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<channel>
	<title>Be The Gamer</title>
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	<link>http://www.bethegamer.com</link>
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		<title>DICE: Why Asteroids, Battlezone Creators Are Going Mobile</title>
		<link>http://www.bethegamer.com/2012/02/09/dice-why-asteroids-battlezone-creators-are-going-mobile/</link>
		<comments>http://www.bethegamer.com/2012/02/09/dice-why-asteroids-battlezone-creators-are-going-mobile/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 22:28:35 +0000</pubDate>
		<dc:creator>Guest Blogger</dc:creator>
				<category><![CDATA[Arcades]]></category>
		<category><![CDATA[Atari]]></category>
		<category><![CDATA[Ed Logg]]></category>
		<category><![CDATA[Ed Rotberg]]></category>
		<category><![CDATA[Innovative Leisure]]></category>
		<category><![CDATA[Owen Rubin]]></category>
		<category><![CDATA[Portable Gaming]]></category>
		<category><![CDATA[Rich Adam]]></category>
		<category><![CDATA[Seamus Blackley]]></category>

		<guid isPermaLink="false">http://www.wired.com/gamelife/?p=42009</guid>
		<description><![CDATA[by Kyle Orland, Ars Technica If there are any people who can make sense of the recent, meteoric rise of mobile and social games, it&#8217;s probably the people behind the golden age of arcade gaming in the early &#8217;80s. Just such a group drew a lot of parallels between the two gaming eras at a [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_42010" class="wp-caption alignnone" style="width: 670px"><a href="http://www.wired.com/gamelife/2012/02/dice-innovative-leisure/ataripanel/" rel="attachment wp-att-42010"><img src="http://www.wired.com/images_blogs/gamelife/2012/02/ataripanel-660x440.jpg" alt="" title="ataripanel" width="660" height="440" class="size-large wp-image-42010" /></a><p class="wp-caption-text">(L-R) Innovative Leisure's Ed Logg, Rich Adam, Ed Rotberg, Owen Rubin and Seamus Blackley speak at the DICE Summit in Las Vegas on Thursday.<br /><em>Photo courtesy AIAS</em></p></div>
<p><strong>by Kyle Orland, Ars Technica</strong></p>
<p>If there are any people who can make sense of the recent, meteoric rise of mobile and social games, it&#8217;s probably the people behind the golden age of arcade gaming in the early &#8217;80s. Just such a group drew a lot of parallels between the two gaming eras at a DICE Summit session on Thursday, while also offering some cautionary warnings about following in the arcade&#8217;s footsteps.</p>
<p>&#8220;All this stuff is more or less cyclical,&#8221; said Seamus Blackley, a veteran game designer who&#8217;s worked on titles including <cite>Ultima Underworld</cite> and <cite>System Shock</cite>. His new company, Innovative Leisure, has gathered together some of the biggest names in arcade game history to draw from their experience to help recapture the appeal of those classics.</p>
<p><div class="partner_bug align-left"><a class="partner_arstechnica" href="http://www.arstechnica.com"><img src="http://www.wired.com/gamelife/wp-content/plugins/wired-tweak-pack/modules/partnerbugs/logos/partner_arstechnica.gif" alt="arstechnica" /></a></div><br />
<h3>The New Arcade</h3>
<p>The parallels between the arcade era and the current environment are striking. In much the way social and mobile games are drawing new audiences to gaming today, the launch of the arcade era was the last time absolutely everybody was able to identify themselves as a gamer. This huge audience brought in huge sums of money for the industry as well &#8212; in 1982, the industry drew the modern day equivalent of $19 billion in quarters from arcade games. One only needs to look at the huge market valuations for companies like Zynga and Rovio to see today&#8217;s version of those massive revenues.</p>
<p><span id="more-42009"></span></p>
<p>Like the arcade gamers of old who could easily move on to a nearby cabinet if a game was boring, mobile gamers can drop a free or low-cost game incredibly quickly in favor of a new title. <cite>Asteroids</cite> and <cite>Centipede</cite> creator Ed Logg pointed out that, in the arcade days, the goal was to make a game &#8220;that you could play with a beer in one hand and be entertained within 90 seconds,&#8221; something we see in the simple, quick hit games of today. </p>
<p>&#8220;If you don&#8217;t grab the attention of player, give them fun early on, they&#8217;ll move on to something else, because there&#8217;s so much else out there,&#8221; <cite>Battlezone</cite> creator Ed Rotberg added.</p>
<p>The arcade games of old also relied heavily on field testing, putting cabinets in real arcades and spying on players as they tried them out. Today&#8217;s social games draw similar feedback from automated metrics that show which bits of the game are resonating with players in close to real time.</p>
<p>This kind of direct feedback is much more valuable than the kind of focus groups used by many larger publishers, where <cite>Missile Command</cite> developer Rich Adam said people are &#8220;generally predisposed to like what you&#8217;re showing them.&#8221; The kind of direct player observation used by arcade and social games allows small development teams the ability to quickly incorporate feedback into new designs, the panel pointed out.</p>
<h3>Cautionary Tale</h3>
<p>With all these similarities, Blackley warned that today&#8217;s mobile and social developers should watch that they don&#8217;t follow the precise arc of the arcade industry. First, there was a period of novelty, when the sheer newness of arcade games made them interesting to wide swaths of players. Then players &#8220;develop this thing called taste [and] expect a quality product, not just any product,&#8221; he said.</p>
<p>The arcade industry was slow to realize this desire for quality, glutting the market with repetitive and licensed products that exploited the audience. The end result was the massive crash of the mid-&#8217;80s, which decimated the entire videogame business.</p>
<p>The panelists said mobile and social games are still largely in the novelty section of the pattern right now, with players still largely wowed by things like multitouch displays and the ability to share games with their Facebook friends.</p>
<p>But they warned that things are moving rapidly toward that exploitation phase. &#8220;There are a hundred variations on <cite>Breakout</cite> on the App Store,&#8221; <cite>Major Havok</cite> developer Owen Rubin noted. &#8220;I don&#8217;t want to play that. I&#8217;ve played that before.&#8221;</p>

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		<title>Zipline Games Honored as Finalist for “Best Seed Stage Company of the&#8230;</title>
		<link>http://www.bethegamer.com/2012/02/09/zipline-games-honored-as-finalist-for-%e2%80%9cbest-seed-stage-company-of-the/</link>
		<comments>http://www.bethegamer.com/2012/02/09/zipline-games-honored-as-finalist-for-%e2%80%9cbest-seed-stage-company-of-the/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 22:07:01 +0000</pubDate>
		<dc:creator>Computer: Games &#38; Entertainment</dc:creator>
		
