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Meta has announced the release of Llama 4, its newest collection of AI models that now power Meta AI on the web and in WhatsApp, Messenger, and Instagram Direct. The two models, also available to download from Meta or Hugging Face now, are Llama 4 Scout, a small model capable of “fitting in a single Nvidia H100 GPU,” and Llama 4 Maverick, which is more akin to GPT-4o and Gemini 2.0 Flash. And the company says it’s in the process of training Llama 4 Behemoth, which Meta CEO Mark Zuckerberg says on Instagram is “already the highest performing base model in the world.”

According to Meta, Scout has a 10-million-token context window — the working memory of an AI model — and beats Google’s Gemma 3 and Gemini 2.0 Flash-Lite models, as well as the open-source Mistral 3.1, “across a broad range of widely reported benchmarks,” while still “fitting in a single Nvidia H100 GPU.” It makes similar claims about its larger Maverick model’s performance versus OpenAI’s GPT-4o and Google’s Gemini 2.0 Flash, and says its results are comparable to DeepSeek-V3 in coding and reasoning tasks using “less than half the active parameters,” or the variables that guide AI models’ behavior.

Visual comparison of model specs.

Meanwhile, Llama 4 Behemoth has 288 billion active parameters with 2 trillion parameters in total. The company again says Behemoth can outperform its competitors, in this case GPT-4.5 and Claude Sonnet 3.7, “on several STEM benchmarks.”

For Llama 4, Meta says it switched to a “mixture of experts” (MoE) architecture, an approach that conserves resources by using only the parts of a model that are needed for a given task. The company plans to discuss future plans for AI models and products at LlamaCon, which is taking place on April 29th.

As with its past models, Meta calls the Llama 4 collection “open-source,” although it has been criticized for its licenses’ less-than-open requirements. For instance, the Llama 4 license requires commercial entities with more than 700 million monthly active users to request a license from Meta before using its models, which the Open Source Initiative wrote in 2023 takes it “out of the category of ‘Open Source.’”


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checkered cloudflareThe frontline of online piracy liability keeps moving, and core internet infrastructure providers are increasingly finding themselves in the crosshairs.

In a significant ruling last week, the Paris Judicial Tribunal ordered Cloudflare to actively block access to pirate MotoGP streams, confirming that third-party intermediaries can be required to take responsibility.

The ruling follows a complaint from French entertainment powerhouse Société d'Edition de Canal Plus (SECP), which holds the rights to various sports broadcasts. In this case, the proceeding was filed to protect its interests in MotoGP events, which started a new season last month.

DNS Resolvers are Liable

The reasoning behind the blocking request is similar to a previous blocking order, which also targeted OpenDNS and Google DNS. It is grounded in Article L. 333-10 of the French Sports Code, which empowers rightsholders to seek court orders against any outfit that can help to stop 'serious and repeated' sports piracy.

This time, SECP's demands are broader than DNS blocking alone. The rightsholder also requested blocking measures across Cloudflare's other services, including its CDN and proxy services.

The 14 domain names
cloudflare

The legal paperwork cites 14 domain names, including motogpstream.me and livestreamhd247.live, but doesn't stop there. SECP also pushed for dynamic blocking, asking Cloudflare to act against future infringing sites identified by French media regulator, ARCOM.

Cloudflare's Failed Defense

Cloudflare put up a defense, arguing that unlike traditional ISPs, it isn't the kind of intermediary that's targeted by Article L. 333-10. The company said that its DNS, CDN, and reverse proxy services don't "transmit" infringing content in the way envisioned by the law. Instead, they merely route traffic or cache content passively, so strict policing obligations are not appropriate.

Cloudflare also attacked the proportionality and effectiveness of the requested measures. For example, it said that DNS blocking would affect a "negligible" number of users and could be easily bypassed by VPNs or other DNS resolvers, rendering these restrictions futile.

Cloudflare also warned that due to technical challenges, it could be difficult to accurately geo-restrict blocking measures to France, introducing a new risk of global collateral damage.

