Categories
Games Marketing/Business

Uncopyable Values in a Copy-Friendly World Wide Web

Since I wrote about piracy, there have been a few new articles brought to my attention, and I’m sure there will be more.

First, Better than Free by Kevin Kelly argued that since digital media is so easy to copy, copies are worthless. He offers eight “things that are better than free”: immediacy, personalization, interpretation, authenticity, accessibility, embodiment, patronage, and findability.

If you want to watch a video about the topic, watch Free! Why $0.00 is the Future of Business by Wired’s Editor in Chief. The key quote: “Every industry that becomes digital eventually becomes free”.

Assuming that this market shift is true, you can expect the participants in the old market to want to keep things the way they were before, when copies were scarce and valuable. Hence, so-called Digital Rights Management (DRM), copy protection, lawsuits against fans, and proprietary hardware and protocols, none of which are adding value for the customer.

Of course, we can’t assume that the market will shift entirely to free copies. Still, there are business models based on making money from things besides the copies. It would be silly to dismiss them because you are afraid of change or don’t want to work harder to continue making money. That’s the free market at work, and you can join the RIAA/MPAA in complaining about how unfair change is, or you can adapt to the changes.

Of course, you could also challenge the idea that piracy is even that significant of a problem. Stardock’s Brad Wardell wrote about it in Piracy & PC Gaming:

Now, I don’t like piracy at all. It really bugs me when I see my game up on some torrent site just on the principle of the matter. And piracy certainly does cost sales. But arguing that piracy is the primary factor in lower sales of well made games? I don’t think so.

The reason why we don’t put copy protection on our games isn’t because we’re nice guys. We do it because the people who actually buy games don’t like to mess with it. Our customers make the rules, not the pirates. Pirates don’t count. We know our customers could pirate our games if they want but choose to support our efforts. So we return the favor – we make the games they want and deliver them how they want it. This is also known as operating like every other industry outside the PC game industry.

Zing.

Thanks to PlayNoEvil for the link to Wardell’s article.

Categories
Game Design Game Development Personal Development

Creation is Exciting

I’m currently fighting off a cold, and everyone knows how miserable it is to be sick.

What is surprising is how hard it is to resist creating something even though you should be resting. When you’re sick is the worst time to forget to eat a meal because you’re so engrossed in your work.

Even so, I wouldn’t trade this for the world. B-)

Categories
Game Development Linux Game Development Personal Development

Thousander Club Update: March 10th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 23.25 (current year) = 432.5 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

First the bad: I had multiple days off from the day job this past week, but I still only managed to dedicate something like 10 hours total? Come on, Self!

The good: I have a EULA for the game. To make things simple for me, I will use a Creative Commons license and keep the source proprietary. I did a bit of research before deciding on using a pre-existing EULA, and CC licenses are standard, well-known, and easy to understand.

The game will be freeware, and it will currently only run on x86 GNU/Linux platforms. I will distribute a tar.gz file.

After I figure out some logistics, I can release the source to the game. I can also provide an installer which will output a EULA that the player needs to agree to before the game is installed. I’m actually surprised at the number of shareware games out there that just install without even presenting a EULA. If you want your customers to legally be bound by the terms of your EULA, you need to present it to them BEFORE they install. Otherwise, your EULA will not hold up in a court of law.

Even further down the line is getting this game to be cross-platform friendly. Ideally I can use something like mingw on my GNU/Linux machine to build an executable for Windows. I’m sure some code changes will be necessary, but I hope I have anticipated them. For one thing, I learned that SDL video and SDL audio needs to be initialized together on Windows for some reason. I have a comment in my code as a TODO item. I don’t know if I can also create a Mac OS X build, but if I can’t, then I should be able to enlist the help of a Mac-using friend. I could always buy myself a Mac, especially since the Mac Minis are so darn cute, I mean, inexpensive.

In anticipation for the release of my game, I have created a web page for it: Killer Kittens from Katis Minor is “coming soon”! I’m excited! Are you excited?

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Games Geek / Technical

History of Water in Video Games

Some time ago News 4 Gamers posted a video documenting the history of water in video games. Technical and visual style have evolved hand-in-hand, and it is a great nostalgic trip to see how water has changed in 27 years.

