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		<title><![CDATA[Kotaku: Game Development]]></title>
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			<title><![CDATA[Kotaku: Game Development]]></title>
			<link>http://kotaku.com/tag/game development</link>
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		<link>http://kotaku.com/tag/game development</link>
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		<description><![CDATA[Kotaku posts tagged Game Development]]></description>
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			<title><![CDATA[Dear Game Developers, We're Not All Idealized Androids (Some of Us Are Wizards)]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Dear Game Developers, We're Not All Idealized Androids (Some of Us Are Wizards)" href="http://kotaku.com/speak-up-on-kotaku/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">speakuponkotaku</span></a></div -->					<div><a title="Click here to read Dear Game Developers, We're Not All Idealized Androids (Some of Us Are Wizards)" href="http://kotaku.com/5880468/dear-game-developers-were-not-all-idealized-androids-some-of-us-are-wizards" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Dear Game Developers, We're Not All Idealized Androids (Some of Us Are Wizards)" alt="Click here to read Dear Game Developers, We're Not All Idealized Androids (Some of Us Are Wizards)" src="http://cache.kotaku.com/assets/images/9/2012/01/small_0751818df353c7570ee60c4516d68872.jpg"/>
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				<em>You know how in many video games with character creation your attempts to make an older, wizened sort of character always result in the buffest old man you've ever seen due to their only being one body model for all male characters? In today's Speak Up on Kotaku, commenter <a href="http://kotaku.com/speakup/forum?comment=46479483">jacobgermain</a> points out how ridiculous that is. </em>				<a href="http://kotaku.com/5880468/dear-game-developers-were-not-all-idealized-androids-some-of-us-are-wizards" title="Click here to read more about Dear Game Developers, We're Not All Idealized Androids (Some of Us Are Wizards)">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5880468/dear-game-developers-were-not-all-idealized-androids-some-of-us-are-wizards]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5880468]]></guid>
			<category><![CDATA[Speak Up On Kotaku]]></category>
			<category><![CDATA[Body types]]></category>
			<category><![CDATA[character creation]]></category>
			<category><![CDATA[Elderly]]></category>
			<category><![CDATA[Game Development]]></category>
			<category><![CDATA[Kingdoms of Amalur: Reckoning]]></category>
			<category><![CDATA[Skyrim]]></category>
			<category><![CDATA[speak up]]></category>
			<pubDate><![CDATA[Mon, 30 Jan 2012 11:30:00 EST]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[Why Japanese Developers Should Have Played More PC Games]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Why Japanese Developers Should Have Played More PC Games" href="http://kotaku.com/tech/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">tech</span></a></div -->					<div><a title="Click here to read Why Japanese Developers Should Have Played More PC Games" href="http://kotaku.com/5844588/why-japanese-developers-should-have-played-more-pc-games" class="pp_image">
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				Gaming's reached a turning point. Western games have more realistic graphics and physics than Japanese games. This isn't good or bad. It's true.				<a href="http://kotaku.com/5844588/why-japanese-developers-should-have-played-more-pc-games" title="Click here to read more about Why Japanese Developers Should Have Played More PC Games">More&nbsp;&raquo;</a>
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			<category><![CDATA[Tech]]></category>
			<category><![CDATA[Appic]]></category>
			<category><![CDATA[cliff bleszinski]]></category>
			<category><![CDATA[Epic Games]]></category>
			<category><![CDATA[Game Development]]></category>
			<category><![CDATA[Gears Of War]]></category>
			<category><![CDATA[Japan]]></category>
			<category><![CDATA[Us]]></category>
			<pubDate><![CDATA[Wed, 28 Sep 2011 07:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Brian Ashcraft]]></dc:creator>
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			<title><![CDATA[The Best Game Design Schools In North America]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read The Best Game Design Schools In North America" href="http://kotaku.com/higher-learning/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">higherlearning</span></a></div -->					<div><a title="Click here to read The Best Game Design Schools In North America" href="http://kotaku.com/5773695/the-best-game-design-schools-in-north-america" class="pp_image">
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				 Looking to embark on a wondrous career in game design? GamePro Media and The Princeton Review have teamed up for a second year to list the 10 best graduate and undergraduate schools for video game design in North America.				<a href="http://kotaku.com/5773695/the-best-game-design-schools-in-north-america" title="Click here to read more about The Best Game Design Schools In North America">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5773695/the-best-game-design-schools-in-north-america]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5773695]]></guid>
			<category><![CDATA[Higher Learning]]></category>
			<category><![CDATA[College]]></category>
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			<category><![CDATA[Game Development]]></category>
			<category><![CDATA[Gamepro]]></category>
