• Wacom’s MovinkPad 11 – because who doesn’t want to pay a premium to be just a little less hipster than an iPad? With its “slim and sharp” design, it’s like they took a regular tablet, sprinkled some artistic fairy dust on it, and declared it the new crown jewel for creativity. Forget Apple’s sleek ecosystem; now you can embrace the thrill of Wacom’s bold attempt to dethrone the king with a device that screams, "I’m different!" while still being oddly familiar. Just what every artist needs: another option to distract them from creating. Ah, the sweet irony of innovation!

    #Wacom #MovinkPad #CreativeTools #ArtTech #TabletWars
    Wacom’s MovinkPad 11 – because who doesn’t want to pay a premium to be just a little less hipster than an iPad? With its “slim and sharp” design, it’s like they took a regular tablet, sprinkled some artistic fairy dust on it, and declared it the new crown jewel for creativity. Forget Apple’s sleek ecosystem; now you can embrace the thrill of Wacom’s bold attempt to dethrone the king with a device that screams, "I’m different!" while still being oddly familiar. Just what every artist needs: another option to distract them from creating. Ah, the sweet irony of innovation! #Wacom #MovinkPad #CreativeTools #ArtTech #TabletWars
    WWW.CREATIVEBLOQ.COM
    Wacom’s MovinkPad 11 is the creative iPad alt you’ve been waiting for
    Slim, sharp, and built for artists, Wacom’s bold move aims for Apple’s creative crown.
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  • IBM Plans Large-Scale Fault-Tolerant Quantum Computer by 2029

    IBM Plans Large-Scale Fault-Tolerant Quantum Computer by 2029

    By John P. Mello Jr.
    June 11, 2025 5:00 AM PT

    IBM unveiled its plan to build IBM Quantum Starling, shown in this rendering. Starling is expected to be the first large-scale, fault-tolerant quantum system.ADVERTISEMENT
    Enterprise IT Lead Generation Services
    Fuel Your Pipeline. Close More Deals. Our full-service marketing programs deliver sales-ready leads. 100% Satisfaction Guarantee! Learn more.

    IBM revealed Tuesday its roadmap for bringing a large-scale, fault-tolerant quantum computer, IBM Quantum Starling, online by 2029, which is significantly earlier than many technologists thought possible.
    The company predicts that when its new Starling computer is up and running, it will be capable of performing 20,000 times more operations than today’s quantum computers — a computational state so vast it would require the memory of more than a quindecillionof the world’s most powerful supercomputers to represent.
    “IBM is charting the next frontier in quantum computing,” Big Blue CEO Arvind Krishna said in a statement. “Our expertise across mathematics, physics, and engineering is paving the way for a large-scale, fault-tolerant quantum computer — one that will solve real-world challenges and unlock immense possibilities for business.”
    IBM’s plan to deliver a fault-tolerant quantum system by 2029 is ambitious but not implausible, especially given the rapid pace of its quantum roadmap and past milestones, observed Ensar Seker, CISO at SOCRadar, a threat intelligence company in Newark, Del.
    “They’ve consistently met or exceeded their qubit scaling goals, and their emphasis on modularity and error correction indicates they’re tackling the right challenges,” he told TechNewsWorld. “However, moving from thousands to millions of physical qubits with sufficient fidelity remains a steep climb.”
    A qubit is the fundamental unit of information in quantum computing, capable of representing a zero, a one, or both simultaneously due to quantum superposition. In practice, fault-tolerant quantum computers use clusters of physical qubits working together to form a logical qubit — a more stable unit designed to store quantum information and correct errors in real time.
    Realistic Roadmap
    Luke Yang, an equity analyst with Morningstar Research Services in Chicago, believes IBM’s roadmap is realistic. “The exact scale and error correction performance might still change between now and 2029, but overall, the goal is reasonable,” he told TechNewsWorld.
    “Given its reliability and professionalism, IBM’s bold claim should be taken seriously,” said Enrique Solano, co-CEO and co-founder of Kipu Quantum, a quantum algorithm company with offices in Berlin and Karlsruhe, Germany.
    “Of course, it may also fail, especially when considering the unpredictability of hardware complexities involved,” he told TechNewsWorld, “but companies like IBM exist for such challenges, and we should all be positively impressed by its current achievements and promised technological roadmap.”
    Tim Hollebeek, vice president of industry standards at DigiCert, a global digital security company, added: “IBM is a leader in this area, and not normally a company that hypes their news. This is a fast-moving industry, and success is certainly possible.”
    “IBM is attempting to do something that no one has ever done before and will almost certainly run into challenges,” he told TechNewsWorld, “but at this point, it is largely an engineering scaling exercise, not a research project.”
    “IBM has demonstrated consistent progress, has committed billion over five years to quantum computing, and the timeline is within the realm of technical feasibility,” noted John Young, COO of Quantum eMotion, a developer of quantum random number generator technology, in Saint-Laurent, Quebec, Canada.
    “That said,” he told TechNewsWorld, “fault-tolerant in a practical, industrial sense is a very high bar.”
    Solving the Quantum Error Correction Puzzle
    To make a quantum computer fault-tolerant, errors need to be corrected so large workloads can be run without faults. In a quantum computer, errors are reduced by clustering physical qubits to form logical qubits, which have lower error rates than the underlying physical qubits.
    “Error correction is a challenge,” Young said. “Logical qubits require thousands of physical qubits to function reliably. That’s a massive scaling issue.”
    IBM explained in its announcement that creating increasing numbers of logical qubits capable of executing quantum circuits with as few physical qubits as possible is critical to quantum computing at scale. Until today, a clear path to building such a fault-tolerant system without unrealistic engineering overhead has not been published.

    Alternative and previous gold-standard, error-correcting codes present fundamental engineering challenges, IBM continued. To scale, they would require an unfeasible number of physical qubits to create enough logical qubits to perform complex operations — necessitating impractical amounts of infrastructure and control electronics. This renders them unlikely to be implemented beyond small-scale experiments and devices.
    In two research papers released with its roadmap, IBM detailed how it will overcome the challenges of building the large-scale, fault-tolerant architecture needed for a quantum computer.
    One paper outlines the use of quantum low-density parity checkcodes to reduce physical qubit overhead. The other describes methods for decoding errors in real time using conventional computing.
    According to IBM, a practical fault-tolerant quantum architecture must:

    Suppress enough errors for useful algorithms to succeed
    Prepare and measure logical qubits during computation
    Apply universal instructions to logical qubits
    Decode measurements from logical qubits in real time and guide subsequent operations
    Scale modularly across hundreds or thousands of logical qubits
    Be efficient enough to run meaningful algorithms using realistic energy and infrastructure resources

    Aside from the technological challenges that quantum computer makers are facing, there may also be some market challenges. “Locating suitable use cases for quantum computers could be the biggest challenge,” Morningstar’s Yang maintained.
    “Only certain computing workloads, such as random circuit sampling, can fully unleash the computing power of quantum computers and show their advantage over the traditional supercomputers we have now,” he said. “However, workloads like RCS are not very commercially useful, and we believe commercial relevance is one of the key factors that determine the total market size for quantum computers.”
    Q-Day Approaching Faster Than Expected
    For years now, organizations have been told they need to prepare for “Q-Day” — the day a quantum computer will be able to crack all the encryption they use to keep their data secure. This IBM announcement suggests the window for action to protect data may be closing faster than many anticipated.
    “This absolutely adds urgency and credibility to the security expert guidance on post-quantum encryption being factored into their planning now,” said Dave Krauthamer, field CTO of QuSecure, maker of quantum-safe security solutions, in San Mateo, Calif.
    “IBM’s move to create a large-scale fault-tolerant quantum computer by 2029 is indicative of the timeline collapsing,” he told TechNewsWorld. “A fault-tolerant quantum computer of this magnitude could be well on the path to crack asymmetric ciphers sooner than anyone thinks.”

    “Security leaders need to take everything connected to post-quantum encryption as a serious measure and work it into their security plans now — not later,” he said.
    Roger Grimes, a defense evangelist with KnowBe4, a security awareness training provider in Clearwater, Fla., pointed out that IBM is just the latest in a surge of quantum companies announcing quickly forthcoming computational breakthroughs within a few years.
    “It leads to the question of whether the U.S. government’s original PQCpreparation date of 2030 is still a safe date,” he told TechNewsWorld.
    “It’s starting to feel a lot more risky for any company to wait until 2030 to be prepared against quantum attacks. It also flies in the face of the latest cybersecurity EOthat relaxed PQC preparation rules as compared to Biden’s last EO PQC standard order, which told U.S. agencies to transition to PQC ASAP.”
    “Most US companies are doing zero to prepare for Q-Day attacks,” he declared. “The latest executive order seems to tell U.S. agencies — and indirectly, all U.S. businesses — that they have more time to prepare. It’s going to cause even more agencies and businesses to be less prepared during a time when it seems multiple quantum computing companies are making significant progress.”
    “It definitely feels that something is going to give soon,” he said, “and if I were a betting man, and I am, I would bet that most U.S. companies are going to be unprepared for Q-Day on the day Q-Day becomes a reality.”

    John P. Mello Jr. has been an ECT News Network reporter since 2003. His areas of focus include cybersecurity, IT issues, privacy, e-commerce, social media, artificial intelligence, big data and consumer electronics. He has written and edited for numerous publications, including the Boston Business Journal, the Boston Phoenix, Megapixel.Net and Government Security News. Email John.

    Leave a Comment

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    More in Emerging Tech
    #ibm #plans #largescale #faulttolerant #quantum
    IBM Plans Large-Scale Fault-Tolerant Quantum Computer by 2029
    IBM Plans Large-Scale Fault-Tolerant Quantum Computer by 2029 By John P. Mello Jr. June 11, 2025 5:00 AM PT IBM unveiled its plan to build IBM Quantum Starling, shown in this rendering. Starling is expected to be the first large-scale, fault-tolerant quantum system.ADVERTISEMENT Enterprise IT Lead Generation Services Fuel Your Pipeline. Close More Deals. Our full-service marketing programs deliver sales-ready leads. 100% Satisfaction Guarantee! Learn more. IBM revealed Tuesday its roadmap for bringing a large-scale, fault-tolerant quantum computer, IBM Quantum Starling, online by 2029, which is significantly earlier than many technologists thought possible. The company predicts that when its new Starling computer is up and running, it will be capable of performing 20,000 times more operations than today’s quantum computers — a computational state so vast it would require the memory of more than a quindecillionof the world’s most powerful supercomputers to represent. “IBM is charting the next frontier in quantum computing,” Big Blue CEO Arvind Krishna said in a statement. “Our expertise across mathematics, physics, and engineering is paving the way for a large-scale, fault-tolerant quantum computer — one that will solve real-world challenges and unlock immense possibilities for business.” IBM’s plan to deliver a fault-tolerant quantum system by 2029 is ambitious but not implausible, especially given the rapid pace of its quantum roadmap and past milestones, observed Ensar Seker, CISO at SOCRadar, a threat intelligence company in Newark, Del. “They’ve consistently met or exceeded their qubit scaling goals, and their emphasis on modularity and error correction indicates they’re tackling the right challenges,” he told TechNewsWorld. “However, moving from thousands to millions of physical qubits with sufficient fidelity remains a steep climb.” A qubit is the fundamental unit of information in quantum computing, capable of representing a zero, a one, or both simultaneously due to quantum superposition. In practice, fault-tolerant quantum computers use clusters of physical qubits working together to form a logical qubit — a more stable unit designed to store quantum information and correct errors in real time. Realistic Roadmap Luke Yang, an equity analyst with Morningstar Research Services in Chicago, believes IBM’s roadmap is realistic. “The exact scale and error correction performance might still change between now and 2029, but overall, the goal is reasonable,” he told TechNewsWorld. “Given its reliability and professionalism, IBM’s bold claim should be taken seriously,” said Enrique Solano, co-CEO and co-founder of Kipu Quantum, a quantum algorithm company with offices in Berlin and Karlsruhe, Germany. “Of course, it may also fail, especially when considering the unpredictability of hardware complexities involved,” he told TechNewsWorld, “but companies like IBM exist for such challenges, and we should all be positively impressed by its current achievements and promised technological roadmap.” Tim Hollebeek, vice president of industry standards at DigiCert, a global digital security company, added: “IBM is a leader in this area, and not normally a company that hypes their news. This is a fast-moving industry, and success is certainly possible.” “IBM is attempting to do something that no one has ever done before and will almost certainly run into challenges,” he told TechNewsWorld, “but at this point, it is largely an engineering scaling exercise, not a research project.” “IBM has demonstrated consistent progress, has committed billion over five years to quantum computing, and the timeline is within the realm of technical feasibility,” noted John Young, COO of Quantum eMotion, a developer of quantum random number generator technology, in Saint-Laurent, Quebec, Canada. “That said,” he told TechNewsWorld, “fault-tolerant in a practical, industrial sense is a very high bar.” Solving the Quantum Error Correction Puzzle To make a quantum computer fault-tolerant, errors need to be corrected so large workloads can be run without faults. In a quantum computer, errors are reduced by clustering physical qubits to form logical qubits, which have lower error rates than the underlying physical qubits. “Error correction is a challenge,” Young said. “Logical qubits require thousands of physical qubits to function reliably. That’s a massive scaling issue.” IBM explained in its announcement that creating increasing numbers of logical qubits capable of executing quantum circuits with as few physical qubits as possible is critical to quantum computing at scale. Until today, a clear path to building such a fault-tolerant system without unrealistic engineering overhead has not been published. Alternative and previous gold-standard, error-correcting codes present fundamental engineering challenges, IBM continued. To scale, they would require an unfeasible number of physical qubits to create enough logical qubits to perform complex operations — necessitating impractical amounts of infrastructure and control electronics. This renders them unlikely to be implemented beyond small-scale experiments and devices. In two research papers released with its roadmap, IBM detailed how it will overcome the challenges of building the large-scale, fault-tolerant architecture needed for a quantum computer. One paper outlines the use of quantum low-density parity checkcodes to reduce physical qubit overhead. The other describes methods for decoding errors in real time using conventional computing. According to IBM, a practical fault-tolerant quantum architecture must: Suppress enough errors for useful algorithms to succeed Prepare and measure logical qubits during computation Apply universal instructions to logical qubits Decode measurements from logical qubits in real time and guide subsequent operations Scale modularly across hundreds or thousands of logical qubits Be efficient enough to run meaningful algorithms using realistic energy and infrastructure resources Aside from the technological challenges that quantum computer makers are facing, there may also be some market challenges. “Locating suitable use cases for quantum computers could be the biggest challenge,” Morningstar’s Yang maintained. “Only certain computing workloads, such as random circuit sampling, can fully unleash the computing power of quantum computers and show their advantage over the traditional supercomputers we have now,” he said. “However, workloads like RCS are not very commercially useful, and we believe commercial relevance is one of the key factors that determine the total market size for quantum computers.” Q-Day Approaching Faster Than Expected For years now, organizations have been told they need to prepare for “Q-Day” — the day a quantum computer will be able to crack all the encryption they use to keep their data secure. This IBM announcement suggests the window for action to protect data may be closing faster than many anticipated. “This absolutely adds urgency and credibility to the security expert guidance on post-quantum encryption being factored into their planning now,” said Dave Krauthamer, field CTO of QuSecure, maker of quantum-safe security solutions, in San Mateo, Calif. “IBM’s move to create a large-scale fault-tolerant quantum computer by 2029 is indicative of the timeline collapsing,” he told TechNewsWorld. “A fault-tolerant quantum computer of this magnitude could be well on the path to crack asymmetric ciphers sooner than anyone thinks.” “Security leaders need to take everything connected to post-quantum encryption as a serious measure and work it into their security plans now — not later,” he said. Roger Grimes, a defense evangelist with KnowBe4, a security awareness training provider in Clearwater, Fla., pointed out that IBM is just the latest in a surge of quantum companies announcing quickly forthcoming computational breakthroughs within a few years. “It leads to the question of whether the U.S. government’s original PQCpreparation date of 2030 is still a safe date,” he told TechNewsWorld. “It’s starting to feel a lot more risky for any company to wait until 2030 to be prepared against quantum attacks. It also flies in the face of the latest cybersecurity EOthat relaxed PQC preparation rules as compared to Biden’s last EO PQC standard order, which told U.S. agencies to transition to PQC ASAP.” “Most US companies are doing zero to prepare for Q-Day attacks,” he declared. “The latest executive order seems to tell U.S. agencies — and indirectly, all U.S. businesses — that they have more time to prepare. It’s going to cause even more agencies and businesses to be less prepared during a time when it seems multiple quantum computing companies are making significant progress.” “It definitely feels that something is going to give soon,” he said, “and if I were a betting man, and I am, I would bet that most U.S. companies are going to be unprepared for Q-Day on the day Q-Day becomes a reality.” John P. Mello Jr. has been an ECT News Network reporter since 2003. His areas of focus include cybersecurity, IT issues, privacy, e-commerce, social media, artificial intelligence, big data and consumer electronics. He has written and edited for numerous publications, including the Boston Business Journal, the Boston Phoenix, Megapixel.Net and Government Security News. Email John. Leave a Comment Click here to cancel reply. Please sign in to post or reply to a comment. New users create a free account. Related Stories More by John P. Mello Jr. view all More in Emerging Tech #ibm #plans #largescale #faulttolerant #quantum
    WWW.TECHNEWSWORLD.COM
    IBM Plans Large-Scale Fault-Tolerant Quantum Computer by 2029
    IBM Plans Large-Scale Fault-Tolerant Quantum Computer by 2029 By John P. Mello Jr. June 11, 2025 5:00 AM PT IBM unveiled its plan to build IBM Quantum Starling, shown in this rendering. Starling is expected to be the first large-scale, fault-tolerant quantum system. (Image Credit: IBM) ADVERTISEMENT Enterprise IT Lead Generation Services Fuel Your Pipeline. Close More Deals. Our full-service marketing programs deliver sales-ready leads. 100% Satisfaction Guarantee! Learn more. IBM revealed Tuesday its roadmap for bringing a large-scale, fault-tolerant quantum computer, IBM Quantum Starling, online by 2029, which is significantly earlier than many technologists thought possible. The company predicts that when its new Starling computer is up and running, it will be capable of performing 20,000 times more operations than today’s quantum computers — a computational state so vast it would require the memory of more than a quindecillion (10⁴⁸) of the world’s most powerful supercomputers to represent. “IBM is charting the next frontier in quantum computing,” Big Blue CEO Arvind Krishna said in a statement. “Our expertise across mathematics, physics, and engineering is paving the way for a large-scale, fault-tolerant quantum computer — one that will solve real-world challenges and unlock immense possibilities for business.” IBM’s plan to deliver a fault-tolerant quantum system by 2029 is ambitious but not implausible, especially given the rapid pace of its quantum roadmap and past milestones, observed Ensar Seker, CISO at SOCRadar, a threat intelligence company in Newark, Del. “They’ve consistently met or exceeded their qubit scaling goals, and their emphasis on modularity and error correction indicates they’re tackling the right challenges,” he told TechNewsWorld. “However, moving from thousands to millions of physical qubits with sufficient fidelity remains a steep climb.” A qubit is the fundamental unit of information in quantum computing, capable of representing a zero, a one, or both simultaneously due to quantum superposition. In practice, fault-tolerant quantum computers use clusters of physical qubits working together to form a logical qubit — a more stable unit designed to store quantum information and correct errors in real time. Realistic Roadmap Luke Yang, an equity analyst with Morningstar Research Services in Chicago, believes IBM’s roadmap is realistic. “The exact scale and error correction performance might still change between now and 2029, but overall, the goal is reasonable,” he told TechNewsWorld. “Given its reliability and professionalism, IBM’s bold claim should be taken seriously,” said Enrique Solano, co-CEO and co-founder of Kipu Quantum, a quantum algorithm company with offices in Berlin and Karlsruhe, Germany. “Of course, it may also fail, especially when considering the unpredictability of hardware complexities involved,” he told TechNewsWorld, “but companies like IBM exist for such challenges, and we should all be positively impressed by its current achievements and promised technological roadmap.” Tim Hollebeek, vice president of industry standards at DigiCert, a global digital security company, added: “IBM is a leader in this area, and not normally a company that hypes their news. This is a fast-moving industry, and success is certainly possible.” “IBM is attempting to do something that no one has ever done before and will almost certainly run into challenges,” he told TechNewsWorld, “but at this point, it is largely an engineering scaling exercise, not a research project.” “IBM has demonstrated consistent progress, has committed $30 billion over five years to quantum computing, and the timeline is within the realm of technical feasibility,” noted John Young, COO of Quantum eMotion, a developer of quantum random number generator technology, in Saint-Laurent, Quebec, Canada. “That said,” he told TechNewsWorld, “fault-tolerant in a practical, industrial sense is a very high bar.” Solving the Quantum Error Correction Puzzle To make a quantum computer fault-tolerant, errors need to be corrected so large workloads can be run without faults. In a quantum computer, errors are reduced by clustering physical qubits to form logical qubits, which have lower error rates than the underlying physical qubits. “Error correction is a challenge,” Young said. “Logical qubits require thousands of physical qubits to function reliably. That’s a massive scaling issue.” IBM explained in its announcement that creating increasing numbers of logical qubits capable of executing quantum circuits with as few physical qubits as possible is critical to quantum computing at scale. Until today, a clear path to building such a fault-tolerant system without unrealistic engineering overhead has not been published. Alternative and previous gold-standard, error-correcting codes present fundamental engineering challenges, IBM continued. To scale, they would require an unfeasible number of physical qubits to create enough logical qubits to perform complex operations — necessitating impractical amounts of infrastructure and control electronics. This renders them unlikely to be implemented beyond small-scale experiments and devices. In two research papers released with its roadmap, IBM detailed how it will overcome the challenges of building the large-scale, fault-tolerant architecture needed for a quantum computer. One paper outlines the use of quantum low-density parity check (qLDPC) codes to reduce physical qubit overhead. The other describes methods for decoding errors in real time using conventional computing. According to IBM, a practical fault-tolerant quantum architecture must: Suppress enough errors for useful algorithms to succeed Prepare and measure logical qubits during computation Apply universal instructions to logical qubits Decode measurements from logical qubits in real time and guide subsequent operations Scale modularly across hundreds or thousands of logical qubits Be efficient enough to run meaningful algorithms using realistic energy and infrastructure resources Aside from the technological challenges that quantum computer makers are facing, there may also be some market challenges. “Locating suitable use cases for quantum computers could be the biggest challenge,” Morningstar’s Yang maintained. “Only certain computing workloads, such as random circuit sampling [RCS], can fully unleash the computing power of quantum computers and show their advantage over the traditional supercomputers we have now,” he said. “However, workloads like RCS are not very commercially useful, and we believe commercial relevance is one of the key factors that determine the total market size for quantum computers.” Q-Day Approaching Faster Than Expected For years now, organizations have been told they need to prepare for “Q-Day” — the day a quantum computer will be able to crack all the encryption they use to keep their data secure. This IBM announcement suggests the window for action to protect data may be closing faster than many anticipated. “This absolutely adds urgency and credibility to the security expert guidance on post-quantum encryption being factored into their planning now,” said Dave Krauthamer, field CTO of QuSecure, maker of quantum-safe security solutions, in San Mateo, Calif. “IBM’s move to create a large-scale fault-tolerant quantum computer by 2029 is indicative of the timeline collapsing,” he told TechNewsWorld. “A fault-tolerant quantum computer of this magnitude could be well on the path to crack asymmetric ciphers sooner than anyone thinks.” “Security leaders need to take everything connected to post-quantum encryption as a serious measure and work it into their security plans now — not later,” he said. Roger Grimes, a defense evangelist with KnowBe4, a security awareness training provider in Clearwater, Fla., pointed out that IBM is just the latest in a surge of quantum companies announcing quickly forthcoming computational breakthroughs within a few years. “It leads to the question of whether the U.S. government’s original PQC [post-quantum cryptography] preparation date of 2030 is still a safe date,” he told TechNewsWorld. “It’s starting to feel a lot more risky for any company to wait until 2030 to be prepared against quantum attacks. It also flies in the face of the latest cybersecurity EO [Executive Order] that relaxed PQC preparation rules as compared to Biden’s last EO PQC standard order, which told U.S. agencies to transition to PQC ASAP.” “Most US companies are doing zero to prepare for Q-Day attacks,” he declared. “The latest executive order seems to tell U.S. agencies — and indirectly, all U.S. businesses — that they have more time to prepare. It’s going to cause even more agencies and businesses to be less prepared during a time when it seems multiple quantum computing companies are making significant progress.” “It definitely feels that something is going to give soon,” he said, “and if I were a betting man, and I am, I would bet that most U.S. companies are going to be unprepared for Q-Day on the day Q-Day becomes a reality.” John P. Mello Jr. has been an ECT News Network reporter since 2003. His areas of focus include cybersecurity, IT issues, privacy, e-commerce, social media, artificial intelligence, big data and consumer electronics. He has written and edited for numerous publications, including the Boston Business Journal, the Boston Phoenix, Megapixel.Net and Government Security News. Email John. Leave a Comment Click here to cancel reply. Please sign in to post or reply to a comment. New users create a free account. Related Stories More by John P. Mello Jr. view all More in Emerging Tech
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  • A short history of the roadblock

    Barricades, as we know them today, are thought to date back to the European wars of religion. According to most historians, the first barricade went up in Paris in 1588; the word derives from the French barriques, or barrels, spontaneously put together. They have been assembled from the most diverse materials, from cobblestones, tyres, newspapers, dead horses and bags of ice, to omnibuses and e‑scooters. Their tactical logic is close to that of guerrilla warfare: the authorities have to take the barricades in order to claim victory; all that those manning them have to do to prevail is to hold them. 
    The 19th century was the golden age for blocking narrow, labyrinthine streets. Paris had seen barricades go up nine times in the period before the Second Empire; during the July 1830 Revolution alone, 4,000 barricades had been erected. These barricades would not only stop, but also trap troops; people would then throw stones from windows or pour boiling water onto the streets. Georges‑Eugène Haussmann, Napoleon III’s prefect of Paris, famously created wide boulevards to make blocking by barricade more difficult and moving the military easier, and replaced cobblestones with macadam – a surface of crushed stone. As Flaubert observed in his Dictionary of Accepted Ideas: ‘Macadam: has cancelled revolutions. No more means to make barricades. Nevertheless rather inconvenient.’  
    Lead image: Barricades, as we know them today, are thought to have originated in early modern France. A colour engraving attributed to Achille‑Louis Martinet depicts the defence of a barricade during the 1830 July Revolution. Credit: Paris Musées / Musée Carnavalet – Histoire de Paris. Above: the socialist political thinker and activist Louis Auguste Blanqui – who was imprisoned by every regime that ruled France between 1815 and 1880 – drew instructions for how to build an effective barricade

    Under Napoleon III, Baron Haussmann widened Paris’s streets in his 1853–70 renovation of the city, making barricading more difficult
    Credit: Old Books Images / Alamy
    ‘On one hand,wanted to favour the circulation of ideas,’ reactionary intellectual Louis Veuillot observed apropos the ambiguous liberalism of the latter period of Napoleon III’s Second Empire. ‘On the other, to ensure the circulation of regiments.’ But ‘anti‑insurgency hardware’, as Justinien Tribillon has called it, also served to chase the working class out of the city centre: Haussmann’s projects amounted to a gigantic form of real-estate speculation, and the 1871 Paris Commune that followed constituted not just a short‑lived anarchist experiment featuring enormous barricades; it also signalled the return of the workers to the centre and, arguably, revenge for their dispossession.   
    By the mid‑19th century, observers questioned whether barricades still had practical meaning. Gottfried Semper’s barricade, constructed for the 1849 Dresden uprising, had proved unconquerable, but Friedrich Engels, one‑time ‘inspector of barricades’ in the Elberfeld insurrection of the same year, already suggested that the barricades’ primary meaning was now moral rather than military – a point to be echoed by Leon Trotsky in the subsequent century. Barricades symbolised bravery and the will to hold out among insurrectionists, and, not least, determination rather to destroy one’s possessions – and one’s neighbourhood – than put up with further oppression.  
    Not only self‑declared revolutionaries viewed things this way: the reformist Social Democrat leader Eduard Bernstein observed that ‘the barricade fight as a political weapon of the people has been completely eliminated due to changes in weapon technology and cities’ structures’. Bernstein was also picking up on the fact that, in the era of industrialisation, contention happened at least as much on the factory floor as on the streets. The strike, not the food riot or the defence of workers’ quartiers, became the paradigmatic form of conflict. Joshua Clover has pointed out in his 2016 book Riot. Strike. Riot: The New Era of Uprisings, that the price of labour, rather than the price of goods, caused people to confront the powerful. Blocking production grew more important than blocking the street.
    ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn’
    Today, it is again blocking – not just people streaming along the streets in large marches – that is prominently associated with protests. Disrupting circulation is not only an important gesture in the face of climate emergency; blocking transport is a powerful form of protest in an economic system focused on logistics and just‑in‑time distribution. Members of Insulate Britain and Germany’s Last Generation super‑glue themselves to streets to stop car traffic to draw attention to the climate emergency; they have also attached themselves to airport runways. They form a human barricade of sorts, immobilising traffic by making themselves immovable.  
    Today’s protesters have made themselves consciously vulnerable. They in fact follow the advice of US civil rights’ Bayard Rustin who explained: ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn.’ Making oneself vulnerable might increase the chances of a majority of citizens seeing the importance of the cause which those engaged in civil disobedience are pursuing. Demonstrations – even large, unpredictable ones – are no longer sufficient. They draw too little attention and do not compel a reaction. Naomi Klein proposed the term ‘blockadia’ as ‘a roving transnational conflict zone’ in which people block extraction – be it open‑pit mines, fracking sites or tar sands pipelines – with their bodies. More often than not, these blockades are organised by local people opposing the fossil fuel industry, not environmental activists per se. Blockadia came to denote resistance to the Keystone XL pipeline as well as Canada’s First Nations‑led movement Idle No More.
    In cities, blocking can be accomplished with highly mobile structures. Like the barricade of the 19th century, they can be quickly assembled, yet are difficult to move; unlike old‑style barricades, they can also be quickly disassembled, removed and hidden. Think of super tripods, intricate ‘protest beacons’ based on tensegrity principles, as well as inflatable cobblestones, pioneered by the artist‑activists of Tools for Action.  
    As recently as 1991, newly independent Latvia defended itself against Soviet tanks with the popular construction of barricades, in a series of confrontations that became known as the Barikādes
    Credit: Associated Press / Alamy
    Inversely, roadblocks can be used by police authorities to stop demonstrations and gatherings from taking place – protesters are seen removing such infrastructure in Dhaka during a general strike in 1999
    Credit: REUTERS / Rafiqur Rahman / Bridgeman
    These inflatable objects are highly flexible, but can also be protective against police batons. They pose an awkward challenge to the authorities, who often end up looking ridiculous when dealing with them, and, as one of the inventors pointed out, they are guaranteed to create a media spectacle. This was also true of the 19th‑century barricade: people posed for pictures in front of them. As Wolfgang Scheppe, a curator of Architecture of the Barricade, explains, these images helped the police to find Communards and mete out punishments after the end of the anarchist experiment.
    Much simpler structures can also be highly effective. In 2019, protesters in Hong Kong filled streets with little archways made from just three ordinary bricks: two standing upright, one resting on top. When touched, the falling top one would buttress the other two, and effectively block traffic. In line with their imperative of ‘be water’, protesters would retreat when the police appeared, but the ‘mini‑Stonehenges’ would remain and slow down the authorities.
    Today, elaborate architectures of protest, such as Extinction Rebellion’s ‘tensegrity towers’, are used to blockade roads and distribution networks – in this instance, Rupert Murdoch’s News UK printworks in Broxbourne, for the media group’s failure to report the climate emergency accurately
    Credit: Extinction Rebellion
    In June 2025, protests erupted in Los Angeles against the Trump administration’s deportation policies. Demonstrators barricaded downtown streets using various objects, including the pink public furniture designed by design firm Rios for Gloria Molina Grand Park. LAPD are seen advancing through tear gas
    Credit: Gina Ferazzi / Los Angeles Times via Getty Images
    Roads which radicals might want to target are not just ones in major metropoles and fancy post‑industrial downtowns. Rather, they might block the arteries leading to ‘fulfilment centres’ and harbours with container shipping. The model is not only Occupy Wall Street, which had initially called for the erection of ‘peaceful barricades’, but also the Occupy that led to the Oakland port shutdown in 2011. In short, such roadblocks disrupt what Phil Neel has called a ‘hinterland’ that is often invisible, yet crucial for contemporary capitalism. More recently, Extinction Rebellion targeted Amazon distribution centres in three European countries in November 2021; in the UK, they aimed to disrupt half of all deliveries on a Black Friday.  
    Will such blockades just anger consumers who, after all, are not present but are impatiently waiting for packages at home? One of the hopes associated with the traditional barricade was always that they might create spaces where protesters, police and previously indifferent citizens get talking; French theorists even expected them to become ‘a machine to produce the people’. That could be why military technology has evolved so that the authorities do not have to get close to the barricade: tear gas was first deployed against those on barricades before it was used in the First World War; so‑called riot control vehicles can ever more easily crush barricades. The challenge, then, for anyone who wishes to block is also how to get in other people’s faces – in order to have a chance to convince them of their cause.       