		<guid isPermaLink="false">http://www.prweb.com/releases/2012/2/prweb9182041.htm</guid>
		<description><![CDATA[   Zipline’s Moai Game Development Platform Nets 5,000 Developers While Hit Mobile Game, Wolf Toss, Reaches 1 Million Players.(PRWeb February 09, 2012)Read the full story at http://www.prweb.com/releases/2012/2/prweb9182041.htm]]></description>
			<content:encoded><![CDATA[   <p>Zipline’s Moai Game Development Platform Nets 5,000 Developers While Hit Mobile Game, Wolf Toss, Reaches 1 Million Players.</p><p>(PRWeb February 09, 2012)</p><p>Read the full story at <a href="http://www.prweb.com/releases/2012/2/prweb9182041.htm">http://www.prweb.com/releases/2012/2/prweb9182041.htm</a></p>]]></content:encoded>
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		<title>WoW loses another 100,000 subscribers</title>
		<link>http://www.bethegamer.com/2012/02/09/wow-loses-another-100000-subscribers/</link>
		<comments>http://www.bethegamer.com/2012/02/09/wow-loses-another-100000-subscribers/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 22:00:00 +0000</pubDate>
		<dc:creator>Brianna Royce</dc:creator>
				<category><![CDATA[Activision]]></category>
		<category><![CDATA[Warcraft]]></category>
		<category><![CDATA[blizzard]]></category>
		<category><![CDATA[blizzard-entertainment]]></category>
		<category><![CDATA[wow]]></category>
		<category><![CDATA[wow-insider]]></category>
		<category><![CDATA[Activision-Blizzard]]></category>
		<category><![CDATA[Events, real-world]]></category>
		<category><![CDATA[Fantasy]]></category>
		<category><![CDATA[investor-call]]></category>
		<category><![CDATA[MMO industry]]></category>
		<category><![CDATA[New titles]]></category>
		<category><![CDATA[subscribers]]></category>
		<category><![CDATA[world of warcraft]]></category>

		<guid isPermaLink="false">http://massively.joystiq.com/2012/02/09/wow-loses-another-100-000-subscribers/</guid>
		<description><![CDATA[Filed under: World of Warcraft, Fantasy, Events, real-world, MMO industry, New titles
	
Thanks to our sister blog WoW Insider, we've got the scoop on today's Activision-Blizzard investor call. The results? Turns out World of Warcraft isn't dying, but i...]]></description>
			<content:encoded><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/events-real-world/" rel="tag">Events, real-world</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a></p><div style="text-align: center; ">
	<a href="http://massively.joystiq.com/2012/02/09/wow-loses-another-100-000-subscribers/"><img alt="World of Warcraft" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/actibliz-live-blog-main-img-2-9-12.jpg" /></a></div>
Thanks to our sister blog <a href="http://wow.joystiq.com/2012/02/09/activision-blizzard-investor-call-live-blog/">WoW Insider</a>, we've got the scoop on today's <a href="http://massively.joystiq.com/tag/Activision/">Activision-Blizzard</a> investor call. The results? Turns out <em><a href="http://massively.joystiq.com/category/World-of-Warcraft/">World of Warcraft</a></em> isn't dying, but it's certainly seen better days in its record-breaking run. <a href="http://massively.joystiq.com/tag/Blizzard/">Blizzard</a>'s flagship MMO now boasts "only" 10.2 million subscribers worldwide (<a href="http://massively.joystiq.com/2011/11/08/activision-blizzard-loses-1-1-million-wow-players-triples-profi/">10.3 million</a> were reported during the call in November). The company believes the success of the 4.3 patch contributed to subscriber retention, as did the success of the <a href="http://massively.joystiq.com/2011/10/21/blizzcon-kicks-off-new-wow-dota-details-abound/">annual pass</a>; in fact, a million players took Blizzard up on a deal to purchase a year's worth of <em>WoW</em> in return for a free copy of <a href="http://massively.joystiq.com/tag/Diablo-III/"><em>Diablo III</em></a>.<br />
<br />
Blizzard also confirmed plans to launch at least two titles this year, including <em><a href="http://massively.joystiq.com/tag/Diablo-III/">Diablo III</a></em> in Q2. <em><a href="http://massively.joystiq.com/tag/Mists-of-Pandaria/">Mists of Pandaria</a></em>, <em>WoW's</em> much-maligned upcoming expansion, might be the other, though <em><a href="http://massively.joystiq.com/tag/Titan/">Titan</a></em>, <em><a href="http://massively.joystiq.com/tag/Blizzard-DOTA/">Blizzard DOTA</a></em>, and a new <em><a href="http://massively.joystiq.com/tag/StarCraft-II/">StarCraft II</a></em> campaign are also in the works. The company's expected revenue for 2012 is $4.5 billion US.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/02/09/wow-loses-another-100-000-subscribers/">WoW loses another 100,000 subscribers</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 09 Feb 2012 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/02/09/wow-loses-another-100-000-subscribers/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20168592/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/02/09/wow-loses-another-100-000-subscribers/#comments" title="View reader comments on this entry">Comments</a><p><ul><li>Source: <a href="http://investor.activision.com/releasedetail.cfm?ReleaseID=647732">Activision.com</a><!--//--></li><li>Via: <a href="http://wow.joystiq.com/2012/02/09/activision-blizzard-investor-call-live-blog/">WoW Insider</a><!--//--></via></ul></p>]]></content:encoded>
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		<title>TJ &amp; Pals Announces 3-Day App Giveaway from February 10-12</title>
		<link>http://www.bethegamer.com/2012/02/09/tj-pals-announces-3-day-app-giveaway-from-february-10-12/</link>
		<comments>http://www.bethegamer.com/2012/02/09/tj-pals-announces-3-day-app-giveaway-from-february-10-12/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 21:36:37 +0000</pubDate>
		<dc:creator>Computer: Games &#38; Entertainment</dc:creator>
		
