Deadlines
On Febrary 3, 1913, the United States Congress passed the Sixteenth Amendment to the Consitution, which allows for the implementation of personal income tax. The Consitutional Amendment was made necessary by a Supreme Court decision in 1895 which had declared that certain direct taxes on income to be unconstitutional. Congress chose March 1 of the following year as the filing deadline, where it remained on the calendar for five years. Then, in 1918, for reasons lost in time, the date was changed to March 15. Julius Caesar wasn't the only one warned about the Ides of March. For 37 years the Treasure Department reminded Americans of their obligations to meet the March 15 deadline. The original form 1040 wasn't terribly different than our modern EZ form, although it was dramatically simpler than the complex reams of documents many must complete now with modern software applications and web services. In 1954, Congress changed the filing deading again to its modern date of April 15. The ostensible reason was to ease the work load on the IRS. Most returns were filed near the deadline, swamping agency employees. Lawmakers hoped a later deadline would encourage taxpayers to file earlier. Ha! In recent years, about 20 percent of returns have been filed in the last week of the filing season. Tax Day isn't the only deadline you should concern youself with today. There are just two weeks to take advantage of discounted online registration for LOGIN 2010. By registering online you'll guarantee your place at the conference, as well as avoid paying late registration fees. For those from outside the Seattle area, be aware that our official room block at the official conference venue and hotel, the Seattle Waterfront Marriott Hotel, is nearly full, although we are working to secure additional rooms at the discounted conference rate. Of life's certainties, there's only one for which you can get an automatic extension. Don't miss the online registration deadline and join us in May at one of the best game industry conferences in 2010.
Two Weeks to Save on LOGIN Registration
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A person doesn't know how much he has to be thankful for until he has to pay taxes on it. ~Author Unknown |
Interview with Corvus Elrod, SemionautIndependent game developers are on the cutting edge of a wide variety of platforms, often being the first to embrace new game concepts, stories and presentation ideas. These developers are also taking a lot of the risks, with slender profit margins margins, a small staff often working only part time, and few of the same tools and resources that heavy hitters can afford. Corvus Elrod, Semionaut & Narrative Design Consultant for Zakelro Story Studio, previews the LOGIN panel he moderates, Indie Obstacles. Corvus also discusses his experience with, and views about, the risks and rewards of the independent game development space.
Tell us about your company, Zakelro Story Studio, and how you hope it will be able to impact independent game development. That's a question with a lot of answers. First and foremost, one of my personal goals is to raise visibility of the viability of "going it on your own." We have so many distribution models that bypass the need for a publisher and retail markets that it's easier than ever to run a successful indie studio. Of course, there are new challenges as well and I hope by hosting panels of indie developers we can address those challenges. As far as Zakelro is concerned, we're beginning to forge partnerships with indie developers to produce games for a variety of online platforms. We hope, by sharing our semiotic approach to creating meaningful gameplay with the right partners, that we can help broaden the spectrum of indie games and deepen people's--both developers and gamers--appreciation for what the indie space can offer. I have yet to meet an indie developer who wasn't a rock star...
Does the rise of social games, driven by simpler graphics and play mechanics (but arguably a greater need for metrics), reveal more opportunities for indie studios? Or fewer? I'm still grappling with my feelings about the social games market. On the one hand it seems like a boon; on the other, it seems like a trap. Many of my feelings about social games are informed by my personal ethics about creating substantive experiences, and it's not always so easy to separate those feelings from my "business sense." Suffice to say for now that I think the social games space holds potential, but more than its fair share of dangers. Which platforms (XBLA, browser, iPhone, etc.) are the most accessible to independent developers, and why? I guess I'd argue that Flash is the most accessible, followed by web-development with Unity 3D. Unfortunately, the financial opportunities don't provide as much incentive for developing for the web (for more on this topic, be sure to chat with speaker Charles Berube at the conference). iPhone development is certainly the darling of the indie developer scene at the moment, but it's hard to get noticed and I've spoken with a lot of very discouraged indie developers who placed a lot of eggs in Apple's basket. I'm personally very excited by Microsoft Games' support of indie development with both XBLA and the Indie Channel. They seem to be willing to learn from their mistakes and continue to refine and improve their presentation of indie content. And, of course, all of this is going to change dramatically over the next several years. ...huge financial success doesn't equal happiness or personal fulfillment...
