April 28, 2008 / Issue #41
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The Virtue of Timely Decisions

No gas for next 695 miles

A friend of mine was once motoring west on the historic Route 66, and as he drove his convertible into the desert, he passed a sign indicating there was fifty miles to the next gas station. He checked his gas tank: a third of a tank and not a problem in the world, he thought. I can make it there with what I have in the tank. As chance would have it, his Cadillac sputtered to a stop outside a small town which was just miles ahead. No gas, no food, no water to assuage the heat, nothing. The one amenity he did have, a cell phone, allowed him to call in a service truck. $100 dollars and $10 of gas later he was on his way to town to refill his tank, eat a burger, and down a cold one.

The moral of the story? Waiting too long can be expensive.

As you may have noticed, there’s only one day or less left – depending on when you open this newsletter – to register at the rate of $695 for the conference; as of April 29th, that rate will jump by $300. We hope that if you plan to attend you choose to take advantage of those savings before the late registration rate kicks in.

If you plan to attend for the entire duration, this is what your $695 will give you access to:

  • Just shy of seventy lectures, panels, roundtables, mini-lectures packed into three days. Community; business and legal, programming and technical; research and education; design, globalization and international markets are as agendas packed with insightful, unique content delivered by road-tested game industry representatives – all focused on illuminating the complex business and development of online games.
  • Over one hundred speakers from all corners of the globe will gather to share their information about the online game development business. Hailing from well-known companies like Electronic Arts, Nexon, Sony Online Entertainment, BigWorld, LucasArts, and dozens of other game industry-leading companies. These are the folks worth listening to and connecting with.
  • If networking with speakers from these companies and many others are what you’re into, ION has numerous opportunities to link people together. From the morning breakfast receptions to the evening parties designed to bring people together rather than scatter them out across Seattle, Evergreen Events wants to make it possible for you to meet your future associate or business partner within ION’s relaxing environment.
  • Superb lunches and snacks are one of the highlights attendees raved about last year. No boxed lunches, no meal tokens, only a business-class meal you’d be proud to take a significant other or boss out to lunch for. The snacks, too, will ensure that attendees will not have to pick from the choice of going hungry or trying to be satiated on a diet of vended candy bars and canned soda.

Yes, you can find amazing speakers and attendees at any number of conferences; yes, you can find sessions as diverse and interesting as the one’s we’re hosting; and yes, you can find a single event that serves great food and has the perfect atmosphere for seriously fun business. However, we feel it’s a particularly rare opportunity to have all of these qualities together at one place and at one time.

Weigh the positives and negatives about attending the 2008 ION Game Conference, but remember that time remaining to choose in favor of one of the most grassroots but high-level game industry events is almost out.

We hope to see you in Seattle in just a few short weeks!

Cynthia Freese Peter Freese
Conference Director
ION Game Conference

Yat Siu to Present Thursday Keynote at ION

Yat SiuAmong the major forces behind the scenes of the fast-growing internet social communities in the Pacific Rim are two very different companies that are affecting the future of online worlds in the East: Sanrio Digital and Outblaze. Evergreen Events is proud to announce that the founder and CEO of Sanrio Digital and Outblaze, Yat Siu, will deliver the 2008 ION Game Conference lunch keynote on Thursday, May 15th. The 2008 ION Game Conference, an exclusive and senior-level game industry event focused on the business and development of online games, will take place in Seattle, Washington from May 13-15 at the Seattle Marriott Waterfront Hotel.

Mr. Siu’s keynote will focus on the integration of social networks, casual gaming, and massively multiplayer online games, something he has been working on since designing The Impossible Team Online Game, an MMOG for Adidas that coincided with the 2006 FIFA World Cup.

Yat Siu is the Founder and CEO of Sanrio Digital, a company that leverages Sanrio intellectual property for use online and in digital media. He is also CEO and Founder of Typhoon Games, a computer game publisher and distributor established in 2001, and Outblaze, a digital services and solutions company founded in 1998 that serves over 75 million users across many global clients.