			<category><![CDATA[The Princeton Review]]></category>
			<category><![CDATA[Top schools]]></category>
			<category><![CDATA[universities]]></category>
			<pubDate><![CDATA[Tue, 01 Mar 2011 16:00:00 EST]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[Luring Women Into Computer Science Through Gaming]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Luring Women Into Computer Science Through Gaming" href="http://kotaku.com/science/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">science</span></a></div -->					<div><a title="Click here to read Luring Women Into Computer Science Through Gaming" href="http://kotaku.com/5756900/luring-women-into-computer-science-through-gaming" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Luring Women Into Computer Science Through Gaming" alt="Click here to read Luring Women Into Computer Science Through Gaming" src="http://cache.kotaku.com/assets/images/9/2011/02/small_compsci.jpg"/>
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				 Computer science needs more women, and video game development could be the key to making that dream come true. A recent study finds that teenage girls take to game creation just as readily as teenage boys.				<a href="http://kotaku.com/5756900/luring-women-into-computer-science-through-gaming" title="Click here to read more about Luring Women Into Computer Science Through Gaming">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5756900/luring-women-into-computer-science-through-gaming]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5756900]]></guid>
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			<category><![CDATA[Women]]></category>
			<pubDate><![CDATA[Thu, 10 Feb 2011 14:00:00 EST]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[John Romero Bows Before Gaming's Masters]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read John Romero Bows Before Gaming's Masters" href="http://kotaku.com/game-masters/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamemasters</span></a></div -->					<div><a title="Click here to read John Romero Bows Before Gaming's Masters" href="http://kotaku.com/5465300/john-romero-bows-before-gamings-masters" class="pp_image">
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				 Speaking last night at The Art History of Games symposium in Atlanta, Doom developer John Romero talked about the "masters" the game industry should look to for help creating games today. Which industry figures could make Romero their bitch?				<a href="http://kotaku.com/5465300/john-romero-bows-before-gamings-masters" title="Click here to read more about John Romero Bows Before Gaming's Masters">More&nbsp;&raquo;</a>
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			<category><![CDATA[Game Masters]]></category>
			<category><![CDATA[Bill Budge]]></category>
			<category><![CDATA[Dan bunten]]></category>
			<category><![CDATA[Game Development]]></category>
			<category><![CDATA[gunpei yokoi]]></category>
			<category><![CDATA[John Romero]]></category>
			<category><![CDATA[legends]]></category>
			<category><![CDATA[Original]]></category>
			<category><![CDATA[The Art History of Games]]></category>
			<category><![CDATA[Top]]></category>
			<pubDate><![CDATA[Fri, 05 Feb 2010 18:00:00 EST]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[North American Game Industry Employment Somehow Rose Slightly In 2009]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read North American Game Industry Employment Somehow Rose Slightly In 2009" href="http://kotaku.com/work-in-progress/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">workinprogress</span></a></div -->					<div><a title="Click here to read North American Game Industry Employment Somehow Rose Slightly In 2009" href="http://kotaku.com/5432166/north-american-game-industry-employment-somehow-rose-slightly-in-2009" class="pp_image">
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				 According to the third annual Game Developer Census, game industry employment in North America has risen slightly in 2009, due in part to new Canadian studios and a rise in social and online gaming developers.				<a href="http://kotaku.com/5432166/north-american-game-industry-employment-somehow-rose-slightly-in-2009" title="Click here to read more about North American Game Industry Employment Somehow Rose Slightly In 2009">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5432166/north-american-game-industry-employment-somehow-rose-slightly-in-2009]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5432166]]></guid>
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			<category><![CDATA[Census]]></category>
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			<category><![CDATA[Game Development]]></category>
			<category><![CDATA[Layoffs]]></category>
			<category><![CDATA[Publishers]]></category>
			<category><![CDATA[Studios]]></category>
			<pubDate><![CDATA[Tue, 22 Dec 2009 11:20:00 EST]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[How Dumbed Down Acting Is Creating Dumbed Down Games]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read How Dumbed Down Acting Is Creating Dumbed Down Games" href="http://kotaku.com/acting/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">acting</span></a></div -->					<div><a title="Click here to read How Dumbed Down Acting Is Creating Dumbed Down Games" href="http://kotaku.com/5211387/how-dumbed-down-acting-is-creating-dumbed-down-games" class="pp_image">
