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	<title>Comments for Whyos</title>
	<atom:link href="http://blog.whyos.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.whyos.com</link>
	<description>Games as Business…and vice versa</description>
	<lastBuildDate>Fri, 04 Jun 2010 07:37:16 -0700</lastBuildDate>
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		<title>Comment on Game Developers and the Cooperative Model by Jeremiah</title>
		<link>http://blog.whyos.com/2009/06/game-developers-and-the-cooperative-model/comment-page-1/#comment-1418</link>
		<dc:creator>Jeremiah</dc:creator>
		<pubDate>Fri, 04 Jun 2010 07:37:16 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=503#comment-1418</guid>
		<description>Lisa, in your comment you stated that there are so many resources for starting co-ops. Could you possibly list those resources?

Thanks,

Jeremiah</description>
		<content:encoded><![CDATA[<p>Lisa, in your comment you stated that there are so many resources for starting co-ops. Could you possibly list those resources?</p>
<p>Thanks,</p>
<p>Jeremiah</p>
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		<title>Comment on Why superfluid and Fair Value can be the best way to Bootstrap a Game or Software Project by admin</title>
		<link>http://blog.whyos.com/2009/10/why-superfluid-and-fair-value-can-be-the-best-way-to-bootstrap-a-game-or-software-project/comment-page-1/#comment-1385</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Mon, 22 Feb 2010 13:43:24 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=576#comment-1385</guid>
		<description>As you&#039;re a student, you might find http://quids.org of interest, as it&#039;s a version of the functionality for non-commercial uses, and isn&#039;t US-only.</description>
		<content:encoded><![CDATA[<p>As you&#8217;re a student, you might find <a href="http://quids.org" rel="nofollow">http://quids.org</a> of interest, as it&#8217;s a version of the functionality for non-commercial uses, and isn&#8217;t US-only.</p>
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		<title>Comment on Game Developers and the Cooperative Model by Lisa</title>
		<link>http://blog.whyos.com/2009/06/game-developers-and-the-cooperative-model/comment-page-1/#comment-1379</link>
		<dc:creator>Lisa</dc:creator>
		<pubDate>Tue, 27 Oct 2009 16:12:59 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=503#comment-1379</guid>
		<description>Great article! I&#039;m actually a worker owner at a worker owned cooperative in Boston, and while I personally am not involved in the game industry, many of my friends are. The idea of a worker owned game coop has been something we&#039;ve been talking about for over a year now. From my own personal experience, not only is being an owner of a cooperative extremely rewarding, but it makes for very engaged and effective workers, and gets you into an amazing network of co-ops all over the world. You&#039;ve got to make this happen! There are so many resources out there for starting co-ops, it just makes so much sense. 

Best of luck.</description>
		<content:encoded><![CDATA[<p>Great article! I&#8217;m actually a worker owner at a worker owned cooperative in Boston, and while I personally am not involved in the game industry, many of my friends are. The idea of a worker owned game coop has been something we&#8217;ve been talking about for over a year now. From my own personal experience, not only is being an owner of a cooperative extremely rewarding, but it makes for very engaged and effective workers, and gets you into an amazing network of co-ops all over the world. You&#8217;ve got to make this happen! There are so many resources out there for starting co-ops, it just makes so much sense. </p>
<p>Best of luck.</p>
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		<title>Comment on Why superfluid and Fair Value can be the best way to Bootstrap a Game or Software Project by Arman</title>
		<link>http://blog.whyos.com/2009/10/why-superfluid-and-fair-value-can-be-the-best-way-to-bootstrap-a-game-or-software-project/comment-page-1/#comment-1378</link>
		<dc:creator>Arman</dc:creator>
		<pubDate>Sun, 11 Oct 2009 21:39:30 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=576#comment-1378</guid>
		<description>I live in Sweden, and I&#039;m a game design student - found this page through LinkedIn. Imagine my joy when I read about Superfluid and realized the potential here. Then imagine my surprise as I tried to sign up and realized I can&#039;t!