    2025-06-11
    Kristina Rapacki

    Share
    #short #history #roadblock
    A short history of the roadblock
    Barricades, as we know them today, are thought to date back to the European wars of religion. According to most historians, the first barricade went up in Paris in 1588; the word derives from the French barriques, or barrels, spontaneously put together. They have been assembled from the most diverse materials, from cobblestones, tyres, newspapers, dead horses and bags of ice, to omnibuses and e‑scooters. Their tactical logic is close to that of guerrilla warfare: the authorities have to take the barricades in order to claim victory; all that those manning them have to do to prevail is to hold them.  The 19th century was the golden age for blocking narrow, labyrinthine streets. Paris had seen barricades go up nine times in the period before the Second Empire; during the July 1830 Revolution alone, 4,000 barricades had been erected. These barricades would not only stop, but also trap troops; people would then throw stones from windows or pour boiling water onto the streets. Georges‑Eugène Haussmann, Napoleon III’s prefect of Paris, famously created wide boulevards to make blocking by barricade more difficult and moving the military easier, and replaced cobblestones with macadam – a surface of crushed stone. As Flaubert observed in his Dictionary of Accepted Ideas: ‘Macadam: has cancelled revolutions. No more means to make barricades. Nevertheless rather inconvenient.’   Lead image: Barricades, as we know them today, are thought to have originated in early modern France. A colour engraving attributed to Achille‑Louis Martinet depicts the defence of a barricade during the 1830 July Revolution. Credit: Paris Musées / Musée Carnavalet – Histoire de Paris. Above: the socialist political thinker and activist Louis Auguste Blanqui – who was imprisoned by every regime that ruled France between 1815 and 1880 – drew instructions for how to build an effective barricade Under Napoleon III, Baron Haussmann widened Paris’s streets in his 1853–70 renovation of the city, making barricading more difficult Credit: Old Books Images / Alamy ‘On one hand,wanted to favour the circulation of ideas,’ reactionary intellectual Louis Veuillot observed apropos the ambiguous liberalism of the latter period of Napoleon III’s Second Empire. ‘On the other, to ensure the circulation of regiments.’ But ‘anti‑insurgency hardware’, as Justinien Tribillon has called it, also served to chase the working class out of the city centre: Haussmann’s projects amounted to a gigantic form of real-estate speculation, and the 1871 Paris Commune that followed constituted not just a short‑lived anarchist experiment featuring enormous barricades; it also signalled the return of the workers to the centre and, arguably, revenge for their dispossession.    By the mid‑19th century, observers questioned whether barricades still had practical meaning. Gottfried Semper’s barricade, constructed for the 1849 Dresden uprising, had proved unconquerable, but Friedrich Engels, one‑time ‘inspector of barricades’ in the Elberfeld insurrection of the same year, already suggested that the barricades’ primary meaning was now moral rather than military – a point to be echoed by Leon Trotsky in the subsequent century. Barricades symbolised bravery and the will to hold out among insurrectionists, and, not least, determination rather to destroy one’s possessions – and one’s neighbourhood – than put up with further oppression.   Not only self‑declared revolutionaries viewed things this way: the reformist Social Democrat leader Eduard Bernstein observed that ‘the barricade fight as a political weapon of the people has been completely eliminated due to changes in weapon technology and cities’ structures’. Bernstein was also picking up on the fact that, in the era of industrialisation, contention happened at least as much on the factory floor as on the streets. The strike, not the food riot or the defence of workers’ quartiers, became the paradigmatic form of conflict. Joshua Clover has pointed out in his 2016 book Riot. Strike. Riot: The New Era of Uprisings, that the price of labour, rather than the price of goods, caused people to confront the powerful. Blocking production grew more important than blocking the street. ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn’ Today, it is again blocking – not just people streaming along the streets in large marches – that is prominently associated with protests. Disrupting circulation is not only an important gesture in the face of climate emergency; blocking transport is a powerful form of protest in an economic system focused on logistics and just‑in‑time distribution. Members of Insulate Britain and Germany’s Last Generation super‑glue themselves to streets to stop car traffic to draw attention to the climate emergency; they have also attached themselves to airport runways. They form a human barricade of sorts, immobilising traffic by making themselves immovable.   Today’s protesters have made themselves consciously vulnerable. They in fact follow the advice of US civil rights’ Bayard Rustin who explained: ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn.’ Making oneself vulnerable might increase the chances of a majority of citizens seeing the importance of the cause which those engaged in civil disobedience are pursuing. Demonstrations – even large, unpredictable ones – are no longer sufficient. They draw too little attention and do not compel a reaction. Naomi Klein proposed the term ‘blockadia’ as ‘a roving transnational conflict zone’ in which people block extraction – be it open‑pit mines, fracking sites or tar sands pipelines – with their bodies. More often than not, these blockades are organised by local people opposing the fossil fuel industry, not environmental activists per se. Blockadia came to denote resistance to the Keystone XL pipeline as well as Canada’s First Nations‑led movement Idle No More. In cities, blocking can be accomplished with highly mobile structures. Like the barricade of the 19th century, they can be quickly assembled, yet are difficult to move; unlike old‑style barricades, they can also be quickly disassembled, removed and hidden. Think of super tripods, intricate ‘protest beacons’ based on tensegrity principles, as well as inflatable cobblestones, pioneered by the artist‑activists of Tools for Action.   As recently as 1991, newly independent Latvia defended itself against Soviet tanks with the popular construction of barricades, in a series of confrontations that became known as the Barikādes Credit: Associated Press / Alamy Inversely, roadblocks can be used by police authorities to stop demonstrations and gatherings from taking place – protesters are seen removing such infrastructure in Dhaka during a general strike in 1999 Credit: REUTERS / Rafiqur Rahman / Bridgeman These inflatable objects are highly flexible, but can also be protective against police batons. They pose an awkward challenge to the authorities, who often end up looking ridiculous when dealing with them, and, as one of the inventors pointed out, they are guaranteed to create a media spectacle. This was also true of the 19th‑century barricade: people posed for pictures in front of them. As Wolfgang Scheppe, a curator of Architecture of the Barricade, explains, these images helped the police to find Communards and mete out punishments after the end of the anarchist experiment. Much simpler structures can also be highly effective. In 2019, protesters in Hong Kong filled streets with little archways made from just three ordinary bricks: two standing upright, one resting on top. When touched, the falling top one would buttress the other two, and effectively block traffic. In line with their imperative of ‘be water’, protesters would retreat when the police appeared, but the ‘mini‑Stonehenges’ would remain and slow down the authorities. Today, elaborate architectures of protest, such as Extinction Rebellion’s ‘tensegrity towers’, are used to blockade roads and distribution networks – in this instance, Rupert Murdoch’s News UK printworks in Broxbourne, for the media group’s failure to report the climate emergency accurately Credit: Extinction Rebellion In June 2025, protests erupted in Los Angeles against the Trump administration’s deportation policies. Demonstrators barricaded downtown streets using various objects, including the pink public furniture designed by design firm Rios for Gloria Molina Grand Park. LAPD are seen advancing through tear gas Credit: Gina Ferazzi / Los Angeles Times via Getty Images Roads which radicals might want to target are not just ones in major metropoles and fancy post‑industrial downtowns. Rather, they might block the arteries leading to ‘fulfilment centres’ and harbours with container shipping. The model is not only Occupy Wall Street, which had initially called for the erection of ‘peaceful barricades’, but also the Occupy that led to the Oakland port shutdown in 2011. In short, such roadblocks disrupt what Phil Neel has called a ‘hinterland’ that is often invisible, yet crucial for contemporary capitalism. More recently, Extinction Rebellion targeted Amazon distribution centres in three European countries in November 2021; in the UK, they aimed to disrupt half of all deliveries on a Black Friday.   Will such blockades just anger consumers who, after all, are not present but are impatiently waiting for packages at home? One of the hopes associated with the traditional barricade was always that they might create spaces where protesters, police and previously indifferent citizens get talking; French theorists even expected them to become ‘a machine to produce the people’. That could be why military technology has evolved so that the authorities do not have to get close to the barricade: tear gas was first deployed against those on barricades before it was used in the First World War; so‑called riot control vehicles can ever more easily crush barricades. The challenge, then, for anyone who wishes to block is also how to get in other people’s faces – in order to have a chance to convince them of their cause.        2025-06-11 Kristina Rapacki Share #short #history #roadblock
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    A short history of the roadblock
    Barricades, as we know them today, are thought to date back to the European wars of religion. According to most historians, the first barricade went up in Paris in 1588; the word derives from the French barriques, or barrels, spontaneously put together. They have been assembled from the most diverse materials, from cobblestones, tyres, newspapers, dead horses and bags of ice (during Kyiv’s Euromaidan in 2013–14), to omnibuses and e‑scooters. Their tactical logic is close to that of guerrilla warfare: the authorities have to take the barricades in order to claim victory; all that those manning them have to do to prevail is to hold them.  The 19th century was the golden age for blocking narrow, labyrinthine streets. Paris had seen barricades go up nine times in the period before the Second Empire; during the July 1830 Revolution alone, 4,000 barricades had been erected (roughly one for every 200 Parisians). These barricades would not only stop, but also trap troops; people would then throw stones from windows or pour boiling water onto the streets. Georges‑Eugène Haussmann, Napoleon III’s prefect of Paris, famously created wide boulevards to make blocking by barricade more difficult and moving the military easier, and replaced cobblestones with macadam – a surface of crushed stone. As Flaubert observed in his Dictionary of Accepted Ideas: ‘Macadam: has cancelled revolutions. No more means to make barricades. Nevertheless rather inconvenient.’   Lead image: Barricades, as we know them today, are thought to have originated in early modern France. A colour engraving attributed to Achille‑Louis Martinet depicts the defence of a barricade during the 1830 July Revolution. Credit: Paris Musées / Musée Carnavalet – Histoire de Paris. Above: the socialist political thinker and activist Louis Auguste Blanqui – who was imprisoned by every regime that ruled France between 1815 and 1880 – drew instructions for how to build an effective barricade Under Napoleon III, Baron Haussmann widened Paris’s streets in his 1853–70 renovation of the city, making barricading more difficult Credit: Old Books Images / Alamy ‘On one hand, [the authorities] wanted to favour the circulation of ideas,’ reactionary intellectual Louis Veuillot observed apropos the ambiguous liberalism of the latter period of Napoleon III’s Second Empire. ‘On the other, to ensure the circulation of regiments.’ But ‘anti‑insurgency hardware’, as Justinien Tribillon has called it, also served to chase the working class out of the city centre: Haussmann’s projects amounted to a gigantic form of real-estate speculation, and the 1871 Paris Commune that followed constituted not just a short‑lived anarchist experiment featuring enormous barricades; it also signalled the return of the workers to the centre and, arguably, revenge for their dispossession.    By the mid‑19th century, observers questioned whether barricades still had practical meaning. Gottfried Semper’s barricade, constructed for the 1849 Dresden uprising, had proved unconquerable, but Friedrich Engels, one‑time ‘inspector of barricades’ in the Elberfeld insurrection of the same year, already suggested that the barricades’ primary meaning was now moral rather than military – a point to be echoed by Leon Trotsky in the subsequent century. Barricades symbolised bravery and the will to hold out among insurrectionists, and, not least, determination rather to destroy one’s possessions – and one’s neighbourhood – than put up with further oppression.   Not only self‑declared revolutionaries viewed things this way: the reformist Social Democrat leader Eduard Bernstein observed that ‘the barricade fight as a political weapon of the people has been completely eliminated due to changes in weapon technology and cities’ structures’. Bernstein was also picking up on the fact that, in the era of industrialisation, contention happened at least as much on the factory floor as on the streets. The strike, not the food riot or the defence of workers’ quartiers, became the paradigmatic form of conflict. Joshua Clover has pointed out in his 2016 book Riot. Strike. Riot: The New Era of Uprisings, that the price of labour, rather than the price of goods, caused people to confront the powerful. Blocking production grew more important than blocking the street. ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn’ Today, it is again blocking – not just people streaming along the streets in large marches – that is prominently associated with protests. Disrupting circulation is not only an important gesture in the face of climate emergency; blocking transport is a powerful form of protest in an economic system focused on logistics and just‑in‑time distribution. Members of Insulate Britain and Germany’s Last Generation super‑glue themselves to streets to stop car traffic to draw attention to the climate emergency; they have also attached themselves to airport runways. They form a human barricade of sorts, immobilising traffic by making themselves immovable.   Today’s protesters have made themselves consciously vulnerable. They in fact follow the advice of US civil rights’ Bayard Rustin who explained: ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn.’ Making oneself vulnerable might increase the chances of a majority of citizens seeing the importance of the cause which those engaged in civil disobedience are pursuing. Demonstrations – even large, unpredictable ones – are no longer sufficient. They draw too little attention and do not compel a reaction. Naomi Klein proposed the term ‘blockadia’ as ‘a roving transnational conflict zone’ in which people block extraction – be it open‑pit mines, fracking sites or tar sands pipelines – with their bodies. More often than not, these blockades are organised by local people opposing the fossil fuel industry, not environmental activists per se. Blockadia came to denote resistance to the Keystone XL pipeline as well as Canada’s First Nations‑led movement Idle No More. In cities, blocking can be accomplished with highly mobile structures. Like the barricade of the 19th century, they can be quickly assembled, yet are difficult to move; unlike old‑style barricades, they can also be quickly disassembled, removed and hidden (by those who have the engineering and architectural know‑how). Think of super tripods, intricate ‘protest beacons’ based on tensegrity principles, as well as inflatable cobblestones, pioneered by the artist‑activists of Tools for Action (and as analysed in Nick Newman’s recent volume Protest Architecture).   As recently as 1991, newly independent Latvia defended itself against Soviet tanks with the popular construction of barricades, in a series of confrontations that became known as the Barikādes Credit: Associated Press / Alamy Inversely, roadblocks can be used by police authorities to stop demonstrations and gatherings from taking place – protesters are seen removing such infrastructure in Dhaka during a general strike in 1999 Credit: REUTERS / Rafiqur Rahman / Bridgeman These inflatable objects are highly flexible, but can also be protective against police batons. They pose an awkward challenge to the authorities, who often end up looking ridiculous when dealing with them, and, as one of the inventors pointed out, they are guaranteed to create a media spectacle. This was also true of the 19th‑century barricade: people posed for pictures in front of them. As Wolfgang Scheppe, a curator of Architecture of the Barricade (currently on display at the Arsenale Institute for Politics of Representation in Venice), explains, these images helped the police to find Communards and mete out punishments after the end of the anarchist experiment. Much simpler structures can also be highly effective. In 2019, protesters in Hong Kong filled streets with little archways made from just three ordinary bricks: two standing upright, one resting on top. When touched, the falling top one would buttress the other two, and effectively block traffic. In line with their imperative of ‘be water’, protesters would retreat when the police appeared, but the ‘mini‑Stonehenges’ would remain and slow down the authorities. Today, elaborate architectures of protest, such as Extinction Rebellion’s ‘tensegrity towers’, are used to blockade roads and distribution networks – in this instance, Rupert Murdoch’s News UK printworks in Broxbourne, for the media group’s failure to report the climate emergency accurately Credit: Extinction Rebellion In June 2025, protests erupted in Los Angeles against the Trump administration’s deportation policies. Demonstrators barricaded downtown streets using various objects, including the pink public furniture designed by design firm Rios for Gloria Molina Grand Park. LAPD are seen advancing through tear gas Credit: Gina Ferazzi / Los Angeles Times via Getty Images Roads which radicals might want to target are not just ones in major metropoles and fancy post‑industrial downtowns. Rather, they might block the arteries leading to ‘fulfilment centres’ and harbours with container shipping. The model is not only Occupy Wall Street, which had initially called for the erection of ‘peaceful barricades’, but also the Occupy that led to the Oakland port shutdown in 2011. In short, such roadblocks disrupt what Phil Neel has called a ‘hinterland’ that is often invisible, yet crucial for contemporary capitalism. More recently, Extinction Rebellion targeted Amazon distribution centres in three European countries in November 2021; in the UK, they aimed to disrupt half of all deliveries on a Black Friday.   Will such blockades just anger consumers who, after all, are not present but are impatiently waiting for packages at home? One of the hopes associated with the traditional barricade was always that they might create spaces where protesters, police and previously indifferent citizens get talking; French theorists even expected them to become ‘a machine to produce the people’. That could be why military technology has evolved so that the authorities do not have to get close to the barricade: tear gas was first deployed against those on barricades before it was used in the First World War; so‑called riot control vehicles can ever more easily crush barricades. The challenge, then, for anyone who wishes to block is also how to get in other people’s faces – in order to have a chance to convince them of their cause.        2025-06-11 Kristina Rapacki Share
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  • Looking Back at Two Classics: ILM Deploys the Fleet in ‘Star Trek: First Contact’ and ‘Rogue One: A Star Wars Story’

    Guided by visual effects supervisor John Knoll, ILM embraced continually evolving methodologies to craft breathtaking visual effects for the iconic space battles in First Contact and Rogue One.
    By Jay Stobie
    Visual effects supervisor John Knollconfers with modelmakers Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact.
    Bolstered by visual effects from Industrial Light & Magic, Star Trek: First Contactand Rogue One: A Star Wars Storypropelled their respective franchises to new heights. While Star Trek Generationswelcomed Captain Jean-Luc Picard’screw to the big screen, First Contact stood as the first Star Trek feature that did not focus on its original captain, the legendary James T. Kirk. Similarly, though Rogue One immediately preceded the events of Star Wars: A New Hope, it was set apart from the episodic Star Wars films and launched an era of storytelling outside of the main Skywalker saga that has gone on to include Solo: A Star Wars Story, The Mandalorian, Andor, Ahsoka, The Acolyte, and more.
    The two films also shared a key ILM contributor, John Knoll, who served as visual effects supervisor on both projects, as well as an executive producer on Rogue One. Currently, ILM’s executive creative director and senior visual effects supervisor, Knoll – who also conceived the initial framework for Rogue One’s story – guided ILM as it brought its talents to bear on these sci-fi and fantasy epics. The work involved crafting two spectacular starship-packed space clashes – First Contact’s Battle of Sector 001 and Rogue One’s Battle of Scarif. Although these iconic installments were released roughly two decades apart, they represent a captivating case study of how ILM’s approach to visual effects has evolved over time. With this in mind, let’s examine the films’ unforgettable space battles through the lens of fascinating in-universe parallels and the ILM-produced fleets that face off near Earth and Scarif.
    A final frame from the Battle of Scarif in Rogue One: A Star Wars Story.
    A Context for Conflict
    In First Contact, the United Federation of Planets – a 200-year-old interstellar government consisting of more than 150 member worlds – braces itself for an invasion by the Borg – an overwhelmingly powerful collective composed of cybernetic beings who devastate entire planets by assimilating their biological populations and technological innovations. The Borg only send a single vessel, a massive cube containing thousands of hive-minded drones and their queen, pushing the Federation’s Starfleet defenders to Earth’s doorstep. Conversely, in Rogue One, the Rebel Alliance – a fledgling coalition of freedom fighters – seeks to undermine and overthrow the stalwart Galactic Empire – a totalitarian regime preparing to tighten its grip on the galaxy by revealing a horrifying superweapon. A rebel team infiltrates a top-secret vault on Scarif in a bid to steal plans to that battle station, the dreaded Death Star, with hopes of exploiting a vulnerability in its design.
    On the surface, the situations could not seem to be more disparate, particularly in terms of the Federation’s well-established prestige and the Rebel Alliance’s haphazardly organized factions. Yet, upon closer inspection, the spaceborne conflicts at Earth and Scarif are linked by a vital commonality. The threat posed by the Borg is well-known to the Federation, but the sudden intrusion upon their space takes its defenses by surprise. Starfleet assembles any vessel within range – including antiquated Oberth-class science ships – to intercept the Borg cube in the Typhon Sector, only to be forced back to Earth on the edge of defeat. The unsanctioned mission to Scarif with Jyn Ersoand Cassian Andorand the sudden need to take down the planet’s shield gate propels the Rebel Alliance fleet into rushing to their rescue with everything from their flagship Profundity to GR-75 medium transports. Whether Federation or Rebel Alliance, these fleets gather in last-ditch efforts to oppose enemies who would embrace their eradication – the Battles of Sector 001 and Scarif are fights for survival.
    From Physical to Digital
    By the time Jonathan Frakes was selected to direct First Contact, Star Trek’s reliance on constructing traditional physical modelsfor its features was gradually giving way to innovative computer graphicsmodels, resulting in the film’s use of both techniques. “If one of the ships was to be seen full-screen and at length,” associate visual effects supervisor George Murphy told Cinefex’s Kevin H. Martin, “we knew it would be done as a stage model. Ships that would be doing a lot of elaborate maneuvers in space battle scenes would be created digitally.” In fact, physical and CG versions of the U.S.S. Enterprise-E appear in the film, with the latter being harnessed in shots involving the vessel’s entry into a temporal vortex at the conclusion of the Battle of Sector 001.
    Despite the technological leaps that ILM pioneered in the decades between First Contact and Rogue One, they considered filming physical miniatures for certain ship-related shots in the latter film. ILM considered filming physical miniatures for certain ship-related shots in Rogue One. The feature’s fleets were ultimately created digitally to allow for changes throughout post-production. “If it’s a photographed miniature element, it’s not possible to go back and make adjustments. So it’s the additional flexibility that comes with the computer graphics models that’s very attractive to many people,” John Knoll relayed to writer Jon Witmer at American Cinematographer’s TheASC.com.
    However, Knoll aimed to develop computer graphics that retained the same high-quality details as their physical counterparts, leading ILM to employ a modern approach to a time-honored modelmaking tactic. “I also wanted to emulate the kit-bashing aesthetic that had been part of Star Wars from the very beginning, where a lot of mechanical detail had been added onto the ships by using little pieces from plastic model kits,” explained Knoll in his chat with TheASC.com. For Rogue One, ILM replicated the process by obtaining such kits, scanning their parts, building a computer graphics library, and applying the CG parts to digitally modeled ships. “I’m very happy to say it was super-successful,” concluded Knoll. “I think a lot of our digital models look like they are motion-control models.”
    John Knollconfers with Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact.
    Legendary Lineages
    In First Contact, Captain Picard commanded a brand-new vessel, the Sovereign-class U.S.S. Enterprise-E, continuing the celebrated starship’s legacy in terms of its famous name and design aesthetic. Designed by John Eaves and developed into blueprints by Rick Sternbach, the Enterprise-E was built into a 10-foot physical model by ILM model project supervisor John Goodson and his shop’s talented team. ILM infused the ship with extraordinary detail, including viewports equipped with backlit set images from the craft’s predecessor, the U.S.S. Enterprise-D. For the vessel’s larger windows, namely those associated with the observation lounge and arboretum, ILM took a painstakingly practical approach to match the interiors shown with the real-world set pieces. “We filled that area of the model with tiny, micro-scale furniture,” Goodson informed Cinefex, “including tables and chairs.”
    Rogue One’s rebel team initially traversed the galaxy in a U-wing transport/gunship, which, much like the Enterprise-E, was a unique vessel that nonetheless channeled a certain degree of inspiration from a classic design. Lucasfilm’s Doug Chiang, a co-production designer for Rogue One, referred to the U-wing as the film’s “Huey helicopter version of an X-wing” in the Designing Rogue One bonus featurette on Disney+ before revealing that, “Towards the end of the design cycle, we actually decided that maybe we should put in more X-wing features. And so we took the X-wing engines and literally mounted them onto the configuration that we had going.” Modeled by ILM digital artist Colie Wertz, the U-wing’s final computer graphics design subtly incorporated these X-wing influences to give the transport a distinctive feel without making the craft seem out of place within the rebel fleet.
    While ILM’s work on the Enterprise-E’s viewports offered a compelling view toward the ship’s interior, a breakthrough LED setup for Rogue One permitted ILM to obtain realistic lighting on actors as they looked out from their ships and into the space around them. “All of our major spaceship cockpit scenes were done that way, with the gimbal in this giant horseshoe of LED panels we got fromVER, and we prepared graphics that went on the screens,” John Knoll shared with American Cinematographer’s Benjamin B and Jon D. Witmer. Furthermore, in Disney+’s Rogue One: Digital Storytelling bonus featurette, visual effects producer Janet Lewin noted, “For the actors, I think, in the space battle cockpits, for them to be able to see what was happening in the battle brought a higher level of accuracy to their performance.”
    The U.S.S. Enterprise-E in Star Trek: First Contact.
    Familiar Foes
    To transport First Contact’s Borg invaders, John Goodson’s team at ILM resurrected the Borg cube design previously seen in Star Trek: The Next Generationand Star Trek: Deep Space Nine, creating a nearly three-foot physical model to replace the one from the series. Art consultant and ILM veteran Bill George proposed that the cube’s seemingly straightforward layout be augmented with a complex network of photo-etched brass, a suggestion which produced a jagged surface and offered a visual that was both intricate and menacing. ILM also developed a two-foot motion-control model for a Borg sphere, a brand-new auxiliary vessel that emerged from the cube. “We vacuformed about 15 different patterns that conformed to this spherical curve and covered those with a lot of molded and cast pieces. Then we added tons of acid-etched brass over it, just like we had on the cube,” Goodson outlined to Cinefex’s Kevin H. Martin.
    As for Rogue One’s villainous fleet, reproducing the original trilogy’s Death Star and Imperial Star Destroyers centered upon translating physical models into digital assets. Although ILM no longer possessed A New Hope’s three-foot Death Star shooting model, John Knoll recreated the station’s surface paneling by gathering archival images, and as he spelled out to writer Joe Fordham in Cinefex, “I pieced all the images together. I unwrapped them into texture space and projected them onto a sphere with a trench. By doing that with enough pictures, I got pretty complete coverage of the original model, and that became a template upon which to redraw very high-resolution texture maps. Every panel, every vertical striped line, I matched from a photograph. It was as accurate as it was possible to be as a reproduction of the original model.”
    Knoll’s investigative eye continued to pay dividends when analyzing the three-foot and eight-foot Star Destroyer motion-control models, which had been built for A New Hope and Star Wars: The Empire Strikes Back, respectively. “Our general mantra was, ‘Match your memory of it more than the reality,’ because sometimes you go look at the actual prop in the archive building or you look back at the actual shot from the movie, and you go, ‘Oh, I remember it being a little better than that,’” Knoll conveyed to TheASC.com. This philosophy motivated ILM to combine elements from those two physical models into a single digital design. “Generally, we copied the three-footer for details like the superstructure on the top of the bridge, but then we copied the internal lighting plan from the eight-footer,” Knoll explained. “And then the upper surface of the three-footer was relatively undetailed because there were no shots that saw it closely, so we took a lot of the high-detail upper surface from the eight-footer. So it’s this amalgam of the two models, but the goal was to try to make it look like you remember it from A New Hope.”
    A final frame from Rogue One: A Star Wars Story.
    Forming Up the Fleets
    In addition to the U.S.S. Enterprise-E, the Battle of Sector 001 debuted numerous vessels representing four new Starfleet ship classes – the Akira, Steamrunner, Saber, and Norway – all designed by ILM visual effects art director Alex Jaeger. “Since we figured a lot of the background action in the space battle would be done with computer graphics ships that needed to be built from scratch anyway, I realized that there was no reason not to do some new designs,” John Knoll told American Cinematographer writer Ron Magid. Used in previous Star Trek projects, older physical models for the Oberth and Nebula classes were mixed into the fleet for good measure, though the vast majority of the armada originated as computer graphics.
    Over at Scarif, ILM portrayed the Rebel Alliance forces with computer graphics models of fresh designs, live-action versions of Star Wars Rebels’ VCX-100 light freighter Ghost and Hammerhead corvettes, and Star Wars staples. These ships face off against two Imperial Star Destroyers and squadrons of TIE fighters, and – upon their late arrival to the battle – Darth Vader’s Star Destroyer and the Death Star. The Tantive IV, a CR90 corvette more popularly referred to as a blockade runner, made its own special cameo at the tail end of the fight. As Princess Leia Organa’spersonal ship, the Tantive IV received the Death Star plans and fled the scene, destined to be captured by Vader’s Star Destroyer at the beginning of A New Hope. And, while we’re on the subject of intricate starship maneuvers and space-based choreography…
    Although the First Contact team could plan visual effects shots with animated storyboards, ILM supplied Gareth Edwards with a next-level virtual viewfinder that allowed the director to select his shots by immersing himself among Rogue One’s ships in real time. “What we wanted to do is give Gareth the opportunity to shoot his space battles and other all-digital scenes the same way he shoots his live-action. Then he could go in with this sort of virtual viewfinder and view the space battle going on, and figure out what the best angle was to shoot those ships from,” senior animation supervisor Hal Hickel described in the Rogue One: Digital Storytelling featurette. Hickel divulged that the sequence involving the dish array docking with the Death Star was an example of the “spontaneous discovery of great angles,” as the scene was never storyboarded or previsualized.
    Visual effects supervisor John Knoll with director Gareth Edwards during production of Rogue One: A Star Wars Story.
    Tough Little Ships
    The Federation and Rebel Alliance each deployed “tough little ships”in their respective conflicts, namely the U.S.S. Defiant from Deep Space Nine and the Tantive IV from A New Hope. VisionArt had already built a CG Defiant for the Deep Space Nine series, but ILM upgraded the model with images gathered from the ship’s three-foot physical model. A similar tactic was taken to bring the Tantive IV into the digital realm for Rogue One. “This was the Blockade Runner. This was the most accurate 1:1 reproduction we could possibly have made,” model supervisor Russell Paul declared to Cinefex’s Joe Fordham. “We did an extensive photo reference shoot and photogrammetry re-creation of the miniature. From there, we built it out as accurately as possible.” Speaking of sturdy ships, if you look very closely, you can spot a model of the Millennium Falcon flashing across the background as the U.S.S. Defiant makes an attack run on the Borg cube at the Battle of Sector 001!
    Exploration and Hope
    The in-universe ramifications that materialize from the Battles of Sector 001 and Scarif are monumental. The destruction of the Borg cube compels the Borg Queen to travel back in time in an attempt to vanquish Earth before the Federation can even be formed, but Captain Picard and the Enterprise-E foil the plot and end up helping their 21st century ancestors make “first contact” with another species, the logic-revering Vulcans. The post-Scarif benefits take longer to play out for the Rebel Alliance, but the theft of the Death Star plans eventually leads to the superweapon’s destruction. The Galactic Civil War is far from over, but Scarif is a significant step in the Alliance’s effort to overthrow the Empire.
    The visual effects ILM provided for First Contact and Rogue One contributed significantly to the critical and commercial acclaim both pictures enjoyed, a victory reflecting the relentless dedication, tireless work ethic, and innovative spirit embodied by visual effects supervisor John Knoll and ILM’s entire staff. While being interviewed for The Making of Star Trek: First Contact, actor Patrick Stewart praised ILM’s invaluable influence, emphasizing, “ILM was with us, on this movie, almost every day on set. There is so much that they are involved in.” And, regardless of your personal preferences – phasers or lasers, photon torpedoes or proton torpedoes, warp speed or hyperspace – perhaps Industrial Light & Magic’s ability to infuse excitement into both franchises demonstrates that Star Trek and Star Wars encompass themes that are not competitive, but compatible. After all, what goes together better than exploration and hope?