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				 There's an interesting story over at The Brainy Gamer that discusses the techniques of <a class="autolink" title="Click here to read more posts tagged VOICE ACTING" title="Click here to read more posts tagged VOICE ACTING" href="http://kotaku.com/tag/voice-acting/">voice acting</a> and how it rarely applies to voice acting in games, mostly because of time and money constraints.				<a href="http://kotaku.com/5211387/how-dumbed-down-acting-is-creating-dumbed-down-games" title="Click here to read more about How Dumbed Down Acting Is Creating Dumbed Down Games">More&nbsp;&raquo;</a>
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			<category><![CDATA[acting]]></category>
			<category><![CDATA[Art]]></category>
			<category><![CDATA[Game Development]]></category>
			<category><![CDATA[Industry]]></category>
			<category><![CDATA[voice acting]]></category>
			<pubDate><![CDATA[Tue, 14 Apr 2009 12:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Brian Crecente]]></dc:creator>
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			<title><![CDATA[ESA Foundation Doubles Up On Developer Scholarships]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read ESA Foundation Doubles Up On Developer Scholarships" href="http://kotaku.com/education/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">education</span></a></div -->					<div><a title="Click here to read ESA Foundation Doubles Up On Developer Scholarships" href="http://kotaku.com/5163434/esa-foundation-doubles-up-on-developer-scholarships" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read ESA Foundation Doubles Up On Developer Scholarships" alt="Click here to read ESA Foundation Doubles Up On Developer Scholarships" src="http://cache.kotaku.com/assets/images/9/2009/03/scholarship.jpg"/>
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				 The <a class="autolink" title="Click here to read more posts tagged ESA FOUNDATION" title="Click here to read more posts tagged ESA FOUNDATION" href="http://kotaku.com/tag/esa-foundation/">ESA Foundation</a>, representing the charitable arm of the games industry, has announced that they will be making 30 scholarships available this year to aspiring female and minority game developers.				<a href="http://kotaku.com/5163434/esa-foundation-doubles-up-on-developer-scholarships" title="Click here to read more about ESA Foundation Doubles Up On Developer Scholarships">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5163434/esa-foundation-doubles-up-on-developer-scholarships]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5163434]]></guid>
			<category><![CDATA[Education]]></category>
			<category><![CDATA[ESA Foundation]]></category>
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			<category><![CDATA[Industry]]></category>
			<category><![CDATA[scholarships]]></category>
			<pubDate><![CDATA[Tue, 03 Mar 2009 10:40:00 EST]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[BioShock: The Postmortem]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read BioShock: The Postmortem" href="http://kotaku.com/game-development/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedevelopment</span></a></div -->					<div><a title="Click here to read BioShock: The Postmortem" href="http://kotaku.com/5046303/bioshock-the-postmortem" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read BioShock: The Postmortem" alt="Click here to read BioShock: The Postmortem" src="http://cache.kotaku.com/assets/images/9/2008/09/bioshockthumb.jpg"/>
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				  Gamasutra has published a postmortem for the hugely successful <i>Bioshock</i>; nothing contained within is particularly shocking (though comments have groused that they left out some big snafus), though I think it's always interesting to see what participants in the creation process have to say about the success (or lack thereof).  The article goes beyond game elements and gets into things like how design teams were organized.  But where does Alyssa Finley, project lead, have to say about the problems the <i>Bioshock</i> team ran into?:				<a href="http://kotaku.com/5046303/bioshock-the-postmortem" title="Click here to read more about BioShock: The Postmortem">More&nbsp;&raquo;</a>
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			<category><![CDATA[2K]]></category>
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			<category><![CDATA[Fps]]></category>
			<category><![CDATA[Game Design]]></category>
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			<category><![CDATA[Postmortem]]></category>
			<pubDate><![CDATA[Sat, 06 Sep 2008 14:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Ultizen Secures $6 Million Cash Injection]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Ultizen Secures $6 Million Cash Injection" href="http://kotaku.com/ultizen/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">ultizen</span></a></div -->					<div><a title="Click here to read Ultizen Secures $6 Million Cash Injection" href="http://kotaku.com/5033246/ultizen-secures-6-million-cash-injection" class="pp_image">
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				 Outsourcing specialists Ultizen have secured $6 million is series B financing  in a funding round led Taiwanese venture capital firm PAC-Link, along with Japan Asia Investment Co. and on-line advertising agency CyberAgent. The money will go towards expanding Ultizen's pool of resources through acquisitions.				<a href="http://kotaku.com/5033246/ultizen-secures-6-million-cash-injection" title="Click here to read more about Ultizen Secures $6 Million Cash Injection">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Tue, 05 Aug 2008 11:20:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[Is Exclusivity Hurting Digital Downloads?]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Is Exclusivity Hurting Digital Downloads?" href="http://kotaku.com/industry/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">industry</span></a></div -->					<div><a title="Click here to read Is Exclusivity Hurting Digital Downloads?" href="http://kotaku.com/5024689/is-exclusivity-hurting-digital-downloads" class="pp_image">