Superfluid seems pretty tightly tied to the US tax system. Is this an inherent limitation or will you be able to provide the service for non-US citizens as well?</description>
		<content:encoded><![CDATA[<p>I live in Sweden, and I&#8217;m a game design student &#8211; found this page through LinkedIn. Imagine my joy when I read about Superfluid and realized the potential here. Then imagine my surprise as I tried to sign up and realized I can&#8217;t!</p>
<p>Superfluid seems pretty tightly tied to the US tax system. Is this an inherent limitation or will you be able to provide the service for non-US citizens as well?</p>
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		<title>Comment on Why superfluid and Fair Value can be the best way to Bootstrap a Game or Software Project by admin</title>
		<link>http://blog.whyos.com/2009/10/why-superfluid-and-fair-value-can-be-the-best-way-to-bootstrap-a-game-or-software-project/comment-page-1/#comment-1377</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Sun, 11 Oct 2009 20:32:57 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=576#comment-1377</guid>
		<description>superfluid is about organizing value in a variety of business relationships that don&#039;t include money and about not wasting resources that would otherwise be wasted, it&#039;s absolutely &lt;em&gt;not&lt;/em&gt; about replacing cash. There are a few ways that superfluid can help your cash flow, but all are indirect:

1) If you have more manhours available than you sell, but sometimes outsource work with other expertise; you can sell your surplus hours into superfluid, buy the services you outsource out of the superfluid system, then bill your client for the outsourced service. 
2) superfluid can help you add business relationships, because it&#039;s much easier to buy and sell in superfluid, so there&#039;s less of a barrier to getting a new relationship started that may eventually include paid work. 
3) superfluid lets you add resources for your business, so that you can provide benefits to your employees. -Doesn&#039;t actually bring in cash, but saves a bit at the edges.

For game development, I think superfluid is more interesting in a slightly different way. If you have a project for which you have inadequate funds, but would like to bring in collaborators, superfluid can be a better way to compensate each participant, because superfluid tracks fair value. This doesn&#039;t feed anyone, or pay their rent, but hopefully everyone is doing business of some sort that does pays the bills; if not, maybe they&#039;re back to trying to make #1-#3 work for them, which is a different motivation, but they&#039;re still potentially good partners in the process for game developers.</description>
		<content:encoded><![CDATA[<p>superfluid is about organizing value in a variety of business relationships that don&#8217;t include money and about not wasting resources that would otherwise be wasted, it&#8217;s absolutely <em>not</em> about replacing cash. There are a few ways that superfluid can help your cash flow, but all are indirect:</p>
<p>1) If you have more manhours available than you sell, but sometimes outsource work with other expertise; you can sell your surplus hours into superfluid, buy the services you outsource out of the superfluid system, then bill your client for the outsourced service.<br />
2) superfluid can help you add business relationships, because it&#8217;s much easier to buy and sell in superfluid, so there&#8217;s less of a barrier to getting a new relationship started that may eventually include paid work.<br />
3) superfluid lets you add resources for your business, so that you can provide benefits to your employees. -Doesn&#8217;t actually bring in cash, but saves a bit at the edges.</p>
<p>For game development, I think superfluid is more interesting in a slightly different way. If you have a project for which you have inadequate funds, but would like to bring in collaborators, superfluid can be a better way to compensate each participant, because superfluid tracks fair value. This doesn&#8217;t feed anyone, or pay their rent, but hopefully everyone is doing business of some sort that does pays the bills; if not, maybe they&#8217;re back to trying to make #1-#3 work for them, which is a different motivation, but they&#8217;re still potentially good partners in the process for game developers.</p>
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		<title>Comment on Why superfluid and Fair Value can be the best way to Bootstrap a Game or Software Project by dominique</title>
		<link>http://blog.whyos.com/2009/10/why-superfluid-and-fair-value-can-be-the-best-way-to-bootstrap-a-game-or-software-project/comment-page-1/#comment-1376</link>
		<dc:creator>dominique</dc:creator>
		<pubDate>Sun, 11 Oct 2009 09:39:49 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=576#comment-1376</guid>
		<description>.... and how do you pay people with real money so they can pay their rent (with real money)?</description>
		<content:encoded><![CDATA[<p>&#8230;. and how do you pay people with real money so they can pay their rent (with real money)?</p>
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		<title>Comment on The Future of Physical Game Retailing by matt</title>
		<link>http://blog.whyos.com/2009/08/the-future-of-physical-game-retailing/comment-page-1/#comment-1374</link>
		<dc:creator>matt</dc:creator>
		<pubDate>Mon, 28 Sep 2009 17:15:42 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=535#comment-1374</guid>
		<description>I wonder what will become of the secondary market. One can resell a physical disk but not a digital download. Maybe the industry can solve the problem of durable goods. One the other hand the lack of resell value might be taken into consideration with price.</description>
		<content:encoded><![CDATA[<p>I wonder what will become of the secondary market. One can resell a physical disk but not a digital download. Maybe the industry can solve the problem of durable goods. One the other hand the lack of resell value might be taken into consideration with price.</p>
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		<title>Comment on Used Games and Useful Tweaks to the Content Model for Retailer and Publisher by &#187; The Future of Physical Game Retailing Whyos</title>
		<link>http://blog.whyos.com/2009/01/used-games-and-useful-tweaks-to-the-content-model-for-retailer-and-publisher/comment-page-1/#comment-1362</link>
		<dc:creator>&#187; The Future of Physical Game Retailing Whyos</dc:creator>
		<pubDate>Thu, 20 Aug 2009 17:00:59 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=168#comment-1362</guid>
		<description>[...] margin, which is definitely going to have less value in a new world where fewer titles ship and tie-ins to incremental content degrade the value of used product. They have a true gaming brand, and if they can act pro-actively [...]</description>
		<content:encoded><![CDATA[<p>[...] margin, which is definitely going to have less value in a new world where fewer titles ship and tie-ins to incremental content degrade the value of used product. They have a true gaming brand, and if they can act pro-actively [...]</p>
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		<title>Comment on Game Developers and the Cooperative Model by Robin</title>
		<link>http://blog.whyos.com/2009/06/game-developers-and-the-cooperative-model/comment-page-1/#comment-1360</link>
		<dc:creator>Robin</dc:creator>
		<pubDate>Sat, 01 Aug 2009 05:38:24 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=503#comment-1360</guid>
		<description>Nice article. 

