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	<title>Comments on: Once upon a time in flash game development &#8211; part I</title>
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	<link>http://blog.vortixgames.com/once-upon-a-time-in-flash-game-development-part-i</link>
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		<title>By: Roj</title>
		<link>http://blog.vortixgames.com/once-upon-a-time-in-flash-game-development-part-i/comment-page-1#comment-164</link>
		<dc:creator>Roj</dc:creator>
		<pubDate>Mon, 03 Aug 2009 14:05:15 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=454#comment-164</guid>
		<description>Totally agree with you. Actually, we&#039;ve been working on our game for four months and now we&#039;ve seen that sponsorship offers are too low for that. Well, we&#039;ll have to go with micropayments to avoid a production/business fail.</description>
		<content:encoded><![CDATA[<p>Totally agree with you. Actually, we&#8217;ve been working on our game for four months and now we&#8217;ve seen that sponsorship offers are too low for that. Well, we&#8217;ll have to go with micropayments to avoid a production/business fail.</p>
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		<title>By: Vlad</title>
		<link>http://blog.vortixgames.com/once-upon-a-time-in-flash-game-development-part-i/comment-page-1#comment-162</link>
		<dc:creator>Vlad</dc:creator>
		<pubDate>Mon, 03 Aug 2009 08:21:01 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=454#comment-162</guid>
		<description>You mentioned &quot;formulas&quot;. Just hit me that the problem is maybe the formulas... we discuss formulas all the time, being that one (most revenue with least work) mentioned a lot.

This post series could go on forever I guess... what to do, what not to do, why not hearing what the mob has to say (woooooo this one sounds rant&#039;ish and highly flamable), why do things happen and so on. We&#039;ll see...</description>
		<content:encoded><![CDATA[<p>You mentioned &#8220;formulas&#8221;. Just hit me that the problem is maybe the formulas&#8230; we discuss formulas all the time, being that one (most revenue with least work) mentioned a lot.</p>
<p>This post series could go on forever I guess&#8230; what to do, what not to do, why not hearing what the mob has to say (woooooo this one sounds rant&#8217;ish and highly flamable), why do things happen and so on. We&#8217;ll see&#8230;</p>
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		<title>By: diamondTearz</title>
		<link>http://blog.vortixgames.com/once-upon-a-time-in-flash-game-development-part-i/comment-page-1#comment-160</link>
		<dc:creator>diamondTearz</dc:creator>
		<pubDate>Mon, 03 Aug 2009 00:57:55 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=454#comment-160</guid>
		<description>Excellent post!  I can&#039;t wait for part 2.  I think this is similar top some of the burnout we are seeing in the  appstore/iPhone Market.  One folks stop thinking about the fun they had making a game and start focusing too much on the ROI as being purely revenue then the fun part starts to slip away.  Instead of what fun silly or expressive game can I make? people start asking themselves more about selling trends and what could get revenue with the least work (not the formula for that next unique visionary game).</description>
		<content:encoded><![CDATA[<p>Excellent post!  I can&#8217;t wait for part 2.  I think this is similar top some of the burnout we are seeing in the  appstore/iPhone Market.  One folks stop thinking about the fun they had making a game and start focusing too much on the ROI as being purely revenue then the fun part starts to slip away.  Instead of what fun silly or expressive game can I make? people start asking themselves more about selling trends and what could get revenue with the least work (not the formula for that next unique visionary game).</p>
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