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				 Gamasutra has an interesting look at the issue of casual portal exclusives and how such exclusives may be hurting the casual games industry &mdash; and pulling developers into a no-win fray.  Russell Carroll compares the digital milieu to regular retail establishments: "I can't imagine having to go to Target to get EA games and to Wal-Mart to get Activision games," and notes that this <i>could</i> be a good thing if it winds up being a Pepsi/Coke type thing (which, frankly, I can't quite imagine, since beverages and games are just slightly different animals).  And what of the poor developers?:				<a href="http://kotaku.com/5024689/is-exclusivity-hurting-digital-downloads" title="Click here to read more about Is Exclusivity Hurting Digital Downloads?">More&nbsp;&raquo;</a>
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			<category><![CDATA[Iwin]]></category>
			<pubDate><![CDATA[Sun, 13 Jul 2008 16:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Predictions on the Future of Gaming]]></title>
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			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Predictions on the Future of Gaming" href="http://kotaku.com/predictions/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">predictions</span></a></div -->					<div><a title="Click here to read Predictions on the Future of Gaming" href="http://kotaku.com/5024607/predictions-on-the-future-of-gaming" class="pp_image">
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				Over at the <i>Escapist</i>, they're taking a look at the future of gaming &mdash; Hal Halpin, president of the Entertainment Consumers Association, looks at a number of 'maybe, maybe not' predictions with his own take.  Ranging from the mundane ('Game prices will go down!') to the political ('Things will get better once gamers become politicians!') to the industry-focused ('Publishing structure is stuck in a rut and won't change!').  It's a fun read with some good points on the present and future directions of the gaming industry.  On the publishing structure, Halpin has this to say:				<a href="http://kotaku.com/5024607/predictions-on-the-future-of-gaming" title="Click here to read more about Predictions on the Future of Gaming">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 12 Jul 2008 16:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA["Games and the Future of Learning"]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read &quot;Games and the Future of Learning&quot;" href="http://kotaku.com/academia/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">academia</span></a></div -->					<div><a title="Click here to read &quot;Games and the Future of Learning&quot;" href="http://kotaku.com/5024594/games-and-the-future-of-learning" class="pp_image">
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				I mentioned the <a href="http://kotaku.com/371008/call-for-papers-games-learning--society-conference">Games, Learning & Society Conference</a> in Madison, Wisconsin back when a call for papers was put out.  Michael Abbott of the Brainy Gamer has some interesting notes on the conference, which was held this past Thursday and Friday.  The wrap up of the keynote speech, delivered by James Gee of Arizona State University, is an interesting meditation on the role of games (and not just 'edutainment') in education:				<a href="http://kotaku.com/5024594/games-and-the-future-of-learning" title="Click here to read more about "Games and the Future of Learning"">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 12 Jul 2008 14:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Why Korea Matters: Learning from Difference]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Why Korea Matters: Learning from Difference" href="http://kotaku.com/industry/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">industry</span></a></div -->					<div><a title="Click here to read Why Korea Matters: Learning from Difference" href="http://kotaku.com/5024572/why-korea-matters-learning-from-difference" class="pp_image">
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				  Korean games (non-Japanese games in general, actually) tend to get a lot of flack &mdash; 'They're all the same!' 'They're so badly made!' 'Just <i>look</i> at them!' &mdash; but Brandon Sheffield cautions that we ought to be keeping a closer on eye on the Korean market.  With different development strategies, different working environments, and different players, there <i>is</i> stuff to be learned from Korean companies taking steps to expand westward:				<a href="http://kotaku.com/5024572/why-korea-matters-learning-from-difference" title="Click here to read more about Why Korea Matters: Learning from Difference">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 12 Jul 2008 13:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Fan-Industry Interactions: the Case of Fallout]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Fan-Industry Interactions: the Case of Fallout" href="http://kotaku.com/fallout-3/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">fallout3</span></a></div -->					<div><a title="Click here to read Fan-Industry Interactions: the Case of Fallout" href="http://kotaku.com/5016583/fan+industry-interactions-the-case-of-fallout" class="pp_image">