    Jay Stobieis a writer, author, and consultant who has contributed articles to ILM.com, Skysound.com, Star Wars Insider, StarWars.com, Star Trek Explorer, Star Trek Magazine, and StarTrek.com. Jay loves sci-fi, fantasy, and film, and you can learn more about him by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy.
    #looking #back #two #classics #ilm
    Looking Back at Two Classics: ILM Deploys the Fleet in ‘Star Trek: First Contact’ and ‘Rogue One: A Star Wars Story’
    Guided by visual effects supervisor John Knoll, ILM embraced continually evolving methodologies to craft breathtaking visual effects for the iconic space battles in First Contact and Rogue One. By Jay Stobie Visual effects supervisor John Knollconfers with modelmakers Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact. Bolstered by visual effects from Industrial Light & Magic, Star Trek: First Contactand Rogue One: A Star Wars Storypropelled their respective franchises to new heights. While Star Trek Generationswelcomed Captain Jean-Luc Picard’screw to the big screen, First Contact stood as the first Star Trek feature that did not focus on its original captain, the legendary James T. Kirk. Similarly, though Rogue One immediately preceded the events of Star Wars: A New Hope, it was set apart from the episodic Star Wars films and launched an era of storytelling outside of the main Skywalker saga that has gone on to include Solo: A Star Wars Story, The Mandalorian, Andor, Ahsoka, The Acolyte, and more. The two films also shared a key ILM contributor, John Knoll, who served as visual effects supervisor on both projects, as well as an executive producer on Rogue One. Currently, ILM’s executive creative director and senior visual effects supervisor, Knoll – who also conceived the initial framework for Rogue One’s story – guided ILM as it brought its talents to bear on these sci-fi and fantasy epics. The work involved crafting two spectacular starship-packed space clashes – First Contact’s Battle of Sector 001 and Rogue One’s Battle of Scarif. Although these iconic installments were released roughly two decades apart, they represent a captivating case study of how ILM’s approach to visual effects has evolved over time. With this in mind, let’s examine the films’ unforgettable space battles through the lens of fascinating in-universe parallels and the ILM-produced fleets that face off near Earth and Scarif. A final frame from the Battle of Scarif in Rogue One: A Star Wars Story. A Context for Conflict In First Contact, the United Federation of Planets – a 200-year-old interstellar government consisting of more than 150 member worlds – braces itself for an invasion by the Borg – an overwhelmingly powerful collective composed of cybernetic beings who devastate entire planets by assimilating their biological populations and technological innovations. The Borg only send a single vessel, a massive cube containing thousands of hive-minded drones and their queen, pushing the Federation’s Starfleet defenders to Earth’s doorstep. Conversely, in Rogue One, the Rebel Alliance – a fledgling coalition of freedom fighters – seeks to undermine and overthrow the stalwart Galactic Empire – a totalitarian regime preparing to tighten its grip on the galaxy by revealing a horrifying superweapon. A rebel team infiltrates a top-secret vault on Scarif in a bid to steal plans to that battle station, the dreaded Death Star, with hopes of exploiting a vulnerability in its design. On the surface, the situations could not seem to be more disparate, particularly in terms of the Federation’s well-established prestige and the Rebel Alliance’s haphazardly organized factions. Yet, upon closer inspection, the spaceborne conflicts at Earth and Scarif are linked by a vital commonality. The threat posed by the Borg is well-known to the Federation, but the sudden intrusion upon their space takes its defenses by surprise. Starfleet assembles any vessel within range – including antiquated Oberth-class science ships – to intercept the Borg cube in the Typhon Sector, only to be forced back to Earth on the edge of defeat. The unsanctioned mission to Scarif with Jyn Ersoand Cassian Andorand the sudden need to take down the planet’s shield gate propels the Rebel Alliance fleet into rushing to their rescue with everything from their flagship Profundity to GR-75 medium transports. Whether Federation or Rebel Alliance, these fleets gather in last-ditch efforts to oppose enemies who would embrace their eradication – the Battles of Sector 001 and Scarif are fights for survival. From Physical to Digital By the time Jonathan Frakes was selected to direct First Contact, Star Trek’s reliance on constructing traditional physical modelsfor its features was gradually giving way to innovative computer graphicsmodels, resulting in the film’s use of both techniques. “If one of the ships was to be seen full-screen and at length,” associate visual effects supervisor George Murphy told Cinefex’s Kevin H. Martin, “we knew it would be done as a stage model. Ships that would be doing a lot of elaborate maneuvers in space battle scenes would be created digitally.” In fact, physical and CG versions of the U.S.S. Enterprise-E appear in the film, with the latter being harnessed in shots involving the vessel’s entry into a temporal vortex at the conclusion of the Battle of Sector 001. Despite the technological leaps that ILM pioneered in the decades between First Contact and Rogue One, they considered filming physical miniatures for certain ship-related shots in the latter film. ILM considered filming physical miniatures for certain ship-related shots in Rogue One. The feature’s fleets were ultimately created digitally to allow for changes throughout post-production. “If it’s a photographed miniature element, it’s not possible to go back and make adjustments. So it’s the additional flexibility that comes with the computer graphics models that’s very attractive to many people,” John Knoll relayed to writer Jon Witmer at American Cinematographer’s TheASC.com. However, Knoll aimed to develop computer graphics that retained the same high-quality details as their physical counterparts, leading ILM to employ a modern approach to a time-honored modelmaking tactic. “I also wanted to emulate the kit-bashing aesthetic that had been part of Star Wars from the very beginning, where a lot of mechanical detail had been added onto the ships by using little pieces from plastic model kits,” explained Knoll in his chat with TheASC.com. For Rogue One, ILM replicated the process by obtaining such kits, scanning their parts, building a computer graphics library, and applying the CG parts to digitally modeled ships. “I’m very happy to say it was super-successful,” concluded Knoll. “I think a lot of our digital models look like they are motion-control models.” John Knollconfers with Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact. Legendary Lineages In First Contact, Captain Picard commanded a brand-new vessel, the Sovereign-class U.S.S. Enterprise-E, continuing the celebrated starship’s legacy in terms of its famous name and design aesthetic. Designed by John Eaves and developed into blueprints by Rick Sternbach, the Enterprise-E was built into a 10-foot physical model by ILM model project supervisor John Goodson and his shop’s talented team. ILM infused the ship with extraordinary detail, including viewports equipped with backlit set images from the craft’s predecessor, the U.S.S. Enterprise-D. For the vessel’s larger windows, namely those associated with the observation lounge and arboretum, ILM took a painstakingly practical approach to match the interiors shown with the real-world set pieces. “We filled that area of the model with tiny, micro-scale furniture,” Goodson informed Cinefex, “including tables and chairs.” Rogue One’s rebel team initially traversed the galaxy in a U-wing transport/gunship, which, much like the Enterprise-E, was a unique vessel that nonetheless channeled a certain degree of inspiration from a classic design. Lucasfilm’s Doug Chiang, a co-production designer for Rogue One, referred to the U-wing as the film’s “Huey helicopter version of an X-wing” in the Designing Rogue One bonus featurette on Disney+ before revealing that, “Towards the end of the design cycle, we actually decided that maybe we should put in more X-wing features. And so we took the X-wing engines and literally mounted them onto the configuration that we had going.” Modeled by ILM digital artist Colie Wertz, the U-wing’s final computer graphics design subtly incorporated these X-wing influences to give the transport a distinctive feel without making the craft seem out of place within the rebel fleet. While ILM’s work on the Enterprise-E’s viewports offered a compelling view toward the ship’s interior, a breakthrough LED setup for Rogue One permitted ILM to obtain realistic lighting on actors as they looked out from their ships and into the space around them. “All of our major spaceship cockpit scenes were done that way, with the gimbal in this giant horseshoe of LED panels we got fromVER, and we prepared graphics that went on the screens,” John Knoll shared with American Cinematographer’s Benjamin B and Jon D. Witmer. Furthermore, in Disney+’s Rogue One: Digital Storytelling bonus featurette, visual effects producer Janet Lewin noted, “For the actors, I think, in the space battle cockpits, for them to be able to see what was happening in the battle brought a higher level of accuracy to their performance.” The U.S.S. Enterprise-E in Star Trek: First Contact. Familiar Foes To transport First Contact’s Borg invaders, John Goodson’s team at ILM resurrected the Borg cube design previously seen in Star Trek: The Next Generationand Star Trek: Deep Space Nine, creating a nearly three-foot physical model to replace the one from the series. Art consultant and ILM veteran Bill George proposed that the cube’s seemingly straightforward layout be augmented with a complex network of photo-etched brass, a suggestion which produced a jagged surface and offered a visual that was both intricate and menacing. ILM also developed a two-foot motion-control model for a Borg sphere, a brand-new auxiliary vessel that emerged from the cube. “We vacuformed about 15 different patterns that conformed to this spherical curve and covered those with a lot of molded and cast pieces. Then we added tons of acid-etched brass over it, just like we had on the cube,” Goodson outlined to Cinefex’s Kevin H. Martin. As for Rogue One’s villainous fleet, reproducing the original trilogy’s Death Star and Imperial Star Destroyers centered upon translating physical models into digital assets. Although ILM no longer possessed A New Hope’s three-foot Death Star shooting model, John Knoll recreated the station’s surface paneling by gathering archival images, and as he spelled out to writer Joe Fordham in Cinefex, “I pieced all the images together. I unwrapped them into texture space and projected them onto a sphere with a trench. By doing that with enough pictures, I got pretty complete coverage of the original model, and that became a template upon which to redraw very high-resolution texture maps. Every panel, every vertical striped line, I matched from a photograph. It was as accurate as it was possible to be as a reproduction of the original model.” Knoll’s investigative eye continued to pay dividends when analyzing the three-foot and eight-foot Star Destroyer motion-control models, which had been built for A New Hope and Star Wars: The Empire Strikes Back, respectively. “Our general mantra was, ‘Match your memory of it more than the reality,’ because sometimes you go look at the actual prop in the archive building or you look back at the actual shot from the movie, and you go, ‘Oh, I remember it being a little better than that,’” Knoll conveyed to TheASC.com. This philosophy motivated ILM to combine elements from those two physical models into a single digital design. “Generally, we copied the three-footer for details like the superstructure on the top of the bridge, but then we copied the internal lighting plan from the eight-footer,” Knoll explained. “And then the upper surface of the three-footer was relatively undetailed because there were no shots that saw it closely, so we took a lot of the high-detail upper surface from the eight-footer. So it’s this amalgam of the two models, but the goal was to try to make it look like you remember it from A New Hope.” A final frame from Rogue One: A Star Wars Story. Forming Up the Fleets In addition to the U.S.S. Enterprise-E, the Battle of Sector 001 debuted numerous vessels representing four new Starfleet ship classes – the Akira, Steamrunner, Saber, and Norway – all designed by ILM visual effects art director Alex Jaeger. “Since we figured a lot of the background action in the space battle would be done with computer graphics ships that needed to be built from scratch anyway, I realized that there was no reason not to do some new designs,” John Knoll told American Cinematographer writer Ron Magid. Used in previous Star Trek projects, older physical models for the Oberth and Nebula classes were mixed into the fleet for good measure, though the vast majority of the armada originated as computer graphics. Over at Scarif, ILM portrayed the Rebel Alliance forces with computer graphics models of fresh designs, live-action versions of Star Wars Rebels’ VCX-100 light freighter Ghost and Hammerhead corvettes, and Star Wars staples. These ships face off against two Imperial Star Destroyers and squadrons of TIE fighters, and – upon their late arrival to the battle – Darth Vader’s Star Destroyer and the Death Star. The Tantive IV, a CR90 corvette more popularly referred to as a blockade runner, made its own special cameo at the tail end of the fight. As Princess Leia Organa’spersonal ship, the Tantive IV received the Death Star plans and fled the scene, destined to be captured by Vader’s Star Destroyer at the beginning of A New Hope. And, while we’re on the subject of intricate starship maneuvers and space-based choreography… Although the First Contact team could plan visual effects shots with animated storyboards, ILM supplied Gareth Edwards with a next-level virtual viewfinder that allowed the director to select his shots by immersing himself among Rogue One’s ships in real time. “What we wanted to do is give Gareth the opportunity to shoot his space battles and other all-digital scenes the same way he shoots his live-action. Then he could go in with this sort of virtual viewfinder and view the space battle going on, and figure out what the best angle was to shoot those ships from,” senior animation supervisor Hal Hickel described in the Rogue One: Digital Storytelling featurette. Hickel divulged that the sequence involving the dish array docking with the Death Star was an example of the “spontaneous discovery of great angles,” as the scene was never storyboarded or previsualized. Visual effects supervisor John Knoll with director Gareth Edwards during production of Rogue One: A Star Wars Story. Tough Little Ships The Federation and Rebel Alliance each deployed “tough little ships”in their respective conflicts, namely the U.S.S. Defiant from Deep Space Nine and the Tantive IV from A New Hope. VisionArt had already built a CG Defiant for the Deep Space Nine series, but ILM upgraded the model with images gathered from the ship’s three-foot physical model. A similar tactic was taken to bring the Tantive IV into the digital realm for Rogue One. “This was the Blockade Runner. This was the most accurate 1:1 reproduction we could possibly have made,” model supervisor Russell Paul declared to Cinefex’s Joe Fordham. “We did an extensive photo reference shoot and photogrammetry re-creation of the miniature. From there, we built it out as accurately as possible.” Speaking of sturdy ships, if you look very closely, you can spot a model of the Millennium Falcon flashing across the background as the U.S.S. Defiant makes an attack run on the Borg cube at the Battle of Sector 001! Exploration and Hope The in-universe ramifications that materialize from the Battles of Sector 001 and Scarif are monumental. The destruction of the Borg cube compels the Borg Queen to travel back in time in an attempt to vanquish Earth before the Federation can even be formed, but Captain Picard and the Enterprise-E foil the plot and end up helping their 21st century ancestors make “first contact” with another species, the logic-revering Vulcans. The post-Scarif benefits take longer to play out for the Rebel Alliance, but the theft of the Death Star plans eventually leads to the superweapon’s destruction. The Galactic Civil War is far from over, but Scarif is a significant step in the Alliance’s effort to overthrow the Empire. The visual effects ILM provided for First Contact and Rogue One contributed significantly to the critical and commercial acclaim both pictures enjoyed, a victory reflecting the relentless dedication, tireless work ethic, and innovative spirit embodied by visual effects supervisor John Knoll and ILM’s entire staff. While being interviewed for The Making of Star Trek: First Contact, actor Patrick Stewart praised ILM’s invaluable influence, emphasizing, “ILM was with us, on this movie, almost every day on set. There is so much that they are involved in.” And, regardless of your personal preferences – phasers or lasers, photon torpedoes or proton torpedoes, warp speed or hyperspace – perhaps Industrial Light & Magic’s ability to infuse excitement into both franchises demonstrates that Star Trek and Star Wars encompass themes that are not competitive, but compatible. After all, what goes together better than exploration and hope? – Jay Stobieis a writer, author, and consultant who has contributed articles to ILM.com, Skysound.com, Star Wars Insider, StarWars.com, Star Trek Explorer, Star Trek Magazine, and StarTrek.com. Jay loves sci-fi, fantasy, and film, and you can learn more about him by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy. #looking #back #two #classics #ilm
    WWW.ILM.COM
    Looking Back at Two Classics: ILM Deploys the Fleet in ‘Star Trek: First Contact’ and ‘Rogue One: A Star Wars Story’
    Guided by visual effects supervisor John Knoll, ILM embraced continually evolving methodologies to craft breathtaking visual effects for the iconic space battles in First Contact and Rogue One. By Jay Stobie Visual effects supervisor John Knoll (right) confers with modelmakers Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact (Credit: ILM). Bolstered by visual effects from Industrial Light & Magic, Star Trek: First Contact (1996) and Rogue One: A Star Wars Story (2016) propelled their respective franchises to new heights. While Star Trek Generations (1994) welcomed Captain Jean-Luc Picard’s (Patrick Stewart) crew to the big screen, First Contact stood as the first Star Trek feature that did not focus on its original captain, the legendary James T. Kirk (William Shatner). Similarly, though Rogue One immediately preceded the events of Star Wars: A New Hope (1977), it was set apart from the episodic Star Wars films and launched an era of storytelling outside of the main Skywalker saga that has gone on to include Solo: A Star Wars Story (2018), The Mandalorian (2019-23), Andor (2022-25), Ahsoka (2023), The Acolyte (2024), and more. The two films also shared a key ILM contributor, John Knoll, who served as visual effects supervisor on both projects, as well as an executive producer on Rogue One. Currently, ILM’s executive creative director and senior visual effects supervisor, Knoll – who also conceived the initial framework for Rogue One’s story – guided ILM as it brought its talents to bear on these sci-fi and fantasy epics. The work involved crafting two spectacular starship-packed space clashes – First Contact’s Battle of Sector 001 and Rogue One’s Battle of Scarif. Although these iconic installments were released roughly two decades apart, they represent a captivating case study of how ILM’s approach to visual effects has evolved over time. With this in mind, let’s examine the films’ unforgettable space battles through the lens of fascinating in-universe parallels and the ILM-produced fleets that face off near Earth and Scarif. A final frame from the Battle of Scarif in Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm). A Context for Conflict In First Contact, the United Federation of Planets – a 200-year-old interstellar government consisting of more than 150 member worlds – braces itself for an invasion by the Borg – an overwhelmingly powerful collective composed of cybernetic beings who devastate entire planets by assimilating their biological populations and technological innovations. The Borg only send a single vessel, a massive cube containing thousands of hive-minded drones and their queen, pushing the Federation’s Starfleet defenders to Earth’s doorstep. Conversely, in Rogue One, the Rebel Alliance – a fledgling coalition of freedom fighters – seeks to undermine and overthrow the stalwart Galactic Empire – a totalitarian regime preparing to tighten its grip on the galaxy by revealing a horrifying superweapon. A rebel team infiltrates a top-secret vault on Scarif in a bid to steal plans to that battle station, the dreaded Death Star, with hopes of exploiting a vulnerability in its design. On the surface, the situations could not seem to be more disparate, particularly in terms of the Federation’s well-established prestige and the Rebel Alliance’s haphazardly organized factions. Yet, upon closer inspection, the spaceborne conflicts at Earth and Scarif are linked by a vital commonality. The threat posed by the Borg is well-known to the Federation, but the sudden intrusion upon their space takes its defenses by surprise. Starfleet assembles any vessel within range – including antiquated Oberth-class science ships – to intercept the Borg cube in the Typhon Sector, only to be forced back to Earth on the edge of defeat. The unsanctioned mission to Scarif with Jyn Erso (Felicity Jones) and Cassian Andor (Diego Luna) and the sudden need to take down the planet’s shield gate propels the Rebel Alliance fleet into rushing to their rescue with everything from their flagship Profundity to GR-75 medium transports. Whether Federation or Rebel Alliance, these fleets gather in last-ditch efforts to oppose enemies who would embrace their eradication – the Battles of Sector 001 and Scarif are fights for survival. From Physical to Digital By the time Jonathan Frakes was selected to direct First Contact, Star Trek’s reliance on constructing traditional physical models (many of which were built by ILM) for its features was gradually giving way to innovative computer graphics (CG) models, resulting in the film’s use of both techniques. “If one of the ships was to be seen full-screen and at length,” associate visual effects supervisor George Murphy told Cinefex’s Kevin H. Martin, “we knew it would be done as a stage model. Ships that would be doing a lot of elaborate maneuvers in space battle scenes would be created digitally.” In fact, physical and CG versions of the U.S.S. Enterprise-E appear in the film, with the latter being harnessed in shots involving the vessel’s entry into a temporal vortex at the conclusion of the Battle of Sector 001. Despite the technological leaps that ILM pioneered in the decades between First Contact and Rogue One, they considered filming physical miniatures for certain ship-related shots in the latter film. ILM considered filming physical miniatures for certain ship-related shots in Rogue One. The feature’s fleets were ultimately created digitally to allow for changes throughout post-production. “If it’s a photographed miniature element, it’s not possible to go back and make adjustments. So it’s the additional flexibility that comes with the computer graphics models that’s very attractive to many people,” John Knoll relayed to writer Jon Witmer at American Cinematographer’s TheASC.com. However, Knoll aimed to develop computer graphics that retained the same high-quality details as their physical counterparts, leading ILM to employ a modern approach to a time-honored modelmaking tactic. “I also wanted to emulate the kit-bashing aesthetic that had been part of Star Wars from the very beginning, where a lot of mechanical detail had been added onto the ships by using little pieces from plastic model kits,” explained Knoll in his chat with TheASC.com. For Rogue One, ILM replicated the process by obtaining such kits, scanning their parts, building a computer graphics library, and applying the CG parts to digitally modeled ships. “I’m very happy to say it was super-successful,” concluded Knoll. “I think a lot of our digital models look like they are motion-control models.” John Knoll (second from left) confers with Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact (Credit: ILM). Legendary Lineages In First Contact, Captain Picard commanded a brand-new vessel, the Sovereign-class U.S.S. Enterprise-E, continuing the celebrated starship’s legacy in terms of its famous name and design aesthetic. Designed by John Eaves and developed into blueprints by Rick Sternbach, the Enterprise-E was built into a 10-foot physical model by ILM model project supervisor John Goodson and his shop’s talented team. ILM infused the ship with extraordinary detail, including viewports equipped with backlit set images from the craft’s predecessor, the U.S.S. Enterprise-D. For the vessel’s larger windows, namely those associated with the observation lounge and arboretum, ILM took a painstakingly practical approach to match the interiors shown with the real-world set pieces. “We filled that area of the model with tiny, micro-scale furniture,” Goodson informed Cinefex, “including tables and chairs.” Rogue One’s rebel team initially traversed the galaxy in a U-wing transport/gunship, which, much like the Enterprise-E, was a unique vessel that nonetheless channeled a certain degree of inspiration from a classic design. Lucasfilm’s Doug Chiang, a co-production designer for Rogue One, referred to the U-wing as the film’s “Huey helicopter version of an X-wing” in the Designing Rogue One bonus featurette on Disney+ before revealing that, “Towards the end of the design cycle, we actually decided that maybe we should put in more X-wing features. And so we took the X-wing engines and literally mounted them onto the configuration that we had going.” Modeled by ILM digital artist Colie Wertz, the U-wing’s final computer graphics design subtly incorporated these X-wing influences to give the transport a distinctive feel without making the craft seem out of place within the rebel fleet. While ILM’s work on the Enterprise-E’s viewports offered a compelling view toward the ship’s interior, a breakthrough LED setup for Rogue One permitted ILM to obtain realistic lighting on actors as they looked out from their ships and into the space around them. “All of our major spaceship cockpit scenes were done that way, with the gimbal in this giant horseshoe of LED panels we got from [equipment vendor] VER, and we prepared graphics that went on the screens,” John Knoll shared with American Cinematographer’s Benjamin B and Jon D. Witmer. Furthermore, in Disney+’s Rogue One: Digital Storytelling bonus featurette, visual effects producer Janet Lewin noted, “For the actors, I think, in the space battle cockpits, for them to be able to see what was happening in the battle brought a higher level of accuracy to their performance.” The U.S.S. Enterprise-E in Star Trek: First Contact (Credit: Paramount). Familiar Foes To transport First Contact’s Borg invaders, John Goodson’s team at ILM resurrected the Borg cube design previously seen in Star Trek: The Next Generation (1987) and Star Trek: Deep Space Nine (1993), creating a nearly three-foot physical model to replace the one from the series. Art consultant and ILM veteran Bill George proposed that the cube’s seemingly straightforward layout be augmented with a complex network of photo-etched brass, a suggestion which produced a jagged surface and offered a visual that was both intricate and menacing. ILM also developed a two-foot motion-control model for a Borg sphere, a brand-new auxiliary vessel that emerged from the cube. “We vacuformed about 15 different patterns that conformed to this spherical curve and covered those with a lot of molded and cast pieces. Then we added tons of acid-etched brass over it, just like we had on the cube,” Goodson outlined to Cinefex’s Kevin H. Martin. As for Rogue One’s villainous fleet, reproducing the original trilogy’s Death Star and Imperial Star Destroyers centered upon translating physical models into digital assets. Although ILM no longer possessed A New Hope’s three-foot Death Star shooting model, John Knoll recreated the station’s surface paneling by gathering archival images, and as he spelled out to writer Joe Fordham in Cinefex, “I pieced all the images together. I unwrapped them into texture space and projected them onto a sphere with a trench. By doing that with enough pictures, I got pretty complete coverage of the original model, and that became a template upon which to redraw very high-resolution texture maps. Every panel, every vertical striped line, I matched from a photograph. It was as accurate as it was possible to be as a reproduction of the original model.” Knoll’s investigative eye continued to pay dividends when analyzing the three-foot and eight-foot Star Destroyer motion-control models, which had been built for A New Hope and Star Wars: The Empire Strikes Back (1980), respectively. “Our general mantra was, ‘Match your memory of it more than the reality,’ because sometimes you go look at the actual prop in the archive building or you look back at the actual shot from the movie, and you go, ‘Oh, I remember it being a little better than that,’” Knoll conveyed to TheASC.com. This philosophy motivated ILM to combine elements from those two physical models into a single digital design. “Generally, we copied the three-footer for details like the superstructure on the top of the bridge, but then we copied the internal lighting plan from the eight-footer,” Knoll explained. “And then the upper surface of the three-footer was relatively undetailed because there were no shots that saw it closely, so we took a lot of the high-detail upper surface from the eight-footer. So it’s this amalgam of the two models, but the goal was to try to make it look like you remember it from A New Hope.” A final frame from Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm). Forming Up the Fleets In addition to the U.S.S. Enterprise-E, the Battle of Sector 001 debuted numerous vessels representing four new Starfleet ship classes – the Akira, Steamrunner, Saber, and Norway – all designed by ILM visual effects art director Alex Jaeger. “Since we figured a lot of the background action in the space battle would be done with computer graphics ships that needed to be built from scratch anyway, I realized that there was no reason not to do some new designs,” John Knoll told American Cinematographer writer Ron Magid. Used in previous Star Trek projects, older physical models for the Oberth and Nebula classes were mixed into the fleet for good measure, though the vast majority of the armada originated as computer graphics. Over at Scarif, ILM portrayed the Rebel Alliance forces with computer graphics models of fresh designs (the MC75 cruiser Profundity and U-wings), live-action versions of Star Wars Rebels’ VCX-100 light freighter Ghost and Hammerhead corvettes, and Star Wars staples (Nebulon-B frigates, X-wings, Y-wings, and more). These ships face off against two Imperial Star Destroyers and squadrons of TIE fighters, and – upon their late arrival to the battle – Darth Vader’s Star Destroyer and the Death Star. The Tantive IV, a CR90 corvette more popularly referred to as a blockade runner, made its own special cameo at the tail end of the fight. As Princess Leia Organa’s (Carrie Fisher and Ingvild Deila) personal ship, the Tantive IV received the Death Star plans and fled the scene, destined to be captured by Vader’s Star Destroyer at the beginning of A New Hope. And, while we’re on the subject of intricate starship maneuvers and space-based choreography… Although the First Contact team could plan visual effects shots with animated storyboards, ILM supplied Gareth Edwards with a next-level virtual viewfinder that allowed the director to select his shots by immersing himself among Rogue One’s ships in real time. “What we wanted to do is give Gareth the opportunity to shoot his space battles and other all-digital scenes the same way he shoots his live-action. Then he could go in with this sort of virtual viewfinder and view the space battle going on, and figure out what the best angle was to shoot those ships from,” senior animation supervisor Hal Hickel described in the Rogue One: Digital Storytelling featurette. Hickel divulged that the sequence involving the dish array docking with the Death Star was an example of the “spontaneous discovery of great angles,” as the scene was never storyboarded or previsualized. Visual effects supervisor John Knoll with director Gareth Edwards during production of Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm). Tough Little Ships The Federation and Rebel Alliance each deployed “tough little ships” (an endearing description Commander William T. Riker [Jonathan Frakes] bestowed upon the U.S.S. Defiant in First Contact) in their respective conflicts, namely the U.S.S. Defiant from Deep Space Nine and the Tantive IV from A New Hope. VisionArt had already built a CG Defiant for the Deep Space Nine series, but ILM upgraded the model with images gathered from the ship’s three-foot physical model. A similar tactic was taken to bring the Tantive IV into the digital realm for Rogue One. “This was the Blockade Runner. This was the most accurate 1:1 reproduction we could possibly have made,” model supervisor Russell Paul declared to Cinefex’s Joe Fordham. “We did an extensive photo reference shoot and photogrammetry re-creation of the miniature. From there, we built it out as accurately as possible.” Speaking of sturdy ships, if you look very closely, you can spot a model of the Millennium Falcon flashing across the background as the U.S.S. Defiant makes an attack run on the Borg cube at the Battle of Sector 001! Exploration and Hope The in-universe ramifications that materialize from the Battles of Sector 001 and Scarif are monumental. The destruction of the Borg cube compels the Borg Queen to travel back in time in an attempt to vanquish Earth before the Federation can even be formed, but Captain Picard and the Enterprise-E foil the plot and end up helping their 21st century ancestors make “first contact” with another species, the logic-revering Vulcans. The post-Scarif benefits take longer to play out for the Rebel Alliance, but the theft of the Death Star plans eventually leads to the superweapon’s destruction. The Galactic Civil War is far from over, but Scarif is a significant step in the Alliance’s effort to overthrow the Empire. The visual effects ILM provided for First Contact and Rogue One contributed significantly to the critical and commercial acclaim both pictures enjoyed, a victory reflecting the relentless dedication, tireless work ethic, and innovative spirit embodied by visual effects supervisor John Knoll and ILM’s entire staff. While being interviewed for The Making of Star Trek: First Contact, actor Patrick Stewart praised ILM’s invaluable influence, emphasizing, “ILM was with us, on this movie, almost every day on set. There is so much that they are involved in.” And, regardless of your personal preferences – phasers or lasers, photon torpedoes or proton torpedoes, warp speed or hyperspace – perhaps Industrial Light & Magic’s ability to infuse excitement into both franchises demonstrates that Star Trek and Star Wars encompass themes that are not competitive, but compatible. After all, what goes together better than exploration and hope? – Jay Stobie (he/him) is a writer, author, and consultant who has contributed articles to ILM.com, Skysound.com, Star Wars Insider, StarWars.com, Star Trek Explorer, Star Trek Magazine, and StarTrek.com. Jay loves sci-fi, fantasy, and film, and you can learn more about him by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy.
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  • The Trump-Musk Fight Could Have Huge Consequences for U.S. Space Programs

    June 5, 20254 min readThe Trump-Musk Fight Could Have Huge Consequences for U.S. Space ProgramsA vitriolic war of words between President Donald Trump and SpaceX CEO Elon Musk could have profound repercussions for the nation’s civil and military space programsBy Lee Billings edited by Dean VisserElon Muskand President Donald Trumpseemed to be on good terms during a press briefing in the Oval Office at the White House on May 30, 2025, but the event proved to be the calm before a social media storm. Kevin Dietsch/Getty ImagesFor several hours yesterday, an explosively escalating social media confrontation between arguably the world’s richest man, Elon Musk, and the world’s most powerful, President Donald Trump, shook U.S. spaceflight to its core.The pair had been bosom-buddy allies ever since Musk’s fateful endorsement of Trump last July—an event that helped propel Trump to an electoral victory and his second presidential term. But on May 28 Musk announced his departure from his official role overseeing the U.S. DOGE Service. And on May 31 the White House announced that it was withdrawing Trump’s nomination of Musk’s close associate Jared Isaacman to lead NASA. Musk abruptly went on the attack against the Trump administration, criticizing the budget-busting One Big Beautiful Bill Act, now navigating through Congress, as “a disgusting abomination.”Things got worse from there as the blowup descended deeper into threats and insults. On June 5 Trump suggested on his own social-media platform, Truth Social, that he could terminate U.S. government contracts with Musk’s companies, such as SpaceX and Tesla. Less than an hour later, the conflict suddenly grew more personal, with Musk taking to X, the social media platform he owns, to accuse Trump—without evidence—of being incriminated by as-yet-unreleased government documents related to the illegal activities of convicted sex offender Jeffrey Epstein.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.Musk upped the ante further in follow-up posts in which he endorsed a suggestion for impeaching Trump and, separately, declared in a now deleted post that because of the president’s threat, SpaceX “will begin decommissioning its Dragon spacecraft immediately.”Dragon is a crucial workhorse of U.S. human spaceflight. It’s the main way NASA’s astronauts get to and from the International Space Stationand also a key component of a contract between NASA and SpaceX to safely deorbit the ISS in 2031. If Dragon were to be no longer be available, NASA would, in the near term, have to rely on either Russian Soyuz vehicles or on Boeing’s glitch-plagued Starliner spacecraft for its crew transport—and the space agency’s plans for deorbiting the ISS would essentially go back to the drawing board. More broadly, NASA uses SpaceX rockets to launch many of its science missions, and the company is contracted to ferry astronauts to and from the surface of the moon as part of the space agency’s Artemis III mission.Trump’s and Musk’s retaliatory tit for tat also raises the disconcerting possibility of disrupting other SpaceX-centric parts of U.S. space plans, many of which are seen as critical for national security. Thanks to its wildly successful reusable Falcon 9 and Falcon Heavy rockets, the company presently provides the vast majority of space launches for the Department of Defense. And SpaceX’s constellation of more than 7,000 Starlink communications satellites has become vitally important to war fighters in the ongoing conflict between Russia and U.S.-allied Ukraine. SpaceX is also contracted to build a massive constellation of spy satellites for the DOD and is considered a leading candidate for launching space-based interceptors envisioned as part of Trump’s “Golden Dome” missile-defense plan.Among the avalanche of reactions to the incendiary spectacle unfolding in real time, one of the most extreme was from Trump’s influential former adviser Steve Bannon, who called on the president to seize and nationalize SpaceX. And in an interview with the New York Times, Bannon, without evidence, accused Musk, a naturalized U.S. citizen, of being an “illegal alien” who “should be deported from the country immediately.”NASA, for its part, attempted to stay above the fray via a carefully worded late-afternoon statement from the space agency’s press secretary Bethany Stevens: “NASA will continue to execute upon the President’s vision for the future of space,” Stevens wrote. “We will continue to work with our industry partners to ensure the President’s objectives in space are met.”The response from the stock market was, in its own way, much less muted. SpaceX is not a publicly traded company. But Musk’s electric car company Tesla is. And it experienced a massive sell-off at the end of June 5’s trading day: Tesla’s share price fell down by 14 percent, losing the company a whopping billion of its market value.Today a rumored détente phone conversation between the two men has apparently been called off, and Trump has reportedly said he now intends to sell the Tesla he purchased in March in what was then a gesture of support for Musk. But there are some signs the rift may yet heal: Musk has yet to be deported; SpaceX has not been shut down; Tesla’s stock price is surging back from its momentary heavy losses; and it seems NASA astronauts won’t be stranded on Earth or on the ISS for the time being.Even so, the entire sordid episode—and the possibility of further messy clashes between Trump and Musk unfolding in public—highlights a fundamental vulnerability at the heart of the nation’s deep reliance on SpaceX for access to space. Outsourcing huge swaths of civil and military space programs to a disruptively innovative private company effectively controlled by a single individual certainly has its rewards—but no shortage of risks, too.
    #trumpmusk #fight #could #have #huge
    The Trump-Musk Fight Could Have Huge Consequences for U.S. Space Programs
    June 5, 20254 min readThe Trump-Musk Fight Could Have Huge Consequences for U.S. Space ProgramsA vitriolic war of words between President Donald Trump and SpaceX CEO Elon Musk could have profound repercussions for the nation’s civil and military space programsBy Lee Billings edited by Dean VisserElon Muskand President Donald Trumpseemed to be on good terms during a press briefing in the Oval Office at the White House on May 30, 2025, but the event proved to be the calm before a social media storm. Kevin Dietsch/Getty ImagesFor several hours yesterday, an explosively escalating social media confrontation between arguably the world’s richest man, Elon Musk, and the world’s most powerful, President Donald Trump, shook U.S. spaceflight to its core.The pair had been bosom-buddy allies ever since Musk’s fateful endorsement of Trump last July—an event that helped propel Trump to an electoral victory and his second presidential term. But on May 28 Musk announced his departure from his official role overseeing the U.S. DOGE Service. And on May 31 the White House announced that it was withdrawing Trump’s nomination of Musk’s close associate Jared Isaacman to lead NASA. Musk abruptly went on the attack against the Trump administration, criticizing the budget-busting One Big Beautiful Bill Act, now navigating through Congress, as “a disgusting abomination.”Things got worse from there as the blowup descended deeper into threats and insults. On June 5 Trump suggested on his own social-media platform, Truth Social, that he could terminate U.S. government contracts with Musk’s companies, such as SpaceX and Tesla. Less than an hour later, the conflict suddenly grew more personal, with Musk taking to X, the social media platform he owns, to accuse Trump—without evidence—of being incriminated by as-yet-unreleased government documents related to the illegal activities of convicted sex offender Jeffrey Epstein.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.Musk upped the ante further in follow-up posts in which he endorsed a suggestion for impeaching Trump and, separately, declared in a now deleted post that because of the president’s threat, SpaceX “will begin decommissioning its Dragon spacecraft immediately.”Dragon is a crucial workhorse of U.S. human spaceflight. It’s the main way NASA’s astronauts get to and from the International Space Stationand also a key component of a contract between NASA and SpaceX to safely deorbit the ISS in 2031. If Dragon were to be no longer be available, NASA would, in the near term, have to rely on either Russian Soyuz vehicles or on Boeing’s glitch-plagued Starliner spacecraft for its crew transport—and the space agency’s plans for deorbiting the ISS would essentially go back to the drawing board. More broadly, NASA uses SpaceX rockets to launch many of its science missions, and the company is contracted to ferry astronauts to and from the surface of the moon as part of the space agency’s Artemis III mission.Trump’s and Musk’s retaliatory tit for tat also raises the disconcerting possibility of disrupting other SpaceX-centric parts of U.S. space plans, many of which are seen as critical for national security. Thanks to its wildly successful reusable Falcon 9 and Falcon Heavy rockets, the company presently provides the vast majority of space launches for the Department of Defense. And SpaceX’s constellation of more than 7,000 Starlink communications satellites has become vitally important to war fighters in the ongoing conflict between Russia and U.S.-allied Ukraine. SpaceX is also contracted to build a massive constellation of spy satellites for the DOD and is considered a leading candidate for launching space-based interceptors envisioned as part of Trump’s “Golden Dome” missile-defense plan.Among the avalanche of reactions to the incendiary spectacle unfolding in real time, one of the most extreme was from Trump’s influential former adviser Steve Bannon, who called on the president to seize and nationalize SpaceX. And in an interview with the New York Times, Bannon, without evidence, accused Musk, a naturalized U.S. citizen, of being an “illegal alien” who “should be deported from the country immediately.”NASA, for its part, attempted to stay above the fray via a carefully worded late-afternoon statement from the space agency’s press secretary Bethany Stevens: “NASA will continue to execute upon the President’s vision for the future of space,” Stevens wrote. “We will continue to work with our industry partners to ensure the President’s objectives in space are met.”The response from the stock market was, in its own way, much less muted. SpaceX is not a publicly traded company. But Musk’s electric car company Tesla is. And it experienced a massive sell-off at the end of June 5’s trading day: Tesla’s share price fell down by 14 percent, losing the company a whopping billion of its market value.Today a rumored détente phone conversation between the two men has apparently been called off, and Trump has reportedly said he now intends to sell the Tesla he purchased in March in what was then a gesture of support for Musk. But there are some signs the rift may yet heal: Musk has yet to be deported; SpaceX has not been shut down; Tesla’s stock price is surging back from its momentary heavy losses; and it seems NASA astronauts won’t be stranded on Earth or on the ISS for the time being.Even so, the entire sordid episode—and the possibility of further messy clashes between Trump and Musk unfolding in public—highlights a fundamental vulnerability at the heart of the nation’s deep reliance on SpaceX for access to space. Outsourcing huge swaths of civil and military space programs to a disruptively innovative private company effectively controlled by a single individual certainly has its rewards—but no shortage of risks, too. #trumpmusk #fight #could #have #huge
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    The Trump-Musk Fight Could Have Huge Consequences for U.S. Space Programs
    June 5, 20254 min readThe Trump-Musk Fight Could Have Huge Consequences for U.S. Space ProgramsA vitriolic war of words between President Donald Trump and SpaceX CEO Elon Musk could have profound repercussions for the nation’s civil and military space programsBy Lee Billings edited by Dean VisserElon Musk (left) and President Donald Trump (right) seemed to be on good terms during a press briefing in the Oval Office at the White House on May 30, 2025, but the event proved to be the calm before a social media storm. Kevin Dietsch/Getty ImagesFor several hours yesterday, an explosively escalating social media confrontation between arguably the world’s richest man, Elon Musk, and the world’s most powerful, President Donald Trump, shook U.S. spaceflight to its core.The pair had been bosom-buddy allies ever since Musk’s fateful endorsement of Trump last July—an event that helped propel Trump to an electoral victory and his second presidential term. But on May 28 Musk announced his departure from his official role overseeing the U.S. DOGE Service. And on May 31 the White House announced that it was withdrawing Trump’s nomination of Musk’s close associate Jared Isaacman to lead NASA. Musk abruptly went on the attack against the Trump administration, criticizing the budget-busting One Big Beautiful Bill Act, now navigating through Congress, as “a disgusting abomination.”Things got worse from there as the blowup descended deeper into threats and insults. On June 5 Trump suggested on his own social-media platform, Truth Social, that he could terminate U.S. government contracts with Musk’s companies, such as SpaceX and Tesla. Less than an hour later, the conflict suddenly grew more personal, with Musk taking to X, the social media platform he owns, to accuse Trump—without evidence—of being incriminated by as-yet-unreleased government documents related to the illegal activities of convicted sex offender Jeffrey Epstein.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.Musk upped the ante further in follow-up posts in which he endorsed a suggestion for impeaching Trump and, separately, declared in a now deleted post that because of the president’s threat, SpaceX “will begin decommissioning its Dragon spacecraft immediately.” (Some five hours after his decommissioning comment, tempers had apparently cooled enough for Musk to walk back the remark in another X post: “Ok, we won’t decommission Dragon.”)Dragon is a crucial workhorse of U.S. human spaceflight. It’s the main way NASA’s astronauts get to and from the International Space Station (ISS) and also a key component of a contract between NASA and SpaceX to safely deorbit the ISS in 2031. If Dragon were to be no longer be available, NASA would, in the near term, have to rely on either Russian Soyuz vehicles or on Boeing’s glitch-plagued Starliner spacecraft for its crew transport—and the space agency’s plans for deorbiting the ISS would essentially go back to the drawing board. More broadly, NASA uses SpaceX rockets to launch many of its science missions, and the company is contracted to ferry astronauts to and from the surface of the moon as part of the space agency’s Artemis III mission.Trump’s and Musk’s retaliatory tit for tat also raises the disconcerting possibility of disrupting other SpaceX-centric parts of U.S. space plans, many of which are seen as critical for national security. Thanks to its wildly successful reusable Falcon 9 and Falcon Heavy rockets, the company presently provides the vast majority of space launches for the Department of Defense. And SpaceX’s constellation of more than 7,000 Starlink communications satellites has become vitally important to war fighters in the ongoing conflict between Russia and U.S.-allied Ukraine. SpaceX is also contracted to build a massive constellation of spy satellites for the DOD and is considered a leading candidate for launching space-based interceptors envisioned as part of Trump’s “Golden Dome” missile-defense plan.Among the avalanche of reactions to the incendiary spectacle unfolding in real time, one of the most extreme was from Trump’s influential former adviser Steve Bannon, who called on the president to seize and nationalize SpaceX. And in an interview with the New York Times, Bannon, without evidence, accused Musk, a naturalized U.S. citizen, of being an “illegal alien” who “should be deported from the country immediately.”NASA, for its part, attempted to stay above the fray via a carefully worded late-afternoon statement from the space agency’s press secretary Bethany Stevens: “NASA will continue to execute upon the President’s vision for the future of space,” Stevens wrote. “We will continue to work with our industry partners to ensure the President’s objectives in space are met.”The response from the stock market was, in its own way, much less muted. SpaceX is not a publicly traded company. But Musk’s electric car company Tesla is. And it experienced a massive sell-off at the end of June 5’s trading day: Tesla’s share price fell down by 14 percent, losing the company a whopping $152 billion of its market value.Today a rumored détente phone conversation between the two men has apparently been called off, and Trump has reportedly said he now intends to sell the Tesla he purchased in March in what was then a gesture of support for Musk. But there are some signs the rift may yet heal: Musk has yet to be deported; SpaceX has not been shut down; Tesla’s stock price is surging back from its momentary heavy losses; and it seems NASA astronauts won’t be stranded on Earth or on the ISS for the time being.Even so, the entire sordid episode—and the possibility of further messy clashes between Trump and Musk unfolding in public—highlights a fundamental vulnerability at the heart of the nation’s deep reliance on SpaceX for access to space. Outsourcing huge swaths of civil and military space programs to a disruptively innovative private company effectively controlled by a single individual certainly has its rewards—but no shortage of risks, too.
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  • The Orb Will See You Now

