At the end of what has been a very busy week I can comfortably say that all of the hardworking people behind the 2008 ION Game Conference are extremely happy with the unprecedented level of interest in the conference this year.
Last Monday, we ended early registration with an impressive number of sign-ups — more than double our best expectations. Along with many familiar folks from 2007, we’ve seen a lot of fantastic new names from cutting edge online game development and services companies sign on.
We also announced our partnership with the Association of Virtual Worlds, an industry group focused on virtual worlds, which underscores that ION is about “online redefined” this year. Virtual worlds and social networking will take a bigger part of the stage this year, as they begin to occupy larger slices of the online gaming pie. By the way, when we announced this partnership on Thursday, we noted they had over 800 members. Now they have over 900. It’s a rapidly growing interest social networking group well worth looking into if you’re interested in virtual worlds like Second Life, Xivio or Habbo.
Of course, if you’re interested in social networking with influential names from the game industry, naturally I recommend our own social networking group for the ION Game Conference, which is also growing and features our speakers, attendees and numerous other game industry luminaries. No hassle to sign up, no strings attached and no spam by signing up – why not give it a try?
While it’s easy for us to settle back and think on how ION has taken a leap ahead toward our expectation of a bigger, better, more networking-focused conference in 2008, we still have many new announcements ahead of us. New keynotes, new speakers, new sponsors and more! With just over seven weeks to go, there are many more successful and amazing weeks to come before this hard work and industry interest comes to fruition. I look forward to seeing you in May.
Countdown to ION Top Ten Reasons to Attend the 2008 ION Game Conference
As we count down the remaining weeks until the 2nd Annual ION Game Conference, we thought we'd remind you of all the fantastic reasons to attend with another count-down:
Seattle is not only one of the fastest growing cities for gaming development in the world, but the city and surrounding area is already home to major game development and publisher names we know about in our daily business and leisure time. Nintendo, Microsoft, Valve, Sierra Online, Wizards of the Coast and many others.
As a cosmopolitan and artistic city, the Seattle development community also benefits from having the shortest flight time between any major Pacific Rim city than any other city from the continental United States. Seoul, Tokyo, Beijing, you name it, Seattle connects you faster by air than anyone other location in the US.
Of course, the ION Game Conference reflects the best of Seattle for attendees by selecting the most intimate, classy venue possible for attendees. Besides being intimate, tasteful, and the perfect size for the growth in attendance this year, the Seattle Marriott Waterfront hotel has a view overlooking the beautiful Puget Sound with the energetic city on the other side.
The ION Game Conference is one of the few major game industry events to recognize the creative muscle and international connectedness of the online game development community in this jewel of the Northwest. We are sure you’ll feel the energy and welcoming quality of our regional game developers who will be attending.
If you’re ready to register for ION, get started here:
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. Suites are also available at a discounted rate. But hurry, the special ION rate is only valid until April 15, 2008.
New Speakers Announced
We are very pleased to announce we have some amazing additions to speaker lineup. We will be announcing more speakers and sessions over the coming months, so stay tuned for the complete list.
Marty is founder of SocialSage, a team of innovators working to extend and redefine social media and games. Marty is a game industry veteran, developing and architecting online social platforms for market leaders such as Disney's Interactive Studios (Director of Online), Sony (SCE-RT online platform group) and as CTO of the MMOG "World War II Online". Marty maintains interests in virtual worlds, social networks, data/event driven architectures, AntiCheat/Security (published article in MMP Game Dev2) as well as agile development practices. He has also chaired, coordinated and participated in numerous committees including the IGDA’s Artificial Intelligence Interface Standards Committee (ASIIC).
Sande Chen Narrative Designer/Writer, The Writers Cabal
A game writer and designer, Sande Chen is the co-founder, along with Anne Toole, of Writers Cabal. Her past game writing credits include 1999 Independent Games Festival winner Terminus. For her most recent game, The Witcher , she was nominated for a 2007 Writers Guild Award in the category of Outstanding Achievement in Videogame Writing. In 2006, she was profiled on Next Generation’s list of the Game Industry's 100 Most Influential Women. She is the co-author of the book, Serious Games: Games That Educate, Train, and Inform and was a contributor to Secrets of the Game Business. Sande graduated with a degree in writing and humanistic studies from the Massachusetts Institute of Technology.
As the founder and principal consultant of Englobe Inc., a Seattle-based niche consultancy for geocultural content management, Tom Edwards is a unique hybrid of an academic geographer by training, global program manager and educator by experience and a geocultural advisor by choice, coexisting with a passion for technology and games. Formerly as Microsoft’s Senior Geopolitical Strategist in the Geopolitical Strategy team, Tom implemented a “geopolitical quality review” process in the Microsoft Game Studios and was personally responsible for reviewing the potential sensitivities of nearly every 1st party PC and Xbox game between 1995 and 2005 (including the Halo series, Project Gotham Racing, Fable, et. al), as well as many 2nd and 3rd party titles.