Court Dismisses Pushback, Orders Blocking Measures

None of these defenses convinced the Paris court, which rejected all of Cloudflare's arguments. For example, it disregarded the "passive" vs. "active" distinction, concluding that intermediaries such as Cloudflare play an integral role in accessing pirate streams. As a result, the company is required to block this content.

The potentially limited effect of the blocking order didn't change the court's view either. While Cloudflare's blocking won't put an end to piracy, it will have an impact, even if some people bypass the proposed blocking measures.

All in all, the Paris Court ordered Cloudflare to comply and block the listed pirate site domains within three days. The blockades should stay in place for the remainder of the 2025 MotoGP season, across all relevant services.

Future Pirate Site Domains are Covered

The order was issued last week and Cloudflare has already implemented it, with the court allowing Cloudflare to adopt its own technical measures. Visiting the blocked domain names from France will now result in an HTTP 451 error, indicating that they are now unavailable for legal reasons.

Error HTTP 451
451 error

Interestingly, the blockades may not stop at the 14 domain names mentioned in the original complaint. The 'dynamic' order allows SECP to request additional blockades from Cloudflare, if future pirate sites are flagged by French media regulator, ARCOM. Refusal to comply could see Cloudflare incur a €5,000 daily fine per site.

"[Cloudflare is ordered to implement] all measures likely to prevent, until the date of the last race in the MotoGP season 2025, currently set for November 16, 2025, access to the sites identified above, as well as to sites not yet identified at the date of the present decision," the order reads.

From the order
order france

This latest French ruling is part of broader efforts by rightsholders to co-opt core internet infrastructure into their enforcement efforts. Mandatory blocking requirements, once largely confined to ISPs, are now gradually expanding to other intermediaries. The expansion is not just a French or European phenomenon; a proposed U.S. site blocking bill also envisions a key role for DNS resolvers.

_--

A copy of the Paris Court order, issued on March 28, 2025, is available here (pdf) _

From: TF, for the latest news on copyright battles, piracy and more.


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Balatro-focused YouTube channel Balatro University has shared a video describing their personal experience with YouTube age restricting videos about the game, with the given reason being its alleged depiction of gambling. Balatro creator LocalThunk has even commented on the situation, frustrated by the continued mischaracterization of his game.

On March 19th, YouTube instituted a TOS change for creators, with "depictions or promotions of online casino sites or apps" now liable to be age-restricted. That's a fairly common-sense change, but Balatro U (go fightin' Jokers!) and other Balatro-focused channels have found themselves caught in the crossfire.

Crucially, age restriction is a bit of a death sentence for a video, severely limiting its potential to be recommended to viewers via YouTube's algorithm. A recurring problem on the platform is creators having perfectly innocuous videos age-restricted, seemingly for no reason and with little recourse for appeal. Popular speedrunning historian Summoning Salt ran into just such a situation with a video about Mega Man.

The particularly maddening thing here is that Balatro is not an "online casino site or app," and characterizing it as one is an act of almost willful ignorance. It's no more or less a game of chance than other deck builders, and I'd wager the issue is Balatro's use of the standard 52-card deck and playful evocation of casino kitsch getting caught up in some algorithmic content moderation dragnet.

It's the same struggle that Balatro had with European ratings board PEGI, which had insisted on slapping Balatro with an 18+ classification before finally relenting in February. But the heavily automated black box of YouTube makes a similarly happy ending in this situation much less likely.

Balatro University criticized the uneven application of the new rules on Balatro content, with only a sixth of their videos getting age-restricted. They also explained the Kafkaesque runaround of trying to appeal an age restriction, and how it seems impossible to talk to an actual person and get a clear, personalized answer at any point in the process.

Balatro creator LocalThunk has even weighed in on Bluesky, understandably annoyed that this just keeps happening. "Good thing we are protecting children from knowing what a four of a kind is and letting them watch CS case opening videos instead," he wrote, referencing the gambling-adjacent mini economy around Counter-Strike weapon skins.

