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Varric and Harding in Dragon Age: The Veilguard.
Product Reviews

We can’t keep making videogame stories for players who aren’t paying attention to them

by admin August 18, 2025



Harvey Randall, Staff Writer

(Image credit: Future)

Last week I was: Talking about entropy in MMORPGs, and being a busy bee in World of Warcraft.

I’ve noticed a trend—particularly in some recent RPGs—of, well, let’s call it ‘Netflixiness’.

Dialogue designed to leave absolutely nothing to interpretation, to exposit information in the most direct way possible, devoid of any real character or context. There’s an assumption that any moment the audience spends confused, curious, or out-of-the-loop is a narrative disaster.

I hate to keep knocking Dragon Age: The Veilguard about, especially since I still had a decent time with it all told, but the thing that made me break off from it after 60 hours really was its story. It’s a tale that does get (slightly) better, but it gave me a terrible first impression I never quite shook.


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Given the game’s troubled development history, and the fact that some of its writers have produced perfectly fine work before (Mordin Solus, for cryin’ out loud), I’m led to believe this pattern comes from the top. Well, I have a hunch.

When Varric says “That ritual is going to tear down the Veil—the only thing separating us from the Fade and an endless number of demons” to Rook, his mission partner, who should know all of this already, I can’t help but think of one thing. Second screen viewing.

In this excellent article in the International Journal of Communication, Daphne Rena Idiz recounts a time where an interviewee told her that Netflix had insisted: “What you need to know about your audience here is that they will watch the show, perhaps on their mobile phone, or on a second or third screen while doing something else and talking to their friends, so you need to both show and tell, you need to say much more than you would normally say.”

Now Harvey, one might say, that makes absolutely no sense. Videogames—with some exceptions in genre, like idlers—aren’t played as second screen activities. To which I would reply: You’re exactly right, but since when has that stopped executives from chasing trends against common sense before? These are the people who thought Veilguard still should’ve been a live service game. After everything.

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This is conjecture, but I don’t think it’s out of pocket to assume some of these companies are chasing the narrative successes of streaming services. Or that in doing so, their big bosses might adopt all sorts of “wisdom” designed for making media meant to be consumed, not enjoyed.

After all, in these second-screen shows, nothing is left up to chance. If your audience gets lost, it’s bad. If your audience gets confused, it’s bad. Bad stories are confusing. Good stories are understood. I know these things because I’ve looked at other good, popular stories.

The Veilguard follows in this trend, because it’s a game that’s terrified of audiences getting lost at any point. As fellow PCG writer Lauren Morton put it, it’s “desperate to chew my food for me”. And whether the problem lies with big movers and shakers at EA, or their selected testing audiences, it doesn’t matter. Because we’re shooting ourselves in the foot, here.

Everybody loses

Videogames are enjoyed in a ton of different ways—some are even designed for you to tap out of the story entirely, or to only engage with it as an option. And this is fine. But you cannot, as EA did, reach for other audiences on the assumption that the nerds will like whatever you give ’em.

(Image credit: BioWare, Electronic Arts)

Some players will skip every cutscene, glaze over every dialogue entry, and hammer their skip button ’till the face button’s worn out. And I have no qualm with these people—they simply value a different set of things from me. We can coexist. It’s the design assumption that we must be met in the middle that’s messing us up.

For this player, a story that’s impossible to ignore will barely register for them. If anything, it might backfire—making them feel coddled or pushed into situations they don’t care about. And for me, dialogue that’s written for people who aren’t paying attention makes my brain want to crawl out of my skull and autonomously go do anything else.

Here’s the thing: Good writing advice says to ‘show, not tell’ not because everything must be shown as soon as it comes up, lest the audience be lost, but because it’s inherently more interesting to give us the pieces we need to draw conclusions. Crucially, you don’t always have to actually give people information.

Confusion isn’t a fail-state, not having the answers immediately isn’t a disaster. It’s okay to let a question mark float above your player’s head, or to trust they’ll get the gist from context clues. We can tell the ritual Varric and Rook are trying to stop is dangerous because they’re trying to stop it. I promise.

Confusion isn’t a fail-state, not having the answers immediately isn’t a disaster.”