"I am looking forward to learning a great deal at ION 2008 and sharing the lessons I have acquired in Asia-Pacific,” said Yat Siu. “I will be addressing three particularly exciting trends of the industry today: the first is online gaming, including casual gaming; the second is the proliferation of social networking; the third is the abundant population of female gamers, who are not often targeted by big budget game releases. Tapping all three trends simultaneously is likely to produce some very interesting results."


Last Day of Regular Registration
Save $300 if you register by Midnight Tonight

Midnight deadlineToday is the last day to take advantage of our regular online registration pricing. You must register before midnight April 28, 2008 to save $300 off the late/on-site conference price of $995.

> Register online now

Then, join us at the second annual ION Game Conference May 13-15, 2008 in Seattle, Washington, where you'll have access to some of the best minds in the industry, face-to-face, at this exclusive event. ION will host over 100 speakers from leading online game development companies in keynote presentations, technical sessions, panel discussions, and interactive roundtables.

ION sessions deliver the in-depth knowledge you need to take your games to new markets, new platforms, and new levels of profitability. At ION, you'll have quality time with speakers and other industry leaders in an intimate environment, without being surrounded by posers and wannabe's. Check out some of the highlights from this year's session line-up:

For a complete list of sessions, visit http://www.ionconference.com/sessions.php

In additional to great sessions ION features networking activities like no other conference. Join us for our speed networking executive breakfasts, hosted by Jay Moore, where you'll enjoy fine food and conversation with other leaders in the online games industry. But don't delay, space is limited, and we're already selling out quickly.

Register Now

Presented by Evergreen Events, the 2008 ION Game Conference is the only annual game industry event with a laser-sharp focus on the rapidly evolving business of online game development on all its platforms. ION will bring online game developers and business leaders from around the world together to celebrate and further the online game ecosystem.


Countdown to ION
Top Ten Reasons to Attend the 2008 ION Game Conference

Time is running outAs the 2008 ION Game Conference approaches with under a month left before the conference gets underway on May 13th, we’re almost to the end of the list of the ten best reasons why you should attend this event. In fact, we’re down to reason number three.

Top Ten Reasons to attend ION '08

#10. Incredible amenities
#9. Networking opportunities galore
#8. First-class content
#7. Location, location, location
#6. Tight focus on online games
#5. Keynote lunches
#4. International viewpoints and networking
#3. Great value for the money

On to #2.

Quality Trumps Quantity

If you’ve been to many conferences, you’ll often find yourself running into a bored, bubble-gum chewing girlfriend of a QA tester, who somehow ended up grandfathered into showing up at the event you attended to connect with serious members of the game industry worth networking with and learning from. For every five such people on the far fringes of the business, there’s one rock-solid contact at these sorts of events. Fanbois, inexperienced bloggers, wannabes, significant others – all of these you may have found at many game larger game conferences.

Not everyone time has the time and interest to pick a needle from a haystack. For those people, there is the ION Game Conference. The ION Game Conference brings CEOs, lead programmers, directors, VPs and directors into one venue for one event. 40% of last year’s attendees were executives or directors, and this year is shaping up to bring as many game industry leaders in the game business and game development.

You can experiences three days of unmatched quality at a low price – but April 28th is the last day you’ll have a chance to do so at the low $695 rate. Register for the 2008 ION Game Conference here:

Register Now

Once you've registered for ION, 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. We've negotiated a special rate of just $209 for ION attendees. But hurry, the ION room block is sold-out, and there is a very limited number of additional rooms available.


New Speakers Announced

We are very pleased to announce we have some amazing new additions to speaker lineup. We will continue announcing speakers over the coming weeks, so stay tuned for the complete list.

> See the complete list of speakers

Rob Lanphier

Rob Lanphier
Director of Open Source Development, Linden Lab

Rob Lanphier serves as "open source busybody" from Linden Lab's Seattle office, working with the community in regular in-world office hours as well as via more traditional venues, and ensuring everyone has the tools they need to be productive participants. During his nine years at RealNetworks, Rob was a key contributor to two important multimedia standards (RTSP and SMIL) and was a leading force behind RealNetworks' open source initiative (Helix Community).