As one of those geriatric millennials exposed to the rough and tumble, aughts internet at too early an age, I'm probably the wrong guy to comment on this, but a new wave of draconian, ham-fisted "won't somebody think of the children" content moderation increasingly looks like a real threat to an open, usable internet. See also the proliferation of ID verification laws in right wing-controlled states in the US.

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Bill Petras, a veteran of Blizzard Entertainment with a career spanning over 30 years in the games industry, has died. The news was shared to LinkedIn by Petras' friend and colleague, former Blizzard cinematics director, Harley D. Huggins II. Petras is survived by his family, who are planning a celebration of life for Petras in the coming days.

Petras' earliest recorded credits in the games industry were with developer GameTech in the early '90s⁠—he's credited on such deep cuts as Ripper, Star Crusader, and BloodNet. Petras' first project with Blizzard Entertainment was the original StarCraft, where he was credited with storyboard, 3D, and cinematic art.

Petras notably served as art director on World of WarCraft for its original release in 2004. WoW iterated on Warcraft 3's visual identity to create an extremely influential art style not only in videogames, but fantasy writ large: WoW's DNA found its way into comics and tabletop, with both Dungeons & Dragons' fourth edition and Pathfinder taking visual cues from the transformative MMO.

Petras left Blizzard in 2005 to co-found Red 5 Studios, but returned in 2010 and oversaw the art of yet another massively influential Blizzard game, Overwatch. In 2017, Petras gave a GDC talk about Overwatch's art where he revealed that Torbjorn, of all characters, was one of the first, most crucial character designs the team set in place after scrapping the Titan MMO concept and pivoting to Overwatch.

"Billy and I started at Blizzard the same week and were close friends for 28 years," Huggins wrote on LinkedIn. "I will miss our regular, long, rambling conversations about life, game dev, games, art, comic books, toys, monster movies and Conan. He will be deeply missed by me and all who knew him." Huggins signed off with one quote from Thomas Campbell's poem Hallowed Ground, and one from the legendary Hyperborean warrior himself: "I am Conan, and I am not afraid of death."

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** Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
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Best co-op games: Better together


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“Hands Off” protesters in Manhattan.

People are gathering in cities all over the United States and globally to protest an “illegal, billionaire power grab” by President Donald Trump and Elon Musk. They’re being put on by over 150 different organizations, including civil rights groups, labor unions, and LGBTQ+ advocates, and span more than 1,200 locations.

Last weekend, “Tesla Takedown” protests targeted Tesla showrooms around the country to show disapproval for Musk, its CEO, who has spearheaded an effort to carry out mass federal workforce layoffs and hollow out government agencies. As Tesla’s sales have plummeted this quarter, Musk has threatened to “go after” the company’s critics, while the FBI has created a task force to investigate individual acts of vandalism and other actions aimed at the company.

Rain or shine (mostly rain)

-- Mia Sato (@miasato.bsky.social) 2025-04-05T18:21:40.575Z

The scope of these protests is much broader, targeting both Trump and Musk, who the Hands Off website accuses (accurately) of “shuttering Social Security offices, firing essential workers, eliminating consumer protections, and gutting Medicaid.” The Verge ’s Mia Sato is in Manhattan’s Bryant Park in New York City, where she took the above video. She told me it wasn’t clear how many people are there, but that it’s “wall to wall everywhere” despite the fact that it’s “raining here and really nasty.”

Hands off rally in Washington, DC today

-- Lauren Feiner (@laurenfeiner.bsky.social) 2025-04-05T19:58:28.578Z

My colleague Lauren Feiner, who attended the protest in Washington, DC, said the protest there “is very big, thousands here around the Washington monument.” She described it as “very peaceful and orderly,” with attendees listening quietly to the speakers, occasionally chanting in response.