[tags]video games, geek[/tags]

Categories
Games Linux Game Development

Gravitation as an Artistic Game

If you haven’t played Jason Rohrer’s games, do it now. They are available for Windows, Mac OS X, and GNU/Linux, so unless you use something more exotic, there is no excuse for you not to.

  • Passage
  • Gravitation: “a video game about mania, melancholia, and the creative process”

I played Passage and found the concept to be quite ingenious. Rohrer explained what he was trying to do with Passage, but you should really play the game before reading that explanation. This game got high praise when it was compared to Portal at Grand Text Auto: “Portal is neat, and its design accomplishments and high polish are real. It just isn’t the true heartbreaker of this pair of games. And, of the two, it also isn’t the game I wished I had developed.” You can read that article for spoilers for either game.

I would suggest you play the games a few times for yourself. Passage takes five minutes, and Gravitation takes about eight.

*** The rest of this post will contain spoilers for Gravitation, so if you haven’t played it yet, please do so. ***

I want to concentrate on Gravitation. While the first game was straightforward in that it is a game about going through life and dealing with the choices you make and didn’t make, Gravitation was a bit more subtle. In fact, Rohrer hasn’t outright said what it is about.

I’m not going to provide an in-depth explanation for Gravitation. I’m hoping that most people will understand it as it stands. However, it involves more complex game mechanics than Passage, and it is trying to express something much more subtle. … Gravitation explores how a particular corner of my life feels, as only a game can.

And so here is my interpretation of the game: it’s about a creative person’s mood, specifically about switching between enthusiastic focus on creation and depression, about choosing to work on one project while leaving other projects to wait, and wondering if you’ve wasted your time.

To that end, the mechanics are brilliant. You can jump, and you can move left and right. Standard platforming fare, but there is also a resizing frame around your character that limits and expands your view. If you don’t do anything, that box will expand on its own. As it expands, the world becomes brighter and you see more of it. The music will change, adding more layers as more of the world is visible. You can jump higher and move faster. The viewable landscape will also shrink after a time, and as it does, the world becomes colder, the music becomes quieter and simpler, and your movement slows. Your child has a red rubber ball that he (yes, Mez is Rohrer’s son) can toss to you, and you can toss it back. The world above has projects (the stars) that you can obtain if you go after them, but then you have to return to the ground level and push them into the kiln to add them to your score. The more projects you try to push at once, however, the slower you can push them, and if any projects are on top of others, they need to be pushed first. There is a timer counting down, and when it hits 0, the game is over.

What’s amazing is that no matter what you do, these mechanics and entities all work together to let you take away a different part of Rohrer’s message each time you play.

The first things you’ll see are the kiln with the fire. As your view grows, you’ll notice your son to the left, and if you’re close enough, he’ll throw the ball to you. Each successful return of the ball increases your view faster, and eventually you’ll see the mania signified by the fire on your head. Gravity has less pull on you as your mania increases, so you can jump higher.

And so you might be inclined to do so. Jump through the hole in the ceiling, and you’ll discover a maze populated with stars/projects. Touch one, and it will fall to the bottom level, and you’ll be fired up, allowing you to continue jumping higher for a limited time.

Of course, all of those projects need to be attended to. As many as you can grab on your way up, your mania will die down, and you need to settle into work. Push those projects into the kiln. If you happen to enter into mania while doing so, however, you’ll find that projects become easier to push. It can take awhile, and your son is always there wanting to play with you.

This part is interesting. You can try to balance work and life, but you’ll likely do a poor job of either. If you work on the projects and ignore your son, you’ll get things done, but at what cost? If you exclusively focus on your son, he never leaves, but then your creative passion will burn while you miss out on opportunities. You can try to grab all the projects early on, but then when you come back to work on them, they might be stacked too high for you to get started. In fact, just getting those projects might result in depression trapping you in a well, and it isn’t until you mood lifts enough that you can leave and get to work.

