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Epic v. Google: a battle over Fortnite fees goes to court – The Verge

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The future of Google’s app store is at stake in a lawsuit by Fortnite publisher Epic Games. Epic sued Google in 2020 after a fight over in-app purchase fees, claiming the Android operating system’s Google Play store constituted an unlawful monopoly. It wants Google to make using third-party app stores, sideloaded apps, and non-Google payment processors easier — while Google says its demands would damage Android’s ability to offer a secure user experience and compete with Apple’s iOS.

The case has had a long road to court, arriving there long after a similar trial against Apple in 2021. Follow along with updates here.

  • We are done for the day.

    Technically, Google’s Marchak is still under oath, as Epic continues to get him to say (clearly against his will) that 6 percent is the amount Google thought was the break-even cost of payment processing on Google Play.

    We won’t see big-name witnesses like Google’s or Epic’s CEOs tomorrow, but we did get a small preview of the weeks ahead: after Epic finishes making its main case, both parties will call their expert witnesses on app distribution, payment processing, profit margins, and computer science (re: security fears of sideloaded apps).

    We may also not get document dumps during the case: exhibits will be filed after the jury verdict, Epic lead attorney Gary Bornstein said.

  • Epic is now getting Google’s director of Play partnerships, strategy, and operations to justify the 30 percent fee.

    Intriguingly, our next witness, Michael Marchak, led an internal project at Google to quantify how much value developers got from Google Play. We’re looking at an internal document about an idea to convert that value into dollars and compare it to Google’s fee.

    The “current model,” as of this August 2019 document, was that Google Play provided value by helping users discover apps, spend money on them, and deliver downloads at scale.

    Marchak is repeatedly attempting to say this is an early model. Epic’s lawyer is repeatedly shutting him down.

  • “If I see a phone, it is mine.”

    Judge Donato is annoyed.

    Google’s witness wasn’t in the courtroom at the time they were called to the stand and took a couple minutes to get there.

    He also told lawyers that if he sees any phones on his side of the bar, they will be confiscated. (No phones are allowed in this courtroom at all, though nobody has been taking them away from us on entry.)

  • Epic found what wasn’t there.

    Earlier today, Judge Donato let Google say the word iPhone — and it opened the door for Epic’s attorney Lauren Moskowitz to point out what isn’t in the document Google used to justify spending hundreds of millions of dollars on addressing the “contagion effect” of game developers abandoning the Play Store.

    What isn’t in the document: Apple. It’s not listed in the “Competitors Aggressively Pursuing Gaming” section. It’s not anywhere.

    “Competition with Apple is not being discussed when we’re talking about contagion risk, right?” asked Moskowitz.

    “Yes, contagion risk is talking about developers getting their content off Google Play,” Koh admitted. Does that change the conversation around market definition?

  • Google is finally making Epic look bad.

    Google’s attorney Michelle Park Chiu showed the court an email where Epic explicitly agreed it would “submit an updated build [of Fortnite] that fully complies with Google’s policies and restrictions,” one that would explicitly use Google’s payment platform and remove all other payments.

    Obviously, that didn’t last. We’re here in court today because Epic then secretly shoved its own payment mechanism into the app.

    But Chiu also found a way to tug on the heartstrings — by letting Koh explain how “betrayed” his Google team felt after pulling out all the stops to get that twice-rejected Fortnite app ready for Epic’s all-important in-game Travis Scott concert on April 23rd, 2020. He said they managed a two-month task in just under two weeks.

  • Koh thought Activision might possibly have been bluffing about its own mobile game store.

    “A lot of developers agitate over this, but is there a threat that ABK will go off Play despite what they have to lose via King’s revenue?” asked Google strategic partnerships development manager Johan Heurlin in an email.

    Koh replied: “It’s not clear how real of a risk this is. Apparently ABK in the past mention[ed] that they can build their own platform and generate higher cash flow. Again, not sure how realistic this is. They do have Battle.net and a large audience network with their King titles…”

  • “If they chose to do so, they were free to do so.”

    Former Google Play games bizdev boss Lawrence Koh said there was nothing stopping Riot Games from creating a competing app store. He told Google’s lawyer there was nothing keeping Riot from launching games on other platforms either.

