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	<title>Antipwn &#187; people</title>
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	<link>http://www.antipwn.com/blog</link>
	<description>Adventures in figuring out MMO design</description>
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		<title>How Not To Do Community</title>
		<link>http://www.antipwn.com/blog/2010/05/28/how-not-to-do-community/</link>
		<comments>http://www.antipwn.com/blog/2010/05/28/how-not-to-do-community/#comments</comments>
		<pubDate>Thu, 27 May 2010 23:21:10 +0000</pubDate>
		<dc:creator>IainC</dc:creator>
				<category><![CDATA[Musings]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[dumbness]]></category>
		<category><![CDATA[internet]]></category>
		<category><![CDATA[people]]></category>
		<category><![CDATA[Politics]]></category>

		<guid isPermaLink="false">http://www.antipwn.com/blog/?p=124</guid>
		<description><![CDATA[I&#8217;ve seen this linked around a few forums and blogs that I read. I&#8217;ll give the props to Quarter to Three because that&#8217;s where I saw it first. Now what we have here is a policy initiative by the Republican party in the US to collect policy suggestions. They launched the America Speaking Out website [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve seen this linked around a few forums and blogs that I read. I&#8217;ll give the props to <a href="http://www.quartertothree.com/game-talk/showthread.php?t=59517" target="_blank">Quarter to Three</a> because that&#8217;s where I saw it first.</p>
<p>Now what we have here is a policy initiative by the Republican party in the US to collect policy suggestions. They launched the <a href="http://www.americaspeakingout.com/" target="_blank">America Speaking Out</a> website where anyone can suggest policy ideas over a wide range of different topics including energy, defence, American values and so forth. Before I go on, I&#8217;m going to say that this isn&#8217;t a political blog and I have no intention of making it one. I do have deeply held political views but they aren&#8217;t relevant here. This is me critiquing the concept as a community guy.</p>
<p>On the surface it appears to be a good idea &#8211; engage with the greater public in a big open forum to let people bring forwards ideas for consideration. No arguments there from me. The more that voters are challenged to think through the consequences of their opinions the less likely they are to hold bad ones. Additionally, the more that legislators engage with their electorate the more they should be in tune with their concerns and issues. When it comes to democracy and giving your target audience a stake in the larger process I&#8217;m all for that whether we are talking about the players of a game or the voters in a country.</p>
<p>The issue is in the execution (as it so often is). What we have here is basically a huge noise machine. You know that 500 page thread on the main forums that started with a blue response and now players use it as a &#8216;Will the devs ever do X?&#8217; thread? This is that thread. What the GOP are finding (and as anyone who has ever been a part of any online community ever could have told them) is that there are a whole lot more bored people on the internet who will ride your idea down into terminal, blazing hilarity than there are earnest and conscientious posters who once had a good idea about something and would like you to consider it.  Naturally in this case given the target and the visibility, the site has become a magnet for either actual loons who want to deport the President, go back to using gold for currency and start enslaving black people again, bored trolls who are posting parody worthy of <em>The Onion</em>, or idealogues who want to tell the GOP how much they disagree with their platform and who somehow think that their incisive comment is going to shame the party into a 180º policy reversal.</p>
<p>As a community manager I know that feedback is only as useful as the filters you apply to it. If all you want is static, then this is a great way to generate that. If you want an actual debate and to have honest conversations on various topics then you need to set things up to produce that result. You must frame the question in advance, lay out all the relevant information and then ask your community to participate in that conversation. When it takes off you need to stay with it, keep it on track, prune out derails, unconstructive posts and actual misinformation so that the people who are involved get a higher quality of discourse and you get a higher quality of feedback. It&#8217;s like tending a garden &#8211; you won&#8217;t get much of anything unless you prepare the ground properly and care for your plants as they grow. A big online suggestion box basically fulfils the same purpose as an open field that you can yell in for a bit whenever you feel like yelling. This is why games often run focus tests in the mid beta period and why the best games are often the ones with the most closely managed beta programs. If you only rarely see your community manager on the beta forums and there&#8217;s no serious attempt to solicit specific feedback on critical topics then I&#8217;d be suspicious of the importance of the beta to the final launch.</p>
<p>I suspect that this will continue to be a theme as we move on.</p>
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		<title>Killerspiele</title>
		<link>http://www.antipwn.com/blog/2009/06/08/killerspiele/</link>
		<comments>http://www.antipwn.com/blog/2009/06/08/killerspiele/#comments</comments>
		<pubDate>Mon, 08 Jun 2009 11:29:01 +0000</pubDate>
		<dc:creator>IainC</dc:creator>