Rohrer claims that every interaction is planned, and while I don’t know if there isn’t an unplanned emergent interaction, I noticed that many of the situations can be interpreted to mean something. The mechanics of playing ball with Mez have a functional purpose: you can get recharged, quickly moving out of depression to get back to mania. You might think that you can charge up, grab projects, come back, push them in the kiln, and play ball to do it all over again. And you can…for the first few minutes. Towards the end of the game, you’ll find the ball has been left behind. Mez is gone.

If you’ve ever been told by a loved one that you have taken him or her for granted, that you’ve focused too much on work and not enough on your family, then I’m sure you can understand the impact of learning that you’ve wrongly assumed someone will be there forever. “Cat’s in the Cradle” might tell the story in song form, but playing this game and experiencing that moment when you see nothing but the ball? I don’t think the impact would be nearly as deep if you watched the event unfold in a film.

Again, you could focus on Mez the entire time, but you can’t help but notice the rest of the world. It can be exciting to find ideas and projects, but you need to act on them if you are going to do anything productive! The game mimics the battle between talking about something and doing something, and it does so very well. When you’re depressed, you can’t focus on anything, and you’ll just have to pass the time until your mood changes.

What I find interesting is that working on your projects doesn’t get you out of depression faster than simply standing around. Rohrer has said that he has not actually experienced depression, and I haven’t either, but if you look at this difference between mania and depression as the difference between focused energy and being drained, then I would think that working on your projects should get you focused. Then again, if you are spending your time on the wrong priorities, I can see how they would be draining. Either way, working on the projects, pushing them into the kiln, simply results in increased productivity as evidenced by the score at the top. Your mood changes at the same rate as it would if you weren’t pushing those projects to the kiln, and I wonder why.

The projects do lose value the longer you wait to work on them, though. You can’t leave them forever, even if Mez insists on playing. Or you could, but then they’re just idle projects that you never finish.

You could also ignore Mez entirely. You could ignore your depression and your waiting projects, getting higher and higher in the maze, just trying to reach the end. The end of the level is interesting because after trying so hard to get there, you find nothing. No big payoff. No reward. You’re just alone with your thoughts, depressed or not.

If you manage to head back to the beginning, you may be surprised to find that the projects you’ve been using as excuses to search for more inspiration are so overwhelming that you can’t even start working on them because they block your way. As fun as it might be to make plans, you have to actually implement them sometime.

You can see Mez get frustrated when the ball isn’t returned. You’ll get annoyed when the projects are piled too high for you to get to the left side of them to start pushing. The music fades out during the last minute of gameplay. I am sure that there are other subtle interactions, but none of them were accidental. All of them give you a peek into what it feels like to be in a corner of Rohrer’s life.

I believe that Gravitation, like Passage, should be included in any discussion of games as art. Rohrer captured what he was feeling and managed to craft it into a game so you could experience it yourself. Gravitation is his fourth game, and Rohrer has made two before Passage that I plan on playing as well. Cultivation, a game about gardeners dealing with conflict and mutual interests, especially sounds interesting. I hope to see even more artistic games in the future.

[tags]art, video games, health[/tags]

Categories
Game Design Game Development Games Marketing/Business

Chicago Game Developer Gathering On March 26th

Since a Chicago Indie Game Developer Club meetup hasn’t happened in a long time, Shawn Recinto of Immersive Realms has taken it upon himself to organize one, but he apparently got a bit overzealous. Now it’s announced as a Chicago Game Developer Gathering, and it even has its own website at http://www.cgdg.org/. Go ahead. Check it out. It’s pretty snazzy!

But this meetup isn’t just a meetup anymore! It’s a panel of indies talking to budding game developers about how they got started, what they do on their projects, and what lessons to take away from it all.

Oh, and somehow I am on the panel, along with Mike Boeh of Retro64 and Shawn Recinto. The event will be moderated by DePaul University’s Joe Linhoff.

When:
Wednesday, March 26th 2008 from 6-8pm
Where:
924 at DePaul University’s CTI, 243 South Wabash Ave

Registration Ends Monday, March 17th 2008

The agenda on the website gives an overview of the topics we’ll be discussing but I have a feeling that Q&A time is going to be more interesting. Want to attend? Be sure to register soon!