		<guid isPermaLink="false">http://www.prweb.com/releases/2012/2/prweb9173634.htm</guid>
		<description><![CDATA[   From Friday February 10th until Sunday February 12th download TJ’s Dictionary for FREE from the iTunes store.(PRWeb February 09, 2012)Read the full story at http://www.prweb.com/releases/2012/2/prweb9173634.htm]]></description>
			<content:encoded><![CDATA[   <p>From Friday February 10th until Sunday February 12th download <a href="http://itunes.apple.com/us/app/tjs-picture-dictionary/id450464666">TJ’s Dictionary for FREE</a> from the iTunes store.</p><p>(PRWeb February 09, 2012)</p><p>Read the full story at <a href="http://www.prweb.com/releases/2012/2/prweb9173634.htm">http://www.prweb.com/releases/2012/2/prweb9173634.htm</a></p>]]></content:encoded>
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		<title>EVE Online&#8217;s time dilation keeping game in sync</title>
		<link>http://www.bethegamer.com/2012/02/09/eve-onlines-time-dilation-keeping-game-in-sync/</link>
		<comments>http://www.bethegamer.com/2012/02/09/eve-onlines-time-dilation-keeping-game-in-sync/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 21:00:00 +0000</pubDate>
		<dc:creator>Justin Olivetti</dc:creator>
				<category><![CDATA[ccp]]></category>
		<category><![CDATA[ccp-games]]></category>
		<category><![CDATA[eve-gate]]></category>
		<category><![CDATA[eve-online]]></category>
		<category><![CDATA[ccp-veritas]]></category>
		<category><![CDATA[charts]]></category>
		<category><![CDATA[Dev Diaries]]></category>
		<category><![CDATA[dev-diary]]></category>
		<category><![CDATA[dev-post]]></category>
		<category><![CDATA[double-stuffs]]></category>
		<category><![CDATA[eve]]></category>
		<category><![CDATA[EVE Online]]></category>
		<category><![CDATA[eve-stuffs]]></category>
		<category><![CDATA[graphs]]></category>
		<category><![CDATA[Sci-fi]]></category>
		<category><![CDATA[so-many-stuffs-you-cant-comprehend-it-all]]></category>
		<category><![CDATA[tidi]]></category>
		<category><![CDATA[time-dilation]]></category>
		<category><![CDATA[triple-stuffs]]></category>

		<guid isPermaLink="false">http://massively.joystiq.com/2012/02/09/eve-onlines-time-dilation-keeping-game-in-sync/</guid>
		<description><![CDATA[Filed under: Sci-fi, EVE Online, Dev Diaries
	
Leave it to one of the most popular MMO studios to figure out how to control time -- and do so successfully. Through technical wizardry, CCP did just that when it released a time dilation feature into EVE ...]]></description>
			<content:encoded><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/eve-online/" rel="tag">EVE Online</a>, <a href="http://massively.joystiq.com/category/dev-diaries/" rel="tag">Dev Diaries</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/02/09/eve-onlines-time-dilation-keeping-game-in-sync/"><img alt="EVE Online" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/tidi.jpg" /></a></div>
Leave it to one of the most popular MMO studios to figure out how to control time -- and do so successfully. Through technical wizardry, <a href="http://massively.joystiq.com/tag/ccp/">CCP</a> did just that when it released <a href="http://massively.joystiq.com/2011/10/02/eve-evolved-time-dilation-and-the-war-on-lag/">a time dilation feature</a> into <a href="http://massively.joystiq.com/category/eve-online/"><em>EVE Online</em></a> last month to reduce lag during massive space battles.<br />
<br />
So far, it's working great, according to <a href="http://massively.joystiq.com/tag/ccp-veritas/">CCP Veritas</a>. <a href="http://community.eveonline.com/devblog.asp?a=blog&amp;nbid=3412">In a new blog post</a>, he shows off graphs and recounts recent events that show how "TiDi" (as he calls it) is successfully slowing down in-game time to keep player commands and on-screen action in sync.<br />
<br />
"In all cases, it has kicked in appropriately when the server node has become overloaded, keeping things running responsively and sanely," he writes. "In both huge fights [shown on the graphs], the module response time was kept under one second for the vast majority of the action, which is a tremendously large improvement over the 20, 40, 600 seconds we'd sometimes see in fights of this scale."<br />
<br />
<em>EVE Online</em> has also made <a href="http://community.eveonline.com/news.asp?a=single&amp;nid=4893">a few quality of life improvements</a> to EVE Gate, including a better login system, a navigation menu tied in with the rest of the site, and a way to quickly zip to dev posts on the forums.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/02/09/eve-onlines-time-dilation-keeping-game-in-sync/">EVE Online's time dilation keeping game in sync</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 09 Feb 2012 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/02/09/eve-onlines-time-dilation-keeping-game-in-sync/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20168521/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/02/09/eve-onlines-time-dilation-keeping-game-in-sync/#comments" title="View reader comments on this entry">Comments</a><p><ul><li>Source: <a href="http://community.eveonline.com/news.asp?a=single&amp;nid=4893">EVE Online #1</a><!--//-->, <a href="http://community.eveonline.com/devblog.asp?a=blog&amp;nbid=3412">EVE Online #2</a><!--//--></li></ul></p>]]></content:encoded>
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		<title>The Perfect Ten: MMO prisons</title>
		<link>http://www.bethegamer.com/2012/02/09/the-perfect-ten-mmo-prisons/</link>
		<comments>http://www.bethegamer.com/2012/02/09/the-perfect-ten-mmo-prisons/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 20:00:00 +0000</pubDate>
		<dc:creator>Justin Olivetti</dc:creator>
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		<description><![CDATA[Filed under: World of Warcraft, Age of Conan, City of Heroes, Dungeons and Dragons Online, Fallen Earth, Opinion, Ultima Online, Humor, Champions Online, DC Universe Online, Star Wars: The Old Republic, Perfect Ten, Miscellaneous
	
Chillin' in the clin...]]></description>
			<content:encoded><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/age-of-conan/" rel="tag">Age of Conan</a>, <a href="http://massively.joystiq.com/category/city-of-heroes/" rel="tag">City of Heroes</a>, <a href="http://massively.joystiq.com/category/dungeons-and-dragons-online/" rel="tag">Dungeons and Dragons Online</a>, <a href="http://massively.joystiq.com/category/fallen-earth/" rel="tag">Fallen Earth</a>, <a href="http://massively.joystiq.com/category/opinion/" rel="tag">Opinion</a>, <a href="http://massively.joystiq.com/category/ultima-online/" rel="tag">Ultima Online</a>, <a href="http://massively.joystiq.com/category/humor/" rel="tag">Humor</a>, <a href="http://massively.joystiq.com/category/champions-online/" rel="tag">Champions Online</a>, <a href="http://massively.joystiq.com/category/dc-universe-online/" rel="tag">DC Universe Online</a>, <a href="http://massively.joystiq.com/category/star-wars-the-old-republic/" rel="tag">Star Wars: The Old Republic</a>, <a href="http://massively.joystiq.com/category/perfect-ten/" rel="tag">Perfect Ten</a>, <a href="http://massively.joystiq.com/category/misc/" rel="tag">Miscellaneous</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/02/09/the-perfect-ten-mmo-prisons/"><img alt="Perfect Ten Prisons" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/prison.jpg" /></a></div>
Chillin' in the clink. Spending time in stoney lonesome. Thrown into the slammer. Checking in to the big house. Doing (perfect) 10 to life in the hole. Learning the ropes in juvie.<br />
<br />
Prison: The only fun thing about it is the slang that people have come up to describe it. And while you may never actually want to spend any time in the crowbar hotel in real life, chances are you've already done so in MMOs. Jails are an ever-popular locale in online gaming, and they almost always deal with an epidemic of escaped -- yet still milling around casually -- prisoners.<br />
<br />
So in today's <a href="http://massively.joystiq.com/category/perfect-ten/">Perfect Ten</a>, we talked to the warden and got you a special glimpse into pixelated pokeys, if only to scare you straight. No more exploits and bots for you, young man or woman!<p><a href="http://massively.joystiq.com/2012/02/09/the-perfect-ten-mmo-prisons/" rel="bookmark">Continue reading <em>The Perfect Ten: MMO prisons</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/02/09/the-perfect-ten-mmo-prisons/">The Perfect Ten: MMO prisons</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 09 Feb 2012 15:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/02/09/the-perfect-ten-mmo-prisons/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20166667/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/02/09/the-perfect-ten-mmo-prisons/#comments" title="View reader comments on this entry">Comments</a><p><ul></ul></p>]]></content:encoded>
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		<title>Itagaki: Tecmo Tricked Me Into Releasing Dead Or Alive 2</title>
		<link>http://www.bethegamer.com/2012/02/09/itagaki-tecmo-tricked-me-into-releasing-dead-or-alive-2/</link>
		<comments>http://www.bethegamer.com/2012/02/09/itagaki-tecmo-tricked-me-into-releasing-dead-or-alive-2/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 19:36:50 +0000</pubDate>
		<dc:creator>Chris Kohler</dc:creator>
				<category><![CDATA[Devil's Third]]></category>
		<category><![CDATA[game-development]]></category>
		<category><![CDATA[Tecmo]]></category>
		<category><![CDATA[Tomonobu Itagaki]]></category>
		<category><![CDATA[Valhalla Studios]]></category>

		<guid isPermaLink="false">http://www.wired.com/gamelife/?p=41986</guid>
		<description><![CDATA[LAS VEGAS &#8212; Ninja Gaiden creator Tomonobu Itagaki almost quit making videogames when his company tricked him into releasing an unfinished title, he said on Thursday. Itagaki, who has since left Tecmo and started an independent game studio called Valhalla, said in his speech at the annual DICE Summit that he only had two and [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_41987" class="wp-caption alignnone" style="width: 670px"><a href="http://www.wired.com/gamelife/2012/02/itagaki-dice-2012/tomonobu-itagaki/" rel="attachment wp-att-41987"><img src="http://www.wired.com/images_blogs/gamelife/2012/02/Tomonobu-Itagaki-e1328815224925-660x438.jpg" alt="" title="Tomonobu Itagaki" width="660" height="438" class="size-large wp-image-41987" /></a><p class="wp-caption-text"><em>Photo courtesy AIAS</em></p></div>
<p>LAS VEGAS &#8212; <cite>Ninja Gaiden</cite> creator Tomonobu Itagaki almost quit making videogames when his company tricked him into releasing an unfinished title, he said on Thursday.</p>
<p>Itagaki, who has since left Tecmo and started an independent game studio called Valhalla, said in his speech at <a href="http://www.wired.com/gamelife/2012/02/dice-summit-2012/">the annual DICE Summit</a> that he only had two and a half months to port the fighting game <cite>Dead or Alive 2</cite> to the PlayStation 2 in time for the home platform&#8217;s launch in March 2000.</p>
<p>&#8220;All of the staff, led by me, fought for a victory with all their energy,&#8221; Itagaki said through an onstage translator. &#8220;But unfortunately, the result wasn&#8217;t what we expected.&#8221;</p>
<p>As the deadline of the PlayStation 2&#8242;s launch grew closer, the company&#8217;s sales general manager approached Itagaki at his desk.</p>
<p>&#8220;Can I borrow a copy of this so I can play it a little?&#8221; Itagaki remembers the manager saying.</p>
<p><span id="more-41986"></span></p>
<p>&#8220;I said, sure, yeah, go on, and I handed him the disc which was still under development,&#8221; Itagaki said. &#8220;But this disc was never played by them.&#8221;</p>
<p>Instead, Itagaki said to the crowd of game developers and executives, &#8220;it was taken into a factory for production on that day without me knowing it.&#8221;</p>
<p>Tecmo, Itagaki said, &#8220;made a huge profit.&#8221; But the release of what he called an unfinished game sent Itagaki into a spiral of depression.</p>
<p>&#8220;I thought I would quit making games,&#8221; he said. He started saying home, drinking from morning until night. He&#8217;d cry as he watched the movie <cite>Armageddon</cite> over and over again with his then three-year-old daughter, listening to Aerosmith&#8217;s theme song &#8220;I Don&#8217;t Want to Miss a Thing.&#8221;</p>
<p>Eventually, he went back to work with a renewed sense of purpose, creating the follow-up game <cite>Dead or Alive 2: Hardcore</cite> in the state that he and his team wanted it to be.</p>
<p>&#8220;No matter what anyone says, Aerosmith and <cite>Armageddon</cite> were the ones who saved my life, my company, my friends and my family,&#8221; Itagaki concluded.</p>

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		<title>Educator and Master’s Student Chooses TextAloud to Read, Teach, and&#8230;</title>
		<link>http://www.bethegamer.com/2012/02/09/educator-and-master%e2%80%99s-student-chooses-textaloud-to-read-teach-and/</link>
		<comments>http://www.bethegamer.com/2012/02/09/educator-and-master%e2%80%99s-student-chooses-textaloud-to-read-teach-and/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 19:34:19 +0000</pubDate>
		<dc:creator>Computer: Games &#38; Entertainment</dc:creator>
		