				<category><![CDATA[Rants]]></category>
		<category><![CDATA[Germany]]></category>
		<category><![CDATA[industry]]></category>
		<category><![CDATA[Killerspiele]]></category>
		<category><![CDATA[people]]></category>
		<category><![CDATA[Politics]]></category>
		<category><![CDATA[psychology]]></category>

		<guid isPermaLink="false">http://www.antipwn.com/blog/?p=97</guid>
		<description><![CDATA[Recently in Germany the perennial topic of &#8216;killerspiele&#8217; (violent video games) has been reopened. This time the trigger event was the Winnenden shootings where a troubled teenager went on a rampage at his school. Following this, there have been rumblings in the legislature that Things Should Be Done. This isn&#8217;t a new thing in Germany, [...]]]></description>
			<content:encoded><![CDATA[<p>Recently in Germany the perennial topic of &#8216;killerspiele&#8217; (violent video games) has been reopened. This time the trigger event was the <a href="http://en.wikipedia.org/wiki/Winnenden_school_shooting" target="_blank">Winnenden shootings</a> where a troubled teenager went on a rampage at his school. Following this, there have been rumblings in the legislature that Things Should Be Done.</p>
<p>This isn&#8217;t a new thing in Germany, some years ago (after a similar incident in Emsdetten) the topic was raised but quietly dropped again after many German developers advised that they would leave Germany if this law came to pass. Now we are in an election year, the Winnenden massacre has created a lot of media frenzy over the issue of violence in culture and there are strong calls from many quarters to be seen to do something. And so now the German Congress is considering a law that would make it illegal to develop or distribute these games in Germany. There&#8217;s a good chance that nothing will come of it, but the fact that it&#8217;s even being discussed in such terms should be worrying.</p>
<p>To be clear, these aren&#8217;t simply media soundbites from off-the-cuff interviews with fringe politicians, these are serious policies put forward by senior state ministers.</p>
<p>In the interests of full disclosure I should point out that I work for a German developer working on what would be classified as a &#8216;killerspiel&#8217;.</p>
<p>The argument that&#8217;s being used is that the people who do these horrific acts often play violent games and so there is an unspoken causality made between the two events. The assumption is that playing violent video games either makes &#8216;normal&#8217; people into violent killers or it makes disturbed people more likely to externalise their feelings and become violent. Additionally some of the more&#8230; excitable&#8230; elements of the press are performing he usual hand-wringing ceremony and asking &#8216;but what about the children?&#8217; as if <em>Counterstrike</em> (which is the most often referenced game in this debate) has the power to turn rosy faced cherubs into remorseless psychopaths.</p>
<p>Let&#8217;s deal with the first point. People who find violence attractive are attracted to violent entertainment. This shouldn&#8217;t be news to anyone. If you like hurting people, you are likely to enjoy games or films where people get hurt a lot in graphic ways. Somehow this fairly self evident piece of analysis gets turned around by magic logical leaps to &#8216;violent entertainment is enjoyed by violent people therefore anyone who enjoys violent entertanment is a psychopath.&#8217; This is clearly false but it is at the heart of the argument being used against our games.</p>
<p>To be clear, I think that there is truth in the claim that constant portrayals of graphic violence have a desensitising influence, but how much that is has been a topic of several studies with no clear answers as yet. In any case the base assumption that bad people won&#8217;t go on shooting sprees if they never get to play <em>GTA </em>or <em>Counterstrike</em> is clearly absurd.</p>
<p>Secondly the &#8216;why are our children being exposed to this&#8217; argument. Short answer, &#8216;Because you are a terrible parent&#8217;. I look forward to the day when the generation in charge have grown up with video games their whole lives. At that point we&#8217;ll finally bury this pervasive misunderstanding about games in general. Politicians assume that computer games (because they are games after all) are targeted at children and so when they are confronted with a game that is very much unsuitable for children they naturally question why this is allowed to happen. To them it is like putting a chainsaw rape scene in a Disney movie; it&#8217;s a fundamental paradigm clash.</p>
<p>Games are entertainment (or art if you must), and like all entertainment choices they are tailored for different demographics. The sooner that this is absorbed the better.</p>
<p>So what is to be done? Well, firstly consumers (especially parents and politicians) need to become more aware of the various ratings systems and how to use them to make informed decisions. PEGI in Europe and the ESRB in the US both provide clear and unambiguous guidance on any rated title. People need to pay attention to these. Retailers need to be better at restricting sales to underage customers and in helping parents make an informed choice. Yes I appreciate that this is unlikely to happen without at least some state coercion. Finally, people who need help need to be identified and treated before they become a problem. This means better resources for parents, teachers, colleagues and friends to spot the signals and provide assistance. There have always been crazy people who did terrible things well before we had computer games or movies or heavy metