personnes fragiles dans une dépendance malsaine, selon le constat dressé par ses propres chercheurs un mois auparavant. Plusieurs affaires médiatiques, rapportées notamment par le New York Times, Ars Technica, Futurism ou l’agence Reuters, ont illustré la dangereuse spirale dans laquelle certains utilisateurs peuvent tomber, avec à la clé un décrochage parfois fatal avec la réalité. Alors le 7 août, OpenAI saute le pas, annonçant une nouvelle version de son robot, GPT-5. Son ton est résolument plus froid, et il surveille désormais la durée des conversations pour suggérer des pauses quand il le juge nécessaire. Lire aussi | Article réservé à nos abonnés ChatGPT : les débuts difficiles de GPT-5, le nouveau modèle de langage d’OpenAI, jugé moins efficace et moins « amical » L’entreprise applique ainsi deux recommandations-clés issues de chercheurs en IA parmi les plus critiques, dont des experts de Google, auteurs en 2024 d’une longue recension des dangers de l’IA. Dans ce document, ceux-ci anticipent un monde où la flatterie des robots réduit « les occasions qu’ont les humains de grandir et de se développer [pour] devenir de meilleures versions d’eux-mêmes ». Voire « un monde où les utilisateurs abandonnent les interactions compliquées et imparfaites (…) avec les humains en faveur des échanges sans frictions fournis par les IA ». Il vous reste 73.15% de cet article à lire. La suite est réservée aux abonnés.
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  • يا أبطال الميدان! شحال كنا نستهلو في البيتا تاع Battlefield 6!

    سمعتوا باللي EA قالت باللي البيتا كانت أكثر تجربة لعب في التاريخ. لكن، كما عاودوا يقولوا: "ما كاينش حاجة كاملة!" كان عندها انتقادات كبيرة، خاصة حول السلايد والجمع بين القفز والنزول، وحتى طريقة تصويب الأسلحة.

    أنا بصراحة، لعبت البيتا وشفت كيفاش كانت اللعبة معقدة شوية. نحتاجو تحسينات، وصحيح أن التغييرات الجاية من EA تبشر بخير. نحس أنو لما نطوّرو التجربة، نزيدو نعطيوا فرص أكبر للجميع باش يستمتعوا باللعبة.

    لازم كل واحد يفكر في التجربة اللي حبها، وشنو يقدروا يقدموه في Battlefield 6.

    https://www.vg247.com/battlefield-6-changes-beta-feedback-weapons-movement-maps-player-counts

    #Battlefield6 #GamingCommunity #تغيير #لعبة #الشغف
    🎮 يا أبطال الميدان! شحال كنا نستهلو في البيتا تاع Battlefield 6! سمعتوا باللي EA قالت باللي البيتا كانت أكثر تجربة لعب في التاريخ. لكن، كما عاودوا يقولوا: "ما كاينش حاجة كاملة!" كان عندها انتقادات كبيرة، خاصة حول السلايد والجمع بين القفز والنزول، وحتى طريقة تصويب الأسلحة. أنا بصراحة، لعبت البيتا وشفت كيفاش كانت اللعبة معقدة شوية. نحتاجو تحسينات، وصحيح أن التغييرات الجاية من EA تبشر بخير. نحس أنو لما نطوّرو التجربة، نزيدو نعطيوا فرص أكبر للجميع باش يستمتعوا باللعبة. لازم كل واحد يفكر في التجربة اللي حبها، وشنو يقدروا يقدموه في Battlefield 6. https://www.vg247.com/battlefield-6-changes-beta-feedback-weapons-movement-maps-player-counts #Battlefield6 #GamingCommunity #تغيير #لعبة #الشغف
    Battlefield 6 is making some big changes from the beta to address slide/jump spam, weapon recoil, those playlist options
    www.vg247.com
    The Battlefield 6 beta is well and truly behind us. By EA’s own admission, it had the most players in Battlefield history, for a beta or otherwise. There’s clearly significant interest in the game, but the beta also garnered a lot of cri
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  • يا جماعة، شكون يحب يشوف العالم يتخلا عن الحكايات التافهة ويروح للأخبار الجادة؟

    المقال الجديد يتكلم على كيفاش المملكة المتحدة فرضت عقوبات على بنك قيرغيز وعلى بعض منصات الكريبتو اللي تدعم مجهودات روسيا في الحرب. يعني، اللي راهو يخطط يربح من الحرب، يلقى روحوا راهو في "black list" تاع UK!

    شخصياً، هذا الموضوع يخليني نتفكر في عالم العملات الرقمية وشنو دورها في الأحداث الجارية. يعني، أحياناً نكونو طامعين في الربح السريع، وننسى باللي الأمور ماشي هكذا.

    المهم، بصراحة، نحبو نكونو واعيين لكل مايدور حولنا في الساحة الدولية، ونتفكروا شوية قبل ما نتخذوا قراراتنا.

    https://forbesmiddleeast.com/featured/politics-security/uk-sanctions-kyrgyz-bank-crypto-exchanges-backing-russias-war-effort

    #عقوبات #اقتصاد #Cryptocurrency #Geopolitics #الحرب
    يا جماعة، شكون يحب يشوف العالم يتخلا عن الحكايات التافهة ويروح للأخبار الجادة؟ 😅 المقال الجديد يتكلم على كيفاش المملكة المتحدة فرضت عقوبات على بنك قيرغيز وعلى بعض منصات الكريبتو اللي تدعم مجهودات روسيا في الحرب. يعني، اللي راهو يخطط يربح من الحرب، يلقى روحوا راهو في "black list" تاع UK! شخصياً، هذا الموضوع يخليني نتفكر في عالم العملات الرقمية وشنو دورها في الأحداث الجارية. يعني، أحياناً نكونو طامعين في الربح السريع، وننسى باللي الأمور ماشي هكذا. المهم، بصراحة، نحبو نكونو واعيين لكل مايدور حولنا في الساحة الدولية، ونتفكروا شوية قبل ما نتخذوا قراراتنا. https://forbesmiddleeast.com/featured/politics-security/uk-sanctions-kyrgyz-bank-crypto-exchanges-backing-russias-war-effort #عقوبات #اقتصاد #Cryptocurrency #Geopolitics #الحرب
    forbesmiddleeast.com
    UK Sanctions Kyrgyz Bank, Crypto Exchanges Backing Russia’s War Effort
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  • Metal Gear Solid Delta: Snake Eater developer interview

    Metal Gear Solid Delta: Snake Eater, launching August 28 on PlayStation 5, is a remake of the 2004 PlayStation 2 classic, Metal Gear Solid 3: Snake Eater. I had a conversation with the developers during a Tokyo press event to discuss the upcoming remake and its development process. 

    ​​

    Faithfully replicating the thrill and impact of the original

    PlayStation Blog: How important was it to your team to create a game that stayed true to the original?

    Noriaki Okamura: We began this project with the intention of bringing a 20-year-old game to the present day. While we updated the graphics and certain game mechanics to ensure today’s players could fully enjoy the experience, we wanted to stay true to the original as much as possible.

    What challenges did your team face during development, and what specific adjustments were implemented?

    Okamura: I had no intention of altering the original story, so I insisted that we can just update the game graphics. Korekado disagreed and warned me that that approach will not work, but I initially had the team re-create the game just with new character models. Although the graphics improved, they appeared doll-like and unrealistic, so I finally realized that my plan was inadequate.

    Yuji Korekado: We began by reworking the animation and game mechanics. We implemented animation programming that didn’t exist two decades ago to make the game more realistic, but that also meant we couldn’t reproduce the original game mechanics. Metal Gear is a stealth game, so it’s crucial for players to be able to make precise movements. We put in a lot of effort to replicate the same feel as the original, while maintaining realism.

    Are there any areas of the game that you wanted to recreate as faithfully as possible?

    Korekado: We made sure that the jungle looked as realistic as possible. We devoted a lot of time modeling every fine detail like leaves, grass, and moss covering the ground. Since the perspective shifts along with the character’s movements, players will get a closer look at the ground when they’re crouching or crawling. To make sure the environment was immersive from every angle, we carefully crafted every element with great precision.

    ​​

    Have any enhancements been made compared to the original PS2 version?

    Korekado: We enhanced the visuals to be more intuitive. Thanks to increased memory and much faster speeds the user experience has improved significantly, including faster transitions to the Survival Viewer or having a quick menu to swap uniforms. On top of that, the audio improvements are remarkable. Sound absorption rates vary depending on the materials of the walls and floors, which allows players to detect enemies behind walls or nearby animals intuitively. In areas like caves and long corridors, unique echo parameters help distinguish different environments, which I think is a major advancement for stealth gameplay.