Jessica Toman, who went to the protest in Milwaukee, Wisconsin, texted the above image to me. A person posting images of the same protest on Bluesky guessed that protesters numbered in the thousands.

It looks like a similar story in Boston, where “thousands” are seen in this video from today:

WOW: Thousands are currently protesting in Boston. This is just one of more than 1200 'Hands Off' protests underway today across the nation as people rise up against the Trump-Musk regime. (via Rob Way)

-- MeidasTouch (@meidastouch.com) 2025-04-05T16:06:41.143Z

Fox 9 Minneapolis-St. Paul posted aerial footage of a massive crowd gathered at the State Capitol building in St. Paul, Minnesota:

Demonstrators gathered in massive numbers in Daley Plaza in Chicago, Illinois, too, where a CBS Chicago livestream showed what looked like many thousands of people streaming from one side of the street to another for many blocks while this story was being written. Protests are also taking place overseas, in cities like Berlin, Germany and London, England.

It’s not just major **** cities. Hundreds appear to have shown up to protest in cities like St. Augustine, Florida, which the US Census Bureau estimates has less than 16,000 people, and Riverhead, New York, where only about 36,000 people live. Cars honked in apparent support of a protest in Manhattan, Kansas (under 54,000 residents), according to the Bluesky user who posted this video:

4/5/25 Manhattan, KS-a college town & home of NBAF, in Sen Marshall’s district, 5 min after it was to begin & they’re still coming!😁✊🏻💜 Proud of my Blue Dot in a red state! #manhattankansas #handsoff

-- M (@snflwr6684.bsky.social) 2025-04-05T16:43:22.728Z

A similar scene plays out in this video, apparently taken in Kitty Hawk, North Carolina, a town of fewer than 4,000 people, today:

Here’s a gallery with some more images taken by Sato, Toman, and The Verge ’s Chris Welch:


From The Verge via this RSS feed

 

First reported by Gaming on Linux, backend updates to the yet-to-be officially announced Neverwinter Nights 2 Enhanced Edition recorded by SteamDB show that the remaster of Obsidian's 2006 classic is already Steam Deck verified.

The tags on SteamDB were updated a few days ago on April 3, and SteamDB is also how we became aware of the unannounced project in the first place. Infinity Engine and OG NwN Enhanced Edition studio Beamdog has come out and said it's not on this one.

Instead, the EULA tied to the Steam listing mentions Aspyr, which has previously made a name for itself bringing a ton of Star Wars PC classics to modern platforms, including Obsidian's first game, Knights of the Old Republic 2.

This is all great news for me, as I'm not only a big Obsidian sicko, but specifically a Neverwinter Nights sicko. NwN 2's original campaign and expansions Storm of Zehir and Mysteries of Westgate are very dear to my heart.

But its Mask of the Betrayer expansion is on a whole other level. MotB is a strange, unsettling, personal story set in an under-explored corner of the Forgotten Realms, and its thought-provoking writing calls to mind genre classic and RPG forum guy fixation, Planescape Torment.

NwN 2 also, paradoxically, is more in need of a remaster than older RPGs which have already gotten them like the first Neverwinter Nights. NwN 2's technical and graphical ambitions left it a more chunky, finicky game than its predecessor.

The Complete edition currently available on GOG (not Steam) can be frustrating to wrangle. The biggest issue, I've found, is that the UI gets unworkably tiny past 1080p, while it also crashes when swapping resolutions ingame⁠—you gotta do it in an .ini file instead.

Apart from that, some of my dream stretch goals include cleaning up the game's scripting and companion AI, some of which was really borked in the earlier campaigns with the release of later expansions. Cleaned up controls would also be great, and the Steam Deck verification gives me a lot of hope on that front⁠.

Best of the best

The Dark Urge, from Baldur's Gate 3, looks towards his accursed claws with self-disdain.

(Image credit: Larian Studios)

2025 games: Upcoming releases **
** Best PC games: All-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together

This game has never had proper gamepad support, and though theoretically possible to get it running on Steam Deck already, the current workaround, bastardized mouse and keyboard-via-gamepad scheme you'd have to use really isn't worth it.