    Once again, Sam Altman wants to show you the future. The CEO of OpenAI is standing on a sparse stage in San Francisco, preparing to reveal his next move to an attentive crowd. “We needed some way for identifying, authenticating humans in the age of AGI,” Altman explains, referring to artificial general intelligence. “We wanted a way to make sure that humans stayed special and central.” The solution Altman came up with is looming behind him. It’s a white sphere about the size of a beach ball, with a camera at its center. The company that makes it, known as Tools for Humanity, calls this mysterious device the Orb. Stare into the heart of the plastic-and-silicon globe and it will map the unique furrows and ciliary zones of your iris. Seconds later, you’ll receive inviolable proof of your humanity: a 12,800-digit binary number, known as an iris code, sent to an app on your phone. At the same time, a packet of cryptocurrency called Worldcoin, worth approximately will be transferred to your digital wallet—your reward for becoming a “verified human.” Altman co-founded Tools for Humanity in 2019 as part of a suite of companies he believed would reshape the world. Once the tech he was developing at OpenAI passed a certain level of intelligence, he reasoned, it would mark the end of one era on the Internet and the beginning of another, in which AI became so advanced, so human-like, that you would no longer be able to tell whether what you read, saw, or heard online came from a real person. When that happened, Altman imagined, we would need a new kind of online infrastructure: a human-verification layer for the Internet, to distinguish real people from the proliferating number of bots and AI “agents.”And so Tools for Humanity set out to build a global “proof-of-humanity” network. It aims to verify 50 million people by the end of 2025; ultimately its goal is to sign up every single human being on the planet. The free crypto serves as both an incentive for users to sign up, and also an entry point into what the company hopes will become the world’s largest financial network, through which it believes “double-digit percentages of the global economy” will eventually flow. Even for Altman, these missions are audacious. “If this really works, it’s like a fundamental piece of infrastructure for the world,” Altman tells TIME in a video interview from the passenger seat of a car a few days before his April 30 keynote address.Internal hardware of the Orb in mid-assembly in March. Davide Monteleone for TIMEThe project’s goal is to solve a problem partly of Altman’s own making. In the near future, he and other tech leaders say, advanced AIs will be imbued with agency: the ability to not just respond to human prompting, but to take actions independently in the world. This will enable the creation of AI coworkers that can drop into your company and begin solving problems; AI tutors that can adapt their teaching style to students’ preferences; even AI doctors that can diagnose routine cases and handle scheduling or logistics. The arrival of these virtual agents, their venture capitalist backers predict, will turbocharge our productivity and unleash an age of material abundance.But AI agents will also have cascading consequences for the human experience online. “As AI systems become harder to distinguish from people, websites may face difficult trade-offs,” says a recent paper by researchers from 25 different universities, nonprofits, and tech companies, including OpenAI. “There is a significant risk that digital institutions will be unprepared for a time when AI-powered agents, including those leveraged by malicious actors, overwhelm other activity online.” On social-media platforms like X and Facebook, bot-driven accounts are amassing billions of views on AI-generated content. In April, the foundation that runs Wikipedia disclosed that AI bots scraping their site were making the encyclopedia too costly to sustainably run. Later the same month, researchers from the University of Zurich found that AI-generated comments on the subreddit /r/ChangeMyView were up to six times more successful than human-written ones at persuading unknowing users to change their minds.  Photograph by Davide Monteleone for TIMEBuy a copy of the Orb issue hereThe arrival of agents won’t only threaten our ability to distinguish between authentic and AI content online. It will also challenge the Internet’s core business model, online advertising, which relies on the assumption that ads are being viewed by humans. “The Internet will change very drastically sometime in the next 12 to 24 months,” says Tools for Humanity CEO Alex Blania. “So we have to succeed, or I’m not sure what else would happen.”For four years, Blania’s team has been testing the Orb’s hardware abroad. Now the U.S. rollout has arrived. Over the next 12 months, 7,500 Orbs will be arriving in dozens of American cities, in locations like gas stations, bodegas, and flagship stores in Los Angeles, Austin, and Miami. The project’s founders and fans hope the Orb’s U.S. debut will kickstart a new phase of growth. The San Francisco keynote was titled: “At Last.” It’s not clear the public appetite matches the exultant branding. Tools for Humanity has “verified” just 12 million humans since mid 2023, a pace Blania concedes is well behind schedule. Few online platforms currently support the so-called “World ID” that the Orb bestows upon its visitors, leaving little to entice users to give up their biometrics beyond the lure of free crypto. Even Altman isn’t sure whether the whole thing can work. “I can seethis becomes a fairly mainstream thing in a few years,” he says. “Or I can see that it’s still only used by a small subset of people who think about the world in a certain way.” Blaniaand Altman debut the Orb at World’s U.S. launch in San Francisco on April 30, 2025. Jason Henry—The New York Times/ReduxYet as the Internet becomes overrun with AI, the creators of this strange new piece of hardware are betting that everybody in the world will soon want—or need—to visit an Orb. The biometric code it creates, they predict, will become a new type of digital passport, without which you might be denied passage to the Internet of the future, from dating apps to government services. In a best-case scenario, World ID could be a privacy-preserving way to fortify the Internet against an AI-driven deluge of fake or deceptive content. It could also enable the distribution of universal basic income—a policy that Altman has previously touted—as AI automation transforms the global economy. To examine what this new technology might mean, I reported from three continents, interviewed 10 Tools for Humanity executives and investors, reviewed hundreds of pages of company documents, and “verified” my own humanity. The Internet will inevitably need some kind of proof-of-humanity system in the near future, says Divya Siddarth, founder of the nonprofit Collective Intelligence Project. The real question, she argues, is whether such a system will be centralized—“a big security nightmare that enables a lot of surveillance”—or privacy-preserving, as the Orb claims to be. Questions remain about Tools for Humanity’s corporate structure, its yoking to an unstable cryptocurrency, and what power it would concentrate in the hands of its owners if successful. Yet it’s also one of the only attempts to solve what many see as an increasingly urgent problem. “There are some issues with it,” Siddarth says of World ID. “But you can’t preserve the Internet in amber. Something in this direction is necessary.”In March, I met Blania at Tools for Humanity’s San Francisco headquarters, where a large screen displays the number of weekly “Orb verifications” by country. A few days earlier, the CEO had attended a million-per-head dinner at Mar-a-Lago with President Donald Trump, whom he credits with clearing the way for the company’s U.S. launch by relaxing crypto regulations. “Given Sam is a very high profile target,” Blania says, “we just decided that we would let other companies fight that fight, and enter the U.S. once the air is clear.” As a kid growing up in Germany, Blania was a little different than his peers. “Other kids were, like, drinking a lot, or doing a lot of parties, and I was just building a lot of things that could potentially blow up,” he recalls. At the California Institute of Technology, where he was pursuing research for a masters degree, he spent many evenings reading the blogs of startup gurus like Paul Graham and Altman. Then, in 2019, Blania received an email from Max Novendstern, an entrepreneur who had been kicking around a concept with Altman to build a global cryptocurrency network. They were looking for technical minds to help with the project. Over cappuccinos, Altman told Blania he was certain about three things. First, smarter-than-human AI was not only possible, but inevitable—and it would soon mean you could no longer assume that anything you read, saw, or heard on the Internet was human-created. Second, cryptocurrency and other decentralized technologies would be a massive force for change in the world. And third, scale was essential to any crypto network’s value. The Orb is tested on a calibration rig, surrounded by checkerboard targets to ensure precision in iris detection. Davide Monteleone for TIMEThe goal of Worldcoin, as the project was initially called, was to combine those three insights. Altman took a lesson from PayPal, the company co-founded by his mentor Peter Thiel. Of its initial funding, PayPal spent less than million actually building its app—but pumped an additional million or so into a referral program, whereby new users and the person who invited them would each receive in credit. The referral program helped make PayPal a leading payment platform. Altman thought a version of that strategy would propel Worldcoin to similar heights. He wanted to create a new cryptocurrency and give it to users as a reward for signing up. The more people who joined the system, the higher the token’s value would theoretically rise. Since 2019, the project has raised million from investors like Coinbase and the venture capital firm Andreessen Horowitz. That money paid for the million cost of designing the Orb, plus maintaining the software it runs on. The total market value of all Worldcoins in existence, however, is far higher—around billion. That number is a bit misleading: most of those coins are not in circulation and Worldcoin’s price has fluctuated wildly. Still, it allows the company to reward users for signing up at no cost to itself. The main lure for investors is the crypto upside. Some 75% of all Worldcoins are set aside for humans to claim when they sign up, or as referral bonuses. The remaining 25% are split between Tools for Humanity’s backers and staff, including Blania and Altman. “I’m really excited to make a lot of money,” ” Blania says.From the beginning, Altman was thinking about the consequences of the AI revolution he intended to unleash.A future in which advanced AI could perform most tasks more effectively than humans would bring a wave of unemployment and economic dislocation, he reasoned. Some kind of wealth redistribution might be necessary. In 2016, he partially funded a study of basic income, which gave per-month handouts to low-income individuals in Illinois and Texas. But there was no single financial system that would allow money to be sent to everybody in the world. Nor was there a way to stop an individual human from claiming their share twice—or to identify a sophisticated AI pretending to be human and pocketing some cash of its own. In 2023, Tools for Humanity raised the possibility of using the network to redistribute the profits of AI labs that were able to automate human labor. “As AI advances,” it said, “fairly distributing access and some of the created value through UBI will play an increasingly vital role in counteracting the concentration of economic power.”Blania was taken by the pitch, and agreed to join the project as a co-founder. “Most people told us we were very stupid or crazy or insane, including Silicon Valley investors,” Blania says. At least until ChatGPT came out in 2022, transforming OpenAI into one of the world’s most famous tech companies and kickstarting a market bull-run. “Things suddenly started to make more and more sense to the external world,” Blania says of the vision to develop a global “proof-of-humanity” network. “You have to imagine a world in which you will have very smart and competent systems somehow flying through the Internet with different goals and ideas of what they want to do, and us having no idea anymore what we’re dealing with.”After our interview, Blania’s head of communications ushers me over to a circular wooden structure where eight Orbs face one another. The scene feels like a cross between an Apple Store and a ceremonial altar. “Do you want to get verified?” she asks. Putting aside my reservations for the purposes of research, I download the World App and follow its prompts. I flash a QR code at the Orb, then gaze into it. A minute or so later, my phone buzzes with confirmation: I’ve been issued my own personal World ID and some Worldcoin.The first thing the Orb does is check if you’re human, using a neural network that takes input from various sensors, including an infrared camera and a thermometer. Davide Monteleone for TIMEWhile I stared into the Orb, several complex procedures had taken place at once. A neural network took inputs from multiple sensors—an infrared camera, a thermometer—to confirm I was a living human. Simultaneously, a telephoto lens zoomed in on my iris, capturing the physical traits within that distinguish me from every other human on Earth. It then converted that image into an iris code: a numerical abstraction of my unique biometric data. Then the Orb checked to see if my iris code matched any it had seen before, using a technique allowing encrypted data to be compared without revealing the underlying information. Before the Orb deleted my data, it turned my iris code into several derivative codes—none of which on its own can be linked back to the original—encrypted them, deleted the only copies of the decryption keys, and sent each one to a different secure server, so that future users’ iris codes can be checked for uniqueness against mine. If I were to use my World ID to access a website, that site would learn nothing about me except that I’m human. The Orb is open-source, so outside experts can examine its code and verify the company’s privacy claims. “I did a colonoscopy on this company and these technologies before I agreed to join,” says Trevor Traina, a Trump donor and former U.S. ambassador to Austria who now serves as Tools for Humanity’s chief business officer. “It is the most privacy-preserving technology on the planet.”Only weeks later, when researching what would happen if I wanted to delete my data, do I discover that Tools for Humanity’s privacy claims rest on what feels like a sleight of hand. The company argues that in modifying your iris code, it has “effectively anonymized” your biometric data. If you ask Tools for Humanity to delete your iris codes, they will delete the one stored on your phone, but not the derivatives. Those, they argue, are no longer your personal data at all. But if I were to return to an Orb after deleting my data, it would still recognize those codes as uniquely mine. Once you look into the Orb, a piece of your identity remains in the system forever. If users could truly delete that data, the premise of one ID per human would collapse, Tools for Humanity’s chief privacy officer Damien Kieran tells me when I call seeking an explanation. People could delete and sign up for new World IDs after being suspended from a platform. Or claim their Worldcoin tokens, sell them, delete their data, and cash in again. This argument fell flat with European Union regulators in Germany, who recently declared that the Orb posed “fundamental data protection issues” and ordered the company to allow European users to fully delete even their anonymized data.“Just like any other technology service, users cannot delete data that is not personal data,” Kieran said in a statement. “If a person could delete anonymized data that can’t be linked to them by World or any third party, it would allow bad actors to circumvent the security and safety that World ID is working to bring to every human.”On a balmy afternoon this spring, I climb a flight of stairs up to a room above a restaurant in an outer suburb of Seoul. Five elderly South Koreans tap on their phones as they wait to be “verified” by the two Orbs in the center of the room. “We don’t really know how to distinguish between AI and humans anymore,” an attendant in a company t-shirt explains in Korean, gesturing toward the spheres. “We need a way to verify that we’re human and not AI. So how do we do that? Well, humans have irises, but AI doesn’t.”The attendant ushers an elderly woman over to an Orb. It bleeps. “Open your eyes,” a disembodied voice says in English. The woman stares into the camera. Seconds later, she checks her phone and sees that a packet of Worldcoin worth 75,000 Korean wonhas landed in her digital wallet. Congratulations, the app tells her. You are now a verified human.A visitor views the Orbs in Seoul on April 14, 2025. Taemin Ha for TIMETools for Humanity aims to “verify” 1 million Koreans over the next year. Taemin Ha for TIMEA couple dozen Orbs have been available in South Korea since 2023, verifying roughly 55,000 people. Now Tools for Humanity is redoubling its efforts there. At an event in a traditional wooden hanok house in central Seoul, an executive announces that 250 Orbs will soon be dispersed around the country—with the aim of verifying 1 million Koreans in the next 12 months. South Korea has high levels of smartphone usage, crypto and AI adoption, and Internet access, while average wages are modest enough for the free Worldcoin on offer to still be an enticing draw—all of which makes it fertile testing ground for the company’s ambitious global expansion. Yet things seem off to a slow start. In a retail space I visited in central Seoul, Tools for Humanity had constructed a wooden structure with eight Orbs facing each other. Locals and tourists wander past looking bemused; few volunteer themselves up. Most who do tell me they are crypto enthusiasts who came intentionally, driven more by the spirit of early adoption than the free coins. The next day, I visit a coffee shop in central Seoul where a chrome Orb sits unassumingly in one corner. Wu Ruijun, a 20-year-old student from China, strikes up a conversation with the barista, who doubles as the Orb’s operator. Wu was invited here by a friend who said both could claim free cryptocurrency if he signed up. The barista speeds him through the process. Wu accepts the privacy disclosure without reading it, and widens his eyes for the Orb. Soon he’s verified. “I wasn’t told anything about the privacy policy,” he says on his way out. “I just came for the money.”As Altman’s car winds through San Francisco, I ask about the vision he laid out in 2019: that AI would make it harder for us to trust each other online. To my surprise, he rejects the framing. “I’m much morelike: what is the good we can create, rather than the bad we can stop?” he says. “It’s not like, ‘Oh, we’ve got to avoid the bot overrun’ or whatever. It’s just that we can do a lot of special things for humans.” It’s an answer that may reflect how his role has changed over the years. Altman is now the chief public cheerleader of a billion company that’s touting the transformative utility of AI agents. The rise of agents, he and others say, will be a boon for our quality of life—like having an assistant on hand who can answer your most pressing questions, carry out mundane tasks, and help you develop new skills. It’s an optimistic vision that may well pan out. But it doesn’t quite fit with the prophecies of AI-enabled infopocalypse that Tools for Humanity was founded upon.Altman waves away a question about the influence he and other investors stand to gain if their vision is realized. Most holders, he assumes, will have already started selling their tokens—too early, he adds. “What I think would be bad is if an early crew had a lot of control over the protocol,” he says, “and that’s where I think the commitment to decentralization is so cool.” Altman is referring to the World Protocol, the underlying technology upon which the Orb, Worldcoin, and World ID all rely. Tools for Humanity is developing it, but has committed to giving control to its users over time—a process they say will prevent power from being concentrated in the hands of a few executives or investors. Tools for Humanity would remain a for-profit company, and could levy fees on platforms that use World ID, but other companies would be able to compete for customers by building alternative apps—or even alternative Orbs. The plan draws on ideas that animated the crypto ecosystem in the late 2010s and early 2020s, when evangelists for emerging blockchain technologies argued that the centralization of power—especially in large so-called “Web 2.0” tech companies—was responsible for many of the problems plaguing the modern Internet. Just as decentralized cryptocurrencies could reform a financial system controlled by economic elites, so too would it be possible to create decentralized organizations, run by their members instead of CEOs. How such a system might work in practice remains unclear. “Building a community-based governance system,” Tools for Humanity says in a 2023 white paper, “represents perhaps the most formidable challenge of the entire project.”Altman has a pattern of making idealistic promises that shift over time. He founded OpenAI as a nonprofit in 2015, with a mission to develop AGI safely and for the benefit of all humanity. To raise money, OpenAI restructured itself as a for-profit company in 2019, but with overall control still in the hands of its nonprofit board. Last year, Altman proposed yet another restructure—one which would dilute the board’s control and allow more profits to flow to shareholders. Why, I ask, should the public trust Tools for Humanity’s commitment to freely surrender influence and power? “I think you will just see the continued decentralization via the protocol,” he says. “The value here is going to live in the network, and the network will be owned and governed by a lot of people.” Altman talks less about universal basic income these days. He recently mused about an alternative, which he called “universal basic compute.” Instead of AI companies redistributing their profits, he seemed to suggest, they could instead give everyone in the world fair access to super-powerful AI. Blania tells me he recently “made the decision to stop talking” about UBI at Tools for Humanity. “UBI is one potential answer,” he says. “Just givingaccess to the latestmodels and having them learn faster and better is another.” Says Altman: “I still don’t know what the right answer is. I believe we should do a better job of distribution of resources than we currently do.” When I probe the question of why people should trust him, Altman gets irritated. “I understand that you hate AI, and that’s fine,” he says. “If you want to frame it as the downside of AI is that there’s going to be a proliferation of very convincing AI systems that are pretending to be human, and we need ways to know what is really human-authorized versus not, then yeah, I think you can call that a downside of AI. It’s not how I would naturally frame it.” The phrase human-authorized hints at a tension between World ID and OpenAI’s plans for AI agents. An Internet where a World ID is required to access most services might impede the usefulness of the agents that OpenAI and others are developing. So Tools for Humanity is building a system that would allow users to delegate their World ID to an agent, allowing the bot to take actions online on their behalf, according to Tiago Sada, the company’s chief product officer. “We’ve built everything in a way that can be very easily delegatable to an agent,” Sada says. It’s a measure that would allow humans to be held accountable for the actions of their AIs. But it suggests that Tools for Humanity’s mission may be shifting beyond simply proving humanity, and toward becoming the infrastructure that enables AI agents to proliferate with human authorization. World ID doesn’t tell you whether a piece of content is AI-generated or human-generated; all it tells you is whether the account that posted it is a human or a bot. Even in a world where everybody had a World ID, our online spaces might still be filled with AI-generated text, images, and videos.As I say goodbye to Altman, I’m left feeling conflicted about his project. If the Internet is going to be transformed by AI agents, then some kind of proof-of-humanity system will almost certainly be necessary. Yet if the Orb becomes a piece of Internet infrastructure, it could give Altman—a beneficiary of the proliferation of AI content—significant influence over a leading defense mechanism against it. People might have no choice but to participate in the network in order to access social media or online services.I thought of an encounter I witnessed in Seoul. In the room above the restaurant, Cho Jeong-yeon, 75, watched her friend get verified by an Orb. Cho had been invited to do the same, but demurred. The reward wasn’t enough for her to surrender a part of her identity. “Your iris is uniquely yours, and we don’t really know how it might be used,” she says. “Seeing the machine made me think: are we becoming machines instead of humans now? Everything is changing, and we don’t know how it’ll all turn out.”—With reporting by Stephen Kim/Seoul. This story was supported by Tarbell Grants.Correction, May 30The original version of this story misstated the market capitalization of Worldcoin if all coins were in circulation. It is billion, not billion.
    #orb #will #see #you #now
    The Orb Will See You Now
    Once again, Sam Altman wants to show you the future. The CEO of OpenAI is standing on a sparse stage in San Francisco, preparing to reveal his next move to an attentive crowd. “We needed some way for identifying, authenticating humans in the age of AGI,” Altman explains, referring to artificial general intelligence. “We wanted a way to make sure that humans stayed special and central.” The solution Altman came up with is looming behind him. It’s a white sphere about the size of a beach ball, with a camera at its center. The company that makes it, known as Tools for Humanity, calls this mysterious device the Orb. Stare into the heart of the plastic-and-silicon globe and it will map the unique furrows and ciliary zones of your iris. Seconds later, you’ll receive inviolable proof of your humanity: a 12,800-digit binary number, known as an iris code, sent to an app on your phone. At the same time, a packet of cryptocurrency called Worldcoin, worth approximately will be transferred to your digital wallet—your reward for becoming a “verified human.” Altman co-founded Tools for Humanity in 2019 as part of a suite of companies he believed would reshape the world. Once the tech he was developing at OpenAI passed a certain level of intelligence, he reasoned, it would mark the end of one era on the Internet and the beginning of another, in which AI became so advanced, so human-like, that you would no longer be able to tell whether what you read, saw, or heard online came from a real person. When that happened, Altman imagined, we would need a new kind of online infrastructure: a human-verification layer for the Internet, to distinguish real people from the proliferating number of bots and AI “agents.”And so Tools for Humanity set out to build a global “proof-of-humanity” network. It aims to verify 50 million people by the end of 2025; ultimately its goal is to sign up every single human being on the planet. The free crypto serves as both an incentive for users to sign up, and also an entry point into what the company hopes will become the world’s largest financial network, through which it believes “double-digit percentages of the global economy” will eventually flow. Even for Altman, these missions are audacious. “If this really works, it’s like a fundamental piece of infrastructure for the world,” Altman tells TIME in a video interview from the passenger seat of a car a few days before his April 30 keynote address.Internal hardware of the Orb in mid-assembly in March. Davide Monteleone for TIMEThe project’s goal is to solve a problem partly of Altman’s own making. In the near future, he and other tech leaders say, advanced AIs will be imbued with agency: the ability to not just respond to human prompting, but to take actions independently in the world. This will enable the creation of AI coworkers that can drop into your company and begin solving problems; AI tutors that can adapt their teaching style to students’ preferences; even AI doctors that can diagnose routine cases and handle scheduling or logistics. The arrival of these virtual agents, their venture capitalist backers predict, will turbocharge our productivity and unleash an age of material abundance.But AI agents will also have cascading consequences for the human experience online. “As AI systems become harder to distinguish from people, websites may face difficult trade-offs,” says a recent paper by researchers from 25 different universities, nonprofits, and tech companies, including OpenAI. “There is a significant risk that digital institutions will be unprepared for a time when AI-powered agents, including those leveraged by malicious actors, overwhelm other activity online.” On social-media platforms like X and Facebook, bot-driven accounts are amassing billions of views on AI-generated content. In April, the foundation that runs Wikipedia disclosed that AI bots scraping their site were making the encyclopedia too costly to sustainably run. Later the same month, researchers from the University of Zurich found that AI-generated comments on the subreddit /r/ChangeMyView were up to six times more successful than human-written ones at persuading unknowing users to change their minds.  Photograph by Davide Monteleone for TIMEBuy a copy of the Orb issue hereThe arrival of agents won’t only threaten our ability to distinguish between authentic and AI content online. It will also challenge the Internet’s core business model, online advertising, which relies on the assumption that ads are being viewed by humans. “The Internet will change very drastically sometime in the next 12 to 24 months,” says Tools for Humanity CEO Alex Blania. “So we have to succeed, or I’m not sure what else would happen.”For four years, Blania’s team has been testing the Orb’s hardware abroad. Now the U.S. rollout has arrived. Over the next 12 months, 7,500 Orbs will be arriving in dozens of American cities, in locations like gas stations, bodegas, and flagship stores in Los Angeles, Austin, and Miami. The project’s founders and fans hope the Orb’s U.S. debut will kickstart a new phase of growth. The San Francisco keynote was titled: “At Last.” It’s not clear the public appetite matches the exultant branding. Tools for Humanity has “verified” just 12 million humans since mid 2023, a pace Blania concedes is well behind schedule. Few online platforms currently support the so-called “World ID” that the Orb bestows upon its visitors, leaving little to entice users to give up their biometrics beyond the lure of free crypto. Even Altman isn’t sure whether the whole thing can work. “I can seethis becomes a fairly mainstream thing in a few years,” he says. “Or I can see that it’s still only used by a small subset of people who think about the world in a certain way.” Blaniaand Altman debut the Orb at World’s U.S. launch in San Francisco on April 30, 2025. Jason Henry—The New York Times/ReduxYet as the Internet becomes overrun with AI, the creators of this strange new piece of hardware are betting that everybody in the world will soon want—or need—to visit an Orb. The biometric code it creates, they predict, will become a new type of digital passport, without which you might be denied passage to the Internet of the future, from dating apps to government services. In a best-case scenario, World ID could be a privacy-preserving way to fortify the Internet against an AI-driven deluge of fake or deceptive content. It could also enable the distribution of universal basic income—a policy that Altman has previously touted—as AI automation transforms the global economy. To examine what this new technology might mean, I reported from three continents, interviewed 10 Tools for Humanity executives and investors, reviewed hundreds of pages of company documents, and “verified” my own humanity. The Internet will inevitably need some kind of proof-of-humanity system in the near future, says Divya Siddarth, founder of the nonprofit Collective Intelligence Project. The real question, she argues, is whether such a system will be centralized—“a big security nightmare that enables a lot of surveillance”—or privacy-preserving, as the Orb claims to be. Questions remain about Tools for Humanity’s corporate structure, its yoking to an unstable cryptocurrency, and what power it would concentrate in the hands of its owners if successful. Yet it’s also one of the only attempts to solve what many see as an increasingly urgent problem. “There are some issues with it,” Siddarth says of World ID. “But you can’t preserve the Internet in amber. Something in this direction is necessary.”In March, I met Blania at Tools for Humanity’s San Francisco headquarters, where a large screen displays the number of weekly “Orb verifications” by country. A few days earlier, the CEO had attended a million-per-head dinner at Mar-a-Lago with President Donald Trump, whom he credits with clearing the way for the company’s U.S. launch by relaxing crypto regulations. “Given Sam is a very high profile target,” Blania says, “we just decided that we would let other companies fight that fight, and enter the U.S. once the air is clear.” As a kid growing up in Germany, Blania was a little different than his peers. “Other kids were, like, drinking a lot, or doing a lot of parties, and I was just building a lot of things that could potentially blow up,” he recalls. At the California Institute of Technology, where he was pursuing research for a masters degree, he spent many evenings reading the blogs of startup gurus like Paul Graham and Altman. Then, in 2019, Blania received an email from Max Novendstern, an entrepreneur who had been kicking around a concept with Altman to build a global cryptocurrency network. They were looking for technical minds to help with the project. Over cappuccinos, Altman told Blania he was certain about three things. First, smarter-than-human AI was not only possible, but inevitable—and it would soon mean you could no longer assume that anything you read, saw, or heard on the Internet was human-created. Second, cryptocurrency and other decentralized technologies would be a massive force for change in the world. And third, scale was essential to any crypto network’s value. The Orb is tested on a calibration rig, surrounded by checkerboard targets to ensure precision in iris detection. Davide Monteleone for TIMEThe goal of Worldcoin, as the project was initially called, was to combine those three insights. Altman took a lesson from PayPal, the company co-founded by his mentor Peter Thiel. Of its initial funding, PayPal spent less than million actually building its app—but pumped an additional million or so into a referral program, whereby new users and the person who invited them would each receive in credit. The referral program helped make PayPal a leading payment platform. Altman thought a version of that strategy would propel Worldcoin to similar heights. He wanted to create a new cryptocurrency and give it to users as a reward for signing up. The more people who joined the system, the higher the token’s value would theoretically rise. Since 2019, the project has raised million from investors like Coinbase and the venture capital firm Andreessen Horowitz. That money paid for the million cost of designing the Orb, plus maintaining the software it runs on. The total market value of all Worldcoins in existence, however, is far higher—around billion. That number is a bit misleading: most of those coins are not in circulation and Worldcoin’s price has fluctuated wildly. Still, it allows the company to reward users for signing up at no cost to itself. The main lure for investors is the crypto upside. Some 75% of all Worldcoins are set aside for humans to claim when they sign up, or as referral bonuses. The remaining 25% are split between Tools for Humanity’s backers and staff, including Blania and Altman. “I’m really excited to make a lot of money,” ” Blania says.From the beginning, Altman was thinking about the consequences of the AI revolution he intended to unleash.A future in which advanced AI could perform most tasks more effectively than humans would bring a wave of unemployment and economic dislocation, he reasoned. Some kind of wealth redistribution might be necessary. In 2016, he partially funded a study of basic income, which gave per-month handouts to low-income individuals in Illinois and Texas. But there was no single financial system that would allow money to be sent to everybody in the world. Nor was there a way to stop an individual human from claiming their share twice—or to identify a sophisticated AI pretending to be human and pocketing some cash of its own. In 2023, Tools for Humanity raised the possibility of using the network to redistribute the profits of AI labs that were able to automate human labor. “As AI advances,” it said, “fairly distributing access and some of the created value through UBI will play an increasingly vital role in counteracting the concentration of economic power.”Blania was taken by the pitch, and agreed to join the project as a co-founder. “Most people told us we were very stupid or crazy or insane, including Silicon Valley investors,” Blania says. At least until ChatGPT came out in 2022, transforming OpenAI into one of the world’s most famous tech companies and kickstarting a market bull-run. “Things suddenly started to make more and more sense to the external world,” Blania says of the vision to develop a global “proof-of-humanity” network. “You have to imagine a world in which you will have very smart and competent systems somehow flying through the Internet with different goals and ideas of what they want to do, and us having no idea anymore what we’re dealing with.”After our interview, Blania’s head of communications ushers me over to a circular wooden structure where eight Orbs face one another. The scene feels like a cross between an Apple Store and a ceremonial altar. “Do you want to get verified?” she asks. Putting aside my reservations for the purposes of research, I download the World App and follow its prompts. I flash a QR code at the Orb, then gaze into it. A minute or so later, my phone buzzes with confirmation: I’ve been issued my own personal World ID and some Worldcoin.The first thing the Orb does is check if you’re human, using a neural network that takes input from various sensors, including an infrared camera and a thermometer. Davide Monteleone for TIMEWhile I stared into the Orb, several complex procedures had taken place at once. A neural network took inputs from multiple sensors—an infrared camera, a thermometer—to confirm I was a living human. Simultaneously, a telephoto lens zoomed in on my iris, capturing the physical traits within that distinguish me from every other human on Earth. It then converted that image into an iris code: a numerical abstraction of my unique biometric data. Then the Orb checked to see if my iris code matched any it had seen before, using a technique allowing encrypted data to be compared without revealing the underlying information. Before the Orb deleted my data, it turned my iris code into several derivative codes—none of which on its own can be linked back to the original—encrypted them, deleted the only copies of the decryption keys, and sent each one to a different secure server, so that future users’ iris codes can be checked for uniqueness against mine. If I were to use my World ID to access a website, that site would learn nothing about me except that I’m human. The Orb is open-source, so outside experts can examine its code and verify the company’s privacy claims. “I did a colonoscopy on this company and these technologies before I agreed to join,” says Trevor Traina, a Trump donor and former U.S. ambassador to Austria who now serves as Tools for Humanity’s chief business officer. “It is the most privacy-preserving technology on the planet.”Only weeks later, when researching what would happen if I wanted to delete my data, do I discover that Tools for Humanity’s privacy claims rest on what feels like a sleight of hand. The company argues that in modifying your iris code, it has “effectively anonymized” your biometric data. If you ask Tools for Humanity to delete your iris codes, they will delete the one stored on your phone, but not the derivatives. Those, they argue, are no longer your personal data at all. But if I were to return to an Orb after deleting my data, it would still recognize those codes as uniquely mine. Once you look into the Orb, a piece of your identity remains in the system forever. If users could truly delete that data, the premise of one ID per human would collapse, Tools for Humanity’s chief privacy officer Damien Kieran tells me when I call seeking an explanation. People could delete and sign up for new World IDs after being suspended from a platform. Or claim their Worldcoin tokens, sell them, delete their data, and cash in again. This argument fell flat with European Union regulators in Germany, who recently declared that the Orb posed “fundamental data protection issues” and ordered the company to allow European users to fully delete even their anonymized data.“Just like any other technology service, users cannot delete data that is not personal data,” Kieran said in a statement. “If a person could delete anonymized data that can’t be linked to them by World or any third party, it would allow bad actors to circumvent the security and safety that World ID is working to bring to every human.”On a balmy afternoon this spring, I climb a flight of stairs up to a room above a restaurant in an outer suburb of Seoul. Five elderly South Koreans tap on their phones as they wait to be “verified” by the two Orbs in the center of the room. “We don’t really know how to distinguish between AI and humans anymore,” an attendant in a company t-shirt explains in Korean, gesturing toward the spheres. “We need a way to verify that we’re human and not AI. So how do we do that? Well, humans have irises, but AI doesn’t.”The attendant ushers an elderly woman over to an Orb. It bleeps. “Open your eyes,” a disembodied voice says in English. The woman stares into the camera. Seconds later, she checks her phone and sees that a packet of Worldcoin worth 75,000 Korean wonhas landed in her digital wallet. Congratulations, the app tells her. You are now a verified human.A visitor views the Orbs in Seoul on April 14, 2025. Taemin Ha for TIMETools for Humanity aims to “verify” 1 million Koreans over the next year. Taemin Ha for TIMEA couple dozen Orbs have been available in South Korea since 2023, verifying roughly 55,000 people. Now Tools for Humanity is redoubling its efforts there. At an event in a traditional wooden hanok house in central Seoul, an executive announces that 250 Orbs will soon be dispersed around the country—with the aim of verifying 1 million Koreans in the next 12 months. South Korea has high levels of smartphone usage, crypto and AI adoption, and Internet access, while average wages are modest enough for the free Worldcoin on offer to still be an enticing draw—all of which makes it fertile testing ground for the company’s ambitious global expansion. Yet things seem off to a slow start. In a retail space I visited in central Seoul, Tools for Humanity had constructed a wooden structure with eight Orbs facing each other. Locals and tourists wander past looking bemused; few volunteer themselves up. Most who do tell me they are crypto enthusiasts who came intentionally, driven more by the spirit of early adoption than the free coins. The next day, I visit a coffee shop in central Seoul where a chrome Orb sits unassumingly in one corner. Wu Ruijun, a 20-year-old student from China, strikes up a conversation with the barista, who doubles as the Orb’s operator. Wu was invited here by a friend who said both could claim free cryptocurrency if he signed up. The barista speeds him through the process. Wu accepts the privacy disclosure without reading it, and widens his eyes for the Orb. Soon he’s verified. “I wasn’t told anything about the privacy policy,” he says on his way out. “I just came for the money.”As Altman’s car winds through San Francisco, I ask about the vision he laid out in 2019: that AI would make it harder for us to trust each other online. To my surprise, he rejects the framing. “I’m much morelike: what is the good we can create, rather than the bad we can stop?” he says. “It’s not like, ‘Oh, we’ve got to avoid the bot overrun’ or whatever. It’s just that we can do a lot of special things for humans.” It’s an answer that may reflect how his role has changed over the years. Altman is now the chief public cheerleader of a billion company that’s touting the transformative utility of AI agents. The rise of agents, he and others say, will be a boon for our quality of life—like having an assistant on hand who can answer your most pressing questions, carry out mundane tasks, and help you develop new skills. It’s an optimistic vision that may well pan out. But it doesn’t quite fit with the prophecies of AI-enabled infopocalypse that Tools for Humanity was founded upon.Altman waves away a question about the influence he and other investors stand to gain if their vision is realized. Most holders, he assumes, will have already started selling their tokens—too early, he adds. “What I think would be bad is if an early crew had a lot of control over the protocol,” he says, “and that’s where I think the commitment to decentralization is so cool.” Altman is referring to the World Protocol, the underlying technology upon which the Orb, Worldcoin, and World ID all rely. Tools for Humanity is developing it, but has committed to giving control to its users over time—a process they say will prevent power from being concentrated in the hands of a few executives or investors. Tools for Humanity would remain a for-profit company, and could levy fees on platforms that use World ID, but other companies would be able to compete for customers by building alternative apps—or even alternative Orbs. The plan draws on ideas that animated the crypto ecosystem in the late 2010s and early 2020s, when evangelists for emerging blockchain technologies argued that the centralization of power—especially in large so-called “Web 2.0” tech companies—was responsible for many of the problems plaguing the modern Internet. Just as decentralized cryptocurrencies could reform a financial system controlled by economic elites, so too would it be possible to create decentralized organizations, run by their members instead of CEOs. How such a system might work in practice remains unclear. “Building a community-based governance system,” Tools for Humanity says in a 2023 white paper, “represents perhaps the most formidable challenge of the entire project.”Altman has a pattern of making idealistic promises that shift over time. He founded OpenAI as a nonprofit in 2015, with a mission to develop AGI safely and for the benefit of all humanity. To raise money, OpenAI restructured itself as a for-profit company in 2019, but with overall control still in the hands of its nonprofit board. Last year, Altman proposed yet another restructure—one which would dilute the board’s control and allow more profits to flow to shareholders. Why, I ask, should the public trust Tools for Humanity’s commitment to freely surrender influence and power? “I think you will just see the continued decentralization via the protocol,” he says. “The value here is going to live in the network, and the network will be owned and governed by a lot of people.” Altman talks less about universal basic income these days. He recently mused about an alternative, which he called “universal basic compute.” Instead of AI companies redistributing their profits, he seemed to suggest, they could instead give everyone in the world fair access to super-powerful AI. Blania tells me he recently “made the decision to stop talking” about UBI at Tools for Humanity. “UBI is one potential answer,” he says. “Just givingaccess to the latestmodels and having them learn faster and better is another.” Says Altman: “I still don’t know what the right answer is. I believe we should do a better job of distribution of resources than we currently do.” When I probe the question of why people should trust him, Altman gets irritated. “I understand that you hate AI, and that’s fine,” he says. “If you want to frame it as the downside of AI is that there’s going to be a proliferation of very convincing AI systems that are pretending to be human, and we need ways to know what is really human-authorized versus not, then yeah, I think you can call that a downside of AI. It’s not how I would naturally frame it.” The phrase human-authorized hints at a tension between World ID and OpenAI’s plans for AI agents. An Internet where a World ID is required to access most services might impede the usefulness of the agents that OpenAI and others are developing. So Tools for Humanity is building a system that would allow users to delegate their World ID to an agent, allowing the bot to take actions online on their behalf, according to Tiago Sada, the company’s chief product officer. “We’ve built everything in a way that can be very easily delegatable to an agent,” Sada says. It’s a measure that would allow humans to be held accountable for the actions of their AIs. But it suggests that Tools for Humanity’s mission may be shifting beyond simply proving humanity, and toward becoming the infrastructure that enables AI agents to proliferate with human authorization. World ID doesn’t tell you whether a piece of content is AI-generated or human-generated; all it tells you is whether the account that posted it is a human or a bot. Even in a world where everybody had a World ID, our online spaces might still be filled with AI-generated text, images, and videos.As I say goodbye to Altman, I’m left feeling conflicted about his project. If the Internet is going to be transformed by AI agents, then some kind of proof-of-humanity system will almost certainly be necessary. Yet if the Orb becomes a piece of Internet infrastructure, it could give Altman—a beneficiary of the proliferation of AI content—significant influence over a leading defense mechanism against it. People might have no choice but to participate in the network in order to access social media or online services.I thought of an encounter I witnessed in Seoul. In the room above the restaurant, Cho Jeong-yeon, 75, watched her friend get verified by an Orb. Cho had been invited to do the same, but demurred. The reward wasn’t enough for her to surrender a part of her identity. “Your iris is uniquely yours, and we don’t really know how it might be used,” she says. “Seeing the machine made me think: are we becoming machines instead of humans now? Everything is changing, and we don’t know how it’ll all turn out.”—With reporting by Stephen Kim/Seoul. This story was supported by Tarbell Grants.Correction, May 30The original version of this story misstated the market capitalization of Worldcoin if all coins were in circulation. It is billion, not billion. #orb #will #see #you #now
    TIME.COM
    The Orb Will See You Now
    Once again, Sam Altman wants to show you the future. The CEO of OpenAI is standing on a sparse stage in San Francisco, preparing to reveal his next move to an attentive crowd. “We needed some way for identifying, authenticating humans in the age of AGI,” Altman explains, referring to artificial general intelligence. “We wanted a way to make sure that humans stayed special and central.” The solution Altman came up with is looming behind him. It’s a white sphere about the size of a beach ball, with a camera at its center. The company that makes it, known as Tools for Humanity, calls this mysterious device the Orb. Stare into the heart of the plastic-and-silicon globe and it will map the unique furrows and ciliary zones of your iris. Seconds later, you’ll receive inviolable proof of your humanity: a 12,800-digit binary number, known as an iris code, sent to an app on your phone. At the same time, a packet of cryptocurrency called Worldcoin, worth approximately $42, will be transferred to your digital wallet—your reward for becoming a “verified human.” Altman co-founded Tools for Humanity in 2019 as part of a suite of companies he believed would reshape the world. Once the tech he was developing at OpenAI passed a certain level of intelligence, he reasoned, it would mark the end of one era on the Internet and the beginning of another, in which AI became so advanced, so human-like, that you would no longer be able to tell whether what you read, saw, or heard online came from a real person. When that happened, Altman imagined, we would need a new kind of online infrastructure: a human-verification layer for the Internet, to distinguish real people from the proliferating number of bots and AI “agents.”And so Tools for Humanity set out to build a global “proof-of-humanity” network. It aims to verify 50 million people by the end of 2025; ultimately its goal is to sign up every single human being on the planet. The free crypto serves as both an incentive for users to sign up, and also an entry point into what the company hopes will become the world’s largest financial network, through which it believes “double-digit percentages of the global economy” will eventually flow. Even for Altman, these missions are audacious. “If this really works, it’s like a fundamental piece of infrastructure for the world,” Altman tells TIME in a video interview from the passenger seat of a car a few days before his April 30 keynote address.Internal hardware of the Orb in mid-assembly in March. Davide Monteleone for TIMEThe project’s goal is to solve a problem partly of Altman’s own making. In the near future, he and other tech leaders say, advanced AIs will be imbued with agency: the ability to not just respond to human prompting, but to take actions independently in the world. This will enable the creation of AI coworkers that can drop into your company and begin solving problems; AI tutors that can adapt their teaching style to students’ preferences; even AI doctors that can diagnose routine cases and handle scheduling or logistics. The arrival of these virtual agents, their venture capitalist backers predict, will turbocharge our productivity and unleash an age of material abundance.But AI agents will also have cascading consequences for the human experience online. “As AI systems become harder to distinguish from people, websites may face difficult trade-offs,” says a recent paper by researchers from 25 different universities, nonprofits, and tech companies, including OpenAI. “There is a significant risk that digital institutions will be unprepared for a time when AI-powered agents, including those leveraged by malicious actors, overwhelm other activity online.” On social-media platforms like X and Facebook, bot-driven accounts are amassing billions of views on AI-generated content. In April, the foundation that runs Wikipedia disclosed that AI bots scraping their site were making the encyclopedia too costly to sustainably run. Later the same month, researchers from the University of Zurich found that AI-generated comments on the subreddit /r/ChangeMyView were up to six times more successful than human-written ones at persuading unknowing users to change their minds.  Photograph by Davide Monteleone for TIMEBuy a copy of the Orb issue hereThe arrival of agents won’t only threaten our ability to distinguish between authentic and AI content online. It will also challenge the Internet’s core business model, online advertising, which relies on the assumption that ads are being viewed by humans. “The Internet will change very drastically sometime in the next 12 to 24 months,” says Tools for Humanity CEO Alex Blania. “So we have to succeed, or I’m not sure what else would happen.”For four years, Blania’s team has been testing the Orb’s hardware abroad. Now the U.S. rollout has arrived. Over the next 12 months, 7,500 Orbs will be arriving in dozens of American cities, in locations like gas stations, bodegas, and flagship stores in Los Angeles, Austin, and Miami. The project’s founders and fans hope the Orb’s U.S. debut will kickstart a new phase of growth. The San Francisco keynote was titled: “At Last.” It’s not clear the public appetite matches the exultant branding. Tools for Humanity has “verified” just 12 million humans since mid 2023, a pace Blania concedes is well behind schedule. Few online platforms currently support the so-called “World ID” that the Orb bestows upon its visitors, leaving little to entice users to give up their biometrics beyond the lure of free crypto. Even Altman isn’t sure whether the whole thing can work. “I can see [how] this becomes a fairly mainstream thing in a few years,” he says. “Or I can see that it’s still only used by a small subset of people who think about the world in a certain way.” Blania (left) and Altman debut the Orb at World’s U.S. launch in San Francisco on April 30, 2025. Jason Henry—The New York Times/ReduxYet as the Internet becomes overrun with AI, the creators of this strange new piece of hardware are betting that everybody in the world will soon want—or need—to visit an Orb. The biometric code it creates, they predict, will become a new type of digital passport, without which you might be denied passage to the Internet of the future, from dating apps to government services. In a best-case scenario, World ID could be a privacy-preserving way to fortify the Internet against an AI-driven deluge of fake or deceptive content. It could also enable the distribution of universal basic income (UBI)—a policy that Altman has previously touted—as AI automation transforms the global economy. To examine what this new technology might mean, I reported from three continents, interviewed 10 Tools for Humanity executives and investors, reviewed hundreds of pages of company documents, and “verified” my own humanity. The Internet will inevitably need some kind of proof-of-humanity system in the near future, says Divya Siddarth, founder of the nonprofit Collective Intelligence Project. The real question, she argues, is whether such a system will be centralized—“a big security nightmare that enables a lot of surveillance”—or privacy-preserving, as the Orb claims to be. Questions remain about Tools for Humanity’s corporate structure, its yoking to an unstable cryptocurrency, and what power it would concentrate in the hands of its owners if successful. Yet it’s also one of the only attempts to solve what many see as an increasingly urgent problem. “There are some issues with it,” Siddarth says of World ID. “But you can’t preserve the Internet in amber. Something in this direction is necessary.”In March, I met Blania at Tools for Humanity’s San Francisco headquarters, where a large screen displays the number of weekly “Orb verifications” by country. A few days earlier, the CEO had attended a $1 million-per-head dinner at Mar-a-Lago with President Donald Trump, whom he credits with clearing the way for the company’s U.S. launch by relaxing crypto regulations. “Given Sam is a very high profile target,” Blania says, “we just decided that we would let other companies fight that fight, and enter the U.S. once the air is clear.” As a kid growing up in Germany, Blania was a little different than his peers. “Other kids were, like, drinking a lot, or doing a lot of parties, and I was just building a lot of things that could potentially blow up,” he recalls. At the California Institute of Technology, where he was pursuing research for a masters degree, he spent many evenings reading the blogs of startup gurus like Paul Graham and Altman. Then, in 2019, Blania received an email from Max Novendstern, an entrepreneur who had been kicking around a concept with Altman to build a global cryptocurrency network. They were looking for technical minds to help with the project. Over cappuccinos, Altman told Blania he was certain about three things. First, smarter-than-human AI was not only possible, but inevitable—and it would soon mean you could no longer assume that anything you read, saw, or heard on the Internet was human-created. Second, cryptocurrency and other decentralized technologies would be a massive force for change in the world. And third, scale was essential to any crypto network’s value. The Orb is tested on a calibration rig, surrounded by checkerboard targets to ensure precision in iris detection. Davide Monteleone for TIMEThe goal of Worldcoin, as the project was initially called, was to combine those three insights. Altman took a lesson from PayPal, the company co-founded by his mentor Peter Thiel. Of its initial funding, PayPal spent less than $10 million actually building its app—but pumped an additional $70 million or so into a referral program, whereby new users and the person who invited them would each receive $10 in credit. The referral program helped make PayPal a leading payment platform. Altman thought a version of that strategy would propel Worldcoin to similar heights. He wanted to create a new cryptocurrency and give it to users as a reward for signing up. The more people who joined the system, the higher the token’s value would theoretically rise. Since 2019, the project has raised $244 million from investors like Coinbase and the venture capital firm Andreessen Horowitz. That money paid for the $50 million cost of designing the Orb, plus maintaining the software it runs on. The total market value of all Worldcoins in existence, however, is far higher—around $12 billion. That number is a bit misleading: most of those coins are not in circulation and Worldcoin’s price has fluctuated wildly. Still, it allows the company to reward users for signing up at no cost to itself. The main lure for investors is the crypto upside. Some 75% of all Worldcoins are set aside for humans to claim when they sign up, or as referral bonuses. The remaining 25% are split between Tools for Humanity’s backers and staff, including Blania and Altman. “I’m really excited to make a lot of money,” ” Blania says.From the beginning, Altman was thinking about the consequences of the AI revolution he intended to unleash. (On May 21, he announced plans to team up with famed former Apple designer Jony Ive on a new AI personal device.) A future in which advanced AI could perform most tasks more effectively than humans would bring a wave of unemployment and economic dislocation, he reasoned. Some kind of wealth redistribution might be necessary. In 2016, he partially funded a study of basic income, which gave $1,000 per-month handouts to low-income individuals in Illinois and Texas. But there was no single financial system that would allow money to be sent to everybody in the world. Nor was there a way to stop an individual human from claiming their share twice—or to identify a sophisticated AI pretending to be human and pocketing some cash of its own. In 2023, Tools for Humanity raised the possibility of using the network to redistribute the profits of AI labs that were able to automate human labor. “As AI advances,” it said, “fairly distributing access and some of the created value through UBI will play an increasingly vital role in counteracting the concentration of economic power.”Blania was taken by the pitch, and agreed to join the project as a co-founder. “Most people told us we were very stupid or crazy or insane, including Silicon Valley investors,” Blania says. At least until ChatGPT came out in 2022, transforming OpenAI into one of the world’s most famous tech companies and kickstarting a market bull-run. “Things suddenly started to make more and more sense to the external world,” Blania says of the vision to develop a global “proof-of-humanity” network. “You have to imagine a world in which you will have very smart and competent systems somehow flying through the Internet with different goals and ideas of what they want to do, and us having no idea anymore what we’re dealing with.”After our interview, Blania’s head of communications ushers me over to a circular wooden structure where eight Orbs face one another. The scene feels like a cross between an Apple Store and a ceremonial altar. “Do you want to get verified?” she asks. Putting aside my reservations for the purposes of research, I download the World App and follow its prompts. I flash a QR code at the Orb, then gaze into it. A minute or so later, my phone buzzes with confirmation: I’ve been issued my own personal World ID and some Worldcoin.The first thing the Orb does is check if you’re human, using a neural network that takes input from various sensors, including an infrared camera and a thermometer. Davide Monteleone for TIMEWhile I stared into the Orb, several complex procedures had taken place at once. A neural network took inputs from multiple sensors—an infrared camera, a thermometer—to confirm I was a living human. Simultaneously, a telephoto lens zoomed in on my iris, capturing the physical traits within that distinguish me from every other human on Earth. It then converted that image into an iris code: a numerical abstraction of my unique biometric data. Then the Orb checked to see if my iris code matched any it had seen before, using a technique allowing encrypted data to be compared without revealing the underlying information. Before the Orb deleted my data, it turned my iris code into several derivative codes—none of which on its own can be linked back to the original—encrypted them, deleted the only copies of the decryption keys, and sent each one to a different secure server, so that future users’ iris codes can be checked for uniqueness against mine. If I were to use my World ID to access a website, that site would learn nothing about me except that I’m human. The Orb is open-source, so outside experts can examine its code and verify the company’s privacy claims. “I did a colonoscopy on this company and these technologies before I agreed to join,” says Trevor Traina, a Trump donor and former U.S. ambassador to Austria who now serves as Tools for Humanity’s chief business officer. “It is the most privacy-preserving technology on the planet.”Only weeks later, when researching what would happen if I wanted to delete my data, do I discover that Tools for Humanity’s privacy claims rest on what feels like a sleight of hand. The company argues that in modifying your iris code, it has “effectively anonymized” your biometric data. If you ask Tools for Humanity to delete your iris codes, they will delete the one stored on your phone, but not the derivatives. Those, they argue, are no longer your personal data at all. But if I were to return to an Orb after deleting my data, it would still recognize those codes as uniquely mine. Once you look into the Orb, a piece of your identity remains in the system forever. If users could truly delete that data, the premise of one ID per human would collapse, Tools for Humanity’s chief privacy officer Damien Kieran tells me when I call seeking an explanation. People could delete and sign up for new World IDs after being suspended from a platform. Or claim their Worldcoin tokens, sell them, delete their data, and cash in again. This argument fell flat with European Union regulators in Germany, who recently declared that the Orb posed “fundamental data protection issues” and ordered the company to allow European users to fully delete even their anonymized data. (Tools for Humanity has appealed; the regulator is now reassessing the decision.) “Just like any other technology service, users cannot delete data that is not personal data,” Kieran said in a statement. “If a person could delete anonymized data that can’t be linked to them by World or any third party, it would allow bad actors to circumvent the security and safety that World ID is working to bring to every human.”On a balmy afternoon this spring, I climb a flight of stairs up to a room above a restaurant in an outer suburb of Seoul. Five elderly South Koreans tap on their phones as they wait to be “verified” by the two Orbs in the center of the room. “We don’t really know how to distinguish between AI and humans anymore,” an attendant in a company t-shirt explains in Korean, gesturing toward the spheres. “We need a way to verify that we’re human and not AI. So how do we do that? Well, humans have irises, but AI doesn’t.”The attendant ushers an elderly woman over to an Orb. It bleeps. “Open your eyes,” a disembodied voice says in English. The woman stares into the camera. Seconds later, she checks her phone and sees that a packet of Worldcoin worth 75,000 Korean won (about $54) has landed in her digital wallet. Congratulations, the app tells her. You are now a verified human.A visitor views the Orbs in Seoul on April 14, 2025. Taemin Ha for TIMETools for Humanity aims to “verify” 1 million Koreans over the next year. Taemin Ha for TIMEA couple dozen Orbs have been available in South Korea since 2023, verifying roughly 55,000 people. Now Tools for Humanity is redoubling its efforts there. At an event in a traditional wooden hanok house in central Seoul, an executive announces that 250 Orbs will soon be dispersed around the country—with the aim of verifying 1 million Koreans in the next 12 months. South Korea has high levels of smartphone usage, crypto and AI adoption, and Internet access, while average wages are modest enough for the free Worldcoin on offer to still be an enticing draw—all of which makes it fertile testing ground for the company’s ambitious global expansion. Yet things seem off to a slow start. In a retail space I visited in central Seoul, Tools for Humanity had constructed a wooden structure with eight Orbs facing each other. Locals and tourists wander past looking bemused; few volunteer themselves up. Most who do tell me they are crypto enthusiasts who came intentionally, driven more by the spirit of early adoption than the free coins. The next day, I visit a coffee shop in central Seoul where a chrome Orb sits unassumingly in one corner. Wu Ruijun, a 20-year-old student from China, strikes up a conversation with the barista, who doubles as the Orb’s operator. Wu was invited here by a friend who said both could claim free cryptocurrency if he signed up. The barista speeds him through the process. Wu accepts the privacy disclosure without reading it, and widens his eyes for the Orb. Soon he’s verified. “I wasn’t told anything about the privacy policy,” he says on his way out. “I just came for the money.”As Altman’s car winds through San Francisco, I ask about the vision he laid out in 2019: that AI would make it harder for us to trust each other online. To my surprise, he rejects the framing. “I’m much more [about] like: what is the good we can create, rather than the bad we can stop?” he says. “It’s not like, ‘Oh, we’ve got to avoid the bot overrun’ or whatever. It’s just that we can do a lot of special things for humans.” It’s an answer that may reflect how his role has changed over the years. Altman is now the chief public cheerleader of a $300 billion company that’s touting the transformative utility of AI agents. The rise of agents, he and others say, will be a boon for our quality of life—like having an assistant on hand who can answer your most pressing questions, carry out mundane tasks, and help you develop new skills. It’s an optimistic vision that may well pan out. But it doesn’t quite fit with the prophecies of AI-enabled infopocalypse that Tools for Humanity was founded upon.Altman waves away a question about the influence he and other investors stand to gain if their vision is realized. Most holders, he assumes, will have already started selling their tokens—too early, he adds. “What I think would be bad is if an early crew had a lot of control over the protocol,” he says, “and that’s where I think the commitment to decentralization is so cool.” Altman is referring to the World Protocol, the underlying technology upon which the Orb, Worldcoin, and World ID all rely. Tools for Humanity is developing it, but has committed to giving control to its users over time—a process they say will prevent power from being concentrated in the hands of a few executives or investors. Tools for Humanity would remain a for-profit company, and could levy fees on platforms that use World ID, but other companies would be able to compete for customers by building alternative apps—or even alternative Orbs. The plan draws on ideas that animated the crypto ecosystem in the late 2010s and early 2020s, when evangelists for emerging blockchain technologies argued that the centralization of power—especially in large so-called “Web 2.0” tech companies—was responsible for many of the problems plaguing the modern Internet. Just as decentralized cryptocurrencies could reform a financial system controlled by economic elites, so too would it be possible to create decentralized organizations, run by their members instead of CEOs. How such a system might work in practice remains unclear. “Building a community-based governance system,” Tools for Humanity says in a 2023 white paper, “represents perhaps the most formidable challenge of the entire project.”Altman has a pattern of making idealistic promises that shift over time. He founded OpenAI as a nonprofit in 2015, with a mission to develop AGI safely and for the benefit of all humanity. To raise money, OpenAI restructured itself as a for-profit company in 2019, but with overall control still in the hands of its nonprofit board. Last year, Altman proposed yet another restructure—one which would dilute the board’s control and allow more profits to flow to shareholders. Why, I ask, should the public trust Tools for Humanity’s commitment to freely surrender influence and power? “I think you will just see the continued decentralization via the protocol,” he says. “The value here is going to live in the network, and the network will be owned and governed by a lot of people.” Altman talks less about universal basic income these days. He recently mused about an alternative, which he called “universal basic compute.” Instead of AI companies redistributing their profits, he seemed to suggest, they could instead give everyone in the world fair access to super-powerful AI. Blania tells me he recently “made the decision to stop talking” about UBI at Tools for Humanity. “UBI is one potential answer,” he says. “Just giving [people] access to the latest [AI] models and having them learn faster and better is another.” Says Altman: “I still don’t know what the right answer is. I believe we should do a better job of distribution of resources than we currently do.” When I probe the question of why people should trust him, Altman gets irritated. “I understand that you hate AI, and that’s fine,” he says. “If you want to frame it as the downside of AI is that there’s going to be a proliferation of very convincing AI systems that are pretending to be human, and we need ways to know what is really human-authorized versus not, then yeah, I think you can call that a downside of AI. It’s not how I would naturally frame it.” The phrase human-authorized hints at a tension between World ID and OpenAI’s plans for AI agents. An Internet where a World ID is required to access most services might impede the usefulness of the agents that OpenAI and others are developing. So Tools for Humanity is building a system that would allow users to delegate their World ID to an agent, allowing the bot to take actions online on their behalf, according to Tiago Sada, the company’s chief product officer. “We’ve built everything in a way that can be very easily delegatable to an agent,” Sada says. It’s a measure that would allow humans to be held accountable for the actions of their AIs. But it suggests that Tools for Humanity’s mission may be shifting beyond simply proving humanity, and toward becoming the infrastructure that enables AI agents to proliferate with human authorization. World ID doesn’t tell you whether a piece of content is AI-generated or human-generated; all it tells you is whether the account that posted it is a human or a bot. Even in a world where everybody had a World ID, our online spaces might still be filled with AI-generated text, images, and videos.As I say goodbye to Altman, I’m left feeling conflicted about his project. If the Internet is going to be transformed by AI agents, then some kind of proof-of-humanity system will almost certainly be necessary. Yet if the Orb becomes a piece of Internet infrastructure, it could give Altman—a beneficiary of the proliferation of AI content—significant influence over a leading defense mechanism against it. People might have no choice but to participate in the network in order to access social media or online services.I thought of an encounter I witnessed in Seoul. In the room above the restaurant, Cho Jeong-yeon, 75, watched her friend get verified by an Orb. Cho had been invited to do the same, but demurred. The reward wasn’t enough for her to surrender a part of her identity. “Your iris is uniquely yours, and we don’t really know how it might be used,” she says. “Seeing the machine made me think: are we becoming machines instead of humans now? Everything is changing, and we don’t know how it’ll all turn out.”—With reporting by Stephen Kim/Seoul. This story was supported by Tarbell Grants.Correction, May 30The original version of this story misstated the market capitalization of Worldcoin if all coins were in circulation. It is $12 billion, not $1.2 billion.
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  • Proposed Federal Budget Would Devastate U.S. Space Science