    He says Google believed it “could make [Riot] the next big gaming phenomenon” since it hadn’t yet released any of its games on mobile.

  • Google gives its former employee a different set of worries.

    Epic wanted Koh to say he was worried about the rise of competing app stores on Android, and he wouldn’t go that far.

    Google’s lawyer Michelle Park Chiu is asking if perhaps he was worried about consumers choosing a different phone — say, the iPhone — if he didn’t strike deals with developers to retain the games on Google Play.

    “That was certainly a concern, yes.”

    As for sim-ship: “We were worried consumers would move to other gaming platforms to find that great games content.”

  • “Did you ever bribe Riot Games so they would not open their own store?”

    That was actually Google’s question to its own former head of Google Play Games bizdev, and Koh’s answer came with a laugh:

    “No, never.”

    Google is spending its time normalizing concepts like contractually obligating developers to “sim-ship” their games. “We stuck to making sure they were launching their games on Google Play at the same time as every other platform and making sure they were at the same quality,” says Koh.

  • “Are you aware that Google only produced 26 chats where you were participating in the entire pile of documents we got in this case?”

    A spicy dig from Epic attorney Moskowitz, who has just passed her witness to Google.

    Koh admitted he spoke about Project Hug over chat with colleagues but said he didn’t remember if he turned on chat history. He says “everything substantial” was done in Google Docs.

  • Epic just showed us Google’s $18M deal with Riot Games.

    While the agreement itself doesn’t seem to state that Riot can’t build its own app store — only that it has to simultaneously ship games on Google Play, keep its games on Google Play, and offer feature parity — Koh’s own emails seem to suggest that Google specifically made the deal to prevent Riot from creating a competing store.

    A paragraph from Koh begins: “Our current investment package for Riot was motivated by 2 objectives: 1) have Riot choose Play vs. launching their own Android store.”

    Later in the same email: “In my view, it’s because of objective #1 that we’re paying a higher premium in the first year as Riot builds up their business on Play.”

    Koh continues to say it was about keeping games on Play, not blocking competing stores.

  • Epic seems to have nailed Google on paying Activision Blizzard over $100M — but not why.

    “Google made this investment to secure those titles on the Google Play Store,” says Koh. Epic lawyer Moskowitz was trying to get him to say Google spent the money to block a competing Activision app store from emerging — and Google certainly did believe Activision was threatening that app store, according to documents we’ve seen.

    “Activision has told us they will build their own mobile store,” one line reads.

    But Koh says Google was only worried about losing the games, not someone else gaining them, and we haven’t seen any obvious evidence yet to the contrary.

    Google estimated that it would lose $243M a year in revenue if ABK removed its games. Its brand King makes Candy Crush, in case you’re unaware.

  • Epic is attempting to prove Google paid Activision Blizzard and Riot to contain the contagion.

    I would not say Epic’s close to proving it yet, but Koh did testify both Activision Blizzard and Riot had signaled they were looking into building their own app stores and that King (part of Activision Blizzard) agreed not to ship their games on any other platform before Google Play and with feature parity.

    We’re also seeing emails between bizdev leaders at Google about how Activision was trying to negotiate $20M via YouTube and $100M of credits, plus many more millions of dollars for exclusive rights to stream all of Activision’s esports including the Overwatch League and Call of Duty League — $50M for year one of that, $60M for year two, with an option for a year three.

    Ryan Wyatt, head of YouTube gaming, seemed skeptical in an email about the size of that deal, saying Activision didn’t yet generate $20M a year for YouTube.

    And now we’re going on lunch break.

  • The Hug ask.

    According to the internal Google document, the Play bizdev team wanted to invest $575 million in game developers at risk of “contagion” through 2022, giving them a mix of “3-year credits,” “ad investments,” YouTube and esports deals, and co-marketing valued at hundreds of millions of dollars.

    It also wanted to hire 59 new employees to manage these deals. With Samsung specifically, it wanted to “initiate gaming collaboration discussions, including direct financial value to Samsung of up to $250M through 2022.” We’ll hear about this more as Project Banyan.

