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	<title>Comments on: Gaming industry 2.0</title>
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	<link>http://blog.webreakstuff.com/2006/12/gaming-industry/</link>
	<description>A blog on entrepreneurship, user experience, and web innovation. Published by Fred Oliveira.</description>
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		<title>By: Jakob S</title>
		<link>http://blog.webreakstuff.com/2006/12/gaming-industry/comment-page-1/#comment-19194</link>
		<dc:creator>Jakob S</dc:creator>
		<pubDate>Tue, 02 Jan 2007 08:53:56 +0000</pubDate>
		<guid isPermaLink="false">http://blog.webreakstuff.com/2006/12/gaming-industry/#comment-19194</guid>
		<description>Eric, thanks for clearing that up. That makes a lot more sense and makes XNA great news. Time to download the framework etc, I guess.</description>
		<content:encoded><![CDATA[<p>Eric, thanks for clearing that up. That makes a lot more sense and makes XNA great news. Time to download the framework etc, I guess.</p>
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		<title>By: Jeren testiblogi &#187; Blog Archive &#187; links for 2006-12-30</title>
		<link>http://blog.webreakstuff.com/2006/12/gaming-industry/comment-page-1/#comment-18806</link>
		<dc:creator>Jeren testiblogi &#187; Blog Archive &#187; links for 2006-12-30</dc:creator>
		<pubDate>Sun, 31 Dec 2006 00:41:51 +0000</pubDate>
		<guid isPermaLink="false">http://blog.webreakstuff.com/2006/12/gaming-industry/#comment-18806</guid>
		<description>[...] Webreakstuff Ã‚Â» Gaming industry 2.0 Webreakstuff writes on how gaming industry needs needs to be democratized (tags: 2.0 games) [...]</description>
		<content:encoded><![CDATA[<p>[...] Webreakstuff Ã‚Â» Gaming industry 2.0 Webreakstuff writes on how gaming industry needs needs to be democratized (tags: 2.0 games) [...]</p>
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		<title>By: Eric B</title>
		<link>http://blog.webreakstuff.com/2006/12/gaming-industry/comment-page-1/#comment-15480</link>
		<dc:creator>Eric B</dc:creator>
		<pubDate>Sun, 24 Dec 2006 01:44:57 +0000</pubDate>
		<guid isPermaLink="false">http://blog.webreakstuff.com/2006/12/gaming-industry/#comment-15480</guid>
		<description>You can distribute your PC XNA games as much as you want. The restrictions and subscription requirements only comes into play when you&#039;re publishing them on the Xbox 360 via XBL.</description>
		<content:encoded><![CDATA[<p>You can distribute your PC XNA games as much as you want. The restrictions and subscription requirements only comes into play when you&#8217;re publishing them on the Xbox 360 via XBL.</p>
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		<title>By: CyanCode &#187; Blog Archive &#187; Code Links (12.17.2006)</title>
		<link>http://blog.webreakstuff.com/2006/12/gaming-industry/comment-page-1/#comment-13247</link>
		<dc:creator>CyanCode &#187; Blog Archive &#187; Code Links (12.17.2006)</dc:creator>
		<pubDate>Mon, 18 Dec 2006 17:56:03 +0000</pubDate>
		<guid isPermaLink="false">http://blog.webreakstuff.com/2006/12/gaming-industry/#comment-13247</guid>
		<description>[...] XNA: GrammerJack: How to Write XNA Game Studio Express Games with F# - Part 1 (XNA F#) Farseer Physics Engine &#8212; 2D Physics For XNA (XNA x360 ) Good Read - Webreakstuff Ã‚Â» Gaming industry 2.0 (XNA) AJAX/ASP.NET AJAX: ScottGu&#8217;s Blog : Gotcha: Don&#8217;t use &lt; xhtmlConformance mode=&quot;Legacy&quot;/ &gt; with ASP.NET AJAX (ASP.NET Ajax visualstudio2005) Beauty in Design - Free Series! - MooTools for the Rest of Us (mootools web2.0 webdev tutorial video ) Jack Slocum&#8217;s Blog Ã‚Â» Creating a reusable Ajax driven dialog - a working example (Ajax code javascript ) General .Net (C#/ASP.NET): .NET slave - Get the HTTP status code from a URL (.net-2.0 asp.net) BCLTeam&#8217;s WebLog : Introducing Pipes [Justin Van Patten] (VS2007 orcas pipes) Misc: PietschSoft.VE - ASP.NET Virtual Earth Map Control (asp.net VirtualEarth) Public Sector Developer Weblog : Can you add Virtual Earth to your ASP.NET 2.0 applications without writing JavaScript? (code atlas VirtualEarth asp.net) Bullet Madness - free bullets project at Stylegala (image icons webdev webdesign) Greg&#8217;s Cool [Insert Clever Name] of the Day: USZip Web Service by WebServiceX.Net (webservices code) [...]</description>
