October 13, 2009
In This Issue
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Bring Out Your Dead!

Last month James Hursthouse linked to my list of talks I never need to see again, so this month I thought I would be more positive and write about the talks I would like to see at LOGIN 2010. Our call for speakers will be coming up in November, and the advisory board is preparing for that process now.

Even zombies love postmortems!The type of talk that I would like to see the most of at LOGIN is the postmortem. In my mind, any talk that tells the story of something that shipped to actual customers is a postmortem. Often these are about an entire game (like my talk at the 2008 conference on Pirates of the Burning Sea), but covering only one system or only one transition in a game's life-cycle can be just as valuable. My hope is that every talk we accept will include some aspect of postmortem in the sense that I would like to hear about the results of what people did more. Talks about what people think will happen are useful, but talks about what actually did happen are more useful. At most conferences the most interesting part is hearing war stories at a bar after the sessions for the day are over. If you have a great story to tell about something that happened during the development or operation of an online game, please submit it as a session.

The other major area I would like to see is more talks on online games that are not MMOs on the PC. Social games continue to develop in interesting ways. Mobile games on the iPhone and Android are moving online, and are often taking advantage of the unique features of mobile (like location awareness) to create games that simply would not work on a non-mobile platform. Consoles are fully online now and doing exciting things beyond simply acting as a lobby. Even non-game Web 2.0 companies are now incorporating game elements in their sites to drive user behavior. If you are involved with any of these areas we want to hear from you once session submissions opens.

The third major area that I hope to expand at LOGIN this year is the deep and specific talks. An example of this from the 2009 conference would be Nandor Szot's talk on spam filtering in Everquest II, but we have had similar talks on design and production issues. If you have solved a problem that other people in the industry are still struggling with, chances are it would make a great talk. One caveat that I should point out here is that you need to be willing to share the nitty gritty details of your solution. If you are primarly interested in selling your consulting time or middleware as the solution, then you should consider signing on as a sponsor of the conference instead of submitting a session. We are making a major push this year to get more working developers (programmers, designers, etc.) at the conference, and expanding this part of the conference is an important part of that effort.

Over the past three years I feel that the sessions and speakers at LOGIN have been getting better and better. Hopefully you can help us continue that trend in 2010.

Joe Ludwig Joe Ludwig
LOGIN Advisory Board Member
Programmer, Valve Software


Industry Highlights

China launches crackdown on online gaming

China has launched a campaign to crack down on online games operating illegally and featuring content deemed to be unhealthy, state media reported Friday, in the nation's latest Internet clean-up effort. The crackdown has so far led to the shutdown of 45 online games, which authorities said encouraged players to engage in illegal activities such as drug trafficking and prostitution, the Beijing News said. »

Story on AFP


Zinkievich: Sony, MS don't understand console MMOs

Star Trek Online captain Craig Zinkievich has explained that the MMO is delayed on console because of "the business side of things". The game itself, he said, already runs on the machines. "When it comes to the business, I'll be honest, the business part of bringing MMOs to consoles has been really sticky," Zinkievich told Eurogamer in an interview published today. "Trying to get Sony, trying to get Microsoft to really understand MMOs; really understand what needs to happen for MMOs, and then figure out all the business aspects of those games, has really been a difficulty for all of the MMO developers." »

Interview on Eurogamer


NetEase's Lin on stamping out MMO bots

In a lecture at GDC China, NetEase's design director Yunfeng Lin discussed the fascinating gold farming bot-related issues in the company's massively popular Westward Journey Chinese online game series, and how it fixed them. Lin started by noting: "We are very firm about bot programs.. we will spare no effort to crack down on them." With NetEase's games in this series having hundreds of thousands or even millions of simultaneous users, it's a major problem. »

Article on Gamasutra


China bans foreign investment in online games industry

China has banned foreign investment into its lucrative online games industry in an effort to tighten control over its virtual worlds. China's video game industry regulator the General Administration of Press and Publication (GAPP) and copyright watchdog issued a circular on Saturday prohibiting foreign investment in domestic online gaming operations through joint ventures, wholly owned enterprises and cooperatives. »

Story on Reuters


Second Life virtual theft heads to real life court

The Second Life case is believed to be the first time residents of a large virtual world have sued its owner for alleged IP rights violations by other users. But as the dollar value of virtual economies climb, it seems likely others will head to real-world courts to settle disputes, says James Grimmelmann, associate professor at the New York Law School. The case will also test the US Digital Millennium Copyright Act (DMCA) which grants the providers of online services with some degree of immunity to prosecution for copyright infringements perpetrated by their users. »

Story on ComputerWeekly.com


User-Generated content and trademarks in virtual worlds

Sheppard Mullin's Law of the Level blog takes a look at whether using real brands on virtual goods in online worlds—by someone other than the trademark owner—could be interpreted as trademark infringement. At present, there is no legal precedent on this subject. But as the popularity of virtual worlds continues to grow, it seems likely that it will only be a matter of time before the courts make a decision on the issue. In the meantime, it will be up to each brand holder individually to decide how to respond to the emergence of this growing marketplace and its potential opportunities and pitfalls. »

Article on Law of the Level


The future of mobile MMOs

Portable video gaming has become almost as ubiquitous as cell phones and PIMs, thanks to the rate at which the technology is advancing. Over a decade ago,"mobile gaming" was more or less reserved for gamers who owned specific hardware like Nintendo's Game Boy, or Sega' s Game Gear. But today, video games of almost equal quality are available on even the cheapest cell phones, not to mention the higher-powered smart phones and pocket PCs. ZAM looks at the current and future state of online mobile gaming. »

Article on ZAM


LOGIN 2010 Sponsorship Prospectus

Sponsorship Opportunities Available at LOGIN 2010

Without our sponsors there would be no LOGIN! We are currently seeking sponsors for the 2010 event. Interested? To learn more about sponsorship opportunities at LOGIN visit the sponsorship page on our website, contact Cynthia Freese at cynthia@loginconference.com, or call 1.425.533.5973.

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