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		<description><![CDATA[   Text to Speech software from NextUp.com helps Elementary Education student Steven Service maximize reading time, improve writing skills, and even to achieve his Master’s degree and thesis presentation(PRWeb February 09, 2012)Read the full story at...]]></description>
			<content:encoded><![CDATA[   <p>Text to Speech software from NextUp.com helps Elementary Education student Steven Service maximize reading time, improve writing skills, and even to achieve his Master’s degree and thesis presentation</p><p>(PRWeb February 09, 2012)</p><p>Read the full story at <a href="http://www.prweb.com/releases/2012/2/prweb9181915.htm">http://www.prweb.com/releases/2012/2/prweb9181915.htm</a></p>]]></content:encoded>
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		<title>Visions of a Gaming Apocalypse Kick Off Annual DICE Summit</title>
		<link>http://www.bethegamer.com/2012/02/09/visions-of-a-gaming-apocalypse-kick-off-annual-dice-summit/</link>
		<comments>http://www.bethegamer.com/2012/02/09/visions-of-a-gaming-apocalypse-kick-off-annual-dice-summit/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 19:26:35 +0000</pubDate>
		<dc:creator>Chris Kohler</dc:creator>
				<category><![CDATA[Business Matters]]></category>

		<guid isPermaLink="false">http://www.wired.com/gamelife/?p=41973</guid>
		<description><![CDATA[LAS VEGAS -- The presentations at the annual DICE Summit are meant to be something like the videogame industry's version of TED talks, big-think speeches meant to inspire gamemakers with new ideas. This year's DICE Summit began on a considerably different note, with a pair of speakers who had no end of harsh predictions.]]></description>
			<content:encoded><![CDATA[<div id="attachment_41976" class="wp-caption alignnone" style="width: 670px"><a href="http://www.wired.com/gamelife/2012/02/dice-summit-2012/kaplan_leydon/" rel="attachment wp-att-41976"><img class="size-large wp-image-41976" title="Kaplan_Leydon" src="http://www.wired.com/images_blogs/gamelife/2012/02/Kaplan_Leydon-660x440.jpg" alt="" width="660" height="440" /></a><p class="wp-caption-text">At the DICE Summit, Addmired CEO Gabriel Leydon (R) tells Zebra Partners principal Perrin Kaplan that free-to-play games will destroy the traditional gaming console.<br /><em>Photo courtesy AIAS</em></p></div>
<p>LAS VEGAS &#8212; The presentations at the annual DICE Summit are meant to be something like the videogame industry&#8217;s version of TED talks, big-think speeches meant to inspire gamemakers with new ideas. This year&#8217;s DICE Summit began on a considerably different note, with a pair of speakers who had no end of gloomy predictions.</p>
<p>&#8220;The only thing that saved Hollywood is that Sylvester Stallone is too old to make <cite>Rocky</cite> movies and Mel Gibson is too crazy to keep making <cite>Lethal Weapon</cite> movies,&#8221; said Wedbush Securities managing director Michael Pachter during a debate session called &#8220;Hot Topics&#8221; Wednesday evening.</p>
<p>Game publishers, he said, have no such incentive to stop cranking out sequels: &#8220;I think we&#8217;ll be playing <cite>Call of Duty 37</cite> years from now; they&#8217;ll be up to two [games] a year by then.&#8221;</p>
<p><span id="more-41973"></span></p>
<p>DICE (Design, Innovate, Communicate, Entertain) is the game industry’s first big conference of the year. Geared toward gaming executives, and put on by the Academy of Interactive Arts &#038; Sciences, the gathering is normally characterized by an upbeat, optimistic tone. </p>
<p>This year, not so much. Pachter, a financial analyst who covers game-industry stocks, predicted that game publishers would start to die off and leave only a few major ones behind. &#8220;You&#8217;ll end up with two big publishers, Activision and [Electronic Arts],&#8221; plus the game hardware makers, he said, noting that <cite>Grand Theft Auto</cite> publisher Take-Two and <cite>Assassin&#8217;s Creed</cite> maker Ubisoft may also be able to stick around.</p>
<p>As an example of a publisher in serious jeopardy, Pachter named THQ, which recently <a href="http://latimesblogs.latimes.com/entertainmentnewsbuzz/2012/02/thq-lays-off-240-workers-docks-ceo-pay-restructures.html">went through massive layoffs and saw its CEO&#8217;s salary cut</a> after disappointing financial results.</p>
<p>The ever-growing cost of producing big-budget videogames has the effect of &#8220;stifling creativity,&#8221; Pachter said, since publishers won&#8217;t take a risk on a non-sequel if it costs too much. One exception, he said, was Take-Two&#8217;s relationship with its <cite>Grand Theft Auto</cite> development unit Rockstar.</p>
<p>&#8220;There are enlightened publishers. They let their developers tell them what they&#8217;re going to make,&#8221; he said, naming Take-Two developers Rockstar, Sid Meier and Ken Levine (<cite>BioShock</cite>) as examples of creators who have &#8220;free rein.&#8221;</p>
<p>&#8220;They do come up with really interesting new [ideas] and it&#8217;s working for them,&#8221; Pachter said.</p>
<h2>Free-to-Play Eating Consoles&#8217; Lunch?</h2>
<p>More firebombs were thrown at DICE by Gabriel Leydon, the CEO of <a href="http://www.addmired.com/">Addmired</a>, a company that makes games that are free to play and supported by in-game purchases.</p>
<p>Leydon was convinced that his company&#8217;s business model would mean the death of the Xbox, and made no bones about his disdain for the game console business.</p>
<div class="pullquote">&#8220;The console market is fueling the free-to-play market through their abuses of the consumer.&#8221;</div>
<p>&#8220;The console market is fueling the free-to-play market through their abuses of the consumer,&#8221; he said. The &#8220;abuses&#8221; Leydon described were the continuing churn of sequels, &#8220;online passes&#8221; that make games more difficult to sell back, and the possibility that new consoles may lock out used games entirely.</p>
<p>Leydon said that because free-to-play games don&#8217;t make money unless people continually play them, the designers of these games are motivated to keep people playing in a way that console developers are not.</p>
<p>&#8220;If you have legions of developers making games that have to have [players'] time to make money, how do [players] have time to play anything else?&#8221; he said.</p>
<p>While Leydon&#8217;s debate opponent Perrin Kaplan, a public relations executive formerly with Nintendo, agreed that mobile games were a threat to traditional handheld gaming, she disagreed that free-to-play games would &#8220;eat the lunch&#8221; of consoles. A game like <cite>The Legend of Zelda: Skyward Sword</cite> is worth paying up front for because of its high quality, she said.</p>
<p>&#8220;That&#8217;s the exact same argument that coin-op [gamemakers] used for 15 years,&#8221; Leydon quickly shot back, noting that he had worked at Atari in the late eighties. &#8220;We can make prettier games. We&#8217;re gonna keep ratcheting up the prices of what we&#8217;re making to provide an alternative experience to the less-friction platform.&#8221;</p>
<p>Towards the end of the session, Kaplan asked perhaps the important question about free-to-play game design.</p>
<p>&#8220;Is it profitable?&#8221; she said.</p>
<p>Leydon paused his rapid-fire delivery for a moment. &#8220;It can be,&#8221; he said. Another pause. Then: &#8220;And you can also throw your money down a black hole, too.&#8221;</p>

