April 15, 2010
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Deadlines

Happy Tax Day!For most U.S. citizens, April 15 – Tax Day – has been a touchstone of middle-class existence, either as a dreaded deadline or a reminder of a windfall. It wasn't always this way.

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.

Peter Freese Peter Freese
Director
LOGIN Conference

Two Weeks to Save on LOGIN Registration
Save $100 by registering early online

Time is running outYou may have missed the early-bird registration rate that ended in March, but there's still time to demonstrate to all your colleagues how smart and thrifty you are. The LOGIN Conference is still one of the best deals of the year, and by registering online now, you can save $100 of the onsite registration price.

Just what does attendance get you at the LOGIN Conference?

  • First-class content. You'll have access to over sixty lectures, panels, debates, and roundtables over three days, covering topics important to the breadth of the online game development world, including business, legal, production, new technologies, virtual worlds, social networking, community, and much more, delivered by some of the industry's most influential and knowledgeable speakers.

  • Networking opportunities galore. Whether at the classy LOGIN welcome reception, the official conference party, the LOGIN business lounge, or one of the speed-networking breakfasts, you'll have more opportunities to rub elbows with some of the online game industry’s most powerful movers and shakers than any other event. Since LOGIN is more exclusive than other events, you can have the time you need to get to know just the right people without being lost in the mob.

  • Incredible amenities. Ask anyone who has attended in previous years: The sit-down lunches, gourmet snacks, and fine wine are just a part of what regularly makes LOGIN one of the most memorable and superior game industry experiences of the year. Everything at LOGIN is step beyond what you've experienced elsewhere.

One pass covers just about everything at the LOGIN Conference. No separate expo passes. No tutorial passes. Just one pass that lets you be part of the game industry’s premiere conference. If you’re ready to register for LOGIN, get started here:

Register Now

Once you've registered for LOGIN, we definitely recommend booking your stay at the official conference hotel, the Seattle Marriott Waterfront Hotel. Not only are you conveniently located at the center of all the official conference action, you’re staying at one of Seattle’s finest hotels at a specially discounted rate.

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, Semionaut

Independent 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.

Paul PhileoPAUL PHILLEO: Corvus, thank you for loaning us your time and expertise for this interview. First off, what path brought you into the indie game development space? Was it luck, determination or some other force or factor?

Corvus ElrodCORVUS ELROD: I'd say a bit of luck and quite a bit of determination. I came to the video game industry later in life and had already paid my dues working for the IT departments of soulless corporations. I wasn't willing to continue to compromise myself for a paycheck, so I've done everything the hard way from the very beginning. After a few years, and many bruises, it's starting to pay off!

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.

Read the full interview and comment

Party Sponsorship Opportunities at LOGIN 2010

Time 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.

LOGIN 2010 Sponsorship Prospectus

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.

Additional LOGIN 2010 Speakers Announced

We'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.

> See the complete list of speakers

Robert Ferrari

Robert Ferrari
VP of Business Development and Publishing, Sanrio Digital

Robert Ferrari serves as VP Publishing and Business Development at Sanrio Digital, as well as Typhoon Games Studio HK Ltd. Based in Boston Ma, Ferrari oversees the company’s publishing and business development initiatives across MMO, console, handheld platforms and social network and iphone apps. Ferrari was previously VP Business Development at Turbine Inc. a leading publisher and developer of massively multiplayer online games, where his efforts contributed to the success of Turbine’s award-winning online games, including The Lord of the Rings Online™, Dungeons & Dragons Online™: Stormreach™ and Asheron's Call®.

Nicholas James Mitchell

Nicholas James Mitchell
Senior Attorney, Hughes Media Law Group, PLLC

Nicholas Mitchell is a senior associate for the Hughes Media Law Group, where he focuses on strategic business agreement, console and casual gaming, social media and online services. Nick has worked on such well known franchises as Halo, Gears of War, Forza Motorsport, Viva Piñata and Project Gotham Racing. Nick is also the current Chair of the Northwest Chapter of the Copyright Society of the USA, a member of the Washington Lawyers for the Arts and sits on the Advisory Board for the Viet Nam Children’s Village Fund, an organization devoted to brining educational opportunities to children in Viet Nam.

Andrew J. Leker

Andrew J. Leker
CEO, Founder, Chief Designer, Mind Control Software, Inc.

Andrew Leker founded Mind Control Software in 1994. Mr. Leker has been designing and creating games for more than 20 years. He is the creator of the classic tabletop role-playing game, SkyRealms of Jorune, and the award-winning games Oasis, Resurrection, and Alien Logic. He is considered an expert in online gaming architecture, having developed multiplayer infrastructure for Sega, Disney, Digital Chocolate, and Sun Microsystems. Mr. Leker holds a B.A. in Physics and Applied Mathematics from U.C. Berkeley.

Corvus Elrod

Corvus Elrod
Semionaut & Narrative Design Consultant, Zakelro Story Studio

Corvus Elrod is a Semionaut and Narrative Design Consultant. He is the co-founder of Zakelro Story Studio and designer behind The HoneyComb Engine, a participatory storytelling platform. He has been designing participatory experiences for the better part of two decades, beginning with his exploration of improvisational theater. He contracts for a broad spectrum of clients, from major game studios to installation artists, and as of 2010 has begun to launch small online game projects in collaboration with independent developers and artists.

Michael Zhang

Michael Zhang
Co-Founder and CEO, Ray Flame Entertainment

Michael is an entrepreneur and internet visionary in online gaming, E-commerce and social network businesses. He is co-founder and CEO at Ray Flame Entertainment, a U.S. based MMO Browser Game publishing company in Los Angeles. Prior to Ray Flame, Michael was the General Manager of THS International Inc., the world's largest MMORPG virtual currency provider, and VP of Marketing at VestGame Entertainment. Michael received an MBA from Korea University, MS in Computer Science in Cal State, Northridge, and MIS in Beijing Information Technology Institute.


Industry Highlights

Cancelled 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. »

Interview on IncGamers


S. Korea to put midnight curfew on online games

South 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. »

Story on Korea Herald


Pearl Research: onlines games in China to exceed $6B in three years

Leading 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. »

Report at Redline China


Apple unveils social gaming platform for iPhone OS 4

Last 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. »

Article PC World


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