Nick Newhard
Lead Designer/Producer, Big Fish Games
Nick Newhard began his game development career programming DOS games and tools for Strategic Simulations Inc. back in 1989. His career has led him through a variety of projects across a broad spectrum of genres including a CRPG, first-person shooter, puzzle/strategy, MMORPGs, and casual games. His favorite projects (so far) are Bookworm for PopCap, Blood for Monolith, and Star Wars Galaxies for SOE. Nick is currently working on an unannounced project for the Online Community members of Big Fish Games in Seattle, Washington. Rain is his least favorite weather.
David Whatley
President & CEO, Simutronics Corporation
David Whatley's passion for online gaming led him to found Simutronics in 1987. David, chief designer of most of the company's games, has won numerous awards, including Computer Gaming World's first ever "Online Game of the Year" award for CyberStrike, and awards such as "Best of Show" and "Most Original" for the game Hero's Journey at E3, as well as "Best Development Tool" for HeroEngine. David is the mastermind behind Simutronics' technology and game designs and has built a team of talented people who are taking Simutronics to new heights.
Kirk Soderquist, a partner in the Seattle office of Perkins Coie LLP and member of the firm's Licensing & Technology practice group, focuses his practice on technology licensing and business transactions, corporate finance, advertising and marketing law, and mergers and acquisitions. Kirk's practice encompasses the representation of emerging growth companies and established technology businesses. He has represented and counseled publishers and developers in connection with licensing game-related technology and intellectual property rights, software game development and publishing agreements, game distribution arrangements, the divestiture and acquisition of game assets and technology-based strategic partnerships and collaborations.
This was one of the best conferences I've been to.
Joe Ludwig
Flying Lab Software
Interview with Maysalward's Nour Khrais
Nour Khrais, Founder and General Manager of Maysalward, speaking on the topic of “glocalization” at the 2008 ION Game Conference, shares some of his unique insights in this week’s ION Connection newsletter. In this week’s Meeting of the Minds, Khrais touches on his company’s global footprint, the lessons he learned along the way that he’ll be sharing with attendees and more.
PAUL PHILLEO: Hi, Nour; we appreciate you sparing some time to share your thoughts about your company, the ION Conference and “glocalization”. Can you get us started by telling us what Maysalward does as a company and what your role is within the company?
NOUR KHRAIS: Maysalward a young and ambitious games development company founded in Nov 2003 operating under a Glocalized business vision. The company develops unique mobile and online games. Headquarter and development cuisine in Amman, Jordan; Maysalward partners are found throughout the world. Our global footprint can be found in Middle East, North Africa, Latin America, USA, Australia and Philippines. Our clients including network operators, handset vendors, distributors and TV broadcaster have helped our games to become a consumer choice, making our presence span across the globe.
Beside my role as a founder and general manager I am involved in the storytelling part of our games: a passion that became a profession.
The company uniqueness is not only in its games production but also in the Organizational structure and operation. The company adopted a googlePlex environment but in a Mini way where the teams work in a funky relaxed environment supported by our fair Share program in which all employees are offered that opportunity to become a share holder in the company.
What do you feel the growth potential is for online/connected gaming in generally unexplored markets like the Middle East and Latin America? What reasons are behind the growth you expect?
The potential is huge and those markets are proving their eagerness to adopt technology quickly and are showing openness towards entertainment specially gaming. At this time the Online/Connected gaming is in its early stage but the increasing numbers we are monitoring since the passed couple of years throughout our connected gaming are impressive and very promising. Despite geographical separation, the Middle East and Latin America have a lot in common, especially in the consumer behaviors. The Consumers find in games a cheap source of entertainment and a way to exit from the social, political and economic pressure that embrace those part of the world.
Focusing for a moment on the Middle East, there have obviously been a lot of well-publicized cultural differences between many countries and factions within this region and the West. Generally speaking, what do you feel are the greatest misconceptions we in the West have about the Middle East markets as consumers of interactive media?
The Middle East has a very high technology uptake where it surged to become the second-fastest growing mobile phone market in the world, this important technology measure gives impressive indication about the maturity of the technological mindset of consumers which positively reflects in the interactive media usage.
This advanced position of the Middle East region should overcome to misconception the West have and should push companies from that part of the world to explore more the potential of the market without fearing any technological barriers.
Based on your experience and exposure to newer international markets, what combination of a market and platform (i.e. France and mobile games) do you think most developers and publishers are missing opportunities with, and why?