John Young

John Young
General Manager, "New Business Initiative", Slipgate Ironworks

John Young is General Manager of a new business initiative to be launched by Slipgate Ironworks, a San Francisco Bay Area company in production on a new MMO. He was previously SVP of Business Development at Gala-Net, a leading free-to-play publisher that operates five Korean games for the Western markets. John earned his MBA from Columbia Business School.

Sara Jensen Schubert

Sara Jensen Schubert
Senior Designer, Spacetime Studios

Sara Jensen Schubert began her five-year career in the game industry as a data entry clerk at Wolfpack Studios, and worked her way up to lead designer on the Shadowbane live team. She’s currently a senior systems designer at Spacetime Studios in Austin, Texas.

Toby Ragaini

Toby Ragaini
Director of Game Development, Big Fish Games

Toby Ragaini is one of the industry’s most experienced massively multiplayer online game designers. He has been working exclusively on MMO games for over 13 years, having led the design efforts on Asheron’s Call and The Matrix Online. Toby graduated from WPI with distinction in 1995, earning a BS in biotechnology.

Alan Crosby

Alan Crosby
Director, Community Relations, Sony Online Entertainment

Alan is the Director of Global Community Relations at Sony Online Entertainment and works with the development, marketing, and public relations teams to implement projects that harness the power of the SOE community. Alan spearheads internal and external projects that aim to push community relations to new heights within the industry. An avid MMOG player, Alan has played most every MMO that has come to the US market.

Anne Toole

Anne Toole
Narrative Designer/Writer, The Writers Cabal

Anne lays claim to over five years' experience in the popular media as a writer for computer games and television.  Since acting as Head Writer on upcoming MMO STARGATE WORLDS, Anne has contributed as narrative designer and writer to several unannounced MMO projects.  A citizen of the EU as well as the US, Anne also holds a degree in Archaeology from Harvard.

Damion Schubert

Damion Schubert
Lead Combat Designer, BioWare Corp.

Damion is a game designer for BioWare, where he is lead combat designer on an unannounced MMO. Damion has been working on massively multiplayer games for almost a decade, since he cut his teeth as the live lead designer for MERIDIAN 59. Damion also runs the occasionally interesting blog Zen of Design, which tends to focus on game design and industry concerns.

Isaac Barry

Isaac Barry
Senior Game Designer, Sierra Online

Isaac has been working in software development for over ten years and currently leads design on Sierra Online Seattle's arcade team. When time and opportunity allow, he enjoys speaking (ION, GDTW, IGDA, UW, etc.) and writing (Introduction to Game Development, PlayCube.org).

Mike Doyle

Mike Doyle
Online Producer, THQ Canada

Mike Doyle is Responsible for the maintenance and improvement of THQ's Online Multiplayer service (Company of Heroes and Dawn of War). Also he is Overseeing the design and development of an interactive portal to facilitate community initiatives, digital distribution and microtransactions.

Brian Pass

Brian Pass
Partner, Sheppard Mullin Richter & Hampton LLP

Mr. Pass advises clients in all aspects of technology and media transactions, including the licensing, development and distribution of computer software and hardware; internet and new media licensing, development and marketing; online advertising; video gaming; IT and business process outsourcing; intellectual property and trade secret protection; broadband communications; interactive television and e-commerce.


Meeting of the Minds

Interview with Todd Northcutt, Director of GameSpy Technology

Todd Northcutt, Director of GameSpy Technology reveals what he feels is missing from multiplayer communities and their means of social connections, in a preview of his 2008 ION Game Connection lecture, Follow Me: 7 Cool Things You Can Do With Buddy Lists. The full monty is below.

Paul PhileoPAUL PHILLEO: Hi Todd, thank you for taking a little time from your busy schedule to share a few thoughts with ION Connection readers. Can you introduce us to your background and what brought you into the game industry? What is your role with GameSpy?