    June 3, 20258 min readWhite House Budget Plan Would Devastate U.S. Space ScienceScientists are rallying to reverse ruinous proposed cuts to both NASA and the National Science FoundationBy Nadia Drake edited by Lee BillingsFog shrouds the iconic Vehicle Assembly Building at NASA’s Kennedy Space Center in Florida in this photograph from February 25, 2025. Gregg Newton/AFP via GettyLate last week the Trump Administration released its detailed budget request for fiscal year 2026 —a request that, if enacted, would be the equivalent of carpet-bombing the national scientific enterprise.“This is a profound, generational threat to scientific leadership in the United States,” says Casey Dreier, chief of space policy at the Planetary Society, a science advocacy group. “If implemented, it would fundamentally undermine and potentially devastate the most unique capabilities that the U.S. has built up over a half-century.”The Trump administration’s proposal, which still needs to be approved by Congress, is sure to ignite fierce resistance from scientists and senators alike. Among other agencies, the budget deals staggering blows to NASA and the National Science Foundation, which together fund the majority of U.S. research in astronomy, astrophysics, planetary science, heliophysics and Earth science —all space-related sciences that have typically mustered hearty bipartisan support.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.The NSF supports ground-based astronomy, including such facilities as the Nobel Prize–winning gravitational-wave detectors of the Laser Interferometer Gravitational-Wave Observatory, globe-spanning arrays of radio telescopes, and cutting-edge observatories that stretch from Hawaii to the South Pole. The agency faces a lethal 57 percent reduction to its -billion budget, with deep cuts to every program except those in President Trump’s priority areas, which include artificial intelligence and quantum information science. NASA, which funds space-based observatories, faces a 25 percent reduction, dropping the agency’s -billion budget to billion. The proposal beefs up efforts to send humans to the moon and to Mars, but the agency’s Science Mission Directorate —home to Mars rovers, the Voyager interstellar probes, the James Webb Space Telescope, the Hubble Space Telescope, and much more —is looking at a nearly 50 percent reduction, with dozens of missions canceled, turned off or operating on a starvation diet.“It’s an end-game scenario for science at NASA,” says Joel Parriott, director of external affairs and public policy at the American Astronomical Society. “It’s not just the facilities. You’re punching a generation-size hole, maybe a multigenerational hole, in the scientific and technical workforce. You don’t just Cryovac these people and pull them out when the money comes back. People are going to move on.”Adding to the chaos, on Saturday President Trump announced that billionaire entrepreneur and private astronaut Jared Isaacman was no longer his pick for NASA administrator—just days before the Senate was set to confirm Isaacman’s nomination. Initial reports—which have now been disputed—explained the president’s decision as stemming from his discovery that Isaacman recently donated money to Democratic candidates. Regardless of the true reason, the decision leaves both NASA and the NSF, whose director abruptly resigned in April, with respective placeholder “acting” leaders at the top. That leadership vacuum significantly weakens the agencies’ ability to fight the proposed budget cuts and advocate for themselves. “What’s more inefficient than a rudderless agency without an empowered leadership?” Dreier asks.Actions versus WordsDuring his second administration, President Trump has repeatedly celebrated U.S. leadership in space. When he nominated Isaacman last December, Trump noted “NASA’s mission of discovery and inspiration” and looked to a future of “groundbreaking achievements in space science, technology and exploration.” More recently, while celebrating Hubble’s 35th anniversary in April, Trump called the telescope “a symbol of America’s unmatched exploratory might” and declared that NASA would “continue to lead the way in fueling the pursuit of space discovery and exploration.” The administration’s budgetary actions speak louder than Trump’s words, however. Instead of ushering in a new golden age of space exploration—or even setting up the U.S. to stay atop the podium—the president’s budget “narrows down what the cosmos is to moon and Mars and pretty much nothing else,” Dreier says. “And the cosmos is a lot bigger, and there’s a lot more to learn out there.”Dreier notes that when corrected for inflation, the overall NASA budget would be the lowest it’s been since 1961. But in April of that year, the Soviet Union launched the first human into orbit, igniting a space race that swelled NASA’s budget and led to the Apollo program putting American astronauts on the moon. Today China’s rapidprogress and enormous ambitions in space would make the moment ripe for a 21st-century version of this competition, with the U.S. generously funding its own efforts to maintain pole position. Instead the White House’s budget would do the exact opposite.“The seesaw is sort of unbalanced,” says Tony Beasley, director of the NSF-funded National Radio Astronomy Observatory. “On the one side, we’re saying, ‘Well, China’s kicking our ass, and we need to do something about that.’ But then we’re not going to give any money to anything that might actually do that.”How NASA will achieve a crewed return to the moon and send astronauts to Mars—goals that the agency now considers part of “winning the second space race”—while also maintaining its leadership in science is unclear.“This is Russ Vought’s budget,” Dreier says, referring to the director of the White House’s Office of Management and Budget, an unelected bureaucrat who has been notorious for his efforts to reshape the U.S. government by weaponizing federal funding. “This isn’t even Trump’s budget. Trump’s budget would be good for space. This one undermines the president’s own claims and ambitions when it comes to space.”“Low Expectations” at the High FrontierRumors began swirling about the demise of NASA science in April, when a leaked OMB document described some of the proposed cuts and cancellations. Those included both the beleaguered, bloated Mars Sample Returnprogram and the on-time, on-budget Nancy Grace Roman Space Telescope, the next astrophysics flagship mission.The top-line numbers in the more fleshed-out proposal are consistent with that document, and MSR would still be canceled. But Roman would be granted a stay of execution: rather than being zeroed out, it would be put on life support.“It’s a reprieve from outright termination, but it’s still a cut for functionally no reason,” Dreier says. “In some ways,is slightly better than I was expecting. But I had very low expectations.”In the proposal, many of the deepest cuts would be made to NASA science, which would sink from billion to billion. Earth science missions focused on carbon monitoring and climate change, as well as programs aimed at education and workforce diversity, would be effectively erased by the cuts. But a slew of high-profile planetary science projects would suffer, too, with cancellations proposed for two future Venus missions, the Juno mission that is currently surveilling Jupiter, the New Horizons mission that flew by Pluto and two Mars orbiters.NASA’s international partnerships in planetary science fare poorly, too, as the budget rescinds the agency’s involvement with multiple European-led projects, including a Venus mission and Mars rover.The proposal is even worse for NASA astrophysics—the study of our cosmic home—which “really takes it to the chin,” Dreier says, with a roughly -billion drop to just million. In the president’s proposal, only three big astrophysics missions would survive: the soon-to-launch Roman and the already-operational Hubble and JWST. The rest of NASA’s active astrophysics missions, which include the Chandra X-ray Observatory, the Fermi Gamma-Ray Space Telescope and the Transiting Exoplanet Survey Satellite, would be severely pared back or zeroed out. Additionally, the budget would nix NASA’s contributions to large European missions, such as a future space-based gravitational-wave observatory.“This is the most powerful fleet of missions in the history of the study of astrophysics from space,” says John O’Meara, chief scientist at the W. M. Keck Observatory in Hawaii and co-chair of a recent senior review panel that evaluated NASA’s astrophysics missions. The report found that each reviewed mission “continues to be capable of producing important, impactful science.” This fleet, O’Meara adds, is more than the sum of its parts, with much of its power emerging from synergies among multiple telescopes that study the cosmos in many different types, or wavelengths, of light.By hollowing out NASA’s science to ruthlessly focus on crewed missions, the White House budget might be charitably viewed as seeking to rekindle a heroic age of spaceflight—with China’s burgeoning space program as the new archrival. But even for these supposedly high-priority initiatives, the proposed funding levels appear too anemic and meager to give the U.S. any competitive edge. For example, the budget directs about billion to new technology investments to support crewed Mars missions while conservative estimates have projected that such voyages would cost hundreds of billions of dollars more.“It cedes U.S. leadership in space science at a time when other nations, particularly China, are increasing their ambitions,” Dreier says. “It completely flies in the face of the president’s own stated goals for American leadership in space.”Undermining the FoundationThe NSF’s situation, which one senior space scientist predicted would be “diabolical” when the NASA numbers leaked back in April, is also unsurprisingly dire. Unlike NASA, which is focused on space science and exploration, the NSF’s programs span the sweep of scientific disciplines, meaning that even small, isolated cuts—let alone the enormous ones that the budget has proposed—can have shockingly large effects on certain research domains.“Across the different parts of the NSF, the programs that are upvoted are the president’s strategic initiatives, but then everything else gets hit,” Beasley says.Several large-scale NSF-funded projects would escape more or less intact. Among these are the panoramic Vera C. Rubin Observatory, scheduled to unveil its first science images later this month, and the Atacama Large Millimeter/submillimeter Arrayradio telescope. The budget also moves the Giant Magellan Telescope, which would boast starlight-gathering mirrors totaling more than 25 meters across, into a final design phase. All three of those facilities take advantage of Chile’s pristine dark skies. Other large NSF-funded projects that would survive include the proposed Next Generation Very Large Array of radio telescopes in New Mexico and several facilities at the South Pole, such as the IceCube Neutrino Observatory.If this budget is enacted, however, NSF officials anticipate only funding a measly 7 percent of research proposals overall rather than 25 percent; the number of graduate research fellowships awarded would be cleaved in half, and postdoctoral fellowships in the physical sciences would drop to zero. NRAO’s Green Bank Observatory — home to the largest steerable single-dish radio telescope on the planet — would likely shut down. So would other, smaller observatories in Arizona and Chile. The Thirty Meter Telescope, a humongous, perennially embattled project with no clear site selection, would be canceled. And the budget proposes closing one of the two gravitational-wave detectors used by the LIGO collaboration—whose observations of colliding black holes earned the 2017 Nobel Prize in Physics—even though both detectors need to be online for LIGO’s experiment to work. Even factoring in other operational detectors, such as Virgo in Europe and the Kamioka Gravitational Wave Detectorin Japan, shutting down half of LIGO would leave a gaping blind spot in humanity’s gravitational-wave view of the heavens.“The consequences of this budget are that key scientific priorities, on the ground and in space, will take at least a decade longer—or not be realized at all,” O’Meara says. “The universe is telling its story at all wavelengths. It doesn’t care what you build, but if you want to hear that story, you must build many things.”Dreier, Parriott and others are anticipating fierce battles on Capitol Hill. And already both Democratic and Republican legislators have issued statement signaling that they won’t support the budget request as is. “This sick joke of a budget is a nonstarter,” said Representative Zoe Lofgren of California, ranking member of the House Committee on Science, Space, and Technology, in a recent statement. And in an earlier statement, Senator Susan Collins of Maine, chair of the powerful Senate Committee on Appropriations, cautioned that “the President’s Budget Request is simply one step in the annual budget process.”The Trump administration has “thrown a huge punch here, and there will be a certain back-reaction, and we’ll end up in the middle somewhere,” Beasley says. “The mistake you can make right now is to assume that this represents finalized decisions and the future—because it doesn’t.”
    #proposed #federal #budget #would #devastate
    Proposed Federal Budget Would Devastate U.S. Space Science
    June 3, 20258 min readWhite House Budget Plan Would Devastate U.S. Space ScienceScientists are rallying to reverse ruinous proposed cuts to both NASA and the National Science FoundationBy Nadia Drake edited by Lee BillingsFog shrouds the iconic Vehicle Assembly Building at NASA’s Kennedy Space Center in Florida in this photograph from February 25, 2025. Gregg Newton/AFP via GettyLate last week the Trump Administration released its detailed budget request for fiscal year 2026 —a request that, if enacted, would be the equivalent of carpet-bombing the national scientific enterprise.“This is a profound, generational threat to scientific leadership in the United States,” says Casey Dreier, chief of space policy at the Planetary Society, a science advocacy group. “If implemented, it would fundamentally undermine and potentially devastate the most unique capabilities that the U.S. has built up over a half-century.”The Trump administration’s proposal, which still needs to be approved by Congress, is sure to ignite fierce resistance from scientists and senators alike. Among other agencies, the budget deals staggering blows to NASA and the National Science Foundation, which together fund the majority of U.S. research in astronomy, astrophysics, planetary science, heliophysics and Earth science —all space-related sciences that have typically mustered hearty bipartisan support.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.The NSF supports ground-based astronomy, including such facilities as the Nobel Prize–winning gravitational-wave detectors of the Laser Interferometer Gravitational-Wave Observatory, globe-spanning arrays of radio telescopes, and cutting-edge observatories that stretch from Hawaii to the South Pole. The agency faces a lethal 57 percent reduction to its -billion budget, with deep cuts to every program except those in President Trump’s priority areas, which include artificial intelligence and quantum information science. NASA, which funds space-based observatories, faces a 25 percent reduction, dropping the agency’s -billion budget to billion. The proposal beefs up efforts to send humans to the moon and to Mars, but the agency’s Science Mission Directorate —home to Mars rovers, the Voyager interstellar probes, the James Webb Space Telescope, the Hubble Space Telescope, and much more —is looking at a nearly 50 percent reduction, with dozens of missions canceled, turned off or operating on a starvation diet.“It’s an end-game scenario for science at NASA,” says Joel Parriott, director of external affairs and public policy at the American Astronomical Society. “It’s not just the facilities. You’re punching a generation-size hole, maybe a multigenerational hole, in the scientific and technical workforce. You don’t just Cryovac these people and pull them out when the money comes back. People are going to move on.”Adding to the chaos, on Saturday President Trump announced that billionaire entrepreneur and private astronaut Jared Isaacman was no longer his pick for NASA administrator—just days before the Senate was set to confirm Isaacman’s nomination. Initial reports—which have now been disputed—explained the president’s decision as stemming from his discovery that Isaacman recently donated money to Democratic candidates. Regardless of the true reason, the decision leaves both NASA and the NSF, whose director abruptly resigned in April, with respective placeholder “acting” leaders at the top. That leadership vacuum significantly weakens the agencies’ ability to fight the proposed budget cuts and advocate for themselves. “What’s more inefficient than a rudderless agency without an empowered leadership?” Dreier asks.Actions versus WordsDuring his second administration, President Trump has repeatedly celebrated U.S. leadership in space. When he nominated Isaacman last December, Trump noted “NASA’s mission of discovery and inspiration” and looked to a future of “groundbreaking achievements in space science, technology and exploration.” More recently, while celebrating Hubble’s 35th anniversary in April, Trump called the telescope “a symbol of America’s unmatched exploratory might” and declared that NASA would “continue to lead the way in fueling the pursuit of space discovery and exploration.” The administration’s budgetary actions speak louder than Trump’s words, however. Instead of ushering in a new golden age of space exploration—or even setting up the U.S. to stay atop the podium—the president’s budget “narrows down what the cosmos is to moon and Mars and pretty much nothing else,” Dreier says. “And the cosmos is a lot bigger, and there’s a lot more to learn out there.”Dreier notes that when corrected for inflation, the overall NASA budget would be the lowest it’s been since 1961. But in April of that year, the Soviet Union launched the first human into orbit, igniting a space race that swelled NASA’s budget and led to the Apollo program putting American astronauts on the moon. Today China’s rapidprogress and enormous ambitions in space would make the moment ripe for a 21st-century version of this competition, with the U.S. generously funding its own efforts to maintain pole position. Instead the White House’s budget would do the exact opposite.“The seesaw is sort of unbalanced,” says Tony Beasley, director of the NSF-funded National Radio Astronomy Observatory. “On the one side, we’re saying, ‘Well, China’s kicking our ass, and we need to do something about that.’ But then we’re not going to give any money to anything that might actually do that.”How NASA will achieve a crewed return to the moon and send astronauts to Mars—goals that the agency now considers part of “winning the second space race”—while also maintaining its leadership in science is unclear.“This is Russ Vought’s budget,” Dreier says, referring to the director of the White House’s Office of Management and Budget, an unelected bureaucrat who has been notorious for his efforts to reshape the U.S. government by weaponizing federal funding. “This isn’t even Trump’s budget. Trump’s budget would be good for space. This one undermines the president’s own claims and ambitions when it comes to space.”“Low Expectations” at the High FrontierRumors began swirling about the demise of NASA science in April, when a leaked OMB document described some of the proposed cuts and cancellations. Those included both the beleaguered, bloated Mars Sample Returnprogram and the on-time, on-budget Nancy Grace Roman Space Telescope, the next astrophysics flagship mission.The top-line numbers in the more fleshed-out proposal are consistent with that document, and MSR would still be canceled. But Roman would be granted a stay of execution: rather than being zeroed out, it would be put on life support.“It’s a reprieve from outright termination, but it’s still a cut for functionally no reason,” Dreier says. “In some ways,is slightly better than I was expecting. But I had very low expectations.”In the proposal, many of the deepest cuts would be made to NASA science, which would sink from billion to billion. Earth science missions focused on carbon monitoring and climate change, as well as programs aimed at education and workforce diversity, would be effectively erased by the cuts. But a slew of high-profile planetary science projects would suffer, too, with cancellations proposed for two future Venus missions, the Juno mission that is currently surveilling Jupiter, the New Horizons mission that flew by Pluto and two Mars orbiters.NASA’s international partnerships in planetary science fare poorly, too, as the budget rescinds the agency’s involvement with multiple European-led projects, including a Venus mission and Mars rover.The proposal is even worse for NASA astrophysics—the study of our cosmic home—which “really takes it to the chin,” Dreier says, with a roughly -billion drop to just million. In the president’s proposal, only three big astrophysics missions would survive: the soon-to-launch Roman and the already-operational Hubble and JWST. The rest of NASA’s active astrophysics missions, which include the Chandra X-ray Observatory, the Fermi Gamma-Ray Space Telescope and the Transiting Exoplanet Survey Satellite, would be severely pared back or zeroed out. Additionally, the budget would nix NASA’s contributions to large European missions, such as a future space-based gravitational-wave observatory.“This is the most powerful fleet of missions in the history of the study of astrophysics from space,” says John O’Meara, chief scientist at the W. M. Keck Observatory in Hawaii and co-chair of a recent senior review panel that evaluated NASA’s astrophysics missions. The report found that each reviewed mission “continues to be capable of producing important, impactful science.” This fleet, O’Meara adds, is more than the sum of its parts, with much of its power emerging from synergies among multiple telescopes that study the cosmos in many different types, or wavelengths, of light.By hollowing out NASA’s science to ruthlessly focus on crewed missions, the White House budget might be charitably viewed as seeking to rekindle a heroic age of spaceflight—with China’s burgeoning space program as the new archrival. But even for these supposedly high-priority initiatives, the proposed funding levels appear too anemic and meager to give the U.S. any competitive edge. For example, the budget directs about billion to new technology investments to support crewed Mars missions while conservative estimates have projected that such voyages would cost hundreds of billions of dollars more.“It cedes U.S. leadership in space science at a time when other nations, particularly China, are increasing their ambitions,” Dreier says. “It completely flies in the face of the president’s own stated goals for American leadership in space.”Undermining the FoundationThe NSF’s situation, which one senior space scientist predicted would be “diabolical” when the NASA numbers leaked back in April, is also unsurprisingly dire. Unlike NASA, which is focused on space science and exploration, the NSF’s programs span the sweep of scientific disciplines, meaning that even small, isolated cuts—let alone the enormous ones that the budget has proposed—can have shockingly large effects on certain research domains.“Across the different parts of the NSF, the programs that are upvoted are the president’s strategic initiatives, but then everything else gets hit,” Beasley says.Several large-scale NSF-funded projects would escape more or less intact. Among these are the panoramic Vera C. Rubin Observatory, scheduled to unveil its first science images later this month, and the Atacama Large Millimeter/submillimeter Arrayradio telescope. The budget also moves the Giant Magellan Telescope, which would boast starlight-gathering mirrors totaling more than 25 meters across, into a final design phase. All three of those facilities take advantage of Chile’s pristine dark skies. Other large NSF-funded projects that would survive include the proposed Next Generation Very Large Array of radio telescopes in New Mexico and several facilities at the South Pole, such as the IceCube Neutrino Observatory.If this budget is enacted, however, NSF officials anticipate only funding a measly 7 percent of research proposals overall rather than 25 percent; the number of graduate research fellowships awarded would be cleaved in half, and postdoctoral fellowships in the physical sciences would drop to zero. NRAO’s Green Bank Observatory — home to the largest steerable single-dish radio telescope on the planet — would likely shut down. So would other, smaller observatories in Arizona and Chile. The Thirty Meter Telescope, a humongous, perennially embattled project with no clear site selection, would be canceled. And the budget proposes closing one of the two gravitational-wave detectors used by the LIGO collaboration—whose observations of colliding black holes earned the 2017 Nobel Prize in Physics—even though both detectors need to be online for LIGO’s experiment to work. Even factoring in other operational detectors, such as Virgo in Europe and the Kamioka Gravitational Wave Detectorin Japan, shutting down half of LIGO would leave a gaping blind spot in humanity’s gravitational-wave view of the heavens.“The consequences of this budget are that key scientific priorities, on the ground and in space, will take at least a decade longer—or not be realized at all,” O’Meara says. “The universe is telling its story at all wavelengths. It doesn’t care what you build, but if you want to hear that story, you must build many things.”Dreier, Parriott and others are anticipating fierce battles on Capitol Hill. And already both Democratic and Republican legislators have issued statement signaling that they won’t support the budget request as is. “This sick joke of a budget is a nonstarter,” said Representative Zoe Lofgren of California, ranking member of the House Committee on Science, Space, and Technology, in a recent statement. And in an earlier statement, Senator Susan Collins of Maine, chair of the powerful Senate Committee on Appropriations, cautioned that “the President’s Budget Request is simply one step in the annual budget process.”The Trump administration has “thrown a huge punch here, and there will be a certain back-reaction, and we’ll end up in the middle somewhere,” Beasley says. “The mistake you can make right now is to assume that this represents finalized decisions and the future—because it doesn’t.” #proposed #federal #budget #would #devastate
    WWW.SCIENTIFICAMERICAN.COM
    Proposed Federal Budget Would Devastate U.S. Space Science
    June 3, 20258 min readWhite House Budget Plan Would Devastate U.S. Space ScienceScientists are rallying to reverse ruinous proposed cuts to both NASA and the National Science FoundationBy Nadia Drake edited by Lee BillingsFog shrouds the iconic Vehicle Assembly Building at NASA’s Kennedy Space Center in Florida in this photograph from February 25, 2025. Gregg Newton/AFP via GettyLate last week the Trump Administration released its detailed budget request for fiscal year 2026 —a request that, if enacted, would be the equivalent of carpet-bombing the national scientific enterprise.“This is a profound, generational threat to scientific leadership in the United States,” says Casey Dreier, chief of space policy at the Planetary Society, a science advocacy group. “If implemented, it would fundamentally undermine and potentially devastate the most unique capabilities that the U.S. has built up over a half-century.”The Trump administration’s proposal, which still needs to be approved by Congress, is sure to ignite fierce resistance from scientists and senators alike. Among other agencies, the budget deals staggering blows to NASA and the National Science Foundation (NSF), which together fund the majority of U.S. research in astronomy, astrophysics, planetary science, heliophysics and Earth science —all space-related sciences that have typically mustered hearty bipartisan support.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.The NSF supports ground-based astronomy, including such facilities as the Nobel Prize–winning gravitational-wave detectors of the Laser Interferometer Gravitational-Wave Observatory (LIGO), globe-spanning arrays of radio telescopes, and cutting-edge observatories that stretch from Hawaii to the South Pole. The agency faces a lethal 57 percent reduction to its $9-billion budget, with deep cuts to every program except those in President Trump’s priority areas, which include artificial intelligence and quantum information science. NASA, which funds space-based observatories, faces a 25 percent reduction, dropping the agency’s $24.9-billion budget to $18.8 billion. The proposal beefs up efforts to send humans to the moon and to Mars, but the agency’s Science Mission Directorate —home to Mars rovers, the Voyager interstellar probes, the James Webb Space Telescope (JWST), the Hubble Space Telescope, and much more —is looking at a nearly 50 percent reduction, with dozens of missions canceled, turned off or operating on a starvation diet.“It’s an end-game scenario for science at NASA,” says Joel Parriott, director of external affairs and public policy at the American Astronomical Society. “It’s not just the facilities. You’re punching a generation-size hole, maybe a multigenerational hole, in the scientific and technical workforce. You don’t just Cryovac these people and pull them out when the money comes back. People are going to move on.”Adding to the chaos, on Saturday President Trump announced that billionaire entrepreneur and private astronaut Jared Isaacman was no longer his pick for NASA administrator—just days before the Senate was set to confirm Isaacman’s nomination. Initial reports—which have now been disputed—explained the president’s decision as stemming from his discovery that Isaacman recently donated money to Democratic candidates. Regardless of the true reason, the decision leaves both NASA and the NSF, whose director abruptly resigned in April, with respective placeholder “acting” leaders at the top. That leadership vacuum significantly weakens the agencies’ ability to fight the proposed budget cuts and advocate for themselves. “What’s more inefficient than a rudderless agency without an empowered leadership?” Dreier asks.Actions versus WordsDuring his second administration, President Trump has repeatedly celebrated U.S. leadership in space. When he nominated Isaacman last December, Trump noted “NASA’s mission of discovery and inspiration” and looked to a future of “groundbreaking achievements in space science, technology and exploration.” More recently, while celebrating Hubble’s 35th anniversary in April, Trump called the telescope “a symbol of America’s unmatched exploratory might” and declared that NASA would “continue to lead the way in fueling the pursuit of space discovery and exploration.” The administration’s budgetary actions speak louder than Trump’s words, however. Instead of ushering in a new golden age of space exploration—or even setting up the U.S. to stay atop the podium—the president’s budget “narrows down what the cosmos is to moon and Mars and pretty much nothing else,” Dreier says. “And the cosmos is a lot bigger, and there’s a lot more to learn out there.”Dreier notes that when corrected for inflation, the overall NASA budget would be the lowest it’s been since 1961. But in April of that year, the Soviet Union launched the first human into orbit, igniting a space race that swelled NASA’s budget and led to the Apollo program putting American astronauts on the moon. Today China’s rapidprogress and enormous ambitions in space would make the moment ripe for a 21st-century version of this competition, with the U.S. generously funding its own efforts to maintain pole position. Instead the White House’s budget would do the exact opposite.“The seesaw is sort of unbalanced,” says Tony Beasley, director of the NSF-funded National Radio Astronomy Observatory (NRAO). “On the one side, we’re saying, ‘Well, China’s kicking our ass, and we need to do something about that.’ But then we’re not going to give any money to anything that might actually do that.”How NASA will achieve a crewed return to the moon and send astronauts to Mars—goals that the agency now considers part of “winning the second space race”—while also maintaining its leadership in science is unclear.“This is Russ Vought’s budget,” Dreier says, referring to the director of the White House’s Office of Management and Budget (OMB), an unelected bureaucrat who has been notorious for his efforts to reshape the U.S. government by weaponizing federal funding. “This isn’t even Trump’s budget. Trump’s budget would be good for space. This one undermines the president’s own claims and ambitions when it comes to space.”“Low Expectations” at the High FrontierRumors began swirling about the demise of NASA science in April, when a leaked OMB document described some of the proposed cuts and cancellations. Those included both the beleaguered, bloated Mars Sample Return (MSR) program and the on-time, on-budget Nancy Grace Roman Space Telescope, the next astrophysics flagship mission.The top-line numbers in the more fleshed-out proposal are consistent with that document, and MSR would still be canceled. But Roman would be granted a stay of execution: rather than being zeroed out, it would be put on life support.“It’s a reprieve from outright termination, but it’s still a cut for functionally no reason,” Dreier says. “In some ways, [the budget] is slightly better than I was expecting. But I had very low expectations.”In the proposal, many of the deepest cuts would be made to NASA science, which would sink from $7.3 billion to $3.9 billion. Earth science missions focused on carbon monitoring and climate change, as well as programs aimed at education and workforce diversity, would be effectively erased by the cuts. But a slew of high-profile planetary science projects would suffer, too, with cancellations proposed for two future Venus missions, the Juno mission that is currently surveilling Jupiter, the New Horizons mission that flew by Pluto and two Mars orbiters. (The Dragonfly mission to Saturn’s moon Titan would survive, as would the flagship Europa Clipper spacecraft, which launched last October.) NASA’s international partnerships in planetary science fare poorly, too, as the budget rescinds the agency’s involvement with multiple European-led projects, including a Venus mission and Mars rover.The proposal is even worse for NASA astrophysics—the study of our cosmic home—which “really takes it to the chin,” Dreier says, with a roughly $1-billion drop to just $523 million. In the president’s proposal, only three big astrophysics missions would survive: the soon-to-launch Roman and the already-operational Hubble and JWST. The rest of NASA’s active astrophysics missions, which include the Chandra X-ray Observatory, the Fermi Gamma-Ray Space Telescope and the Transiting Exoplanet Survey Satellite (TESS), would be severely pared back or zeroed out. Additionally, the budget would nix NASA’s contributions to large European missions, such as a future space-based gravitational-wave observatory.“This is the most powerful fleet of missions in the history of the study of astrophysics from space,” says John O’Meara, chief scientist at the W. M. Keck Observatory in Hawaii and co-chair of a recent senior review panel that evaluated NASA’s astrophysics missions. The report found that each reviewed mission “continues to be capable of producing important, impactful science.” This fleet, O’Meara adds, is more than the sum of its parts, with much of its power emerging from synergies among multiple telescopes that study the cosmos in many different types, or wavelengths, of light.By hollowing out NASA’s science to ruthlessly focus on crewed missions, the White House budget might be charitably viewed as seeking to rekindle a heroic age of spaceflight—with China’s burgeoning space program as the new archrival. But even for these supposedly high-priority initiatives, the proposed funding levels appear too anemic and meager to give the U.S. any competitive edge. For example, the budget directs about $1 billion to new technology investments to support crewed Mars missions while conservative estimates have projected that such voyages would cost hundreds of billions of dollars more.“It cedes U.S. leadership in space science at a time when other nations, particularly China, are increasing their ambitions,” Dreier says. “It completely flies in the face of the president’s own stated goals for American leadership in space.”Undermining the FoundationThe NSF’s situation, which one senior space scientist predicted would be “diabolical” when the NASA numbers leaked back in April, is also unsurprisingly dire. Unlike NASA, which is focused on space science and exploration, the NSF’s programs span the sweep of scientific disciplines, meaning that even small, isolated cuts—let alone the enormous ones that the budget has proposed—can have shockingly large effects on certain research domains.“Across the different parts of the NSF, the programs that are upvoted are the president’s strategic initiatives, but then everything else gets hit,” Beasley says.Several large-scale NSF-funded projects would escape more or less intact. Among these are the panoramic Vera C. Rubin Observatory, scheduled to unveil its first science images later this month, and the Atacama Large Millimeter/submillimeter Array (ALMA) radio telescope. The budget also moves the Giant Magellan Telescope, which would boast starlight-gathering mirrors totaling more than 25 meters across, into a final design phase. All three of those facilities take advantage of Chile’s pristine dark skies. Other large NSF-funded projects that would survive include the proposed Next Generation Very Large Array of radio telescopes in New Mexico and several facilities at the South Pole, such as the IceCube Neutrino Observatory.If this budget is enacted, however, NSF officials anticipate only funding a measly 7 percent of research proposals overall rather than 25 percent; the number of graduate research fellowships awarded would be cleaved in half, and postdoctoral fellowships in the physical sciences would drop to zero. NRAO’s Green Bank Observatory — home to the largest steerable single-dish radio telescope on the planet — would likely shut down. So would other, smaller observatories in Arizona and Chile. The Thirty Meter Telescope, a humongous, perennially embattled project with no clear site selection, would be canceled. And the budget proposes closing one of the two gravitational-wave detectors used by the LIGO collaboration—whose observations of colliding black holes earned the 2017 Nobel Prize in Physics—even though both detectors need to be online for LIGO’s experiment to work. Even factoring in other operational detectors, such as Virgo in Europe and the Kamioka Gravitational Wave Detector (KAGRA) in Japan, shutting down half of LIGO would leave a gaping blind spot in humanity’s gravitational-wave view of the heavens.“The consequences of this budget are that key scientific priorities, on the ground and in space, will take at least a decade longer—or not be realized at all,” O’Meara says. “The universe is telling its story at all wavelengths. It doesn’t care what you build, but if you want to hear that story, you must build many things.”Dreier, Parriott and others are anticipating fierce battles on Capitol Hill. And already both Democratic and Republican legislators have issued statement signaling that they won’t support the budget request as is. “This sick joke of a budget is a nonstarter,” said Representative Zoe Lofgren of California, ranking member of the House Committee on Science, Space, and Technology, in a recent statement. And in an earlier statement, Senator Susan Collins of Maine, chair of the powerful Senate Committee on Appropriations, cautioned that “the President’s Budget Request is simply one step in the annual budget process.”The Trump administration has “thrown a huge punch here, and there will be a certain back-reaction, and we’ll end up in the middle somewhere,” Beasley says. “The mistake you can make right now is to assume that this represents finalized decisions and the future—because it doesn’t.”
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  • Dev snapshot: Godot 4.5 dev 5