Full (or as full as possible) mod compatibility would make this remaster essential. NwN 2 never had as big a scene as the legendary NwN 1, as the new Electron engine's tools were overly complicated in comparison to the sweet spot Aurora engine toolset for the first game, but NwN 2 still has a repository of interesting custom campaigns I'd like to dig into some day.

I'm champing at the bit to do one of my customary, every few years or so full replays of NwN 2 and its expansions, so I'm eager to hear more about this remaster project when Aspyr's ready.


From PCGamer latest via this RSS feed

 

Microsoft unveiled its Xbox AI era earlier this year with a new Muse AI model that can generate gameplay. While it looked like Muse was still an early Microsoft Research project, the Xbox maker is now allowing Copilot users to try out Muse through an AI-generated version of Quake II.

The tech demo is part of Microsoft’s Copilot for Gaming push, and features an AI-generated replica of Quake II that is playable in a browser. The Quake II level is very basic and includes blurry enemies and interactions, and Microsoft is limiting the amount of time you can even play this tech demo.

View this post on Instagram

A post shared by The Verge (@verge)

While Microsoft originally demonstrated its Muse AI model at 10fps and a 300 x 180 resolution, this latest demo runs at a playable frame rate and at a slightly higher resolution of 640 x 360. It’s still a very limited experience though, and more of hint at what might be possible in the future.

Microsoft is still positioning Muse as an AI model that can help game developers prototype games. When Muse was unveiled in February, Microsoft also mentioned it was exploring how this AI model could help improve classic games, just like Quake II , and bring them to modern hardware.

“You could imagine a world where from gameplay data and video that a model could learn old games and really make them portable to any platform where these models could run,” said Microsoft Gaming CEO Phil Spencer in February. “We’ve talked about game preservation as an activity for us, and these models and their ability to learn completely how a game plays without the necessity of the original engine running on the original hardware opens up a ton of opportunity.”

It’s clear that Microsoft is now training Muse on more games than just Bleeding Edge , and it’s likely we’ll see more short interactive AI game experiences in Copilot Labs soon. Microsoft is also working on turning Copilot into a coach for games, allowing the AI assistant to see what you’re playing and help with tips and guides. Part of that experience will be available to Windows Insiders through Copilot Vision soon.


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Tron’s Ares character standing by his light cycle. Get ready for slick light strips and futuristic lightcycles.

Disney just released the first trailer for Tron: Ares, the long-planned Tron: Legacy sequel. The minute-and-a-half trailer doesn’t say much about the story but shows plenty of the movie’s visuals, which look dark, moody, and filled with the series’ signature light trails.

The trailer opens in the physical world at night, as Jared Leto’s Ares, a Program made physical, flees from police on a light cycle, slicing one in half using his light trail as a weapon. The shots that follow show a massive airship hovering over the real-world city, visible only by the red light strips on its outside. The rest has people looking on in horror at the airship, dogfights between human aircraft and fighters from the Tron digital world, and what looks like a clip of Ares being given his physical body.

All of that is set to the music of Nine Inch Nails, which is handling the soundtrack this time around. It ends with a voiceover from Jeff Bridges, reprising his role as Kevin Flynn and saying, “Ready? There’s no going back.” The movie hits theaters on October 10th.

Movie poster

Disney included the poster above in an email to The Verge announcing the trailer’s release. In a YouTube video from Thursday’s CinemaCon presentation about Ares , Leto said __ his character is “a highly advanced program” who has entered the real world on a “do-or-die mission to fulfill his directive,” and promised that the movie “will hit you right in the grid … wherever that is.” In addition to Leto and Bridges, Tron: Ares is directed by Joachim Rønning and its stars include Gillian Anderson, Greta Lee, Evan Peters, Hasan Minhaj, Jodie Turner-Smith, Arturo Castro, and Cameron Monaghan.