    Extra content for players to enjoy diverse gameplay

    The remake features Fox Hunt, a new online multiplayer mode. Why did you include this in the game instead of Metal Gear Online?

    Yu Sahara: The remake features significantly enhanced graphics, so we explored various online modes that aligned with these improvements. We decided to focus on stealth, sneaking, and survival, since those are also the key pillars of the main game. We landed on a concept that is based on hide-and-seek, that is classic Metal Gear, while also being reminiscent of the stealth missions featured in the earlier MGO.

    Can players earn rewards by playing the Fox Hunt mode?

    Sahara: While there are no items that can be transferred to the main game, players can unlock rewards like new camouflage options by playing Fox Hunt multiple times.

    Were there any challenges or specific areas of focus while remaking Snake vs Monkey mode?

    Taiga Ishigami: Our main goal was to make Pipo Monkey even more charming, cute, and entertaining. We developed new character actions, including the “Gotcha!” motion, and each animation and sound effect were carefully reviewed to ensure it captured Pipo Monkey’s personality. If anything felt off, we made changes right away.

    I heard the new Snake vs Monkey mode features an Astro Bot collab.

    Ishigami: Yes, a couple of bots from the Astro Bot game will make an appearance, and you can capture them just like the Pipo Monkeys. Capturing these bots isn’t required to finish the levels, but you’ll receive unique rewards if you do. Depending on the level, either a standard bot or a Pipo Monkey bot will be hidden away, so be sure to keep an eye out for them.

    ​​

    Do you have any final words for new players as well as longtime fans of the original game?

    Okamura: I rarely cry when playing games, but I remember bawling my eyes out while playing the original Metal Gear Solid 3. The development of Metal Gear Solid Delta: Snake Eater was driven by our goal to faithfully capture the impact and thrill that players felt two decades ago. Metal Gear Solid 3 is the ultimate example of storytelling in games, and having dreamed of making a game like this, I now feel a sense of fulfillment. I hope everyone enjoys the story as much as I do.

    Metal Gear Solid Delta: Snake Eater arrives on PS5 on August 28. 