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				 After a rather grueling year, I am taking a self-enforced vacation from academia for a few days to recharge.  But if you're not, there's a pretty interesting PDF of an MA thesis floating around &mdash; the subject is fan-producer interaction in relation to games, specifically <i>Fallout</i>.  I've browsed through a bit of it, and I've liked what I've seen so far: 				<a href="http://kotaku.com/5016583/fan+industry-interactions-the-case-of-fallout" title="Click here to read more about Fan-Industry Interactions: the Case of Fallout">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 15 Jun 2008 15:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Problems in Game Criticism Today]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Problems in Game Criticism Today" href="http://kotaku.com/criticism/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">criticism</span></a></div -->					<div><a title="Click here to read Problems in Game Criticism Today" href="http://kotaku.com/5014230/problems-in-game-criticism-today" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Problems in Game Criticism Today" alt="Click here to read Problems in Game Criticism Today" src="http://cache.kotaku.com/assets/images/9/2008/06/bb/20/small_bb20fc3c33b89ef716eda3b6628eb0a4.jpg"/>
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Over at PopMatters, the capstone of a nine-part series by L.B. Jeffries; this edition's topic is the problems with game criticism today.  Reviews and critical pieces are generally worlds apart &mdash; and critical reviews should be providing feedback for the makers of games in a way that a standard review can't:				<a href="http://kotaku.com/5014230/problems-in-game-criticism-today" title="Click here to read more about Problems in Game Criticism Today">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 07 Jun 2008 12:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[NYC Eyeballs Growing Games Industry]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read NYC Eyeballs Growing Games Industry" href="http://kotaku.com/nyc-game-mecca%3f/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">nycgamemecca?</span></a></div -->					<div><a title="Click here to read NYC Eyeballs Growing Games Industry" href="http://kotaku.com/391358/nyc-eyeballs-growing-games-industry" class="pp_image">
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				New York City's Center For an Urban Future released an in-depth report on the state of the city's game industry, with the aim of encouraging city government to become more involved. Given the overall health of the industry, NYC joins a number of cities around the world looking for ways to attract game development; recently, we reported on a <a href="http://kotaku.com/391198/georgia-pretties-itself-up-for-game-developers">20 percent tax credit</a> granted to developers who create their projects there.				<a href="http://kotaku.com/391358/nyc-eyeballs-growing-games-industry" title="Click here to read more about NYC Eyeballs Growing Games Industry">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Fri, 16 May 2008 19:40:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Leigh Alexander]]></dc:creator>
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			<title><![CDATA[Georgia Pretties Itself Up For Game Developers]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Georgia Pretties Itself Up For Game Developers" href="http://kotaku.com/game-development/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedevelopment</span></a></div -->					<div><a title="Click here to read Georgia Pretties Itself Up For Game Developers" href="http://kotaku.com/391198/georgia-pretties-itself-up-for-game-developers" class="pp_image">
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				 It's <a href="http://kotaku.com/gaming/peachy/georgia-developer-friendly-258813.php">no secret</a> that Georgia wants game developers and it wants them bad. While the state is already home to a large handful of smaller game studios, they are seeking to make Georgia an entertainment mecca. To that effect Governor Sonny Purdue signed into law the 2008 Entertainment Industry Investment Act this past Monday, granting entertainment companies, game developers included, huge tax credits for creating their art in The Peach State. 				<a href="http://kotaku.com/391198/georgia-pretties-itself-up-for-game-developers" title="Click here to read more about Georgia Pretties Itself Up For Game Developers">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Fri, 16 May 2008 11:20:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[Do We Need Boutique Developers?]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Do We Need Boutique Developers?" href="http://kotaku.com/couture-can-be-good/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">couturecanbegood</span></a></div -->					<div><a title="Click here to read Do We Need Boutique Developers?" href="http://kotaku.com/384483/do-we-need-boutique-developers" class="pp_image">
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				<a href="http://kotaku.com/assets/resources/2008/04/beardsleypeacockskirt.PNG"></a> Michael Abbott has another little thought provoking post over at the Brainy Gamer on whether or not we need 'boutique' developers &mdash; just like the heavies of the film industry have divisions that deal in 'boutique' titles:				<a href="http://kotaku.com/384483/do-we-need-boutique-developers" title="Click here to read more about Do We Need Boutique Developers?">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 27 Apr 2008 15:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Japanese Game Developers In Trouble]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Japanese Game Developers In Trouble" href="http://kotaku.com/state-of-the-industry/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">stateoftheindustry</span></a></div -->					<div><a title="Click here to read Japanese Game Developers In Trouble" href="http://kotaku.com/337683/japanese-game-developers-in-trouble" class="pp_image">