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At a glance, House House’s 2019 honking sensation Untitled Goose Game may not seem like the most obvious choice to write a book about. The game — essentially a stealth game where your job is to cause trouble — was a viral hit, but isn’t filled with extensive lore or complex mechanics that beg to be broken down over the course of hundreds of pages. So when Boss Fight Books announced a Goose Game book, I was curious to see what approach it would take.

As it turned out, not only there was a fascinating behind-the-scenes story, but the game ended up being a perfect entry point to talk about developer House House and the broader Australian game development community — which has struggled to make a name for itself over the years.

As part of an effort to spotlight game-related books and documentaries, Polygon is running an email interview series with the people behind them. Check out the full list to read up on a Sky: Children of the Light book, a Street Fighter 2 documentary, and others. Below, Untitled Goose Game book author James O’Connor discusses the Australian game development scene, the power of coincidence, and page 171.

Polygon: On the surface, ** Untitled Goose Game** is a relatively simple game. What inspired you to write a book about it?

James O’Connor: The initial spark was, more than anything, a want to write about the Australian game development scene. I’d long been a fan of Boss Fight Books, and the more books they released, the more it felt to me like an opportunity was being missed if they didn’t publish any books about Australian game development — a topic I knew fairly well from my time working as a games journalist down here.

For decades, the country’s studios were best-known for their work with ports, handheld translations and licensed titles — Australian studios were cheap and had a reputation for getting good work done fast. Following the global financial crisis in the ’00s, a lot of the foreign investment that was fueling that work dried up, and studios began to shutter. What we ended up with was a wealth of experienced game developers who knew how to work efficiently, who had never been able to work on their own original ideas… and then along came the iPhone and the App Store. I get into this in more detail in the book!

I pitched a book on Untitled Goose Game for fairly practical reasons — I wanted to write about the shifts and changes across the local industry from 2010 to 2019, and Untitled Goose Game capped off that decade perfectly with a huge, strange, funny hit, one that had struck a huge cultural nerve. It’s just kind of a perfect object — a singular idea, realised brilliantly, a game that everyone immediately recognized the moment it was announced. I figured that digging down into how a game like this came to be would be interesting and fun. Luckily, I was right!

What did you learn about Australia’s development community when working on the book?

I’ve been in and around Australia’s game development community for a long time — as a journalist, and then eventually as a developer myself — but the thing that surprised me most was how many folks from across the local community intersect with the story of Untitled Goose Game ’s development. Working on this book felt a bit like how I imagine Stephen King feels when he writes a story and finds the characters from his other books suddenly walking across the page, except that most of it is set in Melbourne rather than Maine. Oh, here’s the guy I interviewed for a magazine ten years ago ; Ah, I didn’t know the person who used to run this festival was friends with the team ; Huh, this story has weird parallels to this other story I heard. That sort of thing.

I have long benefited from the generosity and support that flows through the local game development community across Australia, so it’s been nice being able to share some of that with readers.

What was the wildest anecdote or behind the scenes story you came across when reporting the book?

I will say that this isn’t necessarily a huge “wild anecdote” book, in that the stories that are really wild in here are more about how well everything went than how poorly. There isn’t a scene where a goose gets loose in the office and causes havoc, or where the publisher comes over for dinner and the four lads at House House have to try and disguise their ruined roast. The wild anecdotes are more along the lines of the perfect person to help them with the next part of the development process just sort of showed up one day.

Perhaps the anecdote that has stuck with me the most since writing this book is the one I lead with — the story of the day the four members of House House really cemented themselves as a team. Like many good stories, it starts with a misunderstanding, continues with a coincidence, and ends with them playing Sportsfriends. It’s this weird Sliding Doors moment — I honestly believe Untitled Goose Game would not have happened if things had gone even slightly differently on the day I describe in the introduction. There are a few such instances throughout the story, and it's interesting to think about.

What’s the best page in the book?