    It’s not clear from these documents alone if Google approved the first ask. Google has already said Banyan never happened.

  • The “agitators.”

    Epic wasn’t the only company that Google was worried about setting off a “contagion effect.” The document we’re looking at shows the Samsung Galaxy Store was asking for 20 percent rev share, rather than 30 percent, and that OnePlus was asking for 20 percent as well — and also offered third-party billing options for a 5 percent rev share.

    Koh confirms that Google internally referred to those with a lower than 30 percent fee as “agitators.”

    Google planned to target developers who were discontent with Google’s 30 percent rev share and had the capabilities to “go-it-alone” on Android, according to the document.

  • The “contagion effect.”

    Lawrence Koh, who ran Google Play’s games bizdev, is getting quizzed about a document that seems to show Google running scared.

    If I’m reading it correctly, Google was forecasting that 100 percent of top game developers would defect from Google Play by 2020 and that the “contagion effect” would consume an increasing percent of Google’s app store revenue every year, including 6 percent ($630M worth) in 2021, and 7 percent (over $800M) in 2022, for a cumulative total of $2B by the end of that year.

  • Time for a hug.

    “Project Hug,” to be specific, the one where Epic alleges that Google paid off game developers to stick with the Play Store.

    Lawrence Koh, former director of games business development at Google from 2019–2020, is now on the stand answering questions from Epic about Hug and a presentation titled “Boosting Top Game Developer Support & Securing Play Distribution on Samsung Devices.”

  • “You cannot guarantee that the documents that were destroyed will contradict the testimony we’re going to hear?”

    Lopez couldn’t.

    “We’ll never know that,” Moskowitz replied.

    And with that, Epic seems to have thoroughly made its point that Google may have destroyed evidence. Not that it did — but that it might have.

    The court is going on a short break.

  • Google says there are important reasons not to retain employees’ personal chats.

    Lopez says some employees are in substance abuse recovery groups, for example. Most of Google’s questions about their own information retention policies seemed to be about how they work, though. I may have missed the point there.

    Epic lawyer Moskowitz is asking tough questions again: “[The legal hold] required employees to take affirmative steps to retain chats, and you didn’t take affirmative steps to ensure they did so?”

    “That’s right,” he says.

  • She went in for the kill.

    Google’s chats czar is looking a little dodgy right now! Moskowitz asked: “You concede that business chats were destroyed while Google was under a legal obligation to preserve evidence?”

    Lopez repeatedly said he didn’t know, couldn’t know, and wouldn’t speculate on what was inside them — even though he admitted earlier that Google employees absolutely use them for business, and after we’d seen Google employees turning off Chat History. “It’s quite possible that those chats contained substantive business information, right?” He wouldn’t say.

    Google’s turn to talk to him, and perhaps make the decision not to retain employee’s personal chats seem reasonable.

  • Google is not denying that it could have changed its retention policies — forcing every employee to automatically retain all their chats.

    Epic’s attorney Lauren Moskowitz is on a roll here, with Lopez agreeing again and again that Google technically had the ability to force Chat History on for every conversation — but didn’t.

    “Google did not change its normal retention policy for chats, even when it was on a legal hold to do so?”

    “That’s right,” answered Lopez.

  • Google’s HR training for employees suggested that chatting off-the-record was better.

    In a theoretical scenario where an angry Google employee might send an email to another employee, the “correct” answer was to “talk to the team lead in the morning,” partially because, “It’s less likely that a record of the conversation could be discovered by an adversary and used against you, and Google, in ways you didn’t imagine.”

    The second-best answer was not to send the email and chat “off the record” via Hangouts instead because there’s still a risk that “any chat participant may save the conversation by simply pasting it into a doc or email.”

  • Epic really wants Lopez to say that turning chat history off was a “tool” that employees could and did use to protect Google from discovery.

    Epic’s lawyer asked the question several different ways, including “If a person did not want something kept after 24 hours, this is a tool you could use for that?”

    Lopez would not explicitly say that an employee might use it that way on purpose — he suggested it might be to protect their own personal conversations — but he did wind up roundabout admitting the tool could be used that way.

  • We’re getting into the nitty-gritty of how long Google stores internal communications before auto-deleting them.