I feel like there’s this phantom assumed viewer who, without a full set of narrative cards in their hand, will throw their controller and immediately do something else. And that makes me sad, because it assumes your players aren’t curious. That they don’t want to have questions, or aren’t interested in seeing where something leads.

Some aren’t, sure, but if you design videogame stories for them, you rob from your most invested players the simple pleasures. Analysing the story, looking deeper into scenes, discussing it with each other online. And as someone who watched Final Fantasy 14 reach a fever-pitch of over-explaining during Dawntrail, that stings, let me tell you.

I’m sick of seeing games with an air of corporate weight sitting on top of them. I’m tired of watching a scene and going “yep, that probably tested well with audiences”. I’m exhausted by this pervasive idea that writers are to be resented, or that I have the memory of a goldfish (I do, but that’s besides the point).

I want to get a little lost. I want to have to think about what a scene I just watched meant. I want to see where your story goes, rather than be told where it’s headed. We simply cannot keep making videogames for people who aren’t paying attention, because it won’t change anything for them—and it’s making the rest of us bloody miserable.

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August 18, 2025 0 comments
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Methane Pollution Has Cheap, Effective Solutions That Aren’t Being Used
Gaming Gear

Methane Pollution Has Cheap, Effective Solutions That Aren’t Being Used

by admin June 21, 2025


And because methane is invisible and odorless, it can be difficult and expensive to monitor it and prevent it from getting out. As a result, researchers and environmental activists say the industry is likely releasing far more than official government estimates show.

Methane also seeps out from coal mines—more methane, actually, than is released during the production of natural gas, which after all is mostly methane. Ember, a clean-energy think tank, put together this great visual interactive showing how this happens.

The short version is that methane is embedded in coal deposits, and as miners dig to expose coal seams, the gas escapes, and continues to do so long after a coal mine reaches the end of its operating life. Since coal miners are focused on extracting coal, they don’t often keep track of how much methane they’re letting out, nor do regulators pay much attention.

According to Ember, methane emissions from coal mines could be 60 percent higher than official tallies. Abandoned coal mines are especially noxious, emitting more than abandoned oil and gas wells. Added up, methane emitted from coal mines around the world each year has the same warming effect on the climate as the total annual carbon dioxide emissions of India.

Alarmed by the gaps in the data, some nonprofits have taken it upon themselves to try to get a better picture of methane emissions at a global scale using ground-based sensors, aerial monitors, and even satellites. In 2024, the Environmental Defense Fund launched MethaneSAT, which carries instruments that can measure methane output from small, discrete sources over a wide area.

Ritesh Gautam, the lead scientist for MethaneSAT, explained that the project revealed some major overlooked methane emitters. Since launching, MethaneSAT has found that in the US, the bulk of methane emissions doesn’t just come from a few big oil and gas drilling sites, but from many small wells that emit less than 100 kilograms per hour.

“Marginal wells only produce 6 to 7 percent of [oil and gas] in the US, but they disproportionately account for almost 50 percent of the US oil and gas production-related emissions,” Gautam said. “These facilities only produce less than 15 barrels of oil equivalent per day, but then there are more than half a million of these just scattered around the US.”

There Are Ways to Stop Methane Emissions, but We’re Not Using Them

The good news is that many of the tools for containing methane from the energy industry are already available. “Around 70 percent of methane emissions from the fossil fuel sector could be avoided with existing technologies, often at a low cost,” according to the IEA methane report.

For the oil and gas industry, that could mean something as simple as using better fittings in pipelines to limit leaks and installing methane capture systems. And since methane is a fuel, the sale of the saved methane can offset the cost of upgrading hardware. Letting it go into the atmosphere is a waste of money and a contributor to warming.



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June 21, 2025 0 comments
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How Much Energy Does AI Use? The People Who Know Aren’t Saying
Product Reviews

How Much Energy Does AI Use? The People Who Know Aren’t Saying

by admin June 19, 2025


“People are often curious about how much energy a ChatGPT query uses,” Sam Altman, the CEO of OpenAI, wrote in an aside in a long blog post last week. The average query, Altman wrote, uses 0.34 watt-hours of energy: “About what an oven would use in a little over one second, or a high-efficiency lightbulb would use in a couple of minutes.”