Page 171. Partly because it’s right near the end, so once someone gets there, they’ve enjoyed the book enough to make it all the way through (hopefully). But that page also does something a little fun that I won’t spoil.

I know I’ve just singled out the start of the book and the end of the book, but I recommend that people read all the other pages in between, too. Honk!!


From Polygon via this RSS feed

 

“People don't understand how close D&D and wrestling are,” said Brennan Lee Mulligan. And he’s speaking from an informed perspective, ushering Dimension 20 : Titan Takedown into the world this week.

In the new four-episode season of the long-running anthology actual play show, Mulligan hosts four WWE superstars — Xavier Woods, Kofi Kingston, Bayley, and Chelsea Green — to a game set in a professional-wrestling-themed reimagining of Greek mythology. And despite its brevity, the season has become a playground for wrestling-loving Dimension 20 veterans, who were welcomed into a suite of extra skits and bits to celebrate their own fandom.

The parallels between professional wrestling and actual play Dungeons & Dragons are easy to find, and when Polygon chatted with Mulligan via video call last week, we started with the obvious one. Did he feel like his entire career had come down to this: playing every heel?

“The Dungeon Master should just be called the All-Heel,” Mulligan said. “It is the heel of all heels; you play every heel, and it is your role to be big and blustery and then lose, and that is what the people want to see. It's a delight. I flew into it with all of the love and ardor I could muster.”

For more of Brennan’s thoughts on Titan Takedown , the kayfabe all around us, and the unexpected advantages of having new players in your actual play, read on.


Polygon: Are you a wrestling fan from way back or is it something you 've been introduced to later in life or for the show?

Brennan Lee Mulligan: Later in life; I had the pleasure, the honor — I wish that everyone in the world could be so lucky as to be pals with the magnificent Danielle Radford [comedian and co-host of the Tights and Fights podcast]. Danielle is a wrestling and comedy super maven.

I have always been tangentially a fan of wrestling, as a lot of people are tangentially fans of D&D, where they're like, Oh, that looks fun, but no one has invited me specifically to participate. I don 't have an on-ramp. I'm not at a friend's house where they're watching it, my parents aren't watching it. So it's this thing that seems cool, but that I'm not getting drawn into.

Working in comedy, there are so many comedians that are huge wrestling fans. And Danielle took me by the hand — especially ramping up as this season was approaching — and went like, Here 's the historic matches, here's the lore, here's the jargon, here's the encyclopedia. She created this beautiful document for the season, came through and said, "Here's the matches you need to watch to understand these four players."

After years and years of being like, Oh, that seems cool, but I don 't see an organic way into participating in that, Danielle could not have thrown more of a royal red carpet out for me and all the D20 people that wanted to finally be involved. And it was a joy, a privilege, and an honor.

**I 've always been in a similar boat, but the appeal of wrestling clicked for me when I found out what kayfabe means. I thought, **Oh, it 's like the Muppets **. It 's a performance of a performance. **

Hey, listen, kayfabe is all around us. Anyone who has ever had to visit their grandma knows that you are not the same person everywhere, right? You go, [ soft, cheerful voice ] “Hi, Grandma. It's good to see you!” We present these masks; we present these sides of ourselves. Kayfabe is a really useful concept, and I love that it's entering common parlance. It's a useful term, especially in the age of social media [ mildly deranged voice ] where we are all performers, Susana, all of us are performers…

Oh god, interviews are already the most kayfabe space I occupy, this is a level of metatext I 'm not sure I'm capable of processing.

Dimension 20 has always included players of different levels of experience with Dungeons & Dragons. But recent seasons like Dungeons and Drag Queens and Titan Takedown have really leaned into new players as performers. What's in your playbook for introducing not just a player to a game they haven’t played, but a performer to this kind of performance they haven't done before?

The best thing I always say is: Don't worry about the rules. And I try to really remind people that I am a living encyclopedia. I'm like, "You should just step out into open air and I'll build a bridge underneath you. You can't go wrong. Don't be afraid." And also just trying to remind people that it's story first, game second.