I think developer and publishers in Middle East and Latin America are missing a lot by not combining their games into a TRY and BUY platforms. Those markets are very price sensitive and such platforms will help users to get indulged more into the interactive gaming experience. Through this platform the users will get a free limited game edition to try and then decide to buy or they will get a limited less priced game copies.
Maysalward already started in offering such games with some of our clients and we can find everyday a better response that the day before.
In the context of the game industry, can you define the difference for us between globalization, localization and the term you’ve coined -- glocalization?
When we talk about globalizing a game it is the process of designing or re-engineering games to fit in the global markets, where localization is the process of adapting a game for a specific region or language by adding locale-specific components. But for reaching the full potential of games in diverse markets a common shared language has to be found. Glocalization is the optimum fit of the game developed for the global market but with local circumstances and the desire of obtaining game consistency across markets.
Can you share a product development or launch story from within your experience at Maysalward, where glocalization was used as a successful strategy?
Games are part of living culture, something that we recognized early that they are adopted from other countries, or brought in by travelers and adapted to suit a local environment. Most of our games were developed under the Glocalization strategy and they proved to be successful. But what I can share also is our ready-to-launch game called CARROM.
Carrom is considered an oriental game and touched with the charm of culture from the East. This game has a universal appeal with a localized touch. Played in Middle East, Asia and Europe with every local adapting their own rules and touch. We will be launching the game soon as another proof of our Glocalization vision.
What do you hope to have people learn from your lecture at the 2008 ION Conference this year?
I am coming to share more than 4 years of Glocalization work on games development and storytelling. I hope people will interact with me in the lecture and learn more about the potential of Glocalized games.
Sponsorship Opportunities Disappearing Fast at ION 2008
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. For example, the conference bag, hotel room drops, Nexus meeting rooms and conference program ads are still available. In addition, there is only a single Platinum/Track sponsor slot left, which gives you the unique ability to present a sponsored session at ION. Select your sponsorship level while opportunities remain available. Ask us about our revised prospectus, which has the most up-to-date information about what we’re offering!
As an exhibitor/sponsor at ION, you will be able to expose your products and services to some of the most qualified attendees in the industry. You can enjoy meeting with the hundreds of attendees, speakers, and press — all with the common goal of promoting the online game development industry. We invite you to take a look at our prospectus and explore the advantages to our sponsorships we are offering. To learn more about fantastic marketing opportunities at ION visit the sponsorship page on our website, or contact:
Asia generates half of the world-wide online game revenues
In 2007, the global online games revenues — estimated between 3.5 to 4.5 Euro billion — are made 90% by PC games. 50% of revenues are generated in Asia, while North America accounts for about 30% and Europe 20%. These are the results from a new report by German research firm InfoCom. »
Former World of Warcraft team lead and current Red 5 CEO Mark Kern tells Next-Gen that one key to being competitive with WoW is not competing with WoW, if you catch his drift. Kern, who is CEO of Southern California startup MMO studio Red 5, knows quite well what it's like going up against the odds in the MMO market. After all, when he was leading WoW towards launch, it was EverQuest that was ruling over online role-players. »
Ubisoft CEO Yves Guillemot said in a conference call Thursday that his company is now ready to "go for" a Tom Clancy-branded MMO. Now that Ubisoft is free of royalty charges to Tom Clancy following the acquisition of all IP rights to the author's name, the French game maker will now pursue a Tom Clancy MMO. During a call regarding the IP acquisition, Ubisoft CEO Yves Guillemot said, "On MMOs, the investment is really high. So we need to maximize the revenue. With the royalties we had [to pay], it was another barrier to creating a [Tom Clancy MMO], because the original investment was diminished by that. »
David Perry and Acclaim continue to experiment with community-driven game development. Announced last year, Top Secret is a project where fans collaborate on the design of an MMO and then independent studios compete to develop it. From the design pool, one hard worker will be selected to direct their own MMO, while Acclaim will also cover up to $1 million in licensing fees to the winners so that the independent development teams can use whatever engines and packages needed to produce their game. »
According to Pearl Research's "Games Market in China" study, the online games market in China, which grew 60 percent in 2007 to reach $1.66 billion, will surpass the $3 billion mark by 2010. Growth was driven in part by China's most popular online game, Netease's Fantasy Westward Journey, which now has 1.66 million peak concurrent users. Another contributor is Giant's Zhengtu Online, which has 1.52 million peak concurrent users. Pointing out that MMORPGs can be "highly profitable," Pearl Research noted that game operator Giant Interactive generated the majority of its $209 million in revenues from one title, the aforementioned Zhengtu Online. »
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