I have wondered if this kind of model can work, where members of the cooperative contributed and benefit proportionally for their efforts. 

I haven&#039;t seen it work yet, especially as the groups grow and the evaluation of intellectual and creative contributions must be valued. 

That said, since my company is building a few large virtual worlds and games for clients, I am working on a model that weights and prices contribution across development tracks such art asset creation, games dev and solution, and across the phase of development (from concepting to definition, design, development, etc.) and across the individual features thare are required. Lets see how it comes out.

Cheers, 
Robin</description>
		<content:encoded><![CDATA[<p>Nice article. </p>
<p>I have wondered if this kind of model can work, where members of the cooperative contributed and benefit proportionally for their efforts. </p>
<p>I haven&#8217;t seen it work yet, especially as the groups grow and the evaluation of intellectual and creative contributions must be valued. </p>
<p>That said, since my company is building a few large virtual worlds and games for clients, I am working on a model that weights and prices contribution across development tracks such art asset creation, games dev and solution, and across the phase of development (from concepting to definition, design, development, etc.) and across the individual features thare are required. Lets see how it comes out.</p>
<p>Cheers,<br />
Robin</p>
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		<title>Comment on Game Developers and the Cooperative Model by Fred</title>
		<link>http://blog.whyos.com/2009/06/game-developers-and-the-cooperative-model/comment-page-1/#comment-1357</link>
		<dc:creator>Fred</dc:creator>
		<pubDate>Fri, 03 Jul 2009 09:00:06 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=503#comment-1357</guid>
		<description>Hi !

Very good article. We are Aesia a French Studio and we make Online Games. We have choose to work in cooperative too. And it&#039;s fine for the productivity, implication and blooming of each member, 

In our town (Bordeaux), there are 3 Studios Cooperative and the communication for life or business is good between us.

Now, the model of cooperative is, indeed, one of more equitable between human. (I don&#039;t know all of models ^^)

Make Cooperatives, have fun, business and happy life !