For a company with 800 million weekly active users (and growing), the question of how much energy all these searches are using is becoming an increasingly pressing one. But experts say Altman’s figure doesn’t mean much without much more public context from OpenAI about how it arrived at this calculation—including the definition of what an “average” query is, whether or not it includes image generation, and whether or not Altman is including additional energy use, like from training AI models and cooling OpenAI’s servers.

As a result, Sasha Luccioni, the climate lead at AI company Hugging Face, doesn’t put too much stock in Altman’s number. “He could have pulled that out of his ass,” she says. (OpenAI did not respond to a request for more information about how it arrived at this number.)

As AI takes over our lives, it’s also promising to transform our energy systems, supercharging carbon emissions right as we’re trying to fight climate change. Now, a new and growing body of research is attempting to put hard numbers on just how much carbon we’re actually emitting with all of our AI use.

This effort is complicated by the fact that major players like OpenAi disclose little environmental information. An analysis submitted for peer review this week by Luccioni and three other authors looks at the need for more environmental transparency in AI models. In Luccioni’s new analysis, she and her colleagues use data from OpenRouter, a leaderboard of large language model (LLM) traffic, to find that 84 percent of LLM use in May 2025 was for models with zero environmental disclosure. That means that consumers are overwhelmingly choosing models with completely unknown environmental impacts.

“It blows my mind that you can buy a car and know how many miles per gallon it consumes, yet we use all these AI tools every day and we have absolutely no efficiency metrics, emissions factors, nothing,” Luccioni says. “It’s not mandated, it’s not regulatory. Given where we are with the climate crisis, it should be top of the agenda for regulators everywhere.”

As a result of this lack of transparency, Luccioni says, the public is being exposed to estimates that make no sense but which are taken as gospel. You may have heard, for instance, that the average ChatGPT request takes 10 times as much energy as the average Google search. Luccioni and her colleagues track down this claim to a public remark that John Hennessy, the chairman of Alphabet, the parent company of Google, made in 2023.

A claim made by a board member from one company (Google) about the product of another company to which he has no relation (OpenAI) is tenuous at best—yet, Luccioni’s analysis finds, this figure has been repeated again and again in press and policy reports. (As I was writing this piece, I got a pitch with this exact statistic.)



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June 19, 2025 0 comments
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Nexus Mods' new owner is a company whose co-founder has already had to reassure folks that NFTs and crypto aren't incoming
Game Updates

Nexus Mods’ new owner is a company whose co-founder has already had to reassure folks that NFTs and crypto aren’t incoming

by admin June 17, 2025


Yesterday, modding site Nexus Mods announced a change in ownership that’ll see its founder step back. Not much info was provided in the announcement as to who the new owners were, but it’s now been confirmed to be a company called Chosen.

As we reported yesterday, the ownership change announcement penned by Nexus mods founder Robin ‘Dark0ne’ Scott didn’t go into much detail as to the identity of those being handed the reigns. A Victor and a Marinus were cited as having “come on board to lead this next chapter”, along with links to their Nexus Mods profiles that only offered brief bios.

We reached out to Nexus Mods yesterday in order to try and learn more about the identity of the new owners, and were provided with a statement by community lead Mathew Elliott.

“We didn’t go into too much detail about the new ownership in the initial post, but the community has been quick to put on their investigator hats, digging into the new owners’ identities, backgrounds, beliefs, even their favorite football teams, and speculating on what this might mean for modding,” it said, “A bit of Reddit or Twitter sleuthing will surface most of what they’ve found.” It added that the new owners are “very hands-on and are now embedded directly with the team in our offices.”

The community sleuthing Elliott referenced was this ResetEra thread, which saw users RandomlyRandom67 and chocobalt conclude that the new owners are a company called Chosen, with co-founders Victor Folmann and Marinus Elgaard believed to be the Victor and Marinus referred to in Scott’s post. This has now been confirmed via a stickied comment on Scott’s original post.

In it, Folmann, Elgaard, and Nikolaj Nyholm address Scott’s post not mentioning Chosen by name, writing: “This post wasn’t about Chosen — it was about Robin and the legacy he built over 24 years. We’re the new owners and ultimate decision-makers at Nexus Mods. We’ll share more about ourselves when we’ve earned that right. For now, we’re focused on listening, learning, and making modding even easier, and yes, you’ll see us around in the community being active.”