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		<title>You (yes, you) can expand Firefall&#8217;s gameworld</title>
		<link>http://www.bethegamer.com/2012/02/09/you-yes-you-can-expand-firefalls-gameworld/</link>
		<comments>http://www.bethegamer.com/2012/02/09/you-yes-you-can-expand-firefalls-gameworld/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 19:00:00 +0000</pubDate>
		<dc:creator>Jef Reahard</dc:creator>
				<category><![CDATA[beta]]></category>
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		<category><![CDATA[firefall]]></category>
		<category><![CDATA[free-to-play]]></category>
		<category><![CDATA[Game mechanics]]></category>
		<category><![CDATA[mark-kern]]></category>
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		<guid isPermaLink="false">http://massively.joystiq.com/2012/02/09/you-yes-you-can-expand-firefalls-gameworld/</guid>
		<description><![CDATA[Filed under: Betas, Sci-fi, Trailers, Video, Business models, Game mechanics, MMO industry, New titles, News items, Free-to-play, MMOFPS
	
Red 5 Studios is making a little marketing push for Firefall, and the first salvo takes the form of a new dev dia...]]></description>
			<content:encoded><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/betas/" rel="tag">Betas</a>, <a href="http://massively.joystiq.com/category/sci-fi/" rel="tag">Sci-fi</a>, <a href="http://massively.joystiq.com/category/trailers/" rel="tag">Trailers</a>, <a href="http://massively.joystiq.com/category/video/" rel="tag">Video</a>, <a href="http://massively.joystiq.com/category/business-models/" rel="tag">Business models</a>, <a href="http://massively.joystiq.com/category/game-mechanics/" rel="tag">Game mechanics</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/new-titles/" rel="tag">New titles</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/free-to-play/" rel="tag">Free-to-play</a>, <a href="http://massively.joystiq.com/category/mmofps/" rel="tag">MMOFPS</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/02/09/you-yes-you-can-expand-firefalls-gameworld/"><img alt="Firefall - power-gliding" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/firefallgliding.jpg" /></a></div>
<a href="http://massively.joystiq.com/tag/red-5-studios">Red 5 Studios</a> is making a little marketing push for <a href="http://massively.joystiq.com/category/firefall"><em>Firefall</em></a>, and the first salvo takes the form of a new dev diary video starring CEO <a href="http://massively.joystiq.com/tag/mark-kern">Mark Kern</a>.<br />
<br />
If you're not familiar with the game, this clip is a great place to start. Kern explains how <em>Firefall</em> is really two titles in one, with the first game being a ginormous open world featuring loads of PvE content. The second game is centered around <em>Firefall's</em> e-sport components, which include ranked leaderboard matches ranging from 5-on-5 to 15-on-15.<br />
<br />
Kern also mentions the game's unique take on beta and launch. In basic terms, Red 5 implements feature sets, collects beta feedback, and iterates on down the line (as opposed to presenting a finished product for mass beta testing). This staged approach will also apply to the game's launch, and Kern says the game will be rolled out "organically" much like Google's Gmail service.<br />
<br />
Finally, content expansion in <em>Firefall</em> will be player-driven. Cross-server cooperation will be necessary to craft MRU units that will expand the playable area from 10 square miles to an entire globe. Kern also touches on the trendy games-as-a-service mandate, and he says that as long as players are around to support <em>Firefall</em>, Red 5 will be around to generate new content. Watch the full video after the break.<p><a href="http://massively.joystiq.com/2012/02/09/you-yes-you-can-expand-firefalls-gameworld/" rel="bookmark">Continue reading <em>You (yes, you) can expand Firefall's gameworld</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/02/09/you-yes-you-can-expand-firefalls-gameworld/">You (yes, you) can expand Firefall's gameworld</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 09 Feb 2012 14:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/02/09/you-yes-you-can-expand-firefalls-gameworld/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20168377/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/02/09/you-yes-you-can-expand-firefalls-gameworld/#comments" title="View reader comments on this entry">Comments</a><p><ul><li>Source: <a href="http://www.youtube.com/watch?v=JQrQWRiXFss&amp;feature=youtu.be">YouTube</a><!--//--></li></ul></p>]]></content:encoded>
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		<title>SWTOR Secrets Guide By Tony Sanders Now Updated To Help Players with&#8230;</title>
		<link>http://www.bethegamer.com/2012/02/09/swtor-secrets-guide-by-tony-sanders-now-updated-to-help-players-with/</link>
		<comments>http://www.bethegamer.com/2012/02/09/swtor-secrets-guide-by-tony-sanders-now-updated-to-help-players-with/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 17:34:07 +0000</pubDate>
		<dc:creator>Computer: Games &#38; Entertainment</dc:creator>
		
		<guid isPermaLink="false">http://www.prweb.com/releases/SWTORSecretsGuide/TonySandersTDub/prweb9182075.htm</guid>
		<description><![CDATA[   Many people don&#039;t have the luxury of having lots of time to play SWTOR. SWTOR Secrets Guide, with more information at http://swtorsecretsguide.org and a...(PRWeb February 09, 2012)Read the full story at http://www.prweb.com/releases/SWTORSecrets...]]></description>
			<content:encoded><![CDATA[   <p>Many people don&#39;t have the luxury of having lots of time to play SWTOR. SWTOR Secrets Guide, with more information at <a href="http://swtorsecretsguide.org">http://swtorsecretsguide.org</a> and a...</p><p>(PRWeb February 09, 2012)</p><p>Read the full story at <a href="http://www.prweb.com/releases/SWTORSecretsGuide/TonySandersTDub/prweb9182075.htm">http://www.prweb.com/releases/SWTORSecretsGuide/TonySandersTDub/prweb9182075.htm</a></p>]]></content:encoded>
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		<title>zuuka Debuts the New York Times Best Seller The Lonely Doll(R) as&#8230;</title>
		<link>http://www.bethegamer.com/2012/02/09/zuuka-debuts-the-new-york-times-best-seller-the-lonely-dollr-as/</link>
		<comments>http://www.bethegamer.com/2012/02/09/zuuka-debuts-the-new-york-times-best-seller-the-lonely-dollr-as/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 17:03:49 +0000</pubDate>
		<dc:creator>Computer: Games &#38; Entertainment</dc:creator>
		