Fred</description>
		<content:encoded><![CDATA[<p>Hi !</p>
<p>Very good article. We are Aesia a French Studio and we make Online Games. We have choose to work in cooperative too. And it&#8217;s fine for the productivity, implication and blooming of each member, </p>
<p>In our town (Bordeaux), there are 3 Studios Cooperative and the communication for life or business is good between us.</p>
<p>Now, the model of cooperative is, indeed, one of more equitable between human. (I don&#8217;t know all of models ^^)</p>
<p>Make Cooperatives, have fun, business and happy life !</p>
<p>Fred</p>
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		<title>Comment on Game Developers and the Cooperative Model by Cédric Néhémie (cedricnehemie) 's status on Friday, 03-Jul-09 08:41:00 UTC - Identi.ca</title>
		<link>http://blog.whyos.com/2009/06/game-developers-and-the-cooperative-model/comment-page-1/#comment-1356</link>
		<dc:creator>Cédric Néhémie (cedricnehemie) 's status on Friday, 03-Jul-09 08:41:00 UTC - Identi.ca</dc:creator>
		<pubDate>Fri, 03 Jul 2009 08:41:10 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=503#comment-1356</guid>
		<description>[...]  http://blog.whyos.com/2009/06/game-developers-and-the-cooperative-model/  [...]</description>
		<content:encoded><![CDATA[<p>[...]  <a href="http://blog.whyos.com/2009/06/game-developers-and-the-cooperative-model/" rel="nofollow">http://blog.whyos.com/2009/06/game-developers-and-the-cooperative-model/</a>  [...]</p>
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		<title>Comment on Game Developers Cooperative? by JPO</title>
		<link>http://blog.whyos.com/2009/06/game-developers-cooperative/comment-page-1/#comment-1354</link>
		<dc:creator>JPO</dc:creator>
		<pubDate>Mon, 29 Jun 2009 15:29:14 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=491#comment-1354</guid>
		<description>Definitely yes. It is interesting and, if I can help on this, also in my spare time, count on me.</description>
		<content:encoded><![CDATA[<p>Definitely yes. It is interesting and, if I can help on this, also in my spare time, count on me.</p>
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		<title>Comment on Game Developers Cooperative? by Ellie</title>
		<link>http://blog.whyos.com/2009/06/game-developers-cooperative/comment-page-1/#comment-1352</link>
		<dc:creator>Ellie</dc:creator>
		<pubDate>Wed, 24 Jun 2009 17:17:24 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=491#comment-1352</guid>
		<description>Nathan, it&#039;s a sound idea, sort of a variant of United Artists for games, only with many more artists.  I&#039;m in agreement that a revenue share is the best arrangement, and also provides an easier entry for the much smaller developers and indie studios.</description>
		<content:encoded><![CDATA[<p>Nathan, it&#8217;s a sound idea, sort of a variant of United Artists for games, only with many more artists.  I&#8217;m in agreement that a revenue share is the best arrangement, and also provides an easier entry for the much smaller developers and indie studios.</p>
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		<title>Comment on Game Developers Cooperative? by Evonne @amoration</title>
		<link>http://blog.whyos.com/2009/06/game-developers-cooperative/comment-page-1/#comment-1350</link>
		<dc:creator>Evonne @amoration</dc:creator>
		<pubDate>Tue, 23 Jun 2009 07:46:31 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=491#comment-1350</guid>
		<description>We have considered this often when consulting for so many groups that would benefit from working together.  Right now we&#039;re working on two projects in virtual worlds, an iPhone game, a long multiplayer narrative and a live interactive touring show with lots of ARGs embedded.  I would be interested in a consortium/cooperative that facilitates flow between various forms of live and mixed media gameplay production.</description>
		<content:encoded><![CDATA[<p>We have considered this often when consulting for so many groups that would benefit from working together.  Right now we&#8217;re working on two projects in virtual worlds, an iPhone game, a long multiplayer narrative and a live interactive touring show with lots of ARGs embedded.  I would be interested in a consortium/cooperative that facilitates flow between various forms of live and mixed media gameplay production.</p>
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		<title>Comment on Game Developers Cooperative? by Nathan</title>
		<link>http://blog.whyos.com/2009/06/game-developers-cooperative/comment-page-1/#comment-1349</link>
		<dc:creator>Nathan</dc:creator>
		<pubDate>Mon, 22 Jun 2009 18:56:00 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=491#comment-1349</guid>
		<description>Thanks, Stephen; 
We absolutely agree that there should be standards for membership. 

We have gone over the possibility of membership fees rather than revenue share, but a modest revenue share (that could be capped) seems preferable in that it better represents an ownership by members, and allows a flourishing community to more actively help its members. -It&#039;s not actually a royalty, as the members maintain control of the cooperative assets, and a royalty specifically represents a licensing fee, which isn&#039;t applicable here.</description>
		<content:encoded><![CDATA[<p>Thanks, Stephen;<br />
We absolutely agree that there should be standards for membership. </p>
<p>We have gone over the possibility of membership fees rather than revenue share, but a modest revenue share (that could be capped) seems preferable in that it better represents an ownership by members, and allows a flourishing community to more actively help its members. -It&#8217;s not actually a royalty, as the members maintain control of the cooperative assets, and a royalty specifically represents a licensing fee, which isn&#8217;t applicable here.</p>
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		<title>Comment on Game Developers Cooperative? by Stephen Danic</title>
		<link>http://blog.whyos.com/2009/06/game-developers-cooperative/comment-page-1/#comment-1348</link>
		<dc:creator>Stephen Danic</dc:creator>
		<pubDate>Mon, 22 Jun 2009 17:00:35 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=491#comment-1348</guid>
		<description>It&#039;s definitely interesting. We&#039;ve considered setting up the same thing at Big Hadron Games.