    Replicube
    A game by Walaber Entertainment LLCDev snapshot: Godot 4.5 dev 5By:
    Thaddeus Crews2 June 2025Pre-releaseBrrr… Do you feel that? That’s the cold front of the feature freeze just around the corner. It’s not upon us just yet, but this is likely to be our final development snapshot of the 4.5 release cycle. As we enter the home stretch of new features, bugs are naturally going to follow suit, meaning bug reports and feedback will be especially important for a smooth beta timeframe.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The cover illustration is from Replicube, a programming puzzle game where you write code to recreate voxelized objects. It is developed by Walaber Entertainment LLC. You can get the game on Steam.HighlightsIn case you missed them, see the 4.5 dev 1, 4.5 dev 2, 4.5 dev 3, and 4.5 dev 4 release notes for an overview of some key features which were already in those snapshots, and are therefore still available for testing in dev 5.Native visionOS supportNormally, our featured highlights in these development blogs come from long-time contributors. This makes sense of course, as it’s generally those users that have the familiarity necessary for major changes or additions that are commonly used for these highlights. That’s why it might surprise you to hear that visionOS support comes to us from Ricardo Sanchez-Saez, whose pull request GH-105628 is his very first contribution to the engine! It might not surprise you to hear that Ricardo is part of the visionOS engineering team at Apple, which certainly helps get his foot in the door, but that still makes visionOS the first officially-supported platform integration in about a decade.For those unfamiliar, visionOS is Apple’s XR environment. We’re no strangers to XR as a concept, but XR platforms are as distinct from one another as traditional platforms. visionOS users have expressed a strong interest in integrating with our ever-growing XR community, and now we can make that happen. See you all in the next XR Game Jam!GDScript: Abstract classesWhile the Godot Engine utilizes abstract classes—a class that cannot be directly instantiated—frequently, this was only ever supported internally. Thanks to the efforts of Aaron Franke, this paradigm is now available to GDScript users. Now if a user wants to introduce their own abstract class, they merely need to declare it via the new abstract keyword:abstract class_name MyAbstract extends Node
    The purpose of an abstract class is to create a baseline for other classes to derive from:class_name ExtendsMyAbstract extends MyAbstract
    Shader bakerFrom the technical gurus behind implementing ubershaders, Darío Samo and Pedro J. Estébanez bring us another miracle of rendering via GH-102552: shader baker exporting. This is an optional feature that can be enabled at export time to speed up shader compilation massively. This feature works with ubershaders automatically without any work from the user. Using shader baking is strongly recommended when targeting Apple devices or D3D12 since it makes the biggest difference there!Before:After:However, it comes with tradeoffs:Export time will be much longer.Build size will be much larger since the baked shaders can take up a lot of space.We have removed several MoltenVK bug workarounds from the Forward+ shader, therefore we no longer guarantee support for the Forward+ renderer on Intel Macs. If you are targeting Intel Macs, you should use the Mobile or Compatibility renderers.Baking for Vulkan can be done from any device, but baking for D3D12 needs to be done from a Windows device and baking for Apple .metallib requires a Metal compiler.Web: WebAssembly SIMD supportAs you might recall, Godot 4.0 initially released under the assumption that multi-threaded web support would become the standard, and only supported that format for web builds. This assumption unfortunately proved to be wishful thinking, and was reverted in 4.3 by allowing for single-threaded builds once more. However, this doesn’t mean that these single-threaded environments are inherently incapable of parallel processing; it just requires alternative implementations. One such implementation, SIMD, is a perfect candidate thanks to its support across all major browsers. To that end, web-wiz Adam Scott has taken to integrating this implementation for our web builds by default.Inline color pickersWhile it’s always been possible to see what kind of variable is assigned to an exported color in the inspector, some users have expressed a keen interest in allowing for this functionality within the script editor itself. This is because it would mean seeing what kind of color is represented by a variable without it needing to be exposed, as well as making it more intuitive at a glance as to what color a name or code corresponds to. Koliur Rahman has blessed us with this quality-of-life goodness, which adds an inline color picker GH-105724. Now no matter where the color is declared, users will be able to immediately and intuitively know what is actually represented in a non-intrusive manner.Rendering goodiesThe renderer got a fair amount of love this snapshot; not from any one PR, but rather a multitude of community members bringing some long-awaited features to light. Raymond DiDonato helped SMAA 1x make its transition from addon to fully-fledged engine feature. Capry brings bent normal maps to further enhance specular occlusion and indirect lighting. Our very own Clay John converted our Compatibility backend to use a fragment shader copy instead of a blit copy, working around common sample rate issues on mobile devices. More technical information on these rendering changes can be found in their associated PRs.SMAA comparison:OffOnBent normal map comparison:BeforeAfterAnd more!There are too many exciting changes to list them all here, but here’s a curated selection:Animation: Add alphabetical sorting to Animation Player.Animation: Add animation filtering to animation editor.Audio: Implement seek operation for Theora video files, improve multi-channel audio resampling.Core: Add --scene command line argument.Core: Overhaul resource duplication.Core: Use Grisu2 algorithm in String::num_scientific to fix serializing.Editor: Add “Quick Load” button to EditorResourcePicker.Editor: Add PROPERTY_HINT_INPUT_NAME for use with @export_custom to allow using input actions.Editor: Add named EditorScripts to the command palette.GUI: Add file sort to FileDialog.I18n: Add translation preview in editor.Import: Add Channel Remap settings to ResourceImporterTexture.Physics: Improve performance with non-monitoring areas when using Jolt Physics.Porting: Android: Add export option for custom theme attributes.Porting: Android: Add support for 16 KB page sizes, update to NDK r28b.Porting: Android: Remove the gradle_build/compress_native_libraries export option.Porting: Web: Use actual PThread pool size for get_default_thread_pool_size.Porting: Windows/macOS/Linux: Use SSE 4.2 as a baseline when compiling Godot.Rendering: Add new StandardMaterial properties to allow users to control FPS-style objects.Rendering: FTI - Optimize SceneTree traversal.Changelog109 contributors submitted 252 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-dev4 snapshot.This release is built from commit 64b09905c.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET buildincludes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesWindows executableshave been signed with an expired certificate. You may see warnings from Windows Defender’s SmartScreen when running this version, or outright be prevented from running the executables with a double-click. Running Godot from the command line can circumvent this. We will soon have a renewed certificate which will be used for future builds.With every release, we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report.SupportGodot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now
    #dev #snapshot #godot
    Dev snapshot: Godot 4.5 dev 5
    Replicube A game by Walaber Entertainment LLCDev snapshot: Godot 4.5 dev 5By: Thaddeus Crews2 June 2025Pre-releaseBrrr… Do you feel that? That’s the cold front of the feature freeze just around the corner. It’s not upon us just yet, but this is likely to be our final development snapshot of the 4.5 release cycle. As we enter the home stretch of new features, bugs are naturally going to follow suit, meaning bug reports and feedback will be especially important for a smooth beta timeframe.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The cover illustration is from Replicube, a programming puzzle game where you write code to recreate voxelized objects. It is developed by Walaber Entertainment LLC. You can get the game on Steam.HighlightsIn case you missed them, see the 4.5 dev 1, 4.5 dev 2, 4.5 dev 3, and 4.5 dev 4 release notes for an overview of some key features which were already in those snapshots, and are therefore still available for testing in dev 5.Native visionOS supportNormally, our featured highlights in these development blogs come from long-time contributors. This makes sense of course, as it’s generally those users that have the familiarity necessary for major changes or additions that are commonly used for these highlights. That’s why it might surprise you to hear that visionOS support comes to us from Ricardo Sanchez-Saez, whose pull request GH-105628 is his very first contribution to the engine! It might not surprise you to hear that Ricardo is part of the visionOS engineering team at Apple, which certainly helps get his foot in the door, but that still makes visionOS the first officially-supported platform integration in about a decade.For those unfamiliar, visionOS is Apple’s XR environment. We’re no strangers to XR as a concept, but XR platforms are as distinct from one another as traditional platforms. visionOS users have expressed a strong interest in integrating with our ever-growing XR community, and now we can make that happen. See you all in the next XR Game Jam!GDScript: Abstract classesWhile the Godot Engine utilizes abstract classes—a class that cannot be directly instantiated—frequently, this was only ever supported internally. Thanks to the efforts of Aaron Franke, this paradigm is now available to GDScript users. Now if a user wants to introduce their own abstract class, they merely need to declare it via the new abstract keyword:abstract class_name MyAbstract extends Node The purpose of an abstract class is to create a baseline for other classes to derive from:class_name ExtendsMyAbstract extends MyAbstract Shader bakerFrom the technical gurus behind implementing ubershaders, Darío Samo and Pedro J. Estébanez bring us another miracle of rendering via GH-102552: shader baker exporting. This is an optional feature that can be enabled at export time to speed up shader compilation massively. This feature works with ubershaders automatically without any work from the user. Using shader baking is strongly recommended when targeting Apple devices or D3D12 since it makes the biggest difference there!Before:After:However, it comes with tradeoffs:Export time will be much longer.Build size will be much larger since the baked shaders can take up a lot of space.We have removed several MoltenVK bug workarounds from the Forward+ shader, therefore we no longer guarantee support for the Forward+ renderer on Intel Macs. If you are targeting Intel Macs, you should use the Mobile or Compatibility renderers.Baking for Vulkan can be done from any device, but baking for D3D12 needs to be done from a Windows device and baking for Apple .metallib requires a Metal compiler.Web: WebAssembly SIMD supportAs you might recall, Godot 4.0 initially released under the assumption that multi-threaded web support would become the standard, and only supported that format for web builds. This assumption unfortunately proved to be wishful thinking, and was reverted in 4.3 by allowing for single-threaded builds once more. However, this doesn’t mean that these single-threaded environments are inherently incapable of parallel processing; it just requires alternative implementations. One such implementation, SIMD, is a perfect candidate thanks to its support across all major browsers. To that end, web-wiz Adam Scott has taken to integrating this implementation for our web builds by default.Inline color pickersWhile it’s always been possible to see what kind of variable is assigned to an exported color in the inspector, some users have expressed a keen interest in allowing for this functionality within the script editor itself. This is because it would mean seeing what kind of color is represented by a variable without it needing to be exposed, as well as making it more intuitive at a glance as to what color a name or code corresponds to. Koliur Rahman has blessed us with this quality-of-life goodness, which adds an inline color picker GH-105724. Now no matter where the color is declared, users will be able to immediately and intuitively know what is actually represented in a non-intrusive manner.Rendering goodiesThe renderer got a fair amount of love this snapshot; not from any one PR, but rather a multitude of community members bringing some long-awaited features to light. Raymond DiDonato helped SMAA 1x make its transition from addon to fully-fledged engine feature. Capry brings bent normal maps to further enhance specular occlusion and indirect lighting. Our very own Clay John converted our Compatibility backend to use a fragment shader copy instead of a blit copy, working around common sample rate issues on mobile devices. More technical information on these rendering changes can be found in their associated PRs.SMAA comparison:OffOnBent normal map comparison:BeforeAfterAnd more!There are too many exciting changes to list them all here, but here’s a curated selection:Animation: Add alphabetical sorting to Animation Player.Animation: Add animation filtering to animation editor.Audio: Implement seek operation for Theora video files, improve multi-channel audio resampling.Core: Add --scene command line argument.Core: Overhaul resource duplication.Core: Use Grisu2 algorithm in String::num_scientific to fix serializing.Editor: Add “Quick Load” button to EditorResourcePicker.Editor: Add PROPERTY_HINT_INPUT_NAME for use with @export_custom to allow using input actions.Editor: Add named EditorScripts to the command palette.GUI: Add file sort to FileDialog.I18n: Add translation preview in editor.Import: Add Channel Remap settings to ResourceImporterTexture.Physics: Improve performance with non-monitoring areas when using Jolt Physics.Porting: Android: Add export option for custom theme attributes.Porting: Android: Add support for 16 KB page sizes, update to NDK r28b.Porting: Android: Remove the gradle_build/compress_native_libraries export option.Porting: Web: Use actual PThread pool size for get_default_thread_pool_size.Porting: Windows/macOS/Linux: Use SSE 4.2 as a baseline when compiling Godot.Rendering: Add new StandardMaterial properties to allow users to control FPS-style objects.Rendering: FTI - Optimize SceneTree traversal.Changelog109 contributors submitted 252 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-dev4 snapshot.This release is built from commit 64b09905c.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET buildincludes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesWindows executableshave been signed with an expired certificate. You may see warnings from Windows Defender’s SmartScreen when running this version, or outright be prevented from running the executables with a double-click. Running Godot from the command line can circumvent this. We will soon have a renewed certificate which will be used for future builds.With every release, we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report.SupportGodot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now #dev #snapshot #godot
    GODOTENGINE.ORG
    Dev snapshot: Godot 4.5 dev 5
    Replicube A game by Walaber Entertainment LLCDev snapshot: Godot 4.5 dev 5By: Thaddeus Crews2 June 2025Pre-releaseBrrr… Do you feel that? That’s the cold front of the feature freeze just around the corner. It’s not upon us just yet, but this is likely to be our final development snapshot of the 4.5 release cycle. As we enter the home stretch of new features, bugs are naturally going to follow suit, meaning bug reports and feedback will be especially important for a smooth beta timeframe.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The cover illustration is from Replicube, a programming puzzle game where you write code to recreate voxelized objects. It is developed by Walaber Entertainment LLC (Bluesky, Twitter). You can get the game on Steam.HighlightsIn case you missed them, see the 4.5 dev 1, 4.5 dev 2, 4.5 dev 3, and 4.5 dev 4 release notes for an overview of some key features which were already in those snapshots, and are therefore still available for testing in dev 5.Native visionOS supportNormally, our featured highlights in these development blogs come from long-time contributors. This makes sense of course, as it’s generally those users that have the familiarity necessary for major changes or additions that are commonly used for these highlights. That’s why it might surprise you to hear that visionOS support comes to us from Ricardo Sanchez-Saez, whose pull request GH-105628 is his very first contribution to the engine! It might not surprise you to hear that Ricardo is part of the visionOS engineering team at Apple, which certainly helps get his foot in the door, but that still makes visionOS the first officially-supported platform integration in about a decade.For those unfamiliar, visionOS is Apple’s XR environment. We’re no strangers to XR as a concept (see our recent XR blogpost highlighting the latest Godot XR Game Jam), but XR platforms are as distinct from one another as traditional platforms. visionOS users have expressed a strong interest in integrating with our ever-growing XR community, and now we can make that happen. See you all in the next XR Game Jam!GDScript: Abstract classesWhile the Godot Engine utilizes abstract classes—a class that cannot be directly instantiated—frequently, this was only ever supported internally. Thanks to the efforts of Aaron Franke, this paradigm is now available to GDScript users (GH-67777). Now if a user wants to introduce their own abstract class, they merely need to declare it via the new abstract keyword:abstract class_name MyAbstract extends Node The purpose of an abstract class is to create a baseline for other classes to derive from:class_name ExtendsMyAbstract extends MyAbstract Shader bakerFrom the technical gurus behind implementing ubershaders, Darío Samo and Pedro J. Estébanez bring us another miracle of rendering via GH-102552: shader baker exporting. This is an optional feature that can be enabled at export time to speed up shader compilation massively. This feature works with ubershaders automatically without any work from the user. Using shader baking is strongly recommended when targeting Apple devices or D3D12 since it makes the biggest difference there (over 20× decrease in load times in the TPS demo)!Before:After:However, it comes with tradeoffs:Export time will be much longer.Build size will be much larger since the baked shaders can take up a lot of space.We have removed several MoltenVK bug workarounds from the Forward+ shader, therefore we no longer guarantee support for the Forward+ renderer on Intel Macs. If you are targeting Intel Macs, you should use the Mobile or Compatibility renderers.Baking for Vulkan can be done from any device, but baking for D3D12 needs to be done from a Windows device and baking for Apple .metallib requires a Metal compiler (macOS with Xcode / Command Line Tools installed).Web: WebAssembly SIMD supportAs you might recall, Godot 4.0 initially released under the assumption that multi-threaded web support would become the standard, and only supported that format for web builds. This assumption unfortunately proved to be wishful thinking, and was reverted in 4.3 by allowing for single-threaded builds once more. However, this doesn’t mean that these single-threaded environments are inherently incapable of parallel processing; it just requires alternative implementations. One such implementation, SIMD, is a perfect candidate thanks to its support across all major browsers. To that end, web-wiz Adam Scott has taken to integrating this implementation for our web builds by default (GH-106319).Inline color pickersWhile it’s always been possible to see what kind of variable is assigned to an exported color in the inspector, some users have expressed a keen interest in allowing for this functionality within the script editor itself. This is because it would mean seeing what kind of color is represented by a variable without it needing to be exposed, as well as making it more intuitive at a glance as to what color a name or code corresponds to. Koliur Rahman has blessed us with this quality-of-life goodness, which adds an inline color picker GH-105724. Now no matter where the color is declared, users will be able to immediately and intuitively know what is actually represented in a non-intrusive manner.Rendering goodiesThe renderer got a fair amount of love this snapshot; not from any one PR, but rather a multitude of community members bringing some long-awaited features to light. Raymond DiDonato helped SMAA 1x make its transition from addon to fully-fledged engine feature (GH-102330). Capry brings bent normal maps to further enhance specular occlusion and indirect lighting (GH-89988). Our very own Clay John converted our Compatibility backend to use a fragment shader copy instead of a blit copy, working around common sample rate issues on mobile devices (GH-106267). More technical information on these rendering changes can be found in their associated PRs.SMAA comparison:OffOnBent normal map comparison:BeforeAfterAnd more!There are too many exciting changes to list them all here, but here’s a curated selection:Animation: Add alphabetical sorting to Animation Player (GH-103584).Animation: Add animation filtering to animation editor (GH-103130).Audio: Implement seek operation for Theora video files, improve multi-channel audio resampling (GH-102360).Core: Add --scene command line argument (GH-105302).Core: Overhaul resource duplication (GH-100673).Core: Use Grisu2 algorithm in String::num_scientific to fix serializing (GH-98750).Editor: Add “Quick Load” button to EditorResourcePicker (GH-104490).Editor: Add PROPERTY_HINT_INPUT_NAME for use with @export_custom to allow using input actions (GH-96611).Editor: Add named EditorScripts to the command palette (GH-99318).GUI: Add file sort to FileDialog (GH-105723).I18n: Add translation preview in editor (GH-96921).Import: Add Channel Remap settings to ResourceImporterTexture (GH-99676).Physics: Improve performance with non-monitoring areas when using Jolt Physics (GH-106490).Porting: Android: Add export option for custom theme attributes (GH-106724).Porting: Android: Add support for 16 KB page sizes, update to NDK r28b (GH-106358).Porting: Android: Remove the gradle_build/compress_native_libraries export option (GH-106359).Porting: Web: Use actual PThread pool size for get_default_thread_pool_size() (GH-104458).Porting: Windows/macOS/Linux: Use SSE 4.2 as a baseline when compiling Godot (GH-59595).Rendering: Add new StandardMaterial properties to allow users to control FPS-style objects (hands, weapons, tools close to the camera) (GH-93142).Rendering: FTI - Optimize SceneTree traversal (GH-106244).Changelog109 contributors submitted 252 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-dev4 snapshot.This release is built from commit 64b09905c.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET build (marked as mono) includes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesWindows executables (both the editor and export templates) have been signed with an expired certificate. You may see warnings from Windows Defender’s SmartScreen when running this version, or outright be prevented from running the executables with a double-click (GH-106373). Running Godot from the command line can circumvent this. We will soon have a renewed certificate which will be used for future builds.With every release, we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).SupportGodot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now
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  • Nobody understands gambling, especially in video games

