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	<title>Comments on: GDC 2010: Will Wright&#8217;s Networks</title>
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	<description>Creativity. Evolved.</description>
	<lastBuildDate>Tue, 07 Sep 2010 11:43:58 +0000</lastBuildDate>
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		<title>By: Josh W</title>
		<link>/blog/?p=923&#038;cpage=1#comment-323</link>
		<dc:creator>Josh W</dc:creator>
		<pubDate>Fri, 19 Mar 2010 01:31:48 +0000</pubDate>
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		<description>Perhaps the only true mass-market game is a modal game, that shifts to fit those different models.

But do we really want it to fit? Or just to be close enough to pull our model in a new direction?</description>
		<content:encoded><![CDATA[<p>Perhaps the only true mass-market game is a modal game, that shifts to fit those different models.</p>
<p>But do we really want it to fit? Or just to be close enough to pull our model in a new direction?</p>
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		<title>By: Mark Sumerix</title>
		<link>/blog/?p=923&#038;cpage=1#comment-322</link>
		<dc:creator>Mark Sumerix</dc:creator>
		<pubDate>Mon, 15 Mar 2010 04:03:59 +0000</pubDate>
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		<description>If you haven&#039;t seen his hour long presentation on youtube, be sure to. It was during Spore&#039;s development, and it talks about mental models and layers of community dedication. (He likened it to a pyramid, each layer being higher in devotion to your game, but fewer in number of devotees in that level).</description>
		<content:encoded><![CDATA[<p>If you haven&#8217;t seen his hour long presentation on youtube, be sure to. It was during Spore&#8217;s development, and it talks about mental models and layers of community dedication. (He likened it to a pyramid, each layer being higher in devotion to your game, but fewer in number of devotees in that level).</p>
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