[tags]indie, video games, business[/tags]

Categories
Game Design Game Development Games Marketing/Business

Music, Video Games, and the Supposed Problem of Piracy

I was thinking about writing about marketing and so I naturally wanted to look at what Seth Godin was saying. Well, Jay beat me to it and wrote about the future of the music business, which links to the PDF transcript of the music industry talk that Seth Godin did recently. You should go read it as it is a good talk, and it won’t take you very long, but I’ll summarize a few points:

Godin talked about how the music industry was perfect in the past. Technology, society, marketing: they all came together to create a perfect storm.

But things have changed. Music is digital now, and digital means that copying is easy and cheap. Music is no longer the primary form of entertainment for many people. Control no longer rests in the hands of a few major players, and people can go anywhere for music.

To continue to try to keep to the old business model is silly. People can get their music anywhere, they have varied tastes, and they aren’t happy with a few choices. They don’t want what they merely like. They want what they love. Sending out blast messages in the hopes that people take notice and buy your product isn’t going to cut it anymore. Adding DRM to make digital act like analog is the opposite of adding value. Suing your fans? Yeah, that’s exactly what you thought about when you were thinking about becoming a rock star. That’s how you know you made it. That’s sarcasm, by the way.

The market has changed, and if the industry wants to play, they have to play by new rules. At this point, Godin talked about everything he has ever talked about: permission marketing, turning the funnel over, giving people stories they want, etc.

Jay notes that the music industry is similar enough to the video game industry that such discussion is important. Times are changing for video games as well:

I believe that in a lot of ways, the PC gaming scene isn’t “dying” so much as it is “evolving.” Due to proprietary technology, the consoles have a little bit more grace period left in them before their business model goes the way of the dinosaur. The PC hasn’t had that luxury, and in many ways it has been blazing the painful trail. But the music biz has been even further in the front, and there are a lot of lessons we can learn from watching that particular industry getting its butt kicked a few times.

Piracy

And both industries have claimed that the ease of copying will be their respective ruin.

GameProducer.net has written recently about piracy in Brazil, something that was covered in The Escapist’s Console Clones article back in 2005. StampOutPiracy.com is a site that claims to have been formed to help crack down on the video game piracy out there. Gamasutra had an article on Reflexive’s piracy stats, and GameSetWatch posted a follow-up, which claimed that 92% of the people playing the full version were not paying customers. Ouch.

And of course, Cliffski’s been fuming about non-paying customers who have the audacity to make support requests!

For some reason, it seems as if the World Wide Web just blew up in discussing piracy and its effect on the video game industry. Was it a major talk or round table at GDC?

In any case, everyone is talking about it, and it seems that the use of the term “piracy” in the place of copyright infringement isn’t going to go away any time soon, but that’s just a pet peeve of mine that isn’t important to this post.

What about solutions? If people are making illegal copies of games rather than paying for them, what’s an industry to do? Well, this part is familiar to those of you paying attention to the music industry. The video game industry has tried to make reality change to how things used to be, and Reflexive’s DRM stats might indicate otherwise, but I believe that fighting against reality is folly.

Reality-based Business Models

The reality of the digital world is that it is a lot easier to copy things than it is to prevent them from being copied. If you insist on trying to keep to the old business models, you’ll fight a losing battle. Before networking infrastructure made mass distribution easy, you could sell physical copies of games and expect that illegal copies won’t go far. Trying to clamp down digital distribution through the use of DRM, CD keys, and requiring online access to play an offline game are just ways to give your customers excuses to not be your customers anymore. So far, people have accepted it, and a lot of them will claim that “if it wasn’t for the pirates” they wouldn’t have to deal with it. Fair enough, but if piracy is still such a problem in spite of these measures, then you are getting inconvenienced and frustrated by methods that don’t actually do anything but inconvenience and annoy paying customers like yourself. You’re paying for the privilege of being treated as a criminal, while the real criminals get to enjoy the game they didn’t pay for all the more.

And yet more and more infrastructure is being put in place to make your computer less and less useful so that the people who write the software can pretend that they’re preventing “the few bad apples” from spoiling things for everyone else.