    Read a new hands-on report with the game.
    #metal #gear #solid #delta #snake
    Metal Gear Solid Delta: Snake Eater developer interview
    Metal Gear Solid Delta: Snake Eater, launching August 28 on PlayStation 5, is a remake of the 2004 PlayStation 2 classic, Metal Gear Solid 3: Snake Eater. I had a conversation with the developers during a Tokyo press event to discuss the upcoming remake and its development process.  ​​ Faithfully replicating the thrill and impact of the original PlayStation Blog: How important was it to your team to create a game that stayed true to the original? Noriaki Okamura: We began this project with the intention of bringing a 20-year-old game to the present day. While we updated the graphics and certain game mechanics to ensure today’s players could fully enjoy the experience, we wanted to stay true to the original as much as possible. What challenges did your team face during development, and what specific adjustments were implemented? Okamura: I had no intention of altering the original story, so I insisted that we can just update the game graphics. Korekado disagreed and warned me that that approach will not work, but I initially had the team re-create the game just with new character models. Although the graphics improved, they appeared doll-like and unrealistic, so I finally realized that my plan was inadequate. Yuji Korekado: We began by reworking the animation and game mechanics. We implemented animation programming that didn’t exist two decades ago to make the game more realistic, but that also meant we couldn’t reproduce the original game mechanics. Metal Gear is a stealth game, so it’s crucial for players to be able to make precise movements. We put in a lot of effort to replicate the same feel as the original, while maintaining realism. Are there any areas of the game that you wanted to recreate as faithfully as possible? Korekado: We made sure that the jungle looked as realistic as possible. We devoted a lot of time modeling every fine detail like leaves, grass, and moss covering the ground. Since the perspective shifts along with the character’s movements, players will get a closer look at the ground when they’re crouching or crawling. To make sure the environment was immersive from every angle, we carefully crafted every element with great precision. ​​ Have any enhancements been made compared to the original PS2 version? Korekado: We enhanced the visuals to be more intuitive. Thanks to increased memory and much faster speeds the user experience has improved significantly, including faster transitions to the Survival Viewer or having a quick menu to swap uniforms. On top of that, the audio improvements are remarkable. Sound absorption rates vary depending on the materials of the walls and floors, which allows players to detect enemies behind walls or nearby animals intuitively. In areas like caves and long corridors, unique echo parameters help distinguish different environments, which I think is a major advancement for stealth gameplay. Extra content for players to enjoy diverse gameplay The remake features Fox Hunt, a new online multiplayer mode. Why did you include this in the game instead of Metal Gear Online? Yu Sahara: The remake features significantly enhanced graphics, so we explored various online modes that aligned with these improvements. We decided to focus on stealth, sneaking, and survival, since those are also the key pillars of the main game. We landed on a concept that is based on hide-and-seek, that is classic Metal Gear, while also being reminiscent of the stealth missions featured in the earlier MGO. Can players earn rewards by playing the Fox Hunt mode? Sahara: While there are no items that can be transferred to the main game, players can unlock rewards like new camouflage options by playing Fox Hunt multiple times. Were there any challenges or specific areas of focus while remaking Snake vs Monkey mode? Taiga Ishigami: Our main goal was to make Pipo Monkey even more charming, cute, and entertaining. We developed new character actions, including the “Gotcha!” motion, and each animation and sound effect were carefully reviewed to ensure it captured Pipo Monkey’s personality. If anything felt off, we made changes right away. I heard the new Snake vs Monkey mode features an Astro Bot collab. Ishigami: Yes, a couple of bots from the Astro Bot game will make an appearance, and you can capture them just like the Pipo Monkeys. Capturing these bots isn’t required to finish the levels, but you’ll receive unique rewards if you do. Depending on the level, either a standard bot or a Pipo Monkey bot will be hidden away, so be sure to keep an eye out for them. ​​ Do you have any final words for new players as well as longtime fans of the original game? Okamura: I rarely cry when playing games, but I remember bawling my eyes out while playing the original Metal Gear Solid 3. The development of Metal Gear Solid Delta: Snake Eater was driven by our goal to faithfully capture the impact and thrill that players felt two decades ago. Metal Gear Solid 3 is the ultimate example of storytelling in games, and having dreamed of making a game like this, I now feel a sense of fulfillment. I hope everyone enjoys the story as much as I do. Metal Gear Solid Delta: Snake Eater arrives on PS5 on August 28.  Read a new hands-on report with the game. #metal #gear #solid #delta #snake
    Metal Gear Solid Delta: Snake Eater developer interview