    Google’s 2020 Chat Retention Policy says in black and white (and Lopez has confirmed) that chats are permanently deleted after these amounts of time:

    24 hours if chat history is turned off

    Otherwise: 30 days for one-on-ones

    18 months for chats in a threaded room (though apparently Google planned to change this back to 30 days in 1H 2021).

  • “At Google, we are constantly in the public eye… and the courthouse.”

    That’s how Google’s training document begins — and Epic’s attorney Lauren Moskowitz is taking us on a whirlwind tour of phrases like “Sometimes the best way to communicate something super sensitive is to not write it down” and “Your communications can have unintended consequences for you and the company.”

    Now, she’s asking Lopez if he understands the concept of a legal hold — that relevant documents should not be deleted during a legal proceeding. “Even anything that may be relevant must be preserved, right?” Yes, he says, as long as it’s potentially relevant.

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United Airlines will offer free internet on flights using service from Elon Musk’s SpaceX

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CHICAGO (AP) — United Airlines has struck a deal with Elon Musk’s SpaceX to offer satellite-based Starlink WiFi service on flights within the next several years.

The airline said Friday the service will be free to passengers.

United said it will begin testing the service early next year and begin offering it on some flights by later in 2025.

Financial details of the deal were not disclosed.

The announcement comes as airlines rush to offer more amenities as a way to stand out when passengers pick a carrier for a trip. United’s goal is to make sitting on a plane pretty much like being on the ground when it comes to browsing the internet, streaming entertainment and playing games.

“Everything you can do on the ground, you’ll soon be able to do on board a United plane at 35,000 feet, just about anywhere in the world,” CEO Scott Kirby said in announcing the deal.

The airline says Starlink will allow passengers to get internet access even over oceans and polar regions where traditional cell or Wi-Fi signals may be weak or missing.

The Canadian Press. All rights reserved.

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How to Preorder the PlayStation 5 Pro in Canada

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Sony has made it easy for Canadian consumers to preorder the PlayStation 5 Pro in Canada directly from PlayStation’s official website. Here’s how:

  • Visit the Official Website: Go to direct.playstation.com and navigate to the PS5 Pro section once preorders go live on September 26, 2024.
  • Create or Log in to Your PlayStation Account: If you don’t have a PlayStation account, you will need to create one. Existing users can simply log in to proceed.
  • Place Your Preorder: Once logged in, follow the instructions to preorder your PS5 Pro. Ensure you have a valid payment method ready and double-check your shipping information for accuracy.

Preorder Through Major Canadian Retailers

While preordering directly from PlayStation is a popular option, you can also secure your PS5 Pro through trusted Canadian retailers. These retailers are expected to offer preorders on or after September 26:

  • Best Buy Canada
  • Walmart Canada
  • EB Games (GameStop)
  • Amazon Canada
  • The Source

Steps to Preorder via Canadian Retailers:

  • Visit Retailer Websites: Search for “PlayStation 5 Pro” on the website of your preferred retailer starting on September 26.
  • Create or Log in to Your Account: If you’re shopping online, having an account with the retailer can speed up the preorder process.
  • Preorder in Store: For those who prefer in-person shopping, check with local stores regarding availability and preorder policies.

3. Sign Up for Notifications

Many retailers and websites offer the option to sign up for notifications when the preorder goes live. If you’re worried about missing out due to high demand, this can be a useful option.

  • Visit Retailer Sites: Look for a “Notify Me” or “Email Alerts” option and enter your email to stay informed.
  • Use PlayStation Alerts: Sign up for notifications directly through Sony to be one of the first to know when preorders are available.

4. Prepare for High Demand

Preordering the PS5 Pro is expected to be competitive, with high demand likely to result in quick sellouts, just as with the initial release of the original PS5. To maximize your chances of securing a preorder:

  • Act Quickly: Be prepared to place your order as soon as preorders open. Timing is key, as stock can run out within minutes.
  • Double-Check Payment Information: Ensure your credit card or payment method is ready to go. Any delays during the checkout process could result in losing your spot.
  • Stay Informed: Monitor PlayStation and retailer websites for updates on restocks or additional preorder windows.