		<content:encoded><![CDATA[<p>[...] XNA: GrammerJack: How to Write XNA Game Studio Express Games with F# &#8211; Part 1 (XNA F#) Farseer Physics Engine &#8212; 2D Physics For XNA (XNA x360 ) Good Read &#8211; Webreakstuff Ã‚Â» Gaming industry 2.0 (XNA) AJAX/ASP.NET AJAX: ScottGu&#8217;s Blog : Gotcha: Don&#8217;t use &lt; xhtmlConformance mode=&#8221;Legacy&#8221;/ &gt; with ASP.NET AJAX (ASP.NET Ajax visualstudio2005) Beauty in Design &#8211; Free Series! &#8211; MooTools for the Rest of Us (mootools web2.0 webdev tutorial video ) Jack Slocum&#8217;s Blog Ã‚Â» Creating a reusable Ajax driven dialog &#8211; a working example (Ajax code javascript ) General .Net (C#/ASP.NET): .NET slave &#8211; Get the HTTP status code from a URL (.net-2.0 asp.net) BCLTeam&#8217;s WebLog : Introducing Pipes [Justin Van Patten] (VS2007 orcas pipes) Misc: PietschSoft.VE &#8211; ASP.NET Virtual Earth Map Control (asp.net VirtualEarth) Public Sector Developer Weblog : Can you add Virtual Earth to your ASP.NET 2.0 applications without writing JavaScript? (code atlas VirtualEarth asp.net) Bullet Madness &#8211; free bullets project at Stylegala (image icons webdev webdesign) Greg&#8217;s Cool [Insert Clever Name] of the Day: USZip Web Service by WebServiceX.Net (webservices code) [...]</p>
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		<title>By: Ryan Nichols</title>
		<link>http://blog.webreakstuff.com/2006/12/gaming-industry/comment-page-1/#comment-13244</link>
		<dc:creator>Ryan Nichols</dc:creator>
		<pubDate>Mon, 18 Dec 2006 17:30:19 +0000</pubDate>
		<guid isPermaLink="false">http://blog.webreakstuff.com/2006/12/gaming-industry/#comment-13244</guid>
		<description>Your forgetting about casual flash games. The amount of casual games and the volume at which they&#039;re played is staggering. It&#039;s a very alive community and is the breeding ground for many up and coming game developers and small game studios. It&#039;s arguable whether Flash is considered cheap or cheap enough, but it is easily accessible. While it may not be a cheap solution to AAA titles, it is a simple way to start, get noticed, and get hired to make the big titles.</description>
		<content:encoded><![CDATA[<p>Your forgetting about casual flash games. The amount of casual games and the volume at which they&#8217;re played is staggering. It&#8217;s a very alive community and is the breeding ground for many up and coming game developers and small game studios. It&#8217;s arguable whether Flash is considered cheap or cheap enough, but it is easily accessible. While it may not be a cheap solution to AAA titles, it is a simple way to start, get noticed, and get hired to make the big titles.</p>
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		<title>By: Jeff Clavier</title>
		<link>http://blog.webreakstuff.com/2006/12/gaming-industry/comment-page-1/#comment-13154</link>
		<dc:creator>Jeff Clavier</dc:creator>
		<pubDate>Sat, 16 Dec 2006 06:29:19 +0000</pubDate>
		<guid isPermaLink="false">http://blog.webreakstuff.com/2006/12/gaming-industry/#comment-13154</guid>
		<description>UGG (User Generated Gaming) is currently taking place at the content level, where gamers are creating artefacts, characters and new levels. When a set of APIs is available, like in World Of Warcraft, it is also possible to create in-game extensions (like new elements of UI) and off-game interfaces. 