    blog.playstation.com
    Metal Gear Solid Delta: Snake Eater, launching August 28 on PlayStation 5, is a remake of the 2004 PlayStation 2 classic, Metal Gear Solid 3: Snake Eater. I had a conversation with the developers during a Tokyo press event to discuss the upcoming remake and its development process.  ​​ Faithfully replicating the thrill and impact of the original PlayStation Blog: How important was it to your team to create a game that stayed true to the original? Noriaki Okamura (Metal Gear Series Producer): We began this project with the intention of bringing a 20-year-old game to the present day. While we updated the graphics and certain game mechanics to ensure today’s players could fully enjoy the experience, we wanted to stay true to the original as much as possible. What challenges did your team face during development, and what specific adjustments were implemented? Okamura: I had no intention of altering the original story, so I insisted that we can just update the game graphics. Korekado disagreed and warned me that that approach will not work, but I initially had the team re-create the game just with new character models. Although the graphics improved, they appeared doll-like and unrealistic, so I finally realized that my plan was inadequate. Yuji Korekado (Creative Producer): We began by reworking the animation and game mechanics. We implemented animation programming that didn’t exist two decades ago to make the game more realistic, but that also meant we couldn’t reproduce the original game mechanics. Metal Gear is a stealth game, so it’s crucial for players to be able to make precise movements. We put in a lot of effort to replicate the same feel as the original, while maintaining realism. Are there any areas of the game that you wanted to recreate as faithfully as possible? Korekado: We made sure that the jungle looked as realistic as possible. We devoted a lot of time modeling every fine detail like leaves, grass, and moss covering the ground. Since the perspective shifts along with the character’s movements, players will get a closer look at the ground when they’re crouching or crawling. To make sure the environment was immersive from every angle, we carefully crafted every element with great precision. ​​ Have any enhancements been made compared to the original PS2 version? Korekado: We enhanced the visuals to be more intuitive. Thanks to increased memory and much faster speeds the user experience has improved significantly, including faster transitions to the Survival Viewer or having a quick menu to swap uniforms. On top of that, the audio improvements are remarkable. Sound absorption rates vary depending on the materials of the walls and floors, which allows players to detect enemies behind walls or nearby animals intuitively. In areas like caves and long corridors, unique echo parameters help distinguish different environments, which I think is a major advancement for stealth gameplay. Extra content for players to enjoy diverse gameplay The remake features Fox Hunt, a new online multiplayer mode. Why did you include this in the game instead of Metal Gear Online (MGO)? Yu Sahara (Fox Hunt Director): The remake features significantly enhanced graphics, so we explored various online modes that aligned with these improvements. We decided to focus on stealth, sneaking, and survival, since those are also the key pillars of the main game. We landed on a concept that is based on hide-and-seek, that is classic Metal Gear, while also being reminiscent of the stealth missions featured in the earlier MGO. Can players earn rewards by playing the Fox Hunt mode? Sahara: While there are no items that can be transferred to the main game, players can unlock rewards like new camouflage options by playing Fox Hunt multiple times. Were there any challenges or specific areas of focus while remaking Snake vs Monkey mode? Taiga Ishigami (Planner): Our main goal was to make Pipo Monkey even more charming, cute, and entertaining. We developed new character actions, including the “Gotcha!” motion, and each animation and sound effect were carefully reviewed to ensure it captured Pipo Monkey’s personality. If anything felt off, we made changes right away. I heard the new Snake vs Monkey mode features an Astro Bot collab. Ishigami: Yes, a couple of bots from the Astro Bot game will make an appearance, and you can capture them just like the Pipo Monkeys. Capturing these bots isn’t required to finish the levels, but you’ll receive unique rewards if you do. Depending on the level, either a standard bot or a Pipo Monkey bot will be hidden away, so be sure to keep an eye out for them. ​​ Do you have any final words for new players as well as longtime fans of the original game? Okamura: I rarely cry when playing games, but I remember bawling my eyes out while playing the original Metal Gear Solid 3. The development of Metal Gear Solid Delta: Snake Eater was driven by our goal to faithfully capture the impact and thrill that players felt two decades ago. Metal Gear Solid 3 is the ultimate example of storytelling in games, and having dreamed of making a game like this, I now feel a sense of fulfillment. I hope everyone enjoys the story as much as I do. Metal Gear Solid Delta: Snake Eater arrives on PS5 on August 28.  Read a new hands-on report with the game.
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  • Evil Empire tells devs to avoid early access unless their project is 90 percent complete