Todd NorthcuttTODD NORTHCUTT: Long, long ago, I was in the stodgy world of academia, working on my PhD in organometallic chemistry. Like so many other people now in the industry, I stumbled upon Quake and saw the amazing potential for the Internet to change what gaming was and could become.

I left that all behind in 1999 to join GameSpy in hopes of providing gamers a richer online gaming experience. My role gradually shifted away from providing stand-alone products to gamers (GameSpy 3D, Roger Wilco and GameSpy Arcade were my babies) to developing technology for game developers to be included directly within the games themselves. To date we’ve powered the online component of over 500 PC, Mac, Sony PS2, PSP and PS3, Xbox, Nintendo DS and Wii titles.

All that promise I saw so long ago is finally starting to be realized. We’re fortunate to have some big partners, like Nintendo, who are thinking about online from a brand new perspective, trying to make the whole concept more inviting to the average user. Just look at Mario Kart Wii and see how approachable things like leaderboards, ghost races and ELO ratings can be when you look at them with the right lens!

What is the purpose of GameSpy’s technology in the game development spectrum?

GameSpy Technology is designed to help developers achieve functionality for their games that fit into 4 broad categories: Connectivity, Competition, Community, and Commerce. Essentially, we provide a suite of services that help developers make their PC, console and handheld games online capable, and then maximize the features and functionality that are available to games once they come online.

Most games start with that first “C,” using our matchmaking services to enable basic online multiplayer functionality in their games. But we strongly believe – and this is based on experience with titles across the spectrum – that multiplayer is really just the most fundamental step. There’s a pyramid of value – both to the people making games, and the people playing them – that games can move up once they’re online.

“Connectivity,” for example, doesn’t even need to imply “multiplayer.” It can simply mean that the game makes a connection to the Internet somehow. Once you’ve have established that, there’s a wide range of cool services that a game can avail to gamers: multiplayer, of course, but also facilitating online access to user-created content (everything from screenshots and replay videos to “stage trading,” like what we’re seeing with Super Smash Bros. Brawl, which uses our technology); chat, buddy lists, instant messaging, all manner of competition (from simple leaderboards to ladders to tournaments and complex user-specific statistics).

The top of the pyramid is commerce – adding in the ability for developers and publishers to disseminate new content for their games via a channel within the game itself. Users win in that they get a perpetually renewable source of entertainment that lasts for months or years after a game’s release. And game creators win by opening up new revenue streams or creating entirely new business models that can dramatically grow the size of their audience or contribute to healthier bottom lines.

Is GameSpy Technology, which has a number of multiplayer components in its toolbox, complimentary to or competitive with other massively multiplayer middleware platforms, like those offered by BigWorld or Simutronics?

It’s complimentary. Middleware like BigWorld and Simutronics are really aimed at helping developers (particular those in the Massively Multiplayer space) actually build the game world itself – the fundamental content creation and rendering chores that can be a huge drain on development resources were a developer to try and build it all themselves, or piecemeal something together out of multiple tools.

GameSpy is about taking the next step: now you’ve got an online game – what, exactly, are you going to do with it? A developer might tap GameSpy to provide services for building in text / voice chat or buddy lists to help bolster its community. Or it might use our ATLAS Competition System to build out a robust user stats system or competition environment. It might employ Direct2Game to facilitate in-game commerce, enabling users to consume new content as the developers crank it out.

It’s important to mention here, too, that our services can be integrated directly into the game engine. We partnered with Epic to bundle all of our tools with the Unreal 3 Engine, making it much easier for that engine’s licensees to do all of the things that a game engine doesn’t do. So, in that sense, we can be radically complimentary to a tool like BigWorld. That works for everyone: the developer gets an easier time developing, and the engine company can focus on creating the best possible game engine.

Does GameSpy have developer mindshare presence in rapidly growing and heavily wired markets, like China and South Korea? What strategies do you think it takes for a middleware developer to penetrate those markets?

We do not yet have a strong presence in China or South Korea, specifically. That’s not to say that we’re not interested, or that it’s infeasible. Our partnership with Nintendo speaks to our ability to move into new markets and succeed -- even beyond the aggressive goals we’ve set for ourselves.

