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	<title>AlwaysOn Technologies &#187; monopoly</title>
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	<description>Bringing Cloud Computing to the Consumer</description>
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		<title>Why Sky High Development Budget is Good for Publishers</title>
		<link>http://www.alwaysontechnologies.com/blog/2008/06/22/why-sky-high-development-budget-is-good-for-publishers/</link>
		<comments>http://www.alwaysontechnologies.com/blog/2008/06/22/why-sky-high-development-budget-is-good-for-publishers/#comments</comments>
		<pubDate>Sun, 22 Jun 2008 23:37:03 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
				<category><![CDATA[Video Gaming]]></category>
		<category><![CDATA[development budget]]></category>
		<category><![CDATA[games industry]]></category>
		<category><![CDATA[GTA IV]]></category>
		<category><![CDATA[marketing]]></category>
		<category><![CDATA[microsoft]]></category>
		<category><![CDATA[monopoly]]></category>
		<category><![CDATA[publisher]]></category>
		<category><![CDATA[Punisher]]></category>
		<category><![CDATA[sony]]></category>

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		<description><![CDATA[The cost of developing a game has increased exponentially over the past few years. The first game I worked, &#8216;The Punisher,&#8217; had a development budget of six million dollars. I would say that&#8217;s in the middle range of development cost during that time. Nowadays, just marketing a high profile game will cost that much, with <a href="http://www.alwaysontechnologies.com/blog/2008/06/22/why-sky-high-development-budget-is-good-for-publishers/" class="more-link">More &#62;</a>]]></description>
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