Perhaps the idea of selling an individual game as you would a toaster is past its prime? This argument isn’t the same as saying “People don’t like to pay for things, so let them have it for free!” If you look at the link to Cliffski’s blog above, I think it is clear that a lot of people just don’t see making a copy of a game as wrong. Why isn’t it more obvious?

Well, copying files is what you DO in this brave new world called the World Wide Web. Giving someone your copy of a book and sending a copy of your audiobook aren’t seen as two separate actions governed by different aspects of copyright law. Similarly with lending someone a vinyl record or giving someone a cheap copy of a music CD. After all, you’re simply sharing with a friend! When Microsoft or Lars Ulrich come knocking on your door with either BSA or RIAA lawyers and accuse you of piracy, well all you’ve learned is that you need to make such sharing more private. It isn’t as if you are doing anything wrong! And copyright enforcement is now tougher because so many people see copyright as a confusing mass of laws that only large companies use to make money.

So what are the options? You could fund public service announcements to warn people not to copy that floppy, and try to get them to first understand and then obey the convoluted mess that is copyright law, and make them afraid to be your customer.

Or you could start looking into different business models, models that accept the customer’s ability to make infinite copies as a fact of life. Making copies and sharing them with friends is what they want to do, so why not capitalize on it? And no, I’m not telling you that all games of the future must be MMOs or require a subscription to play. No, I’m not suggesting that all games get supported by ads. I don’t have to be the creative one that tells you what new business models you can implement, but I can say that both the music and video game industries could stand to reinvent themselves as Godin suggests.

You can look at people willingly copying your games as a problem that causes lost sales from your old business model, or you could look at it as an opportunity for your new business model.

IS PC Piracy Really the Problem? is a fascinating run through of all of the other reasons why PC games aren’t selling as well as people might like. Reasons like increased competition from other sources of entertainment, higher prices than may be justified, and hardware requirements that actually match what most people have.

New Attempts

A friend of mine informed me that Trent Reznor has been experimenting with a different business model. Actually, my friend informed me that Reznor had accounts on The Pirate Bay and similar notorious sites, and I was curious about the reasons why a musician would support the very thing that the music industry claims is ruining it.

Well, Reznor believes that the music industry is ruining itself, specifically by exploiting their customers. When asked why a Nine Inch Nails album was selling for an obscene amount of money in Australia, a suit informed him that his fans would be willing to pay any amount. “As a reward for being a ‘true fan’, you get ripped-off.” So he followed Radiohead’s lead and set out to distribute an album without the backing of a major label.

Reznor teamed up with his friend Saul Williams and released such an album: The Inevitable Rise and Liberation of NiggyTardust. You could download the music for free, but you had the option to pay $5 to receive a higher quality download. Fewer than 1 in 5 people paid, and Reznor was shocked. You can read about his view on the lack of success of this album in Trent Reznor: Why won’t people pay $5?

You can also read Saul Williams’ take on it in Unlike Trent Reznor, Saul Williams isn’t disheartened. Williams sees an 18% conversion rate as a good thing.

I think Trent’s disappointment probably stems from being in the music business for over 20 years and remembering a time that was very different, when sales reflected something different, when there was no such thing as downloads. Trent is from another school. Even acts that prospered in the ’90s, you look at people like the Fugees or Lauren Hill selling 18 million copies. That sort of thing is unheard of today. But Trent comes from that world. So I think his disappointed stems from being heavily invested in the past. For modern times, for modern numbers we’re looking great, especially for being just two months into a project.

Anyone else remember reading about “disheartening” sales figures from people who think that a 1% conversion rate for a video game was a sign of doom? People on the Indie Gamer forums were scrambling to tell the hapless newbie that 1% was a decent conversion rate. Seemingly low conversion rates are the norm when the business model is similar to mail order catalogs. Reznor seems to have accepted such expectations since Nine Inch Nails has released Ghosts: I-IV online, this time with a multi-tiered sales model. There is still free content available, but the more you pay, the more you get. There are only 9 free tracks this time around, and $5 gives you access to all of the tracks. There are a few other options as you go up in price, and there is even a $300 option for the Ulta-Deluxe Limited Edition Package!

