• berdly-actually : This is actually returning Video Games to their original form where you had to put in a quarter or two to keep playing after losing. REAL gamers know that paying $200 over the course of three hours is the only real way to play a game!

    • ryepunk [he/him]@hexbear.net
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      1 day ago

      One of my fondest memories was playing through The Simpsons arcade cabinet with my dad on a rainy day. Probably blew through like 50 bucks, but I enjoyed it. He normally would have us spend the day golfing so it probably cost us less.

  • Infamousblt [any]@hexbear.net
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    1 day ago

    The cool thing about this is that I just won’t play those games

    The uncool thing about this is that marketing hype means many people will and they’ll still make shit tons of money. Then they’ll close the studios anyway because they didn’t make quite enough money

  • KobaCumTribute [she/her]@hexbear.net
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    1 day ago

    Isn’t that already something mobile games have been doing for as long as there have been mobile games? They lock progression and require currency people either buy or watch ads to get to continue.

  • mar_k [he/him]@hexbear.net
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    23 hours ago

    they can patent that? lowkey a good thing if it means i can avoid in-game ad breaks simply by not playing microslop

    • Manalith@midwest.social
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      12 hours ago

      GamersNexus did a video about it yesterday where they discussed potential use cases and mentioned the fact that Microsoft has partnerships with several game studios that aren’t owned by them, thus leading to the potential for it to not be in Microsoft only games.

      Other things they mentioned, the patent doesn’t explicitly say games, it says interactive software, meaning if you use Adobe, you might get an ad before you’re allowed to save a file. It also doesn’t mention how this would be rolled out, could be in the game engine, could be at the OS level monitoring the screen.

      The one saving grace to all of it is that Steam explicitly disallows the use of this technology in games on their store, so the best way to avoid it is playing Steam games on Linux (to avoid an OS level implementation.)

      Obviously right now all of this is speculation, but its important to consider the ramifications of all of the wording they use.

  • DragonBallZinn [he/him, they/them]@hexbear.net
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    1 day ago

    so-true: “YEAH! I can’t wait to see shareholder value go up! Please invade my games! Anything for you, porky! Those mean ol’ lefties would have RUINED games by making sure they don’t always have to appeal to the lowest common denominator!”

  • AernaLingus [any]@hexbear.net
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    1 day ago

    Here’s the cited Techspot article

    Full text

    Microsoft patent describes in-game advertising triggered by boss fights, loading screens, and cutscenes

    Watching an ad would earn players another block of ad-free play time, called a “credit”

    What we know so far: Microsoft has filed a patent application for a system that would place ads in PC and console games during breaks the game itself identifies. Instead of interrupting play on a fixed schedule, the system would use game data to find a natural break, such as after a boss fight or while a new level loads.

    The filing points to a possible ad-supported model for PC and console games that is less disruptive than the approaches commonly used in mobile titles.

    The application, published as US 2026/0260258 A1 and titled “Contextually Aware Management of Interactive Software Application Access,” describes a way to support free-to-play games without inserting ads at random points in a session.

    Under the proposed system, players would receive an initial period of ad-free access. That could be a set amount of time, such as 30 minutes, or an allowance tied to game progress, such as completing a full level.

    As that period nears its end, the system would wait for the game to reach a suitable pause point. The patent identifies examples including the end of a boss fight, a completed quest, the end of a cutscene and a loading screen.

    The game would send an event to a content-management system when one of those moments occurs. The system could then pause the player’s interaction, display video or static promotional material, and resume the game after the ad has run.

    Viewing the ad would give the player another block of uninterrupted access. The patent calls that block a credit, which would delay the next gameplay suspension.

    The key element is the use of game-state data. Instead of relying on a timer alone, the proposed system would use game-engine information to determine when an ad can run with less chance of interrupting active play.

    That would require a game to provide signals about events such as level completion, checkpoints, menus, transitions and other points when the player is not actively engaged in an important task. The advertising platform could use those signals, along with the player’s remaining credit, to decide whether to show promoted content.

    The filing does not identify a specific Microsoft game, Xbox service or product plan. A patent application also does not mean the technology will be commercialized. It does, however, show one way Microsoft is considering ad-supported access for interactive software.

    Advertising is already common in mobile games, where ads often run between levels or after failed attempts. Applying a similar model to PC and console games is more complicated because game sessions can be longer and less structured. A fixed-timer interruption could cut into combat, dialogue or another important part of a game.

    Microsoft’s proposed approach would try to avoid that by tying ad delivery to in-game events. The result would be a system in which a player earns more play time by viewing an ad at a moment chosen by the game’s own state.