Right now, who are the rock star developers or companies in the indie scene? What can other developers learn from them? I'm going to cop out on this question a bit and encourage you to attend the Indie Obstacles panel. And if you can't attend the panel, just look over your shoulder, find an indie developer and talk to them. I had a hard time narrowing my selection for this panel because I have yet to meet an indie developer who wasn't a rock star and who didn't have something important to say about the nature of indie development. Some of them need a bit of encouragement to realize this, but once they open up and start talking, it becomes pretty evident how much talent, energy, and enthusiasm infuses the indie development community. Conversely, if there is just one lesson an indie should learn to avoid an untimely end to their project or company, what should it be? Stay. On. Target. Don't get distracted. Don't succumb to feature creep. Don't focus on the money (or lack thereof). Don't let them buy you. Don't let them buy your IP. Just. Make. Excellent. Games. It may sound a bit trite, but huge financial success doesn't equal happiness or personal fulfillment. Run a tight ship and keep making the games you care about. Being in the indie game space at times must feel like being at the Sundance Film Festival, where some participants hope to be that project that gets picked up by the big studios. Is that a wise mindset for an independent developer to get into? Don't focus on the money (or lack thereof).
I'm sure there are successful studios that have focused on getting backing from a big studio. But the most talented developers I know, the ones with incredible games, have always blinked and looked a bit surprised when I've brought up the concept of finding backing for their project. Without exception, each of those studios has now released a game on a major platform, including XBLA and Nintendo DS, Focus on the game first, second, and third, and on the backing fourth. Tell us a little bit about the panel you’re moderating, “Indie Obstacles,” at LOGIN this year. What do you hope independent and established studios might take away from your session? The panel has a variety of speakers on it with experience developing games for Flash portals, MMOs, iPhone, Steam, and Zune. Each of them has great stories to tell about their experiences and I expect people will walk away with a belief that independent development is more viable than ever, as well as ideas about how to avoid some of the pitfalls. Before I let you go, what other sessions at LOGIN are on your radar to check out? I'm working on cloning myself many times over by May so that I can attend every single one. I only hope the hotel has special clone rates so we don't all have to share a room. In all seriousness, I'm keenly interested in the Games and Addiction panel and lectures, Keith Lee's AR lecture, Sheri Graner Ray's Tutorial lecture, and (as a deeply committed FOSS devotee) Brett Durrett's OSS lecture. |
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Party Sponsorship Opportunities at LOGIN 2010Time is running out to take advantage of sponsorships, with several sponsorship deadlines ending this week. There are quite a few outstanding opportunities available that could perfectly fit your company, but time is running out, and once the deadlines pass, they'll be gone forever. We've just announced a great new opportunity for companies to get involved with promotion at LOGIN: the Official LOGIN Networking Party Package. For just $3,000, a sponsor will get banner placement, an executive pass, and one hundred drink tokens customized with your logo to distribute during the party as you mingle and network. It's a fantastic deal, but availability is extremely limited. To learn more, contact Cynthia Freese at cynthia@loginconference.com, call 1.425.533.5973, or visit the sponsorship page on our website. |
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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.
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Industry HighlightsCancelled Halo MMO "was absolutely going to compete against WoW"Ex-Ensemble Studios staffer and current Windstorm Studios founder and president Dusty Monk told IncGamers that the Halo MMO in development at Ensemble Studios had a $90M budget and was intended to be a WoW-killer. Monk spent his last three years at Ensemble working on the project, codenamed Titan, that was ultimately cancelled as Microsoft set its sights on more casual markets. » S. Korea to put midnight curfew on online gamesSouth Korea plans to cut off on-line video games at midnight for school-age children and allow parents to set limits on playing hours to curb problems of Internet gaming addiction in the world's most wired country. Under the plan announced this week by the culture ministry, computer game companies were asked to put in place voluntary restrictions by the end of the year for children that also try to cut down on the hours adults play games. Internet gaming would be denied from midnight to about 8 a.m. for school-aged children. Several game providers have already set in place the regulations. »Pearl Research: onlines games in China to exceed $6B in three yearsLeading business intelligence and consulting firm Pearl Research forecasts the online games market in China will exceed $6 billion in 2012. In 2009, the online games market grew 35% to reach $3.9 billion, which is on top of a 63% increase in 2008. Top game operators, in descending order, are Tencent with $792 million in revenue in 2009, Shanda Games with $704 million in revenue, Netease with $493 million, Perfect World with $314 million and Changyou with $268 million in revenues. » Apple unveils social gaming platform for iPhone OS 4Last Thursday, Apple unveiled a developer preview of Game Center, a new social gaming platform for iPhone OS 4. With Game Center, Apple has finally acknowledged what people have known for over two years: Apple is a player in the gaming market. Due out "later this year," Game Center is a social network platform for games that will allow you to invite friends, do automatic matchmaking, compare yourself to other players via leaderboards, and earn achievements. Think of it as Xbox Live for iPhone, iPod touch, and iPad users. "We want to make gaming even better on the iPhone, so we're adding a social gaming network," explained Scott Forstall, senior vice president of iPhone Software during Apple's iPhone OS 4 announcement. » |
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