Currently the website has this notice in red text:

We are experiencing an extremely high volume of traffic and orders right now…

The emphasis is mine. When I clicked to download the free tracks, I found that the download site was down.

While the site is down, you can still purchase the complete Ghosts I-IV here from Amazon’s MP3 store for only $5. The MP3s are high quality and DRM-free. You can also order the deluxe and limited edition packages from Artist in Residence.

If you’re familiar with BitTorrent, you can download Ghosts I, the first of the four volumes, for free, from our official upload at The Pirate Bay.

Emphasis also mine. Note how NIN is actually USING a website that has a lot of venom thrown at it from the music and software industries. Reznor isn’t crying foul and complaining about how unfair piracy is. He’s just making use of the channels people already use.

It’s heartening to see Reznor experimenting with different business models, even if the first attempt wasn’t as successful as he had hoped.

Video Games and You

I’d like to hear similar stories in the video game industry. I already anticipate that people will read this post (or maybe only part of it, as it is quite long) and get upset at the idea that piracy is ok. I’m not saying that copyright infringement is great. I’m just saying that if the reality of the marketplace is that it is easier to copy than it is to prevent copying, then why insist that those who copy are criminals? Why not change your business model and make them customers? Why not get mad about the people who won’t copy and spread your game to a larger audience? With so much competition out there, can you afford to succeed in preventing copies? Maybe in the short term, but in the long term, you’re actively slowing the spread of your game.

Snood was a cheap-looking Puzzle Bobble/Bust a Move clone that took the college world by storm. Do you believe that better copy protection would have allowed it to proliferate throughout college dorms and become the 9th most played video game in 2001?

But what can you do to spread your game if you insist on locking it down? And if you insist on locking it down, can you complain about the lack of sales and the increase in the amount of piracy?

[tags]marketing, business, music, video games [/tags]

Categories
Game Development Linux Game Development Personal Development

Thousander Club Update: March 3rd

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 13 (current year) = 422.25 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

Killer Kittens from Katis Minor now has a credits screen. I know I said that all I needed was a credits screen and a license for the game data, but I just realized that I still have placeholder graphics that haven’t been updated. Specifically the main background and the player’s ship. You know, the things you see throughout the game! I want to release this game and get some feedback, but I already know from experience that I will get a lot of comments about how crappy the graphics are. I’d like to fix these problems before release. Besides, if the art isn’t a bit better, there isn’t much of a point of having a decent license for its use.

Ideally I could have just grabbed some free sprites from somewhere. I know decent quality free sprites have to be available on the World Wide Web, but all of the websites that I have been able to find that offer free sprites aren’t offering anything that I could use in my game. They either don’t work with my theme or they put me at risk for copyright infringement. I really don’t want Sega or Nintendo coming after me, so no, I don’t think I will use some of the billions of Sonic and Mario sprites out there. I knew about The Linux Game Tome’s Game Development forum and the Repository for Free Game Content sticky post, and I know GameDev.net has a similar thread called Sprites, sprites, and more sprites!. Both seem to point to websites with copy infringement problems or art that isn’t appropriate for my theme. I searched for some time, but I think it will be less of a hassle to create some better programmer art instead.

And so Version 1.0 is even closer to reality, and I plan on taking some time off at the day job soon so I should be able to throw a lot more time into finishing this game. I also hope that I can release it and quickly move on to prototyping a new game during this period. I think that creating a second game in a matter of days after releasing this first one would be a fun challenge.

[tags]game design, productivity, personal development, video game development, indie[/tags]

Categories
Marketing/Business

Filing the LLC Annual Report Again

It’s that time of year again. GBGames, LLC has to file it’s [tag]LLC Annual Report[/tag] and submit the fee associated with it. I wrote about LLC annual reports last year, but I decided to revisit the topic.

It’s still a simple process. Just sign the form that the Illinois Secretary of State sends you, enclose a check for $250, and send it back. If you need to make changes to the form, such as who is a member and where your principal place of business is, you can do so on the form. The address on the envelope is still different from the one on the form for some reason.