As a result of that, we’ve learned a couple of things that contribute to a company’s success when trying to move into a new market that markets and consumes game differently than our native market:

1) Do your homework – try to understand the commerce and cultural forces at play in the new market; understand what the consumers and production forces value most highly, and learn what they’re likely to reject out-of-hand – these values can be deeply entrenches, and inform how games move to market and how people play them;

2) Partner, partner, partner: find someone in the space who can serve, essentially, as your agent in that market. Work with an established brand or service provider if possible – their brand strength and reputation should make it easier for you to gain acceptance, and their competence should make it easier to get things done right the first time.

As a speaker last year at (formerly known as) OGDC, what did you take away from the conference that was beneficial to you through the remainder of 2007?

First and foremost, the connections with other people in the online-focused gaming space. It’s a great networking event, not just because it’s in the backyard of so many great studios and publishers, but because it focuses its attendees’ attention on “online” gaming.

Second, that focus extends to the content of the conference itself. That important to me – I work in the online space, and I want to hear about new ideas, challenges, successes and failures in that space. Frankly, that just helps me do my job better – whether I’m learning something new, or just hearing my current & potential customers highlight areas that are exciting them or giving them trouble. Strategically, that’s pretty crucial stuff for a service provider to hear.

Looking ahead to the near future, could you give us a little insight into your topic you plan to speak about at the 2008 ION Conference? Why do you feel buddy lists are an underutilized communications/multiplayer element in next-gen consoles?

Social gameplay is exploding, and that’s nothing but good for the games industry AND gamers.

Whether games are multiplayer or not, people are playing them socially – sharing the experience with their friends or clan mates or even random strangers – in larger numbers all the time. The buddy list is the fundamental building block of that relationship because it can facilitate so much cool functionality and interactivity with games. This enriches the game playing experience. Once you view buddy lists through that lens – as a means, and not an end – you start thinking of a long list of things that can be done with them (stuff that ranges across all 4 “Cs” that I mentioned earlier).

It’s also one of those things that developers put on their “if we have time” feature list – and so, one of the first things to get cut or mis-used. That’s a crime.

Do you feel consoles are lagging behind PCs in terms of how buddy lists can be implemented, or that buddy lists in general could be employed better regardless of platform?

Yes and yes.

The long answer is: the implementations on the console are no better or worse that what we’ve seen on the PC. On the console, you definitely run across situations where the platform owner has made buddy lists a central part of the overall online experience, and that’s great. But there’s a long way to go.

The same is true of the PC: while the buddy list is noticeably increasing in profile among gamers, games and third party gaming applications, we’re still only scratching the surface of what can be done here. Most of what you see branching off of the buddy list is just simple online / offline presence, instant messaging and buddy-following into games. That’s the ground floor. We’re very focused on developing what’s upstairs.

Beyond buddy lists alone, do you feel other communications elements -- – such as chat, lobbies, whispering, etc. -- could be implemented more creatively? If so, can you share an example with us?

Certainly – chat and lobbies have been around for years with very little variation or innovation. Chat is something of a nightmare these days, don’t you think? It’s very hard to enter a game lobby and extract useful, actionable information. There’s only so much utility in being called a “douche bag” 34 times by some kid in Uzbekistan, you know? There’s been a lot of discussion about this recently, on both the community management front and on the blue sky idea development side.

Again, I think this is a symptom of online community features being something of a “nice to have” feature for developers. They rightfully need to spend their time thinking about quality gameplay, and thus neglect the quality of experience that people have in ancillary features. Our argument is that these are not ancillary features. They’re core. They’re becoming more core every day as social gameplay becomes the norm.

So, we have a long way to go, not just in positioning the features better in the minds of developers, but in creating technology that makes the experience of dealing with them better (more pleasant, more utilitarian) for everyone. This is social engineering, of a sort – and because functions like chat are common currency across the gaming space, it makes sense for neutral third parties to focus on it.

> Discuss on the ION Network


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