Additional LOGIN 2010 Speakers AnnouncedWe're pleased to announce additions to our all-star cast of speakers for LOGIN 2010. We'll continue to announce speakers each week in LOGIN Beat, and you can always see the most current list of speakers on the conference speaker page. Session selection is still ongoing, so if you submitted a proposal and have not heard anything yet, don't despair. We had a tremendous number of submissions this year, and it will probably be a few more weeks until we've made final decisions on sessions.
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LOGIN was positively energizing. I was absolutely thrilled to be surrounded by professionals working in MMOs and virtual worlds. Sande Chen, Writer/Designer |
The Carrots and Sticks of Digital Rights Management
For good or for ill, UbiSoft is bold enough to explore a new sort of digital rights management (DRM) policy for most of their new and future game releases. "For ill", seems to be the generally critical view of the French game-maker's decision to implement anti-piracy measures in their DRM that require PC versions of games like Assassin's Creed II and Settlers VII. In these games players must have a constant online connection so Ubisoft can regularly ping for the validity of the software being used on the gamer's PC. If you don't have a constant online connection, you will not be able to play even the single-player version of their game. In a perverse fashion, it's another way the online gaming revolution has helped find us all. Electronic Arts has taken on the balancing act between piracy concerns and shoring up their revenue stream by spelling DRM as "DLC". Downloadable content (DLC) is one way to make sure each gamer is treated as a walled gardens. Under the surprisingly direct code name, "Project Ten Dollar", Electronic Arts rewards gamers who buy a new retail game and register it with access to free downloadable content. Already some of EA's recent triple A releases, such as Mass Effect 2 and Dragon Age, are part of the Project -- and Battlefield Bad Company 2 will be when it is released. If you buy or trade for that same title used, you can opt in to have access to the DLC through a separate $10 or more fee. So, gamers who buy an EA game title without the fresh-from-the-stockroom-smell buy the game once, but potentially pay twice. Not surprisingly, retailers who specialize in used game sales are not particularly thrilled with this new approach to revenue generation. But, considering sold 2 million copies of Mass Effect 2 were sold in the first week alone, it's safe to say that EA hasn't taken a hit for their DLC approach with the game.
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Industry HighlightsRichard Garriott comes down to earth with Facebook game startupThe last we heard from video game designer Richard Garriott, he was in outer space. Taking time off from game design, he dished out $30 million to take a private space flight to the International Space Station. Now he has come down to earth, giving up on massively multiplayer games. But today, he is coming out as one of the founders of Facebook game company Portalarium. » Interzone Games Perth closes, Staff locked outThe West Australian and WA Business News reports that U.S based Interzone Games have locked down their lead development studio in Perth on Thursday. Ten of the remaining Interzone staff were picketing at the front of their former workplace in protest of unpaid wages and superannuation as far back as 18 months, after being locked out of the premises and left unable to retrieve personal belongings. » Study: Online Game Revenue To Reach $24.8 Billion by 2013Growth in the global video game software market will continue in the coming years, with revenues growing from $46.5 billion in 2009 to $64.9 billion by the end of 2013, according to the Strategy Analytics report, "Global Video Game Market Forecast." The report projects increased spending on physical game software (made for console, handheld and PC), as well as digital downloads, online subscription services, in-game advertising and sales of virtual goods. » Xulu Entertainment Developing Platform For Virtual WorldsXulu Entertainment is developing its own virtual world as well as a development platform for othes. The theme of the company's own world is intergalactic travel. Set on a planet called Eidolon, the world will feature adventures, games, vehicle-based sports, social activities and shopping. It's aiming to take advantage of newer computer's processing power, including working with physics packages to integrate "immersive human interfaces such as touch, motion, facial recognition, voice, sound, gesture, brain-wave, and Wii(TM)-type, as well as traditional controllers." » The Issue and Consequence of Homophobia in MMOsThe ubiquity of online gaming communities comes with a price. It's easier to spread bigotry and inflict prejudice in virtual spaces than ever before. That's not to say that problems like these are anything new, or exclusive to online mediums like gaming networks. By middle-school, practically every student in the country is exposed to defamation in some form. Homophobia is particularly one of the most-debated issues in online gaming today; harassment of gay and lesbian gamers in virtual communities is drawing more media attention than ever before, and some analysts believe it's only getting worse. » Tiger Woods Online lures office workersWhile the world eagerly awaits Tiger Woods' return to the golf course, one group of people have been engaging with the sport's biggest star throughout his self-imposed exile. Sneaky office workers are flocking online in their thousands to check out Tiger Woods Online, the latest and most high-profile of a swarm of browser-based golf games. According to the game's executive producer Michael Taramykin, "Interestingly enough we are noticing that our peak play times are between 12 and 1 during the day. Add to that the fact that 75% of our audience is over 34, and it sure does sound like a little office golfing to me." » Online firms and toy companies clash over kids virtual worldsFor many years toy and video game companies have been battling each other for the mindshare of kids. Toy companies have strong products targeted at children from pre-school up to about second grade, when they turn 7 or 8. Then, at about age 8, video games start to replace traditional toys. Over the last few years, an entirely new competitor for children’s time has come onto the market – the online gaming world. Several independent companies have figured out how to capture the attention of the 8-12 year old child in a completely new way — through virtual worlds and online gaming experiences. » Simutronics Sees More Hero Engine Adoption, ReorganizesSimutronics announced today that it would be reorganizing into two divisions, Hero Engine and Simutronics Games. New licensees include a US publisher for a multi-title deal, virtual worlds with government and non-profit applications for a European organization, and stealth-mode projects across China, Europe and the US. The Hero Engine team, now headed by Neil Harris as President and Herb Marselas as Vice President, Engineering, will focus on further adapting the development engine for collaboratively building 3D worlds. David Whatley, CEO, is also taking on the role of President of Simutronics Games. The Games division will now focus on the development of new games for social networks and iPhone. » |
Sponsorship Opportunities Available at LOGIN 2010Without 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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