    In 2025, it’s very difficult not to see gambling advertised everywhere. It’s on billboards and sports broadcasts. It’s on podcasts and printed on the turnbuckle of AEW’s pay-per-view shows. And it’s on app stores, where you can find the FanDuel and DraftKings sportsbooks, alongside glitzy digital slot machines. These apps all have the highest age ratings possible on Apple’s App Store and Google Play. But earlier this year, a different kind of app nearly disappeared from the Play Store entirely.Luck Be A Landlord is a roguelite deckbuilder from solo developer Dan DiIorio. DiIorio got word from Google in January 2025 that Luck Be A Landlord was about to be pulled, globally, because DiIorio had not disclosed the game’s “gambling themes” in its rating.In Luck Be a Landlord, the player takes spins on a pixel art slot machine to earn coins to pay their ever-increasing rent — a nightmare gamification of our day-to-day grind to remain housed. On app stores, it’s a one-time purchase of and it’s on Steam. On the Play Store page, developer Dan DiIorio notes, “This game does not contain any real-world currency gambling or microtransactions.”And it doesn’t. But for Google, that didn’t matter. First, the game was removed from the storefront in a slew of countries that have strict gambling laws. Then, at the beginning of 2025, Google told Dilorio that Luck Be A Landlord would be pulled globally because of its rating discrepancy, as it “does not take into account references to gambling”.DiIorio had gone through this song and dance before — previously, when the game was blocked, he would send back a message saying “hey, the game doesn’t have gambling,” and then Google would send back a screenshot of the game and assert that, in fact, it had.DiIorio didn’t agree, but this time they decided that the risk of Landlord getting taken down permanently was too great. They’re a solo developer, and Luck Be a Landlord had just had its highest 30-day revenue since release. So, they filled out the form confirming that Luck Be A Landlord has “gambling themes,” and are currently hoping that this will be the end of it.This is a situation that sucks for an indie dev to be in, and over email DiIorio told Polygon it was “very frustrating.”“I think it can negatively affect indie developers if they fall outside the norm, which indies often do,” they wrote. “It also makes me afraid to explore mechanics like this further. It stifles creativity, and that’s really upsetting.”In late 2024, the hit game Balatro was in a similar position. It had won numerous awards, and made in its first week on mobile platforms. And then overnight, the PEGI ratings board declared that the game deserved an adult rating.The ESRB had already rated it E10+ in the US, noting it has gambling themes. And the game was already out in Europe, making its overnight ratings change a surprise. Publisher PlayStack said the rating was given because Balatro has “prominent gambling imagery and material that instructs about gambling.”Balatro is basically Luck Be A Landlord’s little cousin. Developer LocalThunk was inspired by watching streams of Luck Be A Landlord, and seeing the way DiIorio had implemented deck-building into his slot machine. And like Luck Be A Landlord, Balatro is a one-time purchase, with no microtransactions.But the PEGI board noted that because the game uses poker hands, the skills the player learns in Balatro could translate to real-world poker.In its write-up, GameSpot noted that the same thing happened to a game called Sunshine Shuffle. It was temporarily banned from the Nintendo eShop, and also from the entire country of South Korea. Unlike Balatro, Sunshine Shuffle actually is a poker game, except you’re playing Texas Hold ‘Em — again for no real money — with cute animals.It’s common sense that children shouldn’t be able to access apps that allow them to gamble. But none of these games contain actual gambling — or do they?Where do we draw the line? Is it gambling to play any game that is also played in casinos, like poker or blackjack? Is it gambling to play a game that evokes the aesthetics of a casino, like cards, chips, dice, or slot machines? Is it gambling to wager or earn fictional money?Gaming has always been a lightning rod for controversy. Sex, violence, misogyny, addiction — you name it, video games have been accused of perpetrating or encouraging it. But gambling is gaming’s original sin. And it’s the one we still can’t get a grip on.The original link between gambling and gamingGetty ImagesThe association between video games and gambling all goes back to pinball. Back in the ’30s and ’40s, politicians targeted pinball machines for promoting gambling. Early pinball machines were less skill-based, and some gave cash payouts, so the comparison wasn’t unfair. Famously, mob-hating New York City mayor Fiorello LaGuardia banned pinball in the city, and appeared in a newsreel dumping pinball and slot machines into the Long Island Sound. Pinball machines spent some time relegated to the back rooms of sex shops and dive bars. But after some lobbying, the laws relaxed.By the 1970s, pinball manufacturers were also making video games, and the machines were side-by-side in arcades. Arcade machines, like pinball, took small coin payments, repeatedly, for short rounds of play. The disreputable funk of pinball basically rubbed off onto video games.Ever since video games rocked onto the scene, concerned and sometimes uneducated parties have been asking if they’re dangerous. And in general, studies have shown that they’re not. The same can’t be said about gambling — the practice of putting real money down to bet on an outcome.It’s a golden age for gambling2025 in the USA is a great time for gambling, which has been really profitable for gambling companies — to the tune of billion dollars of revenue in 2023.To put this number in perspective, the American Gaming Association, which is the casino industry’s trade group and has nothing to do with video games, reports that 2022’s gambling revenue was billion. It went up billion in a year.And this increase isn’t just because of sportsbooks, although sports betting is a huge part of it. Online casinos and brick-and-mortar casinos are both earning more, and as a lot of people have pointed out, gambling is being normalized to a pretty disturbing degree.Much like with alcohol, for a small percentage of people, gambling can tip from occasional leisure activity into addiction. The people who are most at risk are, by and large, already vulnerable: researchers at the Yale School of Medicine found that 96% of problem gamblers are also wrestling with other disorders, such as “substance use, impulse-control disorders, mood disorders, and anxiety disorders.”Even if you’re not in that group, there are still good reasons to be wary of gambling. People tend to underestimate their own vulnerability to things they know are dangerous for others. Someone else might bet beyond their means. But I would simply know when to stop.Maybe you do! But being blithely confident about it can make it hard to notice if you do develop a problem. Or if you already have one.Addiction changes the way your brain works. When you’re addicted to something, your participation in it becomes compulsive, at the expense of other interests and responsibilities. Someone might turn to their addiction to self-soothe when depressed or anxious. And speaking of those feelings, people who are depressed and anxious are already more vulnerable to addiction. Given the entire state of the world right now, this predisposition shines an ugly light on the numbers touted by the AGA. Is it good that the industry is reporting billion in additional earnings, when the economy feels so frail, when the stock market is ping ponging through highs and lows daily, when daily expenses are rising? It doesn’t feel good. In 2024, the YouTuber Drew Gooden turned his critical eye to online gambling. One of the main points he makes in his excellent video is that gambling is more accessible than ever. It’s on all our phones, and betting companies are using decades of well-honed app design and behavioral studies to manipulate users to spend and spend.Meanwhile, advertising on podcasts, billboards, TV, radio, and websites – it’s literally everywhere — tells you that this is fun, and you don’t even need to know what you’re doing, and you’re probably one bet away from winning back those losses.Where does Luck Be a Landlord come into this?So, are there gambling themes in Luck Be A Landlord? The game’s slot machine is represented in simple pixel art. You pay one coin to use it, and among the more traditional slot machine symbols are silly ones like a snail that only pays out after 4 spins.When I started playing it, my primary emotion wasn’t necessarily elation at winning coins — it was stress and disbelief when, in the third round of the game, the landlord increased my rent by 100%. What the hell.I don’t doubt that getting better at it would produce dopamine thrills akin to gambling — or playing any video game. But it’s supposed to be difficult, because that’s the joke. If you beat the game you unlock more difficulty modes where, as you keep paying rent, your landlord gets furious, and starts throwing made-up rules at you: previously rare symbols will give you less of a payout, and the very mechanics of the slot machine change.It’s a manifestation of the golden rule of casinos, and all of capitalism writ large: the odds are stacked against you. The house always wins. There is luck involved, to be sure, but because Luck Be A Landlord is a deck-builder, knowing the different ways you can design your slot machine to maximize payouts is a skill! You have some influence over it, unlike a real slot machine. The synergies that I’ve seen high-level players create are completely nuts, and obviously based on a deep understanding of the strategies the game allows.IMAGE: TrampolineTales via PolygonBalatro and Luck Be a Landlord both distance themselves from casino gambling again in the way they treat money. In Landlord, the money you earn is gold coins, not any currency we recognize. And the payouts aren’t actually that big. By the end of the core game, the rent money you’re struggling and scraping to earn… is 777 coins. In the post-game endless mode, payouts can get massive. But the thing is, to get this far, you can’t rely on chance. You have to be very good at Luck Be a Landlord.And in Balatro, the numbers that get big are your points. The actual dollar payments in a round of Balatro are small. These aren’t games about earning wads and wads of cash. So, do these count as “gambling themes”?We’ll come back to that question later. First, I want to talk about a closer analog to what we colloquially consider gambling: loot boxes and gacha games.Random rewards: from Overwatch to the rise of gachaRecently, I did something that I haven’t done in a really long time: I thought about Overwatch. I used to play Overwatch with my friends, and I absolutely made a habit of dropping 20 bucks here or there for a bunch of seasonal loot boxes. This was never a problem behavior for me, but in hindsight, it does sting that over a couple of years, I dropped maybe on cosmetics for a game that now I primarily associate with squandered potential.Loot boxes grew out of free-to-play mobile games, where they’re the primary method of monetization. In something like Overwatch, they functioned as a way to earn additional revenue in an ongoing game, once the player had already dropped 40 bucks to buy it.More often than not, loot boxes are a random selection of skins and other cosmetics, but games like Star Wars: Battlefront 2 were famously criticized for launching with loot crates that essentially made it pay-to-win – if you bought enough of them and got lucky.It’s not unprecedented to associate loot boxes with gambling. A 2021 study published in Addictive Behaviors showed that players who self-reported as problem gamblers also tended to spend more on loot boxes, and another study done in the UK found a similar correlation with young adults.While Overwatch certainly wasn’t the first game to feature cosmetic loot boxes or microtransactions, it’s a reference point for me, and it also got attention worldwide. In 2018, Overwatch was investigated by the Belgian Gaming Commission, which found it “in violation of gambling legislation” alongside FIFA 18 and Counter-Strike: Global Offensive. Belgium’s response was to ban the sale of loot boxes without a gambling license. Having a paid random rewards mechanic in a game is a criminal offense there. But not really. A 2023 study showed that 82% of iPhone games sold on the App Store in Belgium still use random paid monetization, as do around 80% of games that are rated 12+. The ban wasn’t effectively enforced, if at all, and the study recommends that a blanket ban wouldn’t actually be a practical solution anyway.Overwatch was rated T for Teen by the ESRB, and 12 by PEGI. When it first came out, its loot boxes were divisive. Since the mechanic came from F2P mobile games, which are often seen as predatory, people balked at seeing it in a big action game from a multi-million dollar publisher.At the time, the rebuttal was, “Well, at least it’s just cosmetics.” Nobody needs to buy loot boxes to be good at Overwatch.A lot has changed since 2016. Now we have a deeper understanding of how these mechanics are designed to manipulate players, even if they don’t affect gameplay. But also, they’ve been normalized. While there will always be people expressing disappointment when a AAA game has a paid random loot mechanic, it is no longer shocking.And if anything, these mechanics have only become more prevalent, thanks to the growth of gacha games. Gacha is short for “gachapon,” the Japanese capsule machines where you pay to receive one of a selection of random toys. Getty ImagesIn gacha games, players pay — not necessarily real money, but we’ll get to that — for a chance to get something. Maybe it’s a character, or a special weapon, or some gear — it depends on the game. Whatever it is, within that context, it’s desirable — and unlike the cosmetics of Overwatch, gacha pulls often do impact the gameplay.For example, in Infinity Nikki, you can pull for clothing items in these limited-time events. You have a chance to get pieces of a five-star outfit. But you also might pull one of a set of four-star items, or a permanent three-star piece. Of course, if you want all ten pieces of the five-star outfit, you have to do multiple pulls, each costing a handful of limited resources that you can earn in-game or purchase with money.Gacha was a fixture of mobile gaming for a long time, but in recent years, we’ve seen it go AAA, and global. MiHoYo’s Genshin Impact did a lot of that work when it came out worldwide on consoles and PC alongside its mobile release. Genshin and its successors are massive AAA games of a scale that, for your Nintendos and Ubisofts, would necessitate selling a bajillion copies to be a success. And they’re free.Genshin is an action game, whose playstyle changes depending on what character you’re playing — characters you get from gacha pulls, of course. In Zenless Zone Zero, the characters you can pull have different combo patterns, do different kinds of damage, and just feel different to play. And whereas in an early mobile gacha game like Love Nikki Dress UP! Queen the world was rudimentary, its modern descendant Infinity Nikki is, like Genshin, Breath of the Wild-esque. It is a massive open world, with collectibles and physics puzzles, platforming challenges, and a surprisingly involved storyline. Genshin Impact was the subject of an interesting study where researchers asked young adults in Hong Kong to self-report on their gacha spending habits. They found that, like with gambling, players who are not feeling good tend to spend more. “Young adult gacha gamers experiencing greater stress and anxiety tend to spend more on gacha purchases, have more motives for gacha purchases, and participate in more gambling activities,” they wrote. “This group is at a particularly higher risk of becoming problem gamblers.”One thing that is important to note is that Genshin Impact came out in 2020. The study was self-reported, and it was done during the early stages of the COVID-19 pandemic. It was a time when people were experiencing a lot of stress, and also fewer options to relieve that stress. We were all stuck inside gaming.But the fact that stress can make people more likely to spend money on gacha shows that while the gacha model isn’t necessarily harmful to everyone, it is exploitative to everyone. Since I started writing this story, another self-reported study came out in Japan, where 18.8% of people in their 20s say they’ve spent money on gacha rather than on things like food or rent.Following Genshin Impact’s release, MiHoYo put out Honkai: Star Rail and Zenless Zone Zero. All are shiny, big-budget games that are free to play, but dangle the lure of making just one purchase in front of the player. Maybe you could drop five bucks on a handful of in-game currency to get one more pull. Or maybe just this month you’ll get the second tier of rewards on the game’s equivalent of a Battle Pass. The game is free, after all — but haven’t you enjoyed at least ten dollars’ worth of gameplay? Image: HoyoverseI spent most of my December throwing myself into Infinity Nikki. I had been so stressed, and the game was so soothing. I logged in daily to fulfill my daily wishes and earn my XP, diamonds, Threads of Purity, and bling. I accumulated massive amounts of resources. I haven’t spent money on the game. I’m trying not to, and so far, it’s been pretty easy. I’ve been super happy with how much stuff I can get for free, and how much I can do! I actually feel really good about that — which is what I said to my boyfriend, and he replied, “Yeah, that’s the point. That’s how they get you.”And he’s right. Currently, Infinity Nikki players are embroiled in a war with developer Infold, after Infold introduced yet another currency type with deep ties to Nikki’s gacha system. Every one of these gacha games has its own tangled system of overlapping currencies. Some can only be used on gacha pulls. Some can only be used to upgrade items. Many of them can be purchased with human money.Image: InFold Games/Papergames via PolygonAll of this adds up. According to Sensor Towers’ data, Genshin Impact earned over 36 million dollars on mobile alone in a single month of 2024. I don’t know what Dan DiIorio’s peak monthly revenue for Luck Be A Landlord was, but I’m pretty sure it wasn’t that.A lot of the spending guardrails we see in games like these are actually the result of regulations in other territories, especially China, where gacha has been a big deal for a lot longer. For example, gacha games have a daily limit on loot boxes, with the number clearly displayed, and a system collectively called “pity,” where getting the banner item is guaranteed after a certain number of pulls. Lastly, developers have to be clear about what the odds are. When I log in to spend the Revelation Crystals I’ve spent weeks hoarding in my F2P Infinity Nikki experience, I know that I have a 1.5% chance of pulling a 5-star piece, and that the odds can go up to 6.06%, and that I am guaranteed to get one within 20 pulls, because of the pity system.So, these odds are awful. But it is not as merciless as sitting down at a Vegas slot machine, an experience best described as “oh… that’s it?”There’s not a huge philosophical difference between buying a pack of loot boxes in Overwatch, a pull in Genshin Impact, or even a booster of Pokémon cards. You put in money, you get back randomized stuff that may or may not be what you want. In the dictionary definition, it’s a gamble. But unlike the slot machine, it’s not like you’re trying to win money by doing it, unless you’re selling those Pokémon cards, which is a topic for another time.But since even a game where you don’t get anything, like Balatro or Luck Be A Landlord, can come under fire for promoting gambling to kids, it would seem appropriate for app stores and ratings boards to take a similarly hardline stance with gacha.Instead, all these games are rated T for Teen by the ESRB, and PEGI 12 in the EU.The ESRB ratings for these games note that they contain in-game purchases, including random items. Honkai: Star Rail’s rating specifically calls out a slot machine mechanic, where players spend tokens to win a prize. But other than calling out Honkai’s slot machine, app stores are not slapping Genshin or Nikki with an 18+ rating. Meanwhile, Balatro had a PEGI rating of 18 until a successful appeal in February 2025, and Luck Be a Landlord is still 17+ on Apple’s App Store.Nobody knows what they’re doingWhen I started researching this piece, I felt very strongly that it was absurd that Luck Be A Landlord and Balatro had age ratings this high.I still believe that the way both devs have been treated by ratings boards is bad. Threatening an indie dev with a significant loss of income by pulling their game is bad, not giving them a way to defend themself or help them understand why it’s happening is even worse. It’s an extension of the general way that too-big-to-fail companies like Google treat all their customers.DiIorio told me that while it felt like a human being had at least looked at Luck Be A Landlord to make the determination that it contained gambling themes, the emails he was getting were automatic, and he doesn’t have a contact at Google to ask why this happened or how he can avoid it in the future — an experience that will be familiar to anyone who has ever needed Google support. But what’s changed for me is that I’m not actually sure anymore that games that don’t have gambling should be completely let off the hook for evoking gambling.Exposing teens to simulated gambling without financial stakes could spark an interest in the real thing later on, according to a study in the International Journal of Environmental Research and Public Health. It’s the same reason you can’t mosey down to the drug store to buy candy cigarettes. Multiple studies were done that showed kids who ate candy cigarettes were more likely to take up smokingSo while I still think rating something like Balatro 18+ is nuts, I also think that describing it appropriately might be reasonable. As a game, it’s completely divorced from literally any kind of play you would find in a casino — but I can see the concern that the thrill of flashy numbers and the shiny cards might encourage young players to try their hand at poker in a real casino, where a real house can take their money.Maybe what’s more important than doling out high age ratings is helping people think about how media can affect us. In the same way that, when I was 12 and obsessed with The Matrix, my parents gently made sure that I knew that none of the violence was real and you can’t actually cartwheel through a hail of bullets in real life. Thanks, mom and dad!But that’s an answer that’s a lot more abstract and difficult to implement than a big red 18+ banner. When it comes to gacha, I think we’re even less equipped to talk about these game mechanics, and I’m certain they’re not being age-rated appropriately. On the one hand, like I said earlier, gacha exploits the player’s desire for stuff that they are heavily manipulated to buy with real money. On the other hand, I think it’s worth acknowledging that there is a difference between gacha and casino gambling.Problem gamblers aren’t satisfied by winning — the thing they’re addicted to is playing, and the risk that comes with it. In gacha games, players do report satisfaction when they achieve the prize they set out to get. And yes, in the game’s next season, the developer will be dangling a shiny new prize in front of them with the goal of starting the cycle over. But I think it’s fair to make the distinction, while still being highly critical of the model.And right now, there is close to no incentive for app stores to crack down on gacha in any way. They get a cut of in-app purchases. Back in 2023, miHoYo tried a couple of times to set up payment systems that circumvented Apple’s 30% cut of in-app spending. Both times, it was thwarted by Apple, whose App Store generated trillion in developer billings and sales in 2022.According to Apple itself, 90% of that money did not include any commission to Apple. Fortunately for Apple, ten percent of a trillion dollars is still one hundred billion dollars, which I would also like to have in my bank account. Apple has zero reason to curb spending on games that have been earning millions of dollars every month for years.And despite the popularity of Luck Be A Landlord and Balatro’s massive App Store success, these games will never be as lucrative. They’re one-time purchases, and they don’t have microtransactions. To add insult to injury, like most popular games, Luck Be A Landlord has a lot of clones. And from what I can tell, it doesn’t look like any of them have been made to indicate that their games contain the dreaded “gambling themes” that Google was so worried about in Landlord.In particular, a game called SpinCraft: Roguelike from Sneaky Panda Games raised million in seed funding for “inventing the Luck-Puzzler genre,” which it introduced in 2022, while Luck Be A Landlord went into early access in 2021.It’s free-to-play, has ads and in-app purchases, looks like Fisher Price made a slot machine, and it’s rated E for everyone, with no mention of gambling imagery in its rating. I reached out to the developers to ask if they had also been contacted by the Play Store to disclose that their game has gambling themes, but I haven’t heard back.Borrowing mechanics in games is as old as time, and it’s something I in no way want to imply shouldn’t happen because copyright is the killer of invention — but I think we can all agree that the system is broken.There is no consistency in how games with random chance are treated. We still do not know how to talk about gambling, or gambling themes, and at the end of the day, the results of this are the same: the house always wins.See More:
    #nobody #understands #gambling #especially #video
    Nobody understands gambling, especially in video games
    In 2025, it’s very difficult not to see gambling advertised everywhere. It’s on billboards and sports broadcasts. It’s on podcasts and printed on the turnbuckle of AEW’s pay-per-view shows. And it’s on app stores, where you can find the FanDuel and DraftKings sportsbooks, alongside glitzy digital slot machines. These apps all have the highest age ratings possible on Apple’s App Store and Google Play. But earlier this year, a different kind of app nearly disappeared from the Play Store entirely.Luck Be A Landlord is a roguelite deckbuilder from solo developer Dan DiIorio. DiIorio got word from Google in January 2025 that Luck Be A Landlord was about to be pulled, globally, because DiIorio had not disclosed the game’s “gambling themes” in its rating.In Luck Be a Landlord, the player takes spins on a pixel art slot machine to earn coins to pay their ever-increasing rent — a nightmare gamification of our day-to-day grind to remain housed. On app stores, it’s a one-time purchase of and it’s on Steam. On the Play Store page, developer Dan DiIorio notes, “This game does not contain any real-world currency gambling or microtransactions.”And it doesn’t. But for Google, that didn’t matter. First, the game was removed from the storefront in a slew of countries that have strict gambling laws. Then, at the beginning of 2025, Google told Dilorio that Luck Be A Landlord would be pulled globally because of its rating discrepancy, as it “does not take into account references to gambling”.DiIorio had gone through this song and dance before — previously, when the game was blocked, he would send back a message saying “hey, the game doesn’t have gambling,” and then Google would send back a screenshot of the game and assert that, in fact, it had.DiIorio didn’t agree, but this time they decided that the risk of Landlord getting taken down permanently was too great. They’re a solo developer, and Luck Be a Landlord had just had its highest 30-day revenue since release. So, they filled out the form confirming that Luck Be A Landlord has “gambling themes,” and are currently hoping that this will be the end of it.This is a situation that sucks for an indie dev to be in, and over email DiIorio told Polygon it was “very frustrating.”“I think it can negatively affect indie developers if they fall outside the norm, which indies often do,” they wrote. “It also makes me afraid to explore mechanics like this further. It stifles creativity, and that’s really upsetting.”In late 2024, the hit game Balatro was in a similar position. It had won numerous awards, and made in its first week on mobile platforms. And then overnight, the PEGI ratings board declared that the game deserved an adult rating.The ESRB had already rated it E10+ in the US, noting it has gambling themes. And the game was already out in Europe, making its overnight ratings change a surprise. Publisher PlayStack said the rating was given because Balatro has “prominent gambling imagery and material that instructs about gambling.”Balatro is basically Luck Be A Landlord’s little cousin. Developer LocalThunk was inspired by watching streams of Luck Be A Landlord, and seeing the way DiIorio had implemented deck-building into his slot machine. And like Luck Be A Landlord, Balatro is a one-time purchase, with no microtransactions.But the PEGI board noted that because the game uses poker hands, the skills the player learns in Balatro could translate to real-world poker.In its write-up, GameSpot noted that the same thing happened to a game called Sunshine Shuffle. It was temporarily banned from the Nintendo eShop, and also from the entire country of South Korea. Unlike Balatro, Sunshine Shuffle actually is a poker game, except you’re playing Texas Hold ‘Em — again for no real money — with cute animals.It’s common sense that children shouldn’t be able to access apps that allow them to gamble. But none of these games contain actual gambling — or do they?Where do we draw the line? Is it gambling to play any game that is also played in casinos, like poker or blackjack? Is it gambling to play a game that evokes the aesthetics of a casino, like cards, chips, dice, or slot machines? Is it gambling to wager or earn fictional money?Gaming has always been a lightning rod for controversy. Sex, violence, misogyny, addiction — you name it, video games have been accused of perpetrating or encouraging it. But gambling is gaming’s original sin. And it’s the one we still can’t get a grip on.The original link between gambling and gamingGetty ImagesThe association between video games and gambling all goes back to pinball. Back in the ’30s and ’40s, politicians targeted pinball machines for promoting gambling. Early pinball machines were less skill-based, and some gave cash payouts, so the comparison wasn’t unfair. Famously, mob-hating New York City mayor Fiorello LaGuardia banned pinball in the city, and appeared in a newsreel dumping pinball and slot machines into the Long Island Sound. Pinball machines spent some time relegated to the back rooms of sex shops and dive bars. But after some lobbying, the laws relaxed.By the 1970s, pinball manufacturers were also making video games, and the machines were side-by-side in arcades. Arcade machines, like pinball, took small coin payments, repeatedly, for short rounds of play. The disreputable funk of pinball basically rubbed off onto video games.Ever since video games rocked onto the scene, concerned and sometimes uneducated parties have been asking if they’re dangerous. And in general, studies have shown that they’re not. The same can’t be said about gambling — the practice of putting real money down to bet on an outcome.It’s a golden age for gambling2025 in the USA is a great time for gambling, which has been really profitable for gambling companies — to the tune of billion dollars of revenue in 2023.To put this number in perspective, the American Gaming Association, which is the casino industry’s trade group and has nothing to do with video games, reports that 2022’s gambling revenue was billion. It went up billion in a year.And this increase isn’t just because of sportsbooks, although sports betting is a huge part of it. Online casinos and brick-and-mortar casinos are both earning more, and as a lot of people have pointed out, gambling is being normalized to a pretty disturbing degree.Much like with alcohol, for a small percentage of people, gambling can tip from occasional leisure activity into addiction. The people who are most at risk are, by and large, already vulnerable: researchers at the Yale School of Medicine found that 96% of problem gamblers are also wrestling with other disorders, such as “substance use, impulse-control disorders, mood disorders, and anxiety disorders.”Even if you’re not in that group, there are still good reasons to be wary of gambling. People tend to underestimate their own vulnerability to things they know are dangerous for others. Someone else might bet beyond their means. But I would simply know when to stop.Maybe you do! But being blithely confident about it can make it hard to notice if you do develop a problem. Or if you already have one.Addiction changes the way your brain works. When you’re addicted to something, your participation in it becomes compulsive, at the expense of other interests and responsibilities. Someone might turn to their addiction to self-soothe when depressed or anxious. And speaking of those feelings, people who are depressed and anxious are already more vulnerable to addiction. Given the entire state of the world right now, this predisposition shines an ugly light on the numbers touted by the AGA. Is it good that the industry is reporting billion in additional earnings, when the economy feels so frail, when the stock market is ping ponging through highs and lows daily, when daily expenses are rising? It doesn’t feel good. In 2024, the YouTuber Drew Gooden turned his critical eye to online gambling. One of the main points he makes in his excellent video is that gambling is more accessible than ever. It’s on all our phones, and betting companies are using decades of well-honed app design and behavioral studies to manipulate users to spend and spend.Meanwhile, advertising on podcasts, billboards, TV, radio, and websites – it’s literally everywhere — tells you that this is fun, and you don’t even need to know what you’re doing, and you’re probably one bet away from winning back those losses.Where does Luck Be a Landlord come into this?So, are there gambling themes in Luck Be A Landlord? The game’s slot machine is represented in simple pixel art. You pay one coin to use it, and among the more traditional slot machine symbols are silly ones like a snail that only pays out after 4 spins.When I started playing it, my primary emotion wasn’t necessarily elation at winning coins — it was stress and disbelief when, in the third round of the game, the landlord increased my rent by 100%. What the hell.I don’t doubt that getting better at it would produce dopamine thrills akin to gambling — or playing any video game. But it’s supposed to be difficult, because that’s the joke. If you beat the game you unlock more difficulty modes where, as you keep paying rent, your landlord gets furious, and starts throwing made-up rules at you: previously rare symbols will give you less of a payout, and the very mechanics of the slot machine change.It’s a manifestation of the golden rule of casinos, and all of capitalism writ large: the odds are stacked against you. The house always wins. There is luck involved, to be sure, but because Luck Be A Landlord is a deck-builder, knowing the different ways you can design your slot machine to maximize payouts is a skill! You have some influence over it, unlike a real slot machine. The synergies that I’ve seen high-level players create are completely nuts, and obviously based on a deep understanding of the strategies the game allows.IMAGE: TrampolineTales via PolygonBalatro and Luck Be a Landlord both distance themselves from casino gambling again in the way they treat money. In Landlord, the money you earn is gold coins, not any currency we recognize. And the payouts aren’t actually that big. By the end of the core game, the rent money you’re struggling and scraping to earn… is 777 coins. In the post-game endless mode, payouts can get massive. But the thing is, to get this far, you can’t rely on chance. You have to be very good at Luck Be a Landlord.And in Balatro, the numbers that get big are your points. The actual dollar payments in a round of Balatro are small. These aren’t games about earning wads and wads of cash. So, do these count as “gambling themes”?We’ll come back to that question later. First, I want to talk about a closer analog to what we colloquially consider gambling: loot boxes and gacha games.Random rewards: from Overwatch to the rise of gachaRecently, I did something that I haven’t done in a really long time: I thought about Overwatch. I used to play Overwatch with my friends, and I absolutely made a habit of dropping 20 bucks here or there for a bunch of seasonal loot boxes. This was never a problem behavior for me, but in hindsight, it does sting that over a couple of years, I dropped maybe on cosmetics for a game that now I primarily associate with squandered potential.Loot boxes grew out of free-to-play mobile games, where they’re the primary method of monetization. In something like Overwatch, they functioned as a way to earn additional revenue in an ongoing game, once the player had already dropped 40 bucks to buy it.More often than not, loot boxes are a random selection of skins and other cosmetics, but games like Star Wars: Battlefront 2 were famously criticized for launching with loot crates that essentially made it pay-to-win – if you bought enough of them and got lucky.It’s not unprecedented to associate loot boxes with gambling. A 2021 study published in Addictive Behaviors showed that players who self-reported as problem gamblers also tended to spend more on loot boxes, and another study done in the UK found a similar correlation with young adults.While Overwatch certainly wasn’t the first game to feature cosmetic loot boxes or microtransactions, it’s a reference point for me, and it also got attention worldwide. In 2018, Overwatch was investigated by the Belgian Gaming Commission, which found it “in violation of gambling legislation” alongside FIFA 18 and Counter-Strike: Global Offensive. Belgium’s response was to ban the sale of loot boxes without a gambling license. Having a paid random rewards mechanic in a game is a criminal offense there. But not really. A 2023 study showed that 82% of iPhone games sold on the App Store in Belgium still use random paid monetization, as do around 80% of games that are rated 12+. The ban wasn’t effectively enforced, if at all, and the study recommends that a blanket ban wouldn’t actually be a practical solution anyway.Overwatch was rated T for Teen by the ESRB, and 12 by PEGI. When it first came out, its loot boxes were divisive. Since the mechanic came from F2P mobile games, which are often seen as predatory, people balked at seeing it in a big action game from a multi-million dollar publisher.At the time, the rebuttal was, “Well, at least it’s just