What I mean by that is, it's not that the game doesn't matter — it's that people will literally come with a game mentality of being like, “Wait, so how do we win? Can we die? What's going on? What happens when we die, we lose the game?” And you're like, “No, you make another character…”

It's very funny, because it's not even a debate. It is story first. The game is story first. There's no lose condition, there's no win condition. The game ends when you're done telling your story, it's built into the bones of the thing. And so: Reminding people of that [is the first step]. But the truth is a lot of that "being a novice to the game" [stuff] is incredibly beneficial to the show. It's really helpful. It creates an on-ramp for people that can come and find a season really approachable.

It's so funny, we did Dungeons and Drag Queens , which was a lot of first-time players, and what's so funny is you think, Oh, this is going to be like a Reese 's Cup; your peanut butter got in my chocolate. Fans of drag and fans of D&D can cross-pollinate and find these other mediums and performers. It was so funny that a lot of people approached that season as people that were not drawn from either, but it was a good on-ramp to learn about both.

That you are novice to each other creates this really interesting opportunity to be able to jump into the beginning of something and go, Oh, they 're explaining the game to these performers and it's an easy on-ramp for me coming in. I think that with Titan Takedown , it was really great, because you see apex performers at the top of their mastery of this skillset, learning something new, but being absolutely so entertaining and charming that it's a wild ride while you're learning along with them.

Maybe this is a question wrongly asked, because all gaming groups are going to be different in their own ways, but were there any unexpected differences between introducing a group of drag performers to the game and introducing a group of wrestling performers to the game?

Yeah, I think I would say no. I'd say that they're just wonderful. They're just really wonderful.

Dungeons and Drag Queens just won Best Web Series at the Queerty Awards, onstage with Monét and Bob and our incredible producer, Ebony Hardin — who's the supervising producer for Dropout, but was also our day one production coordinator and producer going forward in Dimension 20. They're just phenomenal people.

You meet them on day one and you see these people that are quite famous, and they're just the most down to earth and funny and gregarious. Like Bob and Monét's rivalry, taking shots at each other, the cameras aren't [even] rolling, it's just delightful. And the same was true for these wrestlers, they were just the most warm and incredible [presences]. And again, to watch that facility and charm — I would say the cool thing was the storytelling.

If you're someone that's approaching this as a D&D fan that is seeing wrestlers for the first time, you might think of them as these obviously athletic, incredible performers. You see the big, larger-than-life persona. What I grokked right away was [that] their facility was storytelling. The understanding of setting something up and paying it off. The understanding of those turns, of moments where something shifts. There are storytelling moments in [ Titan Takedown ] that you really see how confident and skilled they are at bringing a character through an experience. I think that's going to be really gratifying for people to come in and see.

Titan Takedown _premiered on Dropout on April 2, with new episodes airing Wednesdays through April 23. _


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Therea€™s a famous two-decade-old Paris Review interview with Haruki Murakami in which he, one of the worlda€™s most celebrated novelists, details his daily routine. He wakes up at 4AM, works for five hours, goes for a run, reads, goes to bed, and then repeats it all over again. The rigor and repetition are the point.

I am not Haruki Murakami.

In addition to my work at The Verge, I write novels a€" my second one is out today a€" and while I admire Murakamia€™s commitment to an immovable schedule, Ia€™ve found that I produce my best work when Ia€™m constantly rethinking routines, processes, and, mostly, how Ia€™m writing. In the modern age, that means what software Ia€™m using.

What I am about to describe will be a nightmare to anyone who likes all of their tools to work harmoniously. All of these apps are disconnected and do not interoperate with each other in any way. Many of the things they do are redundant and overlap. I suppose this process is quite the opposite of frictionless a€" but thata€™s precisely the point. Ia€™m not sure I believe that ambitious creative work is borne from a perfectly efficient workflow.

This is, instead, a journey of moving the work through diffe …

Read the full story at The Verge.


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