The trio assert that they don’t plan to start charging for mods or revoking lifetime premium subscriptions, adding in terms of monetisation in general: “We’re not changing the core model. No aggressive monetisation. No paid mods. If anything, we’re aiming for fewer ads, not more.”

Chosen, which was only founded in January 2025, state their aim as being to “partner with founders to help scale what they’ve built—amplifying their impact, supporting their team and culture, and ensuring the business thrives for the long term.” Basically, they look to be in the business of buying into or buying up community-focused platforms (their website cites previous work with the likes of EA FC community databases FUTBIN and RenderZ), and running them, with founders offered the chance to stay on board or take a “quick, straightforward exit” that Chosen claim shouldn’t leave them worrying about their creation going down the pan.

Folmann’s LinkedIn activity came under scrutiny following the aforementioned ResetEra sleuthing, including a ‘Gaming startup monetisation cheat sheet’ that mentions NFTs and crypto, originally posted seven months ago. When a commenter fretted about these features being added to Nexus Mods, Folmann responded “100% agree — not happening”.

Another post from four months ago sees him predict that in 2025 “AI will enable solo devs to create $100M hits and 2-person teams to build AAA games”, and claim “AI-powered modding will revolutionise game development”.

We’ve reached out to Nexus Mods and Chosen for comment.

It’ll be interesting to see how all of this plays out, but originally announcing the ownership change in a way that left folks needing to do some pretty in-depth detective work to find out exactly who was taking over seems a strange and counterproductive move on Nexus Mods’ part, at least from a PR perspective.



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June 17, 2025 0 comments
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Elden Ring Nightreign has a killer first day on Steam, but reviews are surprisingly mixed
Game Reviews

Elden Ring Nightreign patch to help out solo players arrives early, but those changes aren’t massive

by admin June 2, 2025


Elden Ring Nightreign servers are back online following brief maintenance earlier today. During that downtime, FromSoftware rolled out the first major-ish post-launch patch for the game, which does come with a welcome addition for solo players.

Update 1.01.1 is now available on all platforms, so let’s dig into the details.


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Shortly after Nightreign launched, players complained about the lack of any mechanic to help out solo players. Yes, the game is intended to be played in groups of three, but it didn’t also need to be extra hostile to solo players.

FromSoftware quickly promised to make a few changes in the next major patch, which is arriving this week. The good news, however, is that some of the changes initially planned for update 1.02 have now made it into the game with today’s patch, 1.01.1.

This one brings two key changes that only go in effect when you play the game solo. First, solo players now have one free revival, once per night boss fight, active at all times. This effect previously needed to be earned, which remains the case for co-op Expeditions. The patch also boosted rune acquisition for solo players, which is likely intended to compensate for the lack of co-op teammates, not to mention make the levelling process a bit faster.

For everyone else, the patch increased the number of high-rarity Relics that can be earned upon reaching Day 3 during any given Expedition, which should make that final fight a little more tolerable. By the same token, players are now a lot more likely to get high-rarity Relics from Scenic Flat stones. Said stones can be bought at the Small Jar Bazaar, of course.

Pretty decent for a first-ish patch. | Image credit: FromSoftware

Outside of the balance tweaks and new-ish features, patch 1.01.1 also comes with a host of bug fixes. Chiefly, it adjusts the camera when activating Wings of Salvation, the Guardian’s Ultimate, so you’re less likely to see some of the headache-inducing jitters that could occur in certain situations.

There are also fixes targeting several skills whose effects would not be triggered when they should, and others whose values were not displayed correctly. You can read on below for all the bug fixes in 1.01.1.