Consider charging a flat annual membership fee instead of royalties.

Also consider some sort of entry requirement to ensure some quality standards among the developers. (Developers must demonstrate that they can make a decent game before they gain admission.)</description>
		<content:encoded><![CDATA[<p>It&#8217;s definitely interesting. We&#8217;ve considered setting up the same thing at Big Hadron Games.</p>
<p>Consider charging a flat annual membership fee instead of royalties.</p>
<p>Also consider some sort of entry requirement to ensure some quality standards among the developers. (Developers must demonstrate that they can make a decent game before they gain admission.)</p>
]]></content:encoded>
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		<title>Comment on New Competition in Pre-Owned Game Sales by &#187; Pre-Owned Kiosks in Walmart Whyos</title>
		<link>http://blog.whyos.com/2009/03/pre-owned-game-sales-competitio/comment-page-1/#comment-1346</link>
		<dc:creator>&#187; Pre-Owned Kiosks in Walmart Whyos</dc:creator>
		<pubDate>Tue, 19 May 2009 20:24:35 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=315#comment-1346</guid>
		<description>[...] and TRU getting into used titles, and even than Best Buy (as they&#8217;re unlikely to be too wholehearted in such initiatives); because what this does is potentially provide visibility into pricing, and [...]</description>
		<content:encoded><![CDATA[<p>[...] and TRU getting into used titles, and even than Best Buy (as they&#8217;re unlikely to be too wholehearted in such initiatives); because what this does is potentially provide visibility into pricing, and [...]</p>
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		<title>Comment on New Competition in Pre-Owned Game Sales (addendum) by &#187; Pre-Owned Kiosks in Walmart Whyos</title>
		<link>http://blog.whyos.com/2009/03/new-competition-in-pre-owned-game-sales-addendum/comment-page-1/#comment-1345</link>
		<dc:creator>&#187; Pre-Owned Kiosks in Walmart Whyos</dc:creator>
		<pubDate>Tue, 19 May 2009 20:23:49 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=328#comment-1345</guid>
		<description>[...] coming for a bit; game trade-in machines in Walmart. I think this could be more significant than plays like Amazon and TRU getting into used titles, and even than Best Buy (as they&#8217;re unlikely to be [...]</description>
		<content:encoded><![CDATA[<p>[...] coming for a bit; game trade-in machines in Walmart. I think this could be more significant than plays like Amazon and TRU getting into used titles, and even than Best Buy (as they&#8217;re unlikely to be [...]</p>
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		<title>Comment on Challenges for Electronic Arts by &#187; Rumored Acquisition of Electronic Arts by Apple Whyos</title>
		<link>http://blog.whyos.com/2009/02/challenges-for-electronic-arts/comment-page-1/#comment-1341</link>
		<dc:creator>&#187; Rumored Acquisition of Electronic Arts by Apple Whyos</dc:creator>
		<pubDate>Tue, 05 May 2009 20:24:04 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=229#comment-1341</guid>
		<description>[...] like the idea of Apple acquiring EA, and contrary to what 1Up says, EA has suffered enough lately to make that a bit more viable. Apple could really use some high quality content for the [...]</description>
		<content:encoded><![CDATA[<p>[...] like the idea of Apple acquiring EA, and contrary to what 1Up says, EA has suffered enough lately to make that a bit more viable. Apple could really use some high quality content for the [...]</p>
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		<title>Comment on New Competition in Pre-Owned Game Sales (addendum) by &#187; The Death of Conventional Game Media (offline _and_ on) May Save the Games Industry Whyos</title>
		<link>http://blog.whyos.com/2009/03/new-competition-in-pre-owned-game-sales-addendum/comment-page-1/#comment-1337</link>
		<dc:creator>&#187; The Death of Conventional Game Media (offline _and_ on) May Save the Games Industry Whyos</dc:creator>
		<pubDate>Mon, 13 Apr 2009 13:59:22 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=328#comment-1337</guid>
		<description>[...] used game model, and I can see the valid reasons for that, GameStop has done a bit to ameliorate the lameness of the frontline game pricing model on the console side, as digital distribution is [...]</description>
		<content:encoded><![CDATA[<p>[...] used game model, and I can see the valid reasons for that, GameStop has done a bit to ameliorate the lameness of the frontline game pricing model on the console side, as digital distribution is [...]</p>
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		<title>Comment on The Good and Bad of Strong Game Sales in Dreadful Economy by &#187; The Death of Conventional Game Media (offline _and_ on) May Save the Games Industry Whyos</title>
		<link>http://blog.whyos.com/2009/03/good-and-bad-of-strong-game-sales/comment-page-1/#comment-1336</link>
		<dc:creator>&#187; The Death of Conventional Game Media (offline _and_ on) May Save the Games Industry Whyos</dc:creator>
		<pubDate>Mon, 13 Apr 2009 13:57:35 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=280#comment-1336</guid>
		<description>[...] with the growth of the business they nurtured (with the notable exception of Game Informer), neither are the game publishers. And I think that it&#8217;s been a symbiotic death spiral. The whole model of $60 [...]</description>
		<content:encoded><![CDATA[<p>[...] with the growth of the business they nurtured (with the notable exception of Game Informer), neither are the game publishers. And I think that it&#8217;s been a symbiotic death spiral. The whole model of $60 [...]</p>
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		<title>Comment on Another Streamed Video Game Play by &#187; Followup Regarding OnLive Whyos</title>
		<link>http://blog.whyos.com/2009/03/another-streamed-video-game-play/comment-page-1/#comment-1335</link>
		<dc:creator>&#187; Followup Regarding OnLive Whyos</dc:creator>
		<pubDate>Wed, 01 Apr 2009 16:19:56 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=341#comment-1335</guid>
		<description>[...] Whyos Games as Business…and vice versa       &#171; Another Streamed Video Game Play [...]</description>
		<content:encoded><![CDATA[<p>[...] Whyos Games as Business…and vice versa       &laquo; Another Streamed Video Game Play [...]</p>
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		<title>Comment on The Good and Bad of Strong Game Sales in Dreadful Economy by Rick Cook</title>
		<link>http://blog.whyos.com/2009/03/good-and-bad-of-strong-game-sales/comment-page-1/#comment-1331</link>
		<dc:creator>Rick Cook</dc:creator>
		<pubDate>Sat, 21 Mar 2009 10:55:40 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=280#comment-1331</guid>
		<description>Marc, I couldnt agree more. As of this week, the company I have worked for have gone under.