Final Thoughts

The PlayStation 5 Pro is set to take gaming to the next level with its enhanced performance, graphics, and new features. Canadian gamers should be ready to act fast when preorders open on September 26, 2024, to secure their console ahead of the holiday season. Whether you choose to preorder through PlayStation’s official website or your preferred retailer, following the steps outlined above will help ensure a smooth and successful preorder experience.

For more details on the PS5 Pro and to preorder, visit direct.playstation.com or stay tuned to updates from major Canadian retailers.

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Introducing the PlayStation 5 Pro: The Next Evolution in Gaming

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Since the PlayStation 5 (PS5) launched four years ago, PlayStation has continuously evolved to meet the demands of its players. Today, we are excited to announce the next step in this journey: the PlayStation 5 Pro. Designed for the most dedicated players and game creators, the PS5 Pro brings groundbreaking advancements in gaming hardware, raising the bar for what’s possible.

Key Features of the PS5 Pro

The PS5 Pro comes equipped with several key performance enhancements, addressing the requests of gamers for smoother, higher-quality graphics at a consistent 60 frames per second (FPS). The console’s standout features include:

  • Upgraded GPU: The PS5 Pro’s GPU boasts 67% more Compute Units than the current PS5, combined with 28% faster memory. This allows for up to 45% faster rendering speeds, ensuring a smoother gaming experience.
  • Advanced Ray Tracing: Ray tracing capabilities have been significantly enhanced, with reflections and refractions of light being processed at double or triple the speed of the current PS5, creating more dynamic visuals.
  • AI-Driven Upscaling: Introducing PlayStation Spectral Super Resolution, an AI-based upscaling technology that adds extraordinary detail to images, resulting in sharper image clarity.
  • Backward Compatibility & Game Boost: More than 8,500 PS4 games playable on PS5 Pro will benefit from PS5 Pro Game Boost, stabilizing or enhancing performance. PS4 games will also see improved resolution on select titles.
  • VRR & 8K Support: The PS5 Pro supports Variable Refresh Rate (VRR) and 8K gaming for the ultimate visual experience, while also launching with the latest wireless technology, Wi-Fi 7, in supported regions.

Optimized Games & Patches

Game creators have quickly embraced the new technology that comes with the PS5 Pro. Many games will receive free updates to take full advantage of the console’s new features, labeled as PS5 Pro Enhanced. Some of the highly anticipated titles include:

  • Alan Wake 2
  • Assassin’s Creed: Shadows
  • Demon’s Souls
  • Dragon’s Dogma 2
  • Final Fantasy 7 Rebirth
  • Gran Turismo 7
  • Marvel’s Spider-Man 2
  • Ratchet & Clank: Rift Apart
  • Horizon Forbidden West

These updates will allow players to experience their favorite games at a higher fidelity, taking full advantage of the console’s improved graphics and performance.

 

 

Design & Compatibility

Maintaining consistency within the PS5 family, the PS5 Pro retains the same height and width as the original PS5 model. Players will also have the option to add an Ultra HD Blu-ray Disc Drive or swap console covers when available.

Additionally, the PS5 Pro is fully compatible with all existing PS5 accessories, including the PlayStation VR2, DualSense Edge, Pulse Elite, and Access controller. This ensures seamless integration into your current gaming setup.

Pricing & Availability

The PS5 Pro will be available starting November 7, 2024, at a manufacturer’s suggested retail price (MSRP) of:

  • $699.99 USD
  • $949.99 CAD
  • £699.99 GBP
  • €799.99 EUR
  • ¥119,980 JPY

Each PS5 Pro comes with a 2TB SSD, a DualSense wireless controller, and a copy of Astro’s Playroom pre-installed. Pre-orders begin on September 26, 2024, and the console will be available at participating retailers and directly from PlayStation via direct.playstation.com.

The launch of the PS5 Pro marks a new chapter in PlayStation’s commitment to delivering cutting-edge gaming experiences. Whether players choose the standard PS5 or the PS5 Pro, PlayStation aims to provide the best possible gaming experience for everyone.

Preorder your PS5 Pro and step into the next generation of gaming this holiday season.

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