Bug Fixes

  • Adjusted camera behavior when activating the Guardian’s Ultimate Art, “Wings of Salvation.”
  • Fixed a bug in the Duchess’s Character Skill “Restage” where Status Ailments would not trigger when built up from other players’ attacks.
  • Fixed a bug where some attacks of Raider with Greataxe and Great Hammer weapon types had higher damage than intended.
  • Fixed a bug where some “Those Who Live in Death “ enemies would revive when defeated with the “Sacred Blade” skill.
  • Fixed a bug where the “Bleeding” Status Ailment would not build up when the Skill “Bloody Slash” hit an enemy.
  • Fixed a bug where the “Ghostflame Ignition” attack would not occur under certain circumstances.
  • Fixed a bug where the status ailment “Frostbite” would not build up when the light wave released by a strong attack hit an enemy while the “Moonlight Greatsword” skill was active.
  • Fixed a bug where the speed of arrows fired with the “Mighty Shot” and “Enchanted Shot” skills was slower than expected.
  • Fixed a bug where the attack range of the magic spell “Rock Sling” was longer than expected when using it with a staff equipped in the left hand.
  • Fixed a bug where the effect of reducing the maximum HP of enemies when the incantation “Black Blade” hit them was not activated.
  • Fixed a bug where the Passive Effect “Successive Attacks Negate Damage” would stack when successive attacks were made while the Effect was active.
  • Fixed a bug where some Passive Effects were not displaying their effects at the correct values.
  • Fixed a bug where the Relic Special Effect “[Guardian] Become the target of enemy aggression when ability is activated” would not activate under certain situations.
  • Fixed a bug where certain effects were not being applied to Relics obtained from Expedition Rewards or purchased from the Small Jar Bazaar.
  • Fixed a bug where items that could be obtained upon completing a Remembrance in the Remembrance world when the scenario conditions were met could not be obtained when changing characters and concluding a Remembrance.
  • Fixed bugs in the behavior and specifications of certain attacks and actions of specific enemies.
  • Fixed a bug that caused the game to become unstable under certain conditions during battles with specific enemies.
  • Fixed a bug in the graphics rendering during battles with specific enemies.
  • Fixed some incorrect information in the staff credits.
  • Fixed some text.
  • Fixed a bug where some sound effects were not playing correctly.
  • Fixed a bug where the “Exit Remembrance” effect was not displayed during a “Wylder” Remembrance on some platforms.
  • Fixed a bug where the HUD was not displayed on some platforms.
  • Fixed a bug where the game would crash under certain circumstances on some platforms.
  • Fixed a bug where Expeditions and reconnecting to sessions would fail under certain circumstances on some platforms.
  • Fixed a bug where background music would not play properly under certain circumstances on some platforms.

Steam-only Fixes

  • Fixed a bug where some graphics were not rendered correctly when “Low” was selected in “Quality Settings” under “Graphics.”
  • Fixed a bug where the Climb up action sometimes failed when using the keyboard.
  • Fixed a bug where the Climb up action was difficult to perform when using a gamepad.

While you’re here, you may want to bookmark our excellent Elden Ring Nightreign guide. It offers everything from character builds, simple walkthroughs on how to access areas and unlock certain features, as well as our ranking of all Nightlords.



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June 2, 2025 0 comments
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Decrypt logo
Crypto Trends

Rich Dad Poor Dad Author Can’t Believe People Aren’t Buying Bitcoin

by admin May 26, 2025



In brief

  • Robert Kiyosaki is once again urging followers to buy Bitcoin, calling it the “easiest time in history to become rich.”
  • Bitcoin hovered near $109,600 Sunday, recovering from a brief dip after Trump reversed a threatened 50% EU tariff that had rattled markets.
  • Analysts remain cautious, with B2 Ventures’ Arthur Azizov saying Bitcoin “might reach $130,000 by the end of this year or early next.”

The author of the best-selling book “Rich Dad Poor Dad has called it “so easy” to get rich through Bitcoin, and says he can’t understand why more people aren’t buying in.

“Why everyone is not buying and holding Bitcoin is beyond me,” Robert Kiyosaki tweeted late Sunday. “Even .01 of a Bitcoin is going to be priceless in two years… and maybe make you very rich.”

His latest remarks come as Bitcoin hovered around $109,600 Sunday night, bouncing back from a brief tariff-induced dip that was then followed by President Donald Trump’s walk-back of a threatened 50% levy on EU goods.

Trump had floated a 50% levy on EU imports on Friday before walking back the timeline on Sunday, giving markets a reprieve. U.S. equity futures rose on the news, and crypto prices steadied.

Kiyosaki’s tweet is the latest in a string of pro-Bitcoin statements he’s made in recent years. 

In March 2024, he projected that Bitcoin could hit $300,000 by year’s end, later revising his forecast to $350,000 by the end of 2025, while warning of an inevitable collapse in U.S. monetary stability and urging followers to “bail yourself out…by saving real gold, silver, and Bitcoin.”