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				As someone who has as-of-yet not visited Japan, I still imagine it is a place where cutting-edge game development technology is lurking around every corner - stuff so far beyond what we have in the U.S. that we look like cavemen in comparison. Apparently my imagination is a little bit off, as according to <a href="http://kotaku.com/gaming/konami/akira-yamaoka-talks-silent-hill-5-223716.php">Konami sound director Akira Yamaoka</a>, Japan is falling behind. In an interview with Gamasutra (originally printed in expurgated form in Game Developer Magazine), Yamaoka touches on the differences he's noticed while working with California's The Collective on Silent Hill 5. 				<a href="http://kotaku.com/337683/japanese-game-developers-in-trouble" title="Click here to read more about Japanese Game Developers In Trouble">More&nbsp;&raquo;</a>
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			<category><![CDATA[silent hill 5]]></category>
			<pubDate><![CDATA[Wed, 26 Dec 2007 13:20:59 EST]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[Deus Ex 3 Rifles Through Lara Croft's Things]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Deus Ex 3 Rifles Through Lara Croft's Things" href="http://kotaku.com/game-development/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedevelopment</span></a></div -->					<div><a title="Click here to read Deus Ex 3 Rifles Through Lara Croft's Things" href="http://kotaku.com/328629/deus-ex-3-rifles-through-lara-crofts-things" class="pp_image">
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				An interview with Stephane D'Astous of the newly opened Eidos Montreal story reveals that Deus Ex 3 is being built on the foundation of the latest Tomb Raider games. The studio is using the Crystal Dynamics Tomb Raider engine that was so handy in transforming Lara Croft's series into something people wouldn't be embarrassed to play as the foundation for the third installment of the popular series. The reasoning? <blockquote>We chose the Crystal engine because we plan to help develop this engine more and then share it back with the rest of the company, the other Eidos studios. Having that technology from the start gives us a great advantage and foundation for our coders - there are no doubts about the approach, and we have few uncertainties. </blockquote>Plus it also saves a hell of a lot of time trying to develop an engine from the ground up, and that's good because I've wanted Deus Ex 3 since Deus Ex 2 came out. Snap to it, developer boy!				<a href="http://kotaku.com/328629/deus-ex-3-rifles-through-lara-crofts-things" title="Click here to read more about Deus Ex 3 Rifles Through Lara Croft's Things">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Fri, 30 Nov 2007 16:00:17 EST]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[IGF Student Showcase: Entries Close Monday]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read IGF Student Showcase: Entries Close Monday" href="http://kotaku.com/igf/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">igf</span></a></div -->					<div><a title="Click here to read IGF Student Showcase: Entries Close Monday" href="http://kotaku.com/310645/igf-student-showcase-entries-close-monday" class="pp_image">
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				<a href="http://kotaku.com/assets/resources/2007/10/IGF08logo.jpg"></a> In another bit of Independent Games Festival, a reminder that entries for the IGF Student Showcase close this Monday (15 October).  If you're 13 or older and were a full or part-time high school or college student as of the Spring '07 semester, you're eligible to enter - and they're even accepting entries of game mods.  There's more information at the <a href="http://www.igf.com/index.html">IGF site</a>, but the basic rules and regs are after the jump:				<a href="http://kotaku.com/310645/igf-student-showcase-entries-close-monday" title="Click here to read more about IGF Student Showcase: Entries Close Monday">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 14 Oct 2007 15:30:01 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Kevin Bruner On Why Episodic Gaming Works]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Kevin Bruner On Why Episodic Gaming Works" href="http://kotaku.com/game-development/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedevelopment</span></a></div -->					<div><a title="Click here to read Kevin Bruner On Why Episodic Gaming Works" href="http://kotaku.com/274042/kevin-bruner-on-why-episodic-gaming-works" class="pp_image">
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				<a href="http://kotaku.com/assets/resources/2007/07/boscos_800x600.jpg"></a> Kevin Bruner, one of the people behind Telltale Games and their <i>Sam and Max</i> series, sat down with gamesindustry.biz at the Nordic Game conference and talked about the promise and peril of episodic gaming - with mostly really positive things to say.  His thoughts on the benefits of episodic games for developers reminded me of John Laurence's comments on the micro-transaction model - essentially, it allows more freedom to the developer to create what they want, since 'risk and cost can be lowered up front':				<a href="http://kotaku.com/274042/kevin-bruner-on-why-episodic-gaming-works" title="Click here to read more about Kevin Bruner On Why Episodic Gaming Works">More&nbsp;&raquo;</a>
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			<category><![CDATA[Telltale Games]]></category>