		<guid isPermaLink="false">http://www.prweb.com/releases/2012/2/prweb9182084.htm</guid>
		<description><![CDATA[   Portion of Proceeds to be Donated to Born Free USA in Support of Ending Wild Animal Suffering(PRWeb February 09, 2012)Read the full story at http://www.prweb.com/releases/2012/2/prweb9182084.htm]]></description>
			<content:encoded><![CDATA[   <p>Portion of Proceeds to be Donated to Born Free USA in Support of Ending Wild Animal Suffering</p><p>(PRWeb February 09, 2012)</p><p>Read the full story at <a href="http://www.prweb.com/releases/2012/2/prweb9182084.htm">http://www.prweb.com/releases/2012/2/prweb9182084.htm</a></p>]]></content:encoded>
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		<title>P&amp;D Captial Announces Upcoming Game Release for iOS:  Quake Escape</title>
		<link>http://www.bethegamer.com/2012/02/09/pd-captial-announces-upcoming-game-release-for-ios-quake-escape/</link>
		<comments>http://www.bethegamer.com/2012/02/09/pd-captial-announces-upcoming-game-release-for-ios-quake-escape/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 16:03:11 +0000</pubDate>
		<dc:creator>Computer: Games &#38; Entertainment</dc:creator>
		
		<guid isPermaLink="false">http://www.prweb.com/releases/pndcapital/2012/prweb9179438.htm</guid>
		<description><![CDATA[   Quake Escape will take place during a time of continuous and severe catastrophes occurring all over the world.  The goal in the game is to survive the natural disasters.(PRWeb February 09, 2012)Read the full story at http://www.prweb.com/releases/pn...]]></description>
			<content:encoded><![CDATA[   <p>Quake Escape will take place during a time of continuous and severe catastrophes occurring all over the world.  The goal in the game is to survive the natural disasters.</p><p>(PRWeb February 09, 2012)</p><p>Read the full story at <a href="http://www.prweb.com/releases/pndcapital/2012/prweb9179438.htm">http://www.prweb.com/releases/pndcapital/2012/prweb9179438.htm</a></p>]]></content:encoded>
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		<title>RIFT in China: &#8216;biggest game deal ever&#8217; for a Western MMO</title>
		<link>http://www.bethegamer.com/2012/02/09/rift-in-china-biggest-game-deal-ever-for-a-western-mmo/</link>
		<comments>http://www.bethegamer.com/2012/02/09/rift-in-china-biggest-game-deal-ever-for-a-western-mmo/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 16:00:00 +0000</pubDate>
		<dc:creator>Jef Reahard</dc:creator>
				<category><![CDATA[Rift]]></category>
		<category><![CDATA[trion]]></category>
		<category><![CDATA[trion-worlds]]></category>
		<category><![CDATA[Business models]]></category>
		<category><![CDATA[chinese-market]]></category>
		<category><![CDATA[Fantasy]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[Lars-Buttler]]></category>
		<category><![CDATA[MMO industry]]></category>
		<category><![CDATA[News items]]></category>
		<category><![CDATA[publishing-deal]]></category>
		<category><![CDATA[red-door]]></category>
		<category><![CDATA[rift]]></category>
		<category><![CDATA[shanda]]></category>
		<category><![CDATA[shanda-games]]></category>

		<guid isPermaLink="false">http://massively.joystiq.com/2012/02/09/rift-in-china-biggest-game-deal-ever-for-a-western-mmo/</guid>
		<description><![CDATA[Filed under: Fantasy, Business models, MMO industry, News items, RIFT
	
How big is RIFT? Big enough to attract one of China's heavyweight MMO houses, apparently. Trion has announced a partnership with publishing giant Shanda that will bring RIFT to the...]]></description>
			<content:encoded><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/business-models/" rel="tag">Business models</a>, <a href="http://massively.joystiq.com/category/mmo-industry/" rel="tag">MMO industry</a>, <a href="http://massively.joystiq.com/category/news-items/" rel="tag">News items</a>, <a href="http://massively.joystiq.com/category/rift/" rel="tag">RIFT</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/02/09/rift-in-china-biggest-game-deal-ever-for-a-western-mmo/"><img alt="RIFT - Defiant elf" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/kelari-news.jpg" /></a></div>
How big is <a href="http://massively.joystiq.com/category/rift"><em>RIFT</em></a>? Big enough to attract one of China's heavyweight MMO houses, apparently. <a href="http://massively.joystiq.com/tag/trion">Trion</a> has announced a partnership with publishing giant <a href="http://massively.joystiq.com/tag/shanda">Shanda</a> that will bring <em>RIFT</em> to the Chinese gaming market, and CEO <a href="http://massively.joystiq.com/tag/lars-buttler">Lars Buttler</a> tells <a href="http://www.gamasutra.com/view/news/40204/Rift_heading_to_China_in_biggest_game_deal_ever_for_a_Western_MMO.php">Gamasutra</a> that expanding the game's global reach is only the beginning.<br />
<br />
"We do a lot right, but we think there's so much to learn from Asia, and a company like Shanda that has been in the market so long, and has innovated in so many ways, is a great partner to work with and learn from," Buttler says.<br />
<br />
Trion is flexing its muscles -- and broadening its horizons -- on the strength of a <a href="http://massively.joystiq.com/2012/01/19/rift-revenues-reached-100-million-in-2011-trion-secures-new-fu/">banner year</a> that included a hefty influx of investment capital as well as <em>RIFT's</em> $100 million revenue windfall. Trion is also developing an MMORTS called <a href="http://massively.joystiq.com/tag/end-of-nations"><em>End of Nations</em></a> and an MMO shooter called <a href="http://massively.joystiq.com/tag/defiance"><em>Defiance</em></a>. Additionally, the firm is fleshing out its Red Door program which will outsource its development platform and distribution channels to third-parties.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/02/09/rift-in-china-biggest-game-deal-ever-for-a-western-mmo/">RIFT in China: 'biggest game deal ever' for a Western MMO</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 09 Feb 2012 11:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/02/09/rift-in-china-biggest-game-deal-ever-for-a-western-mmo/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20168106/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/02/09/rift-in-china-biggest-game-deal-ever-for-a-western-mmo/#comments" title="View reader comments on this entry">Comments</a><p><ul><li>Source: <a href="http://www.gamasutra.com/view/news/40204/Rift_heading_to_China_in_biggest_game_deal_ever_for_a_Western_MMO.php">Gamasutra</a><!--//--></li></ul></p>]]></content:encoded>
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		<title>How to Draw Dinosaurs iBook by JMG Studios is Now Available for&#8230;</title>
		<link>http://www.bethegamer.com/2012/02/09/how-to-draw-dinosaurs-ibook-by-jmg-studios-is-now-available-for/</link>
		<comments>http://www.bethegamer.com/2012/02/09/how-to-draw-dinosaurs-ibook-by-jmg-studios-is-now-available-for/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 15:03:07 +0000</pubDate>
		<dc:creator>Computer: Games &#38; Entertainment</dc:creator>
		