    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users. After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas, but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit jankybut that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas, but you have to feed them through a filter, otherwise you'll have too many cooks.You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pickcarefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    #evil #empire #tells #devs #avoid
    Evil Empire tells devs to avoid early access unless their project is 90 percent complete
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users. After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas, but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit jankybut that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas, but you have to feed them through a filter, otherwise you'll have too many cooks.You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pickcarefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #evil #empire #tells #devs #avoid
    Evil Empire tells devs to avoid early access unless their project is 90 percent complete
    www.gamedeveloper.com
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users (CCU). After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas [on board], but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit janky [...] but that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas [on board], but you have to feed them through a filter, otherwise you'll have too many cooks. [...] You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pick [your feedback] carefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation.Read more about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Sébastien Crozier, syndicaliste : « Standardiser la voix, c’est nier qu’une intonation est souvent une histoire »

    Sous prétexte d’amélioration, une vague d’outils d’analyse vocale déferle dans les entreprises. L’intelligence artificiellepromet plus d’objectivité et de performance. En réalité, c’est un travail placé sous surveillance émotionnelle. « Votre appel peut être enregistré à des fins de formation » : cette phrase familière camoufle désormais bien plus qu’un simple enregistrement. Derrière la collecte, il y a l’analyse ; derrière l’analyse, une interprétation ; et derrière l’interprétation, une intention. Le speech analytics, qui détecte stress, fatigue, doute ou enthousiasme, sort des centres d’appels pour pénétrer nos services internes, nos interactions professionnelles, nos entretiens d’évaluation… Les outils attribuent des scores, déclenchent des alertes. Demain, ils pourraient recommander promotions ou sanctions. La voix devient une simple donnée biométrique. Pourtant, elle n’est pas qu’un signal. Elle vibre, hésite, tremble, reflète nos journées, nos doutes, nos émotions. La standardiser, c’est nier qu’une intonation est souvent une histoire. Jugée « inappropriée » ? Alerte. Rythme jugé trop lent ? Risque de désengagement. Ton jugé trop vif ? Possible tension. Les autorités françaises et européennes l’ont compris : la voix est une donnée hautement sensible, permettant d’identifier une personne, mais aussi d’inférer son état émotionnel ou psychologique. Son traitement est interdit, sauf consentement libre et éclairé, ainsi que le prévoit le règlement général sur la protection des données– bientôt renforcé par l’IA Act. Mais en entreprise, que vaut ce consentement « libre » ? Peut-on refuser un outil imposé par la hiérarchie, comprendre ce que l’algorithme « a entendu » ou même contester ses conclusions ? Le consentement n’est pas une simple case à cocher, mais un droit fondamental. Lire aussi | Article réservé à nos abonnés L’entreprise américaine Palantir suspectée de créer une base de données géante sur les citoyens De nombreuses études confirment les risques : stress accru des salariés sous écoute permanente, autocensure, affaiblissement des échanges spontanés, rupture de confiance, déshumanisation du travail. S’y ajoutent des biais matériels ou algorithmiques, comme la compression numérique, le filtrage des fréquences, l’altération du timbre par les réseaux téléphoniques ou par VoIP, qui pénalisant certains accents, voix féminines ou styles culturels. Il vous reste 50.04% de cet article à lire. La suite est réservée aux abonnés.
    #sébastien #crozier #syndicaliste #standardiser #voix
    Sébastien Crozier, syndicaliste : « Standardiser la voix, c’est nier qu’une intonation est souvent une histoire »
    Sous prétexte d’amélioration, une vague d’outils d’analyse vocale déferle dans les entreprises. L’intelligence artificiellepromet plus d’objectivité et de performance. En réalité, c’est un travail placé sous surveillance émotionnelle. « Votre appel peut être enregistré à des fins de formation » : cette phrase familière camoufle désormais bien plus qu’un simple enregistrement. Derrière la collecte, il y a l’analyse ; derrière l’analyse, une interprétation ; et derrière l’interprétation, une intention. Le speech analytics, qui détecte stress, fatigue, doute ou enthousiasme, sort des centres d’appels pour pénétrer nos services internes, nos interactions professionnelles, nos entretiens d’évaluation… Les outils attribuent des scores, déclenchent des alertes. Demain, ils pourraient recommander promotions ou sanctions. La voix devient une simple donnée biométrique. Pourtant, elle n’est pas qu’un signal. Elle vibre, hésite, tremble, reflète nos journées, nos doutes, nos émotions. La standardiser, c’est nier qu’une intonation est souvent une histoire. Jugée « inappropriée » ? Alerte. Rythme jugé trop lent ? Risque de désengagement. Ton jugé trop vif ? Possible tension. Les autorités françaises et européennes l’ont compris : la voix est une donnée hautement sensible, permettant d’identifier une personne, mais aussi d’inférer son état émotionnel ou psychologique. Son traitement est interdit, sauf consentement libre et éclairé, ainsi que le prévoit le règlement général sur la protection des données– bientôt renforcé par l’IA Act. Mais en entreprise, que vaut ce consentement « libre » ? Peut-on refuser un outil imposé par la hiérarchie, comprendre ce que l’algorithme « a entendu » ou même contester ses conclusions ? Le consentement n’est pas une simple case à cocher, mais un droit fondamental. Lire aussi | Article réservé à nos abonnés L’entreprise américaine Palantir suspectée de créer une base de données géante sur les citoyens De nombreuses études confirment les risques : stress accru des salariés sous écoute permanente, autocensure, affaiblissement des échanges spontanés, rupture de confiance, déshumanisation du travail. S’y ajoutent des biais matériels ou algorithmiques, comme la compression numérique, le filtrage des fréquences, l’altération du timbre par les réseaux téléphoniques ou par VoIP, qui pénalisant certains accents, voix féminines ou styles culturels. Il vous reste 50.04% de cet article à lire. La suite est réservée aux abonnés. #sébastien #crozier #syndicaliste #standardiser #voix
    Sébastien Crozier, syndicaliste : « Standardiser la voix, c’est nier qu’une intonation est souvent une histoire »
    www.lemonde.fr
    Sous prétexte d’amélioration, une vague d’outils d’analyse vocale déferle dans les entreprises. L’intelligence artificielle (IA) promet plus d’objectivité et de performance. En réalité, c’est un travail placé sous surveillance émotionnelle. « Votre appel peut être enregistré à des fins de formation » : cette phrase familière camoufle désormais bien plus qu’un simple enregistrement. Derrière la collecte, il y a l’analyse ; derrière l’analyse, une interprétation ; et derrière l’interprétation, une intention. Le speech analytics, qui détecte stress, fatigue, doute ou enthousiasme, sort des centres d’appels pour pénétrer nos services internes, nos interactions professionnelles, nos entretiens d’évaluation… Les outils attribuent des scores, déclenchent des alertes. Demain, ils pourraient recommander promotions ou sanctions. La voix devient une simple donnée biométrique. Pourtant, elle n’est pas qu’un signal. Elle vibre, hésite, tremble, reflète nos journées, nos doutes, nos émotions. La standardiser, c’est nier qu’une intonation est souvent une histoire. Jugée « inappropriée » ? Alerte. Rythme jugé trop lent ? Risque de désengagement. Ton jugé trop vif ? Possible tension. Les autorités françaises et européennes l’ont compris : la voix est une donnée hautement sensible, permettant d’identifier une personne, mais aussi d’inférer son état émotionnel ou psychologique. Son traitement est interdit, sauf consentement libre et éclairé, ainsi que le prévoit le règlement général sur la protection des données (RGPD) – bientôt renforcé par l’IA Act. Mais en entreprise, que vaut ce consentement « libre » ? Peut-on refuser un outil imposé par la hiérarchie, comprendre ce que l’algorithme « a entendu » ou même contester ses conclusions ? Le consentement n’est pas une simple case à cocher, mais un droit fondamental. Lire aussi | Article réservé à nos abonnés L’entreprise américaine Palantir suspectée de créer une base de données géante sur les citoyens De nombreuses études confirment les risques : stress accru des salariés sous écoute permanente, autocensure, affaiblissement des échanges spontanés, rupture de confiance, déshumanisation du travail. S’y ajoutent des biais matériels ou algorithmiques, comme la compression numérique, le filtrage des fréquences, l’altération du timbre par les réseaux téléphoniques ou par VoIP [« voix sur IP », une technique qui permet de transmettre des appels sur Internet], qui pénalisant certains accents, voix féminines ou styles culturels. Il vous reste 50.04% de cet article à lire. La suite est réservée aux abonnés.
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  • Battlefield 6's Movement Changes Are "Not Drastic," Says Dev