We have created online multiplayer casual games for social networks and youd think that with over 1,000,000 million games plays a week on or flagship game we would be ok.

It&#039;s the looking back part I really agree with.. I have lost count the times our MD/Sales have said &#039;well that game works, lets rebuild it&#039;, this is a cause of low moral and bad sales...</description>
		<content:encoded><![CDATA[<p>Marc, I couldnt agree more. As of this week, the company I have worked for have gone under.</p>
<p>We have created online multiplayer casual games for social networks and youd think that with over 1,000,000 million games plays a week on or flagship game we would be ok.</p>
<p>It&#8217;s the looking back part I really agree with.. I have lost count the times our MD/Sales have said &#8216;well that game works, lets rebuild it&#8217;, this is a cause of low moral and bad sales&#8230;</p>
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		<title>Comment on The Good and Bad of Strong Game Sales in Dreadful Economy by Nathan</title>
		<link>http://blog.whyos.com/2009/03/good-and-bad-of-strong-game-sales/comment-page-1/#comment-1323</link>
		<dc:creator>Nathan</dc:creator>
		<pubDate>Fri, 20 Mar 2009 00:13:19 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=280#comment-1323</guid>
		<description>The point is that most large entities in the industry are not thriving (despite growth of the category), rather than that two are. But I do strive to edify, so feel rather desolate that I have failed you.</description>
		<content:encoded><![CDATA[<p>The point is that most large entities in the industry are not thriving (despite growth of the category), rather than that two are. But I do strive to edify, so feel rather desolate that I have failed you.</p>
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		<title>Comment on The Good and Bad of Strong Game Sales in Dreadful Economy by Ryan Henson Creighto</title>
		<link>http://blog.whyos.com/2009/03/good-and-bad-of-strong-game-sales/comment-page-1/#comment-1322</link>
		<dc:creator>Ryan Henson Creighto</dc:creator>
		<pubDate>Thu, 19 Mar 2009 23:51:32 +0000</pubDate>
		<guid isPermaLink="false">http://blog.whyos.com/?p=280#comment-1322</guid>
		<description>i&#039;m not sure how useful or edifying it is to point out two multi-million dollar companies that are thriving in a recession.</description>
		<content:encoded><![CDATA[<p>i&#8217;m not sure how useful or edifying it is to point out two multi-million dollar companies that are thriving in a recession.</p>
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