		<guid isPermaLink="false">http://www.prweb.com/releases/2012/2/prweb9173920.htm</guid>
		<description><![CDATA[   JMG Studios has developed an iBook that teaches children how to draw dinosaurs. Children who love to draw will really appreciate this creative new iBook.(PRWeb February 09, 2012)Read the full story at http://www.prweb.com/releases/2012/2/prweb917392...]]></description>
			<content:encoded><![CDATA[   <p>JMG Studios has developed an iBook that teaches children how to draw dinosaurs. Children who love to draw will really appreciate this creative new iBook.</p><p>(PRWeb February 09, 2012)</p><p>Read the full story at <a href="http://www.prweb.com/releases/2012/2/prweb9173920.htm">http://www.prweb.com/releases/2012/2/prweb9173920.htm</a></p>]]></content:encoded>
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		<title>The world of World of Warcraft recreated in Minecraft</title>
		<link>http://www.bethegamer.com/2012/02/09/the-world-of-world-of-warcraft-recreated-in-minecraft/</link>
		<comments>http://www.bethegamer.com/2012/02/09/the-world-of-world-of-warcraft-recreated-in-minecraft/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 14:00:00 +0000</pubDate>
		<dc:creator>Justin Olivetti</dc:creator>
				<category><![CDATA[wow]]></category>
		<category><![CDATA[azeroth]]></category>
		<category><![CDATA[Culture]]></category>
		<category><![CDATA[custom-software]]></category>
		<category><![CDATA[Fantasy]]></category>
		<category><![CDATA[funny]]></category>
		<category><![CDATA[Humor]]></category>
		<category><![CDATA[insane-projects]]></category>
		<category><![CDATA[kalimdor]]></category>
		<category><![CDATA[LEGO]]></category>
		<category><![CDATA[LEGO-bricks]]></category>
		<category><![CDATA[Minecraft]]></category>
		<category><![CDATA[minecraft-blocks]]></category>
		<category><![CDATA[model]]></category>
		<category><![CDATA[mods]]></category>
		<category><![CDATA[recreation]]></category>
		<category><![CDATA[rumsey]]></category>
		<category><![CDATA[world of warcraft]]></category>

		<guid isPermaLink="false">http://massively.joystiq.com/2012/02/09/the-world-of-world-of-warcraft-recreated-in-minecraft/</guid>
		<description><![CDATA[Filed under: World of Warcraft, Fantasy, Culture
	
Minecraft players are well-known for their insane, over-the-top LEGO building projects, but one may have all the rest beat. A player named Rumsey is in the process of recreating the entire world of Aze...]]></description>
			<content:encoded><![CDATA[<p>Filed under: <a href="http://massively.joystiq.com/category/world-of-warcraft/" rel="tag">World of Warcraft</a>, <a href="http://massively.joystiq.com/category/fantasy/" rel="tag">Fantasy</a>, <a href="http://massively.joystiq.com/category/culture/" rel="tag">Culture</a></p><div style="text-align: center;">
	<a href="http://massively.joystiq.com/2012/02/09/the-world-of-world-of-warcraft-recreated-in-minecraft/"><img alt="Minecraft" src="http://www.blogcdn.com/massively.joystiq.com/media/2012/02/kalimdor.jpg" /></a></div>
<a href="http://massively.joystiq.com/tag/Minecraft/"><em>Minecraft</em></a> players are well-known for their insane, over-the-top LEGO building projects, but one may have all the rest beat. A player named Rumsey is in the process of recreating the entire world of Azeroth from <a href="http://massively.joystiq.com/category/world-of-warcraft"><em>World of Warcraft</em></a> inside the game, and while it's not completed quite yet, <a href="http://www.minecraftforum.net/topic/997352-crafting-azeroth/">it's already incredibly impressive</a>.<br />
<br />
Rumsey says that he had to cheat a little: Instead of placing every single block by hand, he wrote a piece of software that helps to automate the process of making full-scale version of the world. He's recently completed one continent -- Kalimdor -- and has plans to do the others as well as all of <em>WoW's</em> dungeons. He says that the only problem he's run into is <em>Minecraft's</em> height limit of 128 blocks, so he's had to employ mods to get around that.<br />
<br />
When the project is complete, Rumsey has hopes that it will be hosted online for tourists to visit this much blockier version of their favorite <em>WoW </em>stomping grounds.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://massively.joystiq.com"><img src="http://www.blogsmithmedia.com/www.joystiq.com/media/feedlogo.gif" alt="Massively" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://massively.joystiq.com/2012/02/09/the-world-of-world-of-warcraft-recreated-in-minecraft/">The world of World of Warcraft recreated in Minecraft</a> originally appeared on <a href="http://massively.joystiq.com">Massively</a> on Thu, 09 Feb 2012 09:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://massively.joystiq.com/2012/02/09/the-world-of-world-of-warcraft-recreated-in-minecraft/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/forward/20167962/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://massively.joystiq.com/2012/02/09/the-world-of-world-of-warcraft-recreated-in-minecraft/#comments" title="View reader comments on this entry">Comments</a><p><ul><li>Source: <a href="http://www.minecraftforum.net/topic/997352-crafting-azeroth/">Minecraft forums</a><!--//--></li><li>Via: <a href="http://www.joystiq.com/2012/02/08/the-entire-world-of-warcraft-being-recreated-with-minecraft-bloc/">Joystiq</a><!--//--></via></ul></p>]]></content:encoded>
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