			<pubDate><![CDATA[Sun, 01 Jul 2007 14:30:09 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA['Vision Doesn't Sell Games']]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read 'Vision Doesn't Sell Games'" href="http://kotaku.com/game-development/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedevelopment</span></a></div -->					<div><a title="Click here to read 'Vision Doesn't Sell Games'" href="http://kotaku.com/260016/vision-doesnt-sell-games" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read 'Vision Doesn't Sell Games'" alt="Click here to read 'Vision Doesn't Sell Games'" src="http://cache.kotaku.com/assets/images/9/2007/05/small_okamileaves-thumb.jpg"/>
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				<a href="http://kotaku.com/assets/resources/2007/05/okamileaves.jpg"></a>From this week's <i>Escapist</i>, a rather sobering look at the 'demise of Clover Studios.'  Everyone claims they want new, different, innovative games, but somehow a studio like Clover that produced <i>Viewtiful Joe 2</i>, <i>God Hand</i> and <i>Okami</i> can't stay afloat.  The author points out that for a "scrappy independent developer," selling hundreds of thousands of copies would be quite the achievement, but for a division of Capcom it was a "stinging disappointment."				<a href="http://kotaku.com/260016/vision-doesnt-sell-games" title="Click here to read more about 'Vision Doesn't Sell Games'">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 13 May 2007 15:30:08 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[High School Kids Make Meaningful Games]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read High School Kids Make Meaningful Games" href="http://kotaku.com/game-development/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedevelopment</span></a></div -->					<div><a title="Click here to read High School Kids Make Meaningful Games" href="http://kotaku.com/217739/high-school-kids-make-meaningful-games" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read High School Kids Make Meaningful Games" alt="Click here to read High School Kids Make Meaningful Games" src="http://cache.kotaku.com/assets/images/9/2006/11/small_ayiti.jpg"/>
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        <div class="FloatHack"></div>
    

      
      Students at South Shore High School in New York have been passing up normal after school activities for video games...though not to play them. For the past year they've been meeting after school in order to develop meaningful video games with messages attached. It's all part of a program that melds game development with social awareness, and with the help of Global Kids and local developer Gamelab their first game has just been released online. Called "Ayiti: The Cost of Life," it puts the player in control of a family of five poor Haitians in what can best be described as a family management sim.				<a href="http://kotaku.com/217739/high-school-kids-make-meaningful-games" title="Click here to read more about High School Kids Make Meaningful Games">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Tue, 28 Nov 2006 16:40:19 EST]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[Save the Gamedevs, says Bectu]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Save the Gamedevs, says Bectu" href="http://kotaku.com/game-development/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedevelopment</span></a></div -->					<div><a title="Click here to read Save the Gamedevs, says Bectu" href="http://kotaku.com/189504/save-the-gamedevs-says-bectu" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Save the Gamedevs, says Bectu" alt="Click here to read Save the Gamedevs, says Bectu" src="http://cache.kotaku.com/assets/images/9/2006/07/small_overworked.jpg"/>
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        <div class="FloatHack"></div>
    

      GamesIndustry reports that gamedevs are at high risk for early burnout, which is a big no-duh to most Kotaku readers.  But broadcasting and entertainment union Bectu wants to do something about it.				<a href="http://kotaku.com/189504/save-the-gamedevs-says-bectu" title="Click here to read more about Save the Gamedevs, says Bectu">More&nbsp;&raquo;</a>
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			<category><![CDATA[Unions]]></category>
			<pubDate><![CDATA[Mon, 24 Jul 2006 22:20:35 EDT]]></pubDate>
			<dc:creator><![CDATA[egauger]]></dc:creator>
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			<title><![CDATA[The Game Developers Guide to Pwning Second Life]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read The Game Developers Guide to Pwning Second Life" href="http://kotaku.com/feature/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">feature</span></a></div -->					<div><a title="Click here to read The Game Developers Guide to Pwning Second Life" href="http://kotaku.com/180044/the-game-developers-guide-to-pwning-second-life" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read The Game Developers Guide to Pwning Second Life" alt="Click here to read The Game Developers Guide to Pwning Second Life" src="http://cache.kotaku.com/assets/images/9/2006/06/Eckhart_Dillon_runs_Tech_Warfare.jpg"/>
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      by				<a href="http://kotaku.com/180044/the-game-developers-guide-to-pwning-second-life" title="Click here to read more about The Game Developers Guide to Pwning Second Life">More&nbsp;&raquo;</a>
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			<category><![CDATA[Mmo]]></category>
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			<category><![CDATA[Second Life]]></category>
			<pubDate><![CDATA[Mon, 12 Jun 2006 13:00:04 EDT]]></pubDate>
			<dc:creator><![CDATA[Joel]]></dc:creator>