On Sunday, he again framed Bitcoin as a long-term wealth vehicle, likening its volatility to “real life” and urging followers not to “miss the easiest time in history to become rich and financially free.”

The author also directed readers to follow well-known advocates like Raoul Pal, Michael Saylor, and Anthony Pompliano, writing, “Open your eyes and your mind… look into the future of money.”

Meanwhile, Saylor’s Strategy, formerly MicroStrategy, already the largest corporate holder of Bitcoin, disclosed last week that it had purchased another $764 million worth of Bitcoin, bringing its total to 576,000 coins worth roughly $64 billion. 

Even as momentum builds for the world’s largest crypto, analysts are urging caution as markets enter uncharted territory.

“Now that Bitcoin has set a new ATH, any forecasts from this point on are purely theoretical as there’s no historical chart data to rely on when it comes to price discovery beyond this level,” Arthur Azizov, founder of B2 Ventures, told Decrypt.

The analyst said that “given the current context surrounding Bitcoin,” it could “reach $130,000 by the end of this year or early next,” but warned that “when a correction does come, it could easily take the price down to “$60,000–$50,000 range.”

Edited by Sebastian Sinclair

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May 26, 2025 0 comments
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Slope Streaks On Mars
Gaming Gear

Water on Mars? Mysterious Dark Streaks Aren’t What Scientists Thought

by admin May 25, 2025


In 1976, NASA’s Viking mission successfully landed the first spacecraft on Mars. When the mission began sending images from Mars’ surface back to Earth, scientists noted long, dark streaks on crater walls and cliff sides. To this day, some researchers suggest that the strange geographical features are the result of water flow—but a recent study says otherwise.

Planetary scientists from Brown University and the University of Bern have used artificial intelligence to reveal that the enigmatic Martian streaks likely result from wind and dust, not water flow. Their results have important implications for future Mars exploration, as well as humanity’s continuous search for habitable environments and life beyond Earth.

Some slope streaks are long-lasting, while others—called recurring slope lineae (RSL)—are more ephemeral, continuously appearing in the same places during Mars’ hottest times of the year. Although Mars is generally dry and cold (with temperatures as low as -225 degrees Fahrenheit, or -153 degrees Celsius) small amounts of water from potential ice, underground sources, or humidity could conceivably mix with enough salt to become liquid and flow down a slope. Because water is a key ingredient for life on Earth, such formations might represent habitable regions on the Red Planet, too. But some researchers aren’t convinced, arguing that dry processes could have created those features instead.

To settle the matter, the researchers trained an algorithm on a dataset of confirmed slope streak sightings, as detailed in a study published Monday in the journal Nature Communications. They then used the algorithm to scan over 86,000 high-resolution satellite images and compose a map of Martian slope streaks.

“Once we had this global map, we could compare it to databases and catalogs of other things like temperature, wind speed, hydration, rock slide activity and other factors,” Valentin Bickel, co-author of the study and a University of Bern Center for Space and Habitability fellow, said in a Brown University statement. “Then we could look for correlations over hundreds of thousands of cases to better understand the conditions under which these features form.”

Simply put, their results do not link slope streaks and RSLs with features indicating the presence of liquid or even frost. Instead, the researchers discovered that both slope streaks and RSLs tend to develop in areas with high wind speed and dust deposition. In other words, they are likely caused by a dry process in which dust layers abruptly slide down a slope, triggered by external forces.

Rather than seeing these results as yet another failure in our search for extraterrestrial life, the planetary scientists explain that the study still carries weight for future Mars explorations. If their research had confirmed the theory that slope streaks were caused by water, and that as a result the region might host some form of life, NASA would have actually avoided the area for the time being. That’s because scientists fear that spacecraft and rovers might still harbor terrestrial life, such as microbes, which could contaminate Martian habitats and interfere with our search for Martian life.

“That’s the advantage of this big data approach,” explained Adomas Valantinas, the other co-author of the study and a planetary scientist at Brown University who specializes in Martian geology. “It helps us to rule out some hypotheses from orbit before we send spacecraft to explore.”

In an industry that seems obsessed with finding water on Mars, the study stands as a reminder that not every scientific breakthrough needs to be about extraterrestrial life.



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May 25, 2025 0 comments
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