    If you've been using the jump button a little too often in the Battlefield 6 beta, then you're going to notice some changes upon launch. DICE has announced that there's now a penalty for making consecutive jumps that lowers the jump height. Momentum carried from a slide into a jump has also been tweaked to reduce its speed. Nevertheless, Battlefield 6 principal game designer Florian "DRUNKKZ3" Le Bihan wants players to know that the movement changes "are not drastic.""Movement is also getting more responsive in general in places that have felt a bit clunky before. so there is a lot more that is getting quality improvementspolish in this same area," wrote Le Bihan on X. "Adding diminishing returns to jumping is what we're actually doing, an initial slide or an initial jumps will not be affected. We're still trying to retain depth to movement with some skill curve to it, just making sure it doesn't become insane."The Battlefield 6 devs also recently defended the changes to Rush mode in the beta, including smaller lobbies of 24 players for 12v12 matches. According to the programing team, Rush mode doesn't work as well with more than 24 players at a time.Continue Reading at GameSpot
    #battlefield #6039s #movement #changes #are
    Battlefield 6's Movement Changes Are "Not Drastic," Says Dev
    If you've been using the jump button a little too often in the Battlefield 6 beta, then you're going to notice some changes upon launch. DICE has announced that there's now a penalty for making consecutive jumps that lowers the jump height. Momentum carried from a slide into a jump has also been tweaked to reduce its speed. Nevertheless, Battlefield 6 principal game designer Florian "DRUNKKZ3" Le Bihan wants players to know that the movement changes "are not drastic.""Movement is also getting more responsive in general in places that have felt a bit clunky before. so there is a lot more that is getting quality improvementspolish in this same area," wrote Le Bihan on X. "Adding diminishing returns to jumping is what we're actually doing, an initial slide or an initial jumps will not be affected. We're still trying to retain depth to movement with some skill curve to it, just making sure it doesn't become insane."The Battlefield 6 devs also recently defended the changes to Rush mode in the beta, including smaller lobbies of 24 players for 12v12 matches. According to the programing team, Rush mode doesn't work as well with more than 24 players at a time.Continue Reading at GameSpot #battlefield #6039s #movement #changes #are
    Battlefield 6's Movement Changes Are "Not Drastic," Says Dev
    www.gamespot.com
    If you've been using the jump button a little too often in the Battlefield 6 beta, then you're going to notice some changes upon launch. DICE has announced that there's now a penalty for making consecutive jumps that lowers the jump height. Momentum carried from a slide into a jump has also been tweaked to reduce its speed. Nevertheless, Battlefield 6 principal game designer Florian "DRUNKKZ3" Le Bihan wants players to know that the movement changes "are not drastic.""Movement is also getting more responsive in general in places that have felt a bit clunky before. so there is a lot more that is getting quality improvements [and] polish in this same area," wrote Le Bihan on X. "Adding diminishing returns to jumping is what we're actually doing, an initial slide or an initial jumps will not be affected. We're still trying to retain depth to movement with some skill curve to it, just making sure it doesn't become insane."The Battlefield 6 devs also recently defended the changes to Rush mode in the beta, including smaller lobbies of 24 players for 12v12 matches. According to the programing team, Rush mode doesn't work as well with more than 24 players at a time.Continue Reading at GameSpot
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  • يا جماعة، شحال منكم جرب Battlefield 6 في البيتا؟ كيما تعرفوا، كانت القفزات والانزلاقات مجنونة! بصح يا جماعة، EA قررت شوي تخفف من داك الجنون.