I’ve never had to worry about the late fee before, but I put off submitting this letter when I received it in early February and then promptly forgot about it. Looking at the form, I saw that it is supposed to be processed before the due date, and in my case, that’s March 1st. It was February 27th when I realized that I needed to send it off. The late fee is $300! Ouch!

But wait! Apparently that fee only kicks in once you are 60 days late. That is, the due date is March 1st, but I have 60 days after that date to get my annual report to the Secretary of State before I have to worry about a late fee. I even called to verify that this was the case. I don’t plan on taking great advantage of THAT much leeway, but it is still nice to know.

Also nice to know? You can file your LLC annual report online! The Official website for the Illinois Secretary of State is at http://www.cyberdriveillinois.com, and if you click on Business Services, you’ll see LLC Annual Report Filings. From here, you can read about who can and cannot file the LLC annual report online. If your situation matches any of the items in the list of exclusions, you can’t submit it online, but if you are just planning on signing the form without changes, you should be fine. The service also accepts credit card payments.

I had already placed a stamp on the envelope before I learned about online filing, so I am just going to mail off my report. Filing the annual report is still the easiest part of having an LLC. If you are interested in learning how to [tag]form an LLC[/tag] in Illinois, please read my earlier blog post Forming an LLC in Illinois. Also read through the comments, since people have asked some good questions since I’ve written that article.

[tags]business, llc[/tags]

Categories
Games Geek / Technical

Knighthood Missing and Found Again

I’ve written about my [tag]Knighthood[/tag] story and its continuing saga before. If you haven’t played it, Knighthood is a [tag]Facebook[/tag] application that seems to have taken Facebook by storm. In order to be successful at it, at least in the beginning, it is no more than a pyramid scheme. You have to recruit your friends to play. We’ve seen games like this before, but something about Facebook providing a willing audience seems to have helped Knighthood obtain a large audience very quickly.

Of course, the developers might not have expected so much population growth on the servers so quickly, so the game has been plagued with plenty of planned and unplanned downtime. It was common on the game forums to read about how a player couldn’t access his/her account while other people reported being able to play just fine. Load times would be in the minutes, which was painful when you were trying to heal your vassals while under attack from someone who seems to be able to load pages an order of magnitude faster than you.

Couple all of these issues with the usual bugs a game in Beta should be weeding out, and you had a lot of unhappy people playing a free game that they couldn’t get enough of.

And then a couple of days ago, I logged into Facebook to see that Knighthood was missing in my Applications list on the left side. My first thought: “Was I banned from Knighthood?” I couldn’t think of anything that I would have done wrong. When I checked the forums, I found that a lot of people were logging in to find Knighthood missing.

It turns out that Facebook had disabled Knighthood because it was actually causing problems with Facebook’s database. From the application’s home page:

Update 10:00pm: Knighthood was causing problems for Facebook own infrastructure and crashing their own DB (wow) We disabled most of profile updates to work with FB concerns. it will take much longer for your gold and vassal changes to be updated on profile right now.

Server temporary down message is unfortunately caused by Facebook due to abrupt shutdown of knighthood. It seems some of FB server know about app being back online, yet some servers reject knighthood requests with error message. We can only wait for all FB servers to get refreshed. If you see “temp down” message try to refresh (F5) a few times, you may get lucky and go to working FB server next time.

Update 4:30pm FB seems to be bringing it back online! We missing some of our settings and our developer list is partially erased. I’m going over settings and trying to restore the game.

Today 2/26 around 2pm PST Facebook disabled our game. We are working with Facebook to find out what happened and why application is disabled.

Wacky.

In any case, Knighthood is back online, which is bad news for me. I count myself among those who can’t seem to get enough of this game. I don’t even have to actively play it. Most of the time I’m waiting for buildings to expand or upgrade, and then I might capture vassals in some downtime in the evening.

Downtime in which I could be productive doing something else. Who am I kidding? One of the first places I go when I get access to a computer is to Facebook, specifically so I could check on my kingdom. I may give up on Knighthood eventually, but so far I’m kind of proud that I’ve only lost a vassal once and I was able to rescue him soon after. Soon the developers are going to release changes to the game which might make it compelling enough to continue wanting to play.

Also, since I last wrote about it, I’ve been promoted to Viscount. B-)