The phenoma still relies on the availability of very high level abstractions, and it is not clear to me when we&#039;ll see games engines being developed by users. But we were saying that about operating systems not that long ago, weren&#039;t we :-).
The PC still seems the first platform where this will happen, as developing  on consoles or phones in an extensible way is a different ballgame.
Just starting to dabble into the whole gaming thing as well.</description>
		<content:encoded><![CDATA[<p>UGG (User Generated Gaming) is currently taking place at the content level, where gamers are creating artefacts, characters and new levels. When a set of APIs is available, like in World Of Warcraft, it is also possible to create in-game extensions (like new elements of UI) and off-game interfaces.<br />
The phenoma still relies on the availability of very high level abstractions, and it is not clear to me when we&#8217;ll see games engines being developed by users. But we were saying that about operating systems not that long ago, weren&#8217;t we :-).<br />
The PC still seems the first platform where this will happen, as developing  on consoles or phones in an extensible way is a different ballgame.<br />
Just starting to dabble into the whole gaming thing as well.</p>
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		<title>By: Weekly Linkage XL [12-15-06] at Experience Planner by Scott Weisbrod</title>
		<link>http://blog.webreakstuff.com/2006/12/gaming-industry/comment-page-1/#comment-12794</link>
		<dc:creator>Weekly Linkage XL [12-15-06] at Experience Planner by Scott Weisbrod</dc:creator>
		<pubDate>Fri, 15 Dec 2006 20:06:45 +0000</pubDate>
		<guid isPermaLink="false">http://blog.webreakstuff.com/2006/12/gaming-industry/#comment-12794</guid>
		<description>[...] Gaming Industry 2.0 [Webreakstuff] [...]</description>
		<content:encoded><![CDATA[<p>[...] Gaming Industry 2.0 [Webreakstuff] [...]</p>
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		<title>By: Jakob S</title>
		<link>http://blog.webreakstuff.com/2006/12/gaming-industry/comment-page-1/#comment-12502</link>
		<dc:creator>Jakob S</dc:creator>
		<pubDate>Fri, 15 Dec 2006 10:35:21 +0000</pubDate>
		<guid isPermaLink="false">http://blog.webreakstuff.com/2006/12/gaming-industry/#comment-12502</guid>
		<description>James: While I would appreciate an extremely low barrier of entry, I&#039;m fine with the subscription fee for developers. The subscription fee for players is what I&#039;m objecting to.

It just seems kinda odd that I cannot develop a XNA game and have my friends and family play it without requiring them to get an XNA subscription themselves. 

I doubt I&#039;ll ever see any part of the subscription fees my friends and family has to pay to play my game. I wonder how much money will be flowing into my pockets for those of my games that Microsoft put onto the XBLA?

Licensing, price, and distribution should be choices made by the developer, not the tool vendor. With Microsofts other offerings, the XNA has a lot of potential. Here&#039;s hoping MS figure out how to unleash that potential. We&#039;ll have to wait and see, I guess.</description>
		<content:encoded><![CDATA[<p>James: While I would appreciate an extremely low barrier of entry, I&#8217;m fine with the subscription fee for developers. The subscription fee for players is what I&#8217;m objecting to.</p>
<p>It just seems kinda odd that I cannot develop a XNA game and have my friends and family play it without requiring them to get an XNA subscription themselves. </p>
<p>I doubt I&#8217;ll ever see any part of the subscription fees my friends and family has to pay to play my game. I wonder how much money will be flowing into my pockets for those of my games that Microsoft put onto the XBLA?</p>
<p>Licensing, price, and distribution should be choices made by the developer, not the tool vendor. With Microsofts other offerings, the XNA has a lot of potential. Here&#8217;s hoping MS figure out how to unleash that potential. We&#8217;ll have to wait and see, I guess.</p>
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		<title>By: James C</title>
		<link>http://blog.webreakstuff.com/2006/12/gaming-industry/comment-page-1/#comment-12238</link>
		<dc:creator>James C</dc:creator>
		<pubDate>Thu, 14 Dec 2006 18:07:45 +0000</pubDate>
		<guid isPermaLink="false">http://blog.webreakstuff.com/2006/12/gaming-industry/#comment-12238</guid>
		<description>Duane is right, there&#039;s no way that Microsoft would have developed the XNA Studio if the only revenue was going to be from XNA subscriptions.