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			<title><![CDATA[The Credibility Budget]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read The Credibility Budget" href="http://kotaku.com/credibility-budget/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">credibilitybudget</span></a></div -->					<div><a title="Click here to read The Credibility Budget" href="http://kotaku.com/177874/the-credibility-budget" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read The Credibility Budget" alt="Click here to read The Credibility Budget" src="http://cache.kotaku.com/assets/images/9/2006/06/gta.jpg"/>
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      Gamedev website Gamasutra has a feature up that puts into words a concept I've been struggling to explain for years.  The author modestly calls it "Ken Perlin's Law", but I venture that his own term, "credibility budget", is far more catchy:				<a href="http://kotaku.com/177874/the-credibility-budget" title="Click here to read more about The Credibility Budget">More&nbsp;&raquo;</a>
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			<category><![CDATA[Credibility Budget]]></category>
			<category><![CDATA[Game Development]]></category>
			<category><![CDATA[Gta]]></category>
			<pubDate><![CDATA[Fri, 02 Jun 2006 17:40:00 EDT]]></pubDate>
			<dc:creator><![CDATA[egauger]]></dc:creator>
			<wfw:commentRss>http://kotaku.com/index.php?op=postcommentfeed&amp;postId=177874&amp;view=rss&amp;microfeed=true</wfw:commentRss>
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			<title><![CDATA[Game Company Database]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Game Company Database" href="http://kotaku.com/google-maps/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">googlemaps</span></a></div -->					<div><a title="Click here to read Game Company Database" href="http://kotaku.com/140829/game-company-database" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Game Company Database" alt="Click here to read Game Company Database" src="http://cache.kotaku.com/assets/images/9/2005/12/gamecompanygooglemapsmashup-thumb.jpg"/>
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				<a href="http://www.kotaku.com/gaming/gamecompanygooglemapsmashup.jpg"></a>Yet another shiny Google Maps idea: find a games company near you, see where your favourite RPG was created (that's the only genre example they give so far)... 				<a href="http://kotaku.com/140829/game-company-database" title="Click here to read more about Game Company Database">More&nbsp;&raquo;</a>
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			<category><![CDATA[Google Maps]]></category>
			<category><![CDATA[Game Development]]></category>
			<pubDate><![CDATA[Sun, 04 Dec 2005 12:19:52 EST]]></pubDate>
			<dc:creator><![CDATA[ataylor]]></dc:creator>
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			<title><![CDATA[Code for the PSP, Win Stuff]]></title>
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				<a href="http://www.kotaku.com/gaming/PSPPack.jpg"></a><a href="http://games.slashdot.org/">Slashdot</a> linked to a <a href="http://psp-news.dcemu.co.uk/psp30codingcomp.shtml">30-day competition</a> for programmers to create software for Sony's PSP. All entries need to be freeware so that after the contest they can be distributed. The excitement of homebrew never ends. Let's hope no enterprising hackers find a new way to <a href="http://www.kotaku.com/gaming/psp/repair-your-bricked-psp-129383.php">brick</a> the damn thing. 				<a href="http://kotaku.com/130129/code-for-the-psp-win-stuff" title="Click here to read more about Code for the PSP, Win Stuff">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/130129/code-for-the-psp-win-stuff]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-130129]]></guid>
			<category><![CDATA[PSP]]></category>
			<category><![CDATA[Game Development]]></category>
			<category><![CDATA[Homebrew]]></category>
			<pubDate><![CDATA[Mon, 10 Oct 2005 18:10:23 EDT]]></pubDate>
			<dc:creator><![CDATA[lsmith]]></dc:creator>
			<wfw:commentRss>http://kotaku.com/index.php?op=postcommentfeed&amp;postId=130129&amp;view=rss&amp;microfeed=true</wfw:commentRss>
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		<item>
			<title><![CDATA[Do Video Games Need Saving?]]></title>
			<description>
			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Do Video Games Need Saving?" href="http://kotaku.com/game-development/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedevelopment</span></a></div -->					<div><a title="Click here to read Do Video Games Need Saving?" href="http://kotaku.com/125464/do-video-games-need-saving" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Do Video Games Need Saving?" alt="Click here to read Do Video Games Need Saving?" src="http://cache.kotaku.com/assets/images/9/2005/09/Action.jpg"/>
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				Sidney Shuman over at <a href="http://www.games.net/features/104208.shtml">Games.net</a> sure thinks so. Shuman outlines five no nonsense suggestions to developers for fixing the video game industry. 				<a href="http://kotaku.com/125464/do-video-games-need-saving" title="Click here to read more about Do Video Games Need Saving?">More&nbsp;&raquo;</a>
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			<category><![CDATA[Game Development]]></category>
			<category><![CDATA[How-to]]></category>
			<category><![CDATA[Industry]]></category>
			<pubDate><![CDATA[Wed, 14 Sep 2005 11:02:29 EDT]]></pubDate>
			<dc:creator><![CDATA[lsmith]]></dc:creator>
			<wfw:commentRss>http://kotaku.com/index.php?op=postcommentfeed&amp;postId=125464&amp;view=rss&amp;microfeed=true</wfw:commentRss>
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