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	<title>AlwaysOn Technologies &#187; publisher</title>
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		<title>Game Developers Are From Mercury and Marketing Is From Neptune</title>
		<link>http://www.alwaysontechnologies.com/blog/2008/09/20/game-developers-are-from-mercury-and-marketing-is-from-neptune/</link>
		<comments>http://www.alwaysontechnologies.com/blog/2008/09/20/game-developers-are-from-mercury-and-marketing-is-from-neptune/#comments</comments>
		<pubDate>Sat, 20 Sep 2008 17:53:46 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
				<category><![CDATA[Video Gaming]]></category>
		<category><![CDATA[game developer]]></category>
		<category><![CDATA[marketing]]></category>
		<category><![CDATA[okami]]></category>
		<category><![CDATA[psychonauts]]></category>
		<category><![CDATA[publisher]]></category>

		<guid isPermaLink="false">http://alwaysongames.com/blog/2008/09/20/game-developers-are-from-mercury-and-marketing-is-from-neptune/</guid>
		<description><![CDATA[One of the big bogeymen in stories that developers tell each other is the &#8220;Marketing Department.&#8221; The story always ends up the same way, &#8220;and then we had to change the game &#8230; for the worse.&#8221; If you read any developer&#8217;s blogs, it is clear that most don&#8217;t hold marketing in high esteem. They are <a href="http://www.alwaysontechnologies.com/blog/2008/09/20/game-developers-are-from-mercury-and-marketing-is-from-neptune/" class="more-link">More &#62;</a>]]></description>
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		<slash:comments>0</slash:comments>
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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>

		<guid isPermaLink="false">http://alwaysongames.com/blog/2008/06/22/why-sky-high-development-budget-is-good-for-publishers/</guid>
		<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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		<slash:comments>0</slash:comments>
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		<title>The Games Industry Needs More Competence Not &#8216;Innovation&#8217;</title>
		<link>http://www.alwaysontechnologies.com/blog/2008/06/12/the-games-industry-needs-more-competence-not-innovation/</link>
		<comments>http://www.alwaysontechnologies.com/blog/2008/06/12/the-games-industry-needs-more-competence-not-innovation/#comments</comments>
		<pubDate>Thu, 12 Jun 2008 22:46:59 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
				<category><![CDATA[Video Gaming]]></category>
		<category><![CDATA[games industry]]></category>
		<category><![CDATA[gears of war]]></category>
		<category><![CDATA[publisher]]></category>
		<category><![CDATA[thomas edison]]></category>
		<category><![CDATA[Uncharted]]></category>

		<guid isPermaLink="false">http://alwaysongames.com/blog/2008/06/12/the-games-industry-needs-more-competence-not-innovation/</guid>
		<description><![CDATA[One of the perennial complaints leveled against the games industry is that the industry is &#8216;Stagnant&#8217; and needs more &#8216;Innovation.&#8217; I&#8217;ve fallen into that train of thought myself a couple of years ago during the period known as &#8216;The Time of Brown Military Shooters.&#8217; Gradually, I came to another realization, what I really want to <a href="http://www.alwaysontechnologies.com/blog/2008/06/12/the-games-industry-needs-more-competence-not-innovation/" class="more-link">More &#62;</a>]]></description>
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		<slash:comments>4</slash:comments>
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		<title>The Publisher/Game Studio Relationship</title>
		<link>http://www.alwaysontechnologies.com/blog/2008/05/26/the-publishergame-studio-relationship/</link>
		<comments>http://www.alwaysontechnologies.com/blog/2008/05/26/the-publishergame-studio-relationship/#comments</comments>
		<pubDate>Tue, 27 May 2008 02:46:14 +0000</pubDate>
		<dc:creator>Lida</dc:creator>
				<category><![CDATA[Video Gaming]]></category>
		<category><![CDATA[bioshock]]></category>
		<category><![CDATA[chemical x]]></category>
		<category><![CDATA[game developer]]></category>
		<category><![CDATA[greenlight]]></category>
		<category><![CDATA[marketing]]></category>
		<category><![CDATA[publisher]]></category>

		<guid isPermaLink="false">http://alwaysongames.com/blog/2008/05/26/the-publishergame-studio-relationship/</guid>
		<description><![CDATA[Since the blog is called &#8220;Inside the Game Developer Studio,&#8221; I should talk a little bit about what a game studio is. A game studio is where the eternal dance between the money, the monkey, and marketroids takes place (that would be publisher, developer and marketing in layman&#8217;s terms). Given those things and add an <a href="http://www.alwaysontechnologies.com/blog/2008/05/26/the-publishergame-studio-relationship/" class="more-link">More &#62;</a>]]></description>
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		<slash:comments>2</slash:comments>
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