cosmetics.” Nobody needs to buy loot boxes to be good at Overwatch.A lot has changed since 2016. Now we have a deeper understanding of how these mechanics are designed to manipulate players, even if they don’t affect gameplay. But also, they’ve been normalized. While there will always be people expressing disappointment when a AAA game has a paid random loot mechanic, it is no longer shocking.And if anything, these mechanics have only become more prevalent, thanks to the growth of gacha games. Gacha is short for “gachapon,” the Japanese capsule machines where you pay to receive one of a selection of random toys. Getty ImagesIn gacha games, players pay — not necessarily real money, but we’ll get to that — for a chance to get something. Maybe it’s a character, or a special weapon, or some gear — it depends on the game. Whatever it is, within that context, it’s desirable — and unlike the cosmetics of Overwatch, gacha pulls often do impact the gameplay.For example, in Infinity Nikki, you can pull for clothing items in these limited-time events. You have a chance to get pieces of a five-star outfit. But you also might pull one of a set of four-star items, or a permanent three-star piece. Of course, if you want all ten pieces of the five-star outfit, you have to do multiple pulls, each costing a handful of limited resources that you can earn in-game or purchase with money.Gacha was a fixture of mobile gaming for a long time, but in recent years, we’ve seen it go AAA, and global. MiHoYo’s Genshin Impact did a lot of that work when it came out worldwide on consoles and PC alongside its mobile release. Genshin and its successors are massive AAA games of a scale that, for your Nintendos and Ubisofts, would necessitate selling a bajillion copies to be a success. And they’re free.Genshin is an action game, whose playstyle changes depending on what character you’re playing — characters you get from gacha pulls, of course. In Zenless Zone Zero, the characters you can pull have different combo patterns, do different kinds of damage, and just feel different to play. And whereas in an early mobile gacha game like Love Nikki Dress UP! Queen the world was rudimentary, its modern descendant Infinity Nikki is, like Genshin, Breath of the Wild-esque. It is a massive open world, with collectibles and physics puzzles, platforming challenges, and a surprisingly involved storyline. Genshin Impact was the subject of an interesting study where researchers asked young adults in Hong Kong to self-report on their gacha spending habits. They found that, like with gambling, players who are not feeling good tend to spend more. “Young adult gacha gamers experiencing greater stress and anxiety tend to spend more on gacha purchases, have more motives for gacha purchases, and participate in more gambling activities,” they wrote. “This group is at a particularly higher risk of becoming problem gamblers.”One thing that is important to note is that Genshin Impact came out in 2020. The study was self-reported, and it was done during the early stages of the COVID-19 pandemic. It was a time when people were experiencing a lot of stress, and also fewer options to relieve that stress. We were all stuck inside gaming.But the fact that stress can make people more likely to spend money on gacha shows that while the gacha model isn’t necessarily harmful to everyone, it is exploitative to everyone. Since I started writing this story, another self-reported study came out in Japan, where 18.8% of people in their 20s say they’ve spent money on gacha rather than on things like food or rent.Following Genshin Impact’s release, MiHoYo put out Honkai: Star Rail and Zenless Zone Zero. All are shiny, big-budget games that are free to play, but dangle the lure of making just one purchase in front of the player. Maybe you could drop five bucks on a handful of in-game currency to get one more pull. Or maybe just this month you’ll get the second tier of rewards on the game’s equivalent of a Battle Pass. The game is free, after all — but haven’t you enjoyed at least ten dollars’ worth of gameplay? Image: HoyoverseI spent most of my December throwing myself into Infinity Nikki. I had been so stressed, and the game was so soothing. I logged in daily to fulfill my daily wishes and earn my XP, diamonds, Threads of Purity, and bling. I accumulated massive amounts of resources. I haven’t spent money on the game. I’m trying not to, and so far, it’s been pretty easy. I’ve been super happy with how much stuff I can get for free, and how much I can do! I actually feel really good about that — which is what I said to my boyfriend, and he replied, “Yeah, that’s the point. That’s how they get you.”And he’s right. Currently, Infinity Nikki players are embroiled in a war with developer Infold, after Infold introduced yet another currency type with deep ties to Nikki’s gacha system. Every one of these gacha games has its own tangled system of overlapping currencies. Some can only be used on gacha pulls. Some can only be used to upgrade items. Many of them can be purchased with human money.Image: InFold Games/Papergames via PolygonAll of this adds up. According to Sensor Towers’ data, Genshin Impact earned over 36 million dollars on mobile alone in a single month of 2024. I don’t know what Dan DiIorio’s peak monthly revenue for Luck Be A Landlord was, but I’m pretty sure it wasn’t that.A lot of the spending guardrails we see in games like these are actually the result of regulations in other territories, especially China, where gacha has been a big deal for a lot longer. For example, gacha games have a daily limit on loot boxes, with the number clearly displayed, and a system collectively called “pity,” where getting the banner item is guaranteed after a certain number of pulls. Lastly, developers have to be clear about what the odds are. When I log in to spend the Revelation Crystals I’ve spent weeks hoarding in my F2P Infinity Nikki experience, I know that I have a 1.5% chance of pulling a 5-star piece, and that the odds can go up to 6.06%, and that I am guaranteed to get one within 20 pulls, because of the pity system.So, these odds are awful. But it is not as merciless as sitting down at a Vegas slot machine, an experience best described as “oh… that’s it?”There’s not a huge philosophical difference between buying a pack of loot boxes in Overwatch, a pull in Genshin Impact, or even a booster of Pokémon cards. You put in money, you get back randomized stuff that may or may not be what you want. In the dictionary definition, it’s a gamble. But unlike the slot machine, it’s not like you’re trying to win money by doing it, unless you’re selling those Pokémon cards, which is a topic for another time.But since even a game where you don’t get anything, like Balatro or Luck Be A Landlord, can come under fire for promoting gambling to kids, it would seem appropriate for app stores and ratings boards to take a similarly hardline stance with gacha.Instead, all these games are rated T for Teen by the ESRB, and PEGI 12 in the EU.The ESRB ratings for these games note that they contain in-game purchases, including random items. Honkai: Star Rail’s rating specifically calls out a slot machine mechanic, where players spend tokens to win a prize. But other than calling out Honkai’s slot machine, app stores are not slapping Genshin or Nikki with an 18+ rating. Meanwhile, Balatro had a PEGI rating of 18 until a successful appeal in February 2025, and Luck Be a Landlord is still 17+ on Apple’s App Store.Nobody knows what they’re doingWhen I started researching this piece, I felt very strongly that it was absurd that Luck Be A Landlord and Balatro had age ratings this high.I still believe that the way both devs have been treated by ratings boards is bad. Threatening an indie dev with a significant loss of income by pulling their game is bad, not giving them a way to defend themself or help them understand why it’s happening is even worse. It’s an extension of the general way that too-big-to-fail companies like Google treat all their customers.DiIorio told me that while it felt like a human being had at least looked at Luck Be A Landlord to make the determination that it contained gambling themes, the emails he was getting were automatic, and he doesn’t have a contact at Google to ask why this happened or how he can avoid it in the future — an experience that will be familiar to anyone who has ever needed Google support. But what’s changed for me is that I’m not actually sure anymore that games that don’t have gambling should be completely let off the hook for evoking gambling.Exposing teens to simulated gambling without financial stakes could spark an interest in the real thing later on, according to a study in the International Journal of Environmental Research and Public Health. It’s the same reason you can’t mosey down to the drug store to buy candy cigarettes. Multiple studies were done that showed kids who ate candy cigarettes were more likely to take up smokingSo while I still think rating something like Balatro 18+ is nuts, I also think that describing it appropriately might be reasonable. As a game, it’s completely divorced from literally any kind of play you would find in a casino — but I can see the concern that the thrill of flashy numbers and the shiny cards might encourage young players to try their hand at poker in a real casino, where a real house can take their money.Maybe what’s more important than doling out high age ratings is helping people think about how media can affect us. In the same way that, when I was 12 and obsessed with The Matrix, my parents gently made sure that I knew that none of the violence was real and you can’t actually cartwheel through a hail of bullets in real life. Thanks, mom and dad!But that’s an answer that’s a lot more abstract and difficult to implement than a big red 18+ banner. When it comes to gacha, I think we’re even less equipped to talk about these game mechanics, and I’m certain they’re not being age-rated appropriately. On the one hand, like I said earlier, gacha exploits the player’s desire for stuff that they are heavily manipulated to buy with real money. On the other hand, I think it’s worth acknowledging that there is a difference between gacha and casino gambling.Problem gamblers aren’t satisfied by winning — the thing they’re addicted to is playing, and the risk that comes with it. In gacha games, players do report satisfaction when they achieve the prize they set out to get. And yes, in the game’s next season, the developer will be dangling a shiny new prize in front of them with the goal of starting the cycle over. But I think it’s fair to make the distinction, while still being highly critical of the model.And right now, there is close to no incentive for app stores to crack down on gacha in any way. They get a cut of in-app purchases. Back in 2023, miHoYo tried a couple of times to set up payment systems that circumvented Apple’s 30% cut of in-app spending. Both times, it was thwarted by Apple, whose App Store generated trillion in developer billings and sales in 2022.According to Apple itself, 90% of that money did not include any commission to Apple. Fortunately for Apple, ten percent of a trillion dollars is still one hundred billion dollars, which I would also like to have in my bank account. Apple has zero reason to curb spending on games that have been earning millions of dollars every month for years.And despite the popularity of Luck Be A Landlord and Balatro’s massive App Store success, these games will never be as lucrative. They’re one-time purchases, and they don’t have microtransactions. To add insult to injury, like most popular games, Luck Be A Landlord has a lot of clones. And from what I can tell, it doesn’t look like any of them have been made to indicate that their games contain the dreaded “gambling themes” that Google was so worried about in Landlord.In particular, a game called SpinCraft: Roguelike from Sneaky Panda Games raised million in seed funding for “inventing the Luck-Puzzler genre,” which it introduced in 2022, while Luck Be A Landlord went into early access in 2021.It’s free-to-play, has ads and in-app purchases, looks like Fisher Price made a slot machine, and it’s rated E for everyone, with no mention of gambling imagery in its rating. I reached out to the developers to ask if they had also been contacted by the Play Store to disclose that their game has gambling themes, but I haven’t heard back.Borrowing mechanics in games is as old as time, and it’s something I in no way want to imply shouldn’t happen because copyright is the killer of invention — but I think we can all agree that the system is broken.There is no consistency in how games with random chance are treated. We still do not know how to talk about gambling, or gambling themes, and at the end of the day, the results of this are the same: the house always wins.See More: #nobody #understands #gambling #especially #video
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    Nobody understands gambling, especially in video games
    In 2025, it’s very difficult not to see gambling advertised everywhere. It’s on billboards and sports broadcasts. It’s on podcasts and printed on the turnbuckle of AEW’s pay-per-view shows. And it’s on app stores, where you can find the FanDuel and DraftKings sportsbooks, alongside glitzy digital slot machines. These apps all have the highest age ratings possible on Apple’s App Store and Google Play. But earlier this year, a different kind of app nearly disappeared from the Play Store entirely.Luck Be A Landlord is a roguelite deckbuilder from solo developer Dan DiIorio. DiIorio got word from Google in January 2025 that Luck Be A Landlord was about to be pulled, globally, because DiIorio had not disclosed the game’s “gambling themes” in its rating.In Luck Be a Landlord, the player takes spins on a pixel art slot machine to earn coins to pay their ever-increasing rent — a nightmare gamification of our day-to-day grind to remain housed. On app stores, it’s a one-time purchase of $4.99, and it’s $9.99 on Steam. On the Play Store page, developer Dan DiIorio notes, “This game does not contain any real-world currency gambling or microtransactions.”And it doesn’t. But for Google, that didn’t matter. First, the game was removed from the storefront in a slew of countries that have strict gambling laws. Then, at the beginning of 2025, Google told Dilorio that Luck Be A Landlord would be pulled globally because of its rating discrepancy, as it “does not take into account references to gambling (including real or simulated gambling)”.DiIorio had gone through this song and dance before — previously, when the game was blocked, he would send back a message saying “hey, the game doesn’t have gambling,” and then Google would send back a screenshot of the game and assert that, in fact, it had.DiIorio didn’t agree, but this time they decided that the risk of Landlord getting taken down permanently was too great. They’re a solo developer, and Luck Be a Landlord had just had its highest 30-day revenue since release. So, they filled out the form confirming that Luck Be A Landlord has “gambling themes,” and are currently hoping that this will be the end of it.This is a situation that sucks for an indie dev to be in, and over email DiIorio told Polygon it was “very frustrating.”“I think it can negatively affect indie developers if they fall outside the norm, which indies often do,” they wrote. “It also makes me afraid to explore mechanics like this further. It stifles creativity, and that’s really upsetting.”In late 2024, the hit game Balatro was in a similar position. It had won numerous awards, and made $1,000,000 in its first week on mobile platforms. And then overnight, the PEGI ratings board declared that the game deserved an adult rating.The ESRB had already rated it E10+ in the US, noting it has gambling themes. And the game was already out in Europe, making its overnight ratings change a surprise. Publisher PlayStack said the rating was given because Balatro has “prominent gambling imagery and material that instructs about gambling.”Balatro is basically Luck Be A Landlord’s little cousin. Developer LocalThunk was inspired by watching streams of Luck Be A Landlord, and seeing the way DiIorio had implemented deck-building into his slot machine. And like Luck Be A Landlord, Balatro is a one-time purchase, with no microtransactions.But the PEGI board noted that because the game uses poker hands, the skills the player learns in Balatro could translate to real-world poker.In its write-up, GameSpot noted that the same thing happened to a game called Sunshine Shuffle. It was temporarily banned from the Nintendo eShop, and also from the entire country of South Korea. Unlike Balatro, Sunshine Shuffle actually is a poker game, except you’re playing Texas Hold ‘Em — again for no real money — with cute animals (who are bank robbers).It’s common sense that children shouldn’t be able to access apps that allow them to gamble. But none of these games contain actual gambling — or do they?Where do we draw the line? Is it gambling to play any game that is also played in casinos, like poker or blackjack? Is it gambling to play a game that evokes the aesthetics of a casino, like cards, chips, dice, or slot machines? Is it gambling to wager or earn fictional money?Gaming has always been a lightning rod for controversy. Sex, violence, misogyny, addiction — you name it, video games have been accused of perpetrating or encouraging it. But gambling is gaming’s original sin. And it’s the one we still can’t get a grip on.The original link between gambling and gamingGetty ImagesThe association between video games and gambling all goes back to pinball. Back in the ’30s and ’40s, politicians targeted pinball machines for promoting gambling. Early pinball machines were less skill-based (they didn’t have flippers), and some gave cash payouts, so the comparison wasn’t unfair. Famously, mob-hating New York City mayor Fiorello LaGuardia banned pinball in the city, and appeared in a newsreel dumping pinball and slot machines into the Long Island Sound. Pinball machines spent some time relegated to the back rooms of sex shops and dive bars. But after some lobbying, the laws relaxed.By the 1970s, pinball manufacturers were also making video games, and the machines were side-by-side in arcades. Arcade machines, like pinball, took small coin payments, repeatedly, for short rounds of play. The disreputable funk of pinball basically rubbed off onto video games.Ever since video games rocked onto the scene, concerned and sometimes uneducated parties have been asking if they’re dangerous. And in general, studies have shown that they’re not. The same can’t be said about gambling — the practice of putting real money down to bet on an outcome.It’s a golden age for gambling2025 in the USA is a great time for gambling, which has been really profitable for gambling companies — to the tune of $66.5 billion dollars of revenue in 2023.To put this number in perspective, the American Gaming Association, which is the casino industry’s trade group and has nothing to do with video games, reports that 2022’s gambling revenue was $60.5 billion. It went up $6 billion in a year.And this increase isn’t just because of sportsbooks, although sports betting is a huge part of it. Online casinos and brick-and-mortar casinos are both earning more, and as a lot of people have pointed out, gambling is being normalized to a pretty disturbing degree.Much like with alcohol, for a small percentage of people, gambling can tip from occasional leisure activity into addiction. The people who are most at risk are, by and large, already vulnerable: researchers at the Yale School of Medicine found that 96% of problem gamblers are also wrestling with other disorders, such as “substance use, impulse-control disorders, mood disorders, and anxiety disorders.”Even if you’re not in that group, there are still good reasons to be wary of gambling. People tend to underestimate their own vulnerability to things they know are dangerous for others. Someone else might bet beyond their means. But I would simply know when to stop.Maybe you do! But being blithely confident about it can make it hard to notice if you do develop a problem. Or if you already have one.Addiction changes the way your brain works. When you’re addicted to something, your participation in it becomes compulsive, at the expense of other interests and responsibilities. Someone might turn to their addiction to self-soothe when depressed or anxious. And speaking of those feelings, people who are depressed and anxious are already more vulnerable to addiction. Given the entire state of the world right now, this predisposition shines an ugly light on the numbers touted by the AGA. Is it good that the industry is reporting $6 billion in additional earnings, when the economy feels so frail, when the stock market is ping ponging through highs and lows daily, when daily expenses are rising? It doesn’t feel good. In 2024, the YouTuber Drew Gooden turned his critical eye to online gambling. One of the main points he makes in his excellent video is that gambling is more accessible than ever. It’s on all our phones, and betting companies are using decades of well-honed app design and behavioral studies to manipulate users to spend and spend.Meanwhile, advertising on podcasts, billboards, TV, radio, and websites – it’s literally everywhere — tells you that this is fun, and you don’t even need to know what you’re doing, and you’re probably one bet away from winning back those losses.Where does Luck Be a Landlord come into this?So, are there gambling themes in Luck Be A Landlord? The game’s slot machine is represented in simple pixel art. You pay one coin to use it, and among the more traditional slot machine symbols are silly ones like a snail that only pays out after 4 spins.When I started playing it, my primary emotion wasn’t necessarily elation at winning coins — it was stress and disbelief when, in the third round of the game, the landlord increased my rent by 100%. What the hell.I don’t doubt that getting better at it would produce dopamine thrills akin to gambling — or playing any video game. But it’s supposed to be difficult, because that’s the joke. If you beat the game you unlock more difficulty modes where, as you keep paying rent, your landlord gets furious, and starts throwing made-up rules at you: previously rare symbols will give you less of a payout, and the very mechanics of the slot machine change.It’s a manifestation of the golden rule of casinos, and all of capitalism writ large: the odds are stacked against you. The house always wins. There is luck involved, to be sure, but because Luck Be A Landlord is a deck-builder, knowing the different ways you can design your slot machine to maximize payouts is a skill! You have some influence over it, unlike a real slot machine. The synergies that I’ve seen high-level players create are completely nuts, and obviously based on a deep understanding of the strategies the game allows.IMAGE: TrampolineTales via PolygonBalatro and Luck Be a Landlord both distance themselves from casino gambling again in the way they treat money. In Landlord, the money you earn is gold coins, not any currency we recognize. And the payouts aren’t actually that big. By the end of the core game, the rent money you’re struggling and scraping to earn… is 777 coins. In the post-game endless mode, payouts can get massive. But the thing is, to get this far, you can’t rely on chance. You have to be very good at Luck Be a Landlord.And in Balatro, the numbers that get big are your points. The actual dollar payments in a round of Balatro are small. These aren’t games about earning wads and wads of cash. So, do these count as “gambling themes”?We’ll come back to that question later. First, I want to talk about a closer analog to what we colloquially consider gambling: loot boxes and gacha games.Random rewards: from Overwatch to the rise of gachaRecently, I did something that I haven’t done in a really long time: I thought about Overwatch. I used to play Overwatch with my friends, and I absolutely made a habit of dropping 20 bucks here or there for a bunch of seasonal loot boxes. This was never a problem behavior for me, but in hindsight, it does sting that over a couple of years, I dropped maybe $150 on cosmetics for a game that now I primarily associate with squandered potential.Loot boxes grew out of free-to-play mobile games, where they’re the primary method of monetization. In something like Overwatch, they functioned as a way to earn additional revenue in an ongoing game, once the player had already dropped 40 bucks to buy it.More often than not, loot boxes are a random selection of skins and other cosmetics, but games like Star Wars: Battlefront 2 were famously criticized for launching with loot crates that essentially made it pay-to-win – if you bought enough of them and got lucky.It’s not unprecedented to associate loot boxes with gambling. A 2021 study published in Addictive Behaviors showed that players who self-reported as problem gamblers also tended to spend more on loot boxes, and another study done in the UK found a similar correlation with young adults.While Overwatch certainly wasn’t the first game to feature cosmetic loot boxes or microtransactions, it’s a reference point for me, and it also got attention worldwide. In 2018, Overwatch was investigated by the Belgian Gaming Commission, which found it “in violation of gambling legislation” alongside FIFA 18 and Counter-Strike: Global Offensive. Belgium’s response was to ban the sale of loot boxes without a gambling license. Having a paid random rewards mechanic in a game is a criminal offense there. But not really. A 2023 study showed that 82% of iPhone games sold on the App Store in Belgium still use random paid monetization, as do around 80% of games that are rated 12+. The ban wasn’t effectively enforced, if at all, and the study recommends that a blanket ban wouldn’t actually be a practical solution anyway.Overwatch was rated T for Teen by the ESRB, and 12 by PEGI. When it first came out, its loot boxes were divisive. Since the mechanic came from F2P mobile games, which are often seen as predatory, people balked at seeing it in a big action game from a multi-million dollar publisher.At the time, the rebuttal was, “Well, at least it’s just cosmetics.” Nobody needs to buy loot boxes to be good at Overwatch.A lot has changed since 2016. Now we have a deeper understanding of how these mechanics are designed to manipulate players, even if they don’t affect gameplay. But also, they’ve been normalized. While there will always be people expressing disappointment when a AAA game has a paid random loot mechanic, it is no longer shocking.And if anything, these mechanics have only become more prevalent, thanks to the growth of gacha games. Gacha is short for “gachapon,” the Japanese capsule machines where you pay to receive one of a selection of random toys. Getty ImagesIn gacha games, players pay — not necessarily real money, but we’ll get to that — for a chance to get something. Maybe it’s a character, or a special weapon, or some gear — it depends on the game. Whatever it is, within that context, it’s desirable — and unlike the cosmetics of Overwatch, gacha pulls often do impact the gameplay.For example, in Infinity Nikki, you can pull for clothing items in these limited-time events. You have a chance to get pieces of a five-star outfit. But you also might pull one of a set of four-star items, or a permanent three-star piece. Of course, if you want all ten pieces of the five-star outfit, you have to do multiple pulls, each costing a handful of limited resources that you can earn in-game or purchase with money.Gacha was a fixture of mobile gaming for a long time, but in recent years, we’ve seen it go AAA, and global. MiHoYo’s Genshin Impact did a lot of that work when it came out worldwide on consoles and PC alongside its mobile release. Genshin and its successors are massive AAA games of a scale that, for your Nintendos and Ubisofts, would necessitate selling a bajillion copies to be a success. And they’re free.Genshin is an action game, whose playstyle changes depending on what character you’re playing — characters you get from gacha pulls, of course. In Zenless Zone Zero, the characters you can pull have different combo patterns, do different kinds of damage, and just feel different to play. And whereas in an early mobile gacha game like Love Nikki Dress UP! Queen the world was rudimentary, its modern descendant Infinity Nikki is, like Genshin, Breath of the Wild-esque. It is a massive open world, with collectibles and physics puzzles, platforming challenges, and a surprisingly involved storyline. Genshin Impact was the subject of an interesting study where researchers asked young adults in Hong Kong to self-report on their gacha spending habits. They found that, like with gambling, players who are not feeling good tend to spend more. “Young adult gacha gamers experiencing greater stress and anxiety tend to spend more on gacha purchases, have more motives for gacha purchases, and participate in more gambling activities,” they wrote. “This group is at a particularly higher risk of becoming problem gamblers.”One thing that is important to note is that Genshin Impact came out in 2020. The study was self-reported, and it was done during the early stages of the COVID-19 pandemic. It was a time when people were experiencing a lot of stress, and also fewer options to relieve that stress. We were all stuck inside gaming.But the fact that stress can make people more likely to spend money on gacha shows that while the gacha model isn’t necessarily harmful to everyone, it is exploitative to everyone. Since I started writing this story, another self-reported study came out in Japan, where 18.8% of people in their 20s say they’ve spent money on gacha rather than on things like food or rent.Following Genshin Impact’s release, MiHoYo put out Honkai: Star Rail and Zenless Zone Zero. All are shiny, big-budget games that are free to play, but dangle the lure of making just one purchase in front of the player. Maybe you could drop five bucks on a handful of in-game currency to get one more pull. Or maybe just this month you’ll get the second tier of rewards on the game’s equivalent of a Battle Pass. The game is free, after all — but haven’t you enjoyed at least ten dollars’ worth of gameplay? Image: HoyoverseI spent most of my December throwing myself into Infinity Nikki. I had been so stressed, and the game was so soothing. I logged in daily to fulfill my daily wishes and earn my XP, diamonds, Threads of Purity, and bling. I accumulated massive amounts of resources. I haven’t spent money on the game. I’m trying not to, and so far, it’s been pretty easy. I’ve been super happy with how much stuff I can get for free, and how much I can do! I actually feel really good about that — which is what I said to my boyfriend, and he replied, “Yeah, that’s the point. That’s how they get you.”And he’s right. Currently, Infinity Nikki players are embroiled in a war with developer Infold, after Infold introduced yet another currency type with deep ties to Nikki’s gacha system. Every one of these gacha games has its own tangled system of overlapping currencies. Some can only be used on gacha pulls. Some can only be used to upgrade items. Many of them can be purchased with human money.Image: InFold Games/Papergames via PolygonAll of this adds up. According to Sensor Towers’ data, Genshin Impact earned over 36 million dollars on mobile alone in a single month of 2024. I don’t know what Dan DiIorio’s peak monthly revenue for Luck Be A Landlord was, but I’m pretty sure it wasn’t that.A lot of the spending guardrails we see in games like these are actually the result of regulations in other territories, especially China, where gacha has been a big deal for a lot longer. For example, gacha games have a daily limit on loot boxes, with the number clearly displayed, and a system collectively called “pity,” where getting the banner item is guaranteed after a certain number of pulls. Lastly, developers have to be clear about what the odds are. When I log in to spend the Revelation Crystals I’ve spent weeks hoarding in my F2P Infinity Nikki experience, I know that I have a 1.5% chance of pulling a 5-star piece, and that the odds can go up to 6.06%, and that I am guaranteed to get one within 20 pulls, because of the pity system.So, these odds are awful. But it is not as merciless as sitting down at a Vegas slot machine, an experience best described as “oh… that’s it?”There’s not a huge philosophical difference between buying a pack of loot boxes in Overwatch, a pull in Genshin Impact, or even a booster of Pokémon cards. You put in money, you get back randomized stuff that may or may not be what you want. In the dictionary definition, it’s a gamble. But unlike the slot machine, it’s not like you’re trying to win money by doing it, unless you’re selling those Pokémon cards, which is a topic for another time.But since even a game where you don’t get anything, like Balatro or Luck Be A Landlord, can come under fire for promoting gambling to kids, it would seem appropriate for app stores and ratings boards to take a similarly hardline stance with gacha.Instead, all these games are rated T for Teen by the ESRB, and PEGI 12 in the EU.The ESRB ratings for these games note that they contain in-game purchases, including random items. Honkai: Star Rail’s rating specifically calls out a slot machine mechanic, where players spend tokens to win a prize. But other than calling out Honkai’s slot machine, app stores are not slapping Genshin or Nikki with an 18+ rating. Meanwhile, Balatro had a PEGI rating of 18 until a successful appeal in February 2025, and Luck Be a Landlord is still 17+ on Apple’s App Store.Nobody knows what they’re doingWhen I started researching this piece, I felt very strongly that it was absurd that Luck Be A Landlord and Balatro had age ratings this high.I still believe that the way both devs have been treated by ratings boards is bad. Threatening an indie dev with a significant loss of income by pulling their game is bad, not giving them a way to defend themself or help them understand why it’s happening is even worse. It’s an extension of the general way that too-big-to-fail companies like Google treat all their customers.DiIorio told me that while it felt like a human being had at least looked at Luck Be A Landlord to make the determination that it contained gambling themes, the emails he was getting were automatic, and he doesn’t have a contact at Google to ask why this happened or how he can avoid it in the future — an experience that will be familiar to anyone who has ever needed Google support. But what’s changed for me is that I’m not actually sure anymore that games that don’t have gambling should be completely let off the hook for evoking gambling.Exposing teens to simulated gambling without financial stakes could spark an interest in the real thing later on, according to a study in the International Journal of Environmental Research and Public Health. It’s the same reason you can’t mosey down to the drug store to buy candy cigarettes. Multiple studies were done that showed kids who ate candy cigarettes were more likely to take up smoking (of course, the candy is still available — just without the “cigarette” branding.)So while I still think rating something like Balatro 18+ is nuts, I also think that describing it appropriately might be reasonable. As a game, it’s completely divorced from literally any kind of play you would find in a casino — but I can see the concern that the thrill of flashy numbers and the shiny cards might encourage young players to try their hand at poker in a real casino, where a real house can take their money.Maybe what’s more important than doling out high age ratings is helping people think about how media can affect us. In the same way that, when I was 12 and obsessed with The Matrix, my parents gently made sure that I knew that none of the violence was real and you can’t actually cartwheel through a hail of bullets in real life. Thanks, mom and dad!But that’s an answer that’s a lot more abstract and difficult to implement than a big red 18+ banner. When it comes to gacha, I think we’re even less equipped to talk about these game mechanics, and I’m certain they’re not being age-rated appropriately. On the one hand, like I said earlier, gacha exploits the player’s desire for stuff that they are heavily manipulated to buy with real money. On the other hand, I think it’s worth acknowledging that there is a difference between gacha and casino gambling.Problem gamblers aren’t satisfied by winning — the thing they’re addicted to is playing, and the risk that comes with it. In gacha games, players do report satisfaction when they achieve the prize they set out to get. And yes, in the game’s next season, the developer will be dangling a shiny new prize in front of them with the goal of starting the cycle over. But I think it’s fair to make the distinction, while still being highly critical of the model.And right now, there is close to no incentive for app stores to crack down on gacha in any way. They get a cut of in-app purchases. Back in 2023, miHoYo tried a couple of times to set up payment systems that circumvented Apple’s 30% cut of in-app spending. Both times, it was thwarted by Apple, whose App Store generated $1.1 trillion in developer billings and sales in 2022.According to Apple itself, 90% of that money did not include any commission to Apple. Fortunately for Apple, ten percent of a trillion dollars is still one hundred billion dollars, which I would also like to have in my bank account. Apple has zero reason to curb spending on games that have been earning millions of dollars every month for years.And despite the popularity of Luck Be A Landlord and Balatro’s massive App Store success, these games will never be as lucrative. They’re one-time purchases, and they don’t have microtransactions. To add insult to injury, like most popular games, Luck Be A Landlord has a lot of clones. And from what I can tell, it doesn’t look like any of them have been made to indicate that their games contain the dreaded “gambling themes” that Google was so worried about in Landlord.In particular, a game called SpinCraft: Roguelike from Sneaky Panda Games raised $6 million in seed funding for “inventing the Luck-Puzzler genre,” which it introduced in 2022, while Luck Be A Landlord went into early access in 2021.It’s free-to-play, has ads and in-app purchases, looks like Fisher Price made a slot machine, and it’s rated E for everyone, with no mention of gambling imagery in its rating. I reached out to the developers to ask if they had also been contacted by the Play Store to disclose that their game has gambling themes, but I haven’t heard back.Borrowing mechanics in games is as old as time, and it’s something I in no way want to imply shouldn’t happen because copyright is the killer of invention — but I think we can all agree that the system is broken.There is no consistency in how games with random chance are treated. We still do not know how to talk about gambling, or gambling themes, and at the end of the day, the results of this are the same: the house always wins.See More:
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