    حالياً، هما أكدو بلي رح ينقصوا شوية من الانزلاقات الفوضوية، وحتى الشوتغن رح يتنرف. يعني، كاين تغييرات جاية لتحسين تجربة اللعب، وخاصة في وضع Rush لي كان محتاج تعديل.

    حبيت نشارككم رأيي، بصراحة، التحركات المجنونة كانت مبهرة، بصح تخلينا نشعر بلي كنا في فيلم أكشن! نتمناو التغييرات تكون في صالح اللعبة وتخليها أكثر متعة.

    خلونا نستناو ونشوفوا واش راح يجيبوا مع التحديثات الجاية!

    https://kotaku.com/battlefield-6-ttk-shotgun-jumping-sliding-nerf-changes-open-beta-ea-patch-notes-2000619184
    #Battlefield6 #Gaming #EA #تحديثات #ألعاب
    يا جماعة، شحال منكم جرب Battlefield 6 في البيتا؟ 😄 كيما تعرفوا، كانت القفزات والانزلاقات مجنونة! بصح يا جماعة، EA قررت شوي تخفف من داك الجنون. حالياً، هما أكدو بلي رح ينقصوا شوية من الانزلاقات الفوضوية، وحتى الشوتغن رح يتنرف. يعني، كاين تغييرات جاية لتحسين تجربة اللعب، وخاصة في وضع Rush لي كان محتاج تعديل. حبيت نشارككم رأيي، بصراحة، التحركات المجنونة كانت مبهرة، بصح تخلينا نشعر بلي كنا في فيلم أكشن! 😅 نتمناو التغييرات تكون في صالح اللعبة وتخليها أكثر متعة. خلونا نستناو ونشوفوا واش راح يجيبوا مع التحديثات الجاية! https://kotaku.com/battlefield-6-ttk-shotgun-jumping-sliding-nerf-changes-open-beta-ea-patch-notes-2000619184 #Battlefield6 #Gaming #EA #تحديثات #ألعاب
    Battlefield 6 Is Toning Down The Wild Jumps And Slides Seen In the Open Beta
    kotaku.com
    EA also confirmed the shotgun is being nerfed and Rush is getting tweaked to make it more fun The post <i>Battlefield 6</i> Is Toning Down The Wild Jumps And Slides Seen In the Open Beta appeared first on Kotaku.
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