At this point the path to distribution is unclear, but at this point there aren&#039;t any serious games made. Once the games are created, they will be certified and put on the Marketplace, just like any other XBLA game.

Jakob, they&#039;re never going to allow for someone to just make a game and then share it with their friends freely. You have to keep in mind that Microsoft need to protect themselves from illegal activity. While you may have no ill intentions, there are many people out there who would use XNA to distribute cheap knock-off games, or otherwise infringe on copy-writes. The subscription serves as a barricade between those who want to develop games, and the majority of gamers who won&#039;t pay $100/yr for something like that. Microsoft also want to make a profit here, so there&#039;s going to need to be money exchanged, which also means that Microsoft will need to endorse each and every game distributed from the XNA suite. They can&#039;t just open up the floodgates and let everyone in.

XNA is a very interesting development from Microsoft, and it&#039;s one that has huge potential. Not only do they already have an established distribution method, they have proven that the XBLA can create hit games (Geometry Wars, Uno, etc.). I wouldn&#039;t be surprised to see some of the larger games companies moving a small team over to focus on making XNA/XBLA games, as well.</description>
		<content:encoded><![CDATA[<p>Duane is right, there&#8217;s no way that Microsoft would have developed the XNA Studio if the only revenue was going to be from XNA subscriptions.</p>
<p>At this point the path to distribution is unclear, but at this point there aren&#8217;t any serious games made. Once the games are created, they will be certified and put on the Marketplace, just like any other XBLA game.</p>
<p>Jakob, they&#8217;re never going to allow for someone to just make a game and then share it with their friends freely. You have to keep in mind that Microsoft need to protect themselves from illegal activity. While you may have no ill intentions, there are many people out there who would use XNA to distribute cheap knock-off games, or otherwise infringe on copy-writes. The subscription serves as a barricade between those who want to develop games, and the majority of gamers who won&#8217;t pay $100/yr for something like that. Microsoft also want to make a profit here, so there&#8217;s going to need to be money exchanged, which also means that Microsoft will need to endorse each and every game distributed from the XNA suite. They can&#8217;t just open up the floodgates and let everyone in.</p>
<p>XNA is a very interesting development from Microsoft, and it&#8217;s one that has huge potential. Not only do they already have an established distribution method, they have proven that the XBLA can create hit games (Geometry Wars, Uno, etc.). I wouldn&#8217;t be surprised to see some of the larger games companies moving a small team over to focus on making XNA/XBLA games, as well.</p>
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		<title>By: Duane Brown</title>
		<link>http://blog.webreakstuff.com/2006/12/gaming-industry/comment-page-1/#comment-12103</link>
		<dc:creator>Duane Brown</dc:creator>
		<pubDate>Thu, 14 Dec 2006 15:36:27 +0000</pubDate>
		<guid isPermaLink="false">http://blog.webreakstuff.com/2006/12/gaming-industry/#comment-12103</guid>
		<description>I was talking to the a few guys at Microsoft about this XNA. The good games that get developed through XNA will go onto the Marketplace for a price like any XBLA game. This is going to happen down the road, we are only at step one right now. Live  Anywhere, which is what Jakod mentions and you do have a great oportunity. We&#039;ll see how it all turns out though.</description>
		<content:encoded><![CDATA[<p>I was talking to the a few guys at Microsoft about this XNA. The good games that get developed through XNA will go onto the Marketplace for a price like any XBLA game. This is going to happen down the road, we are only at step one right now. Live  Anywhere, which is what Jakod mentions and you do have a great oportunity. We&#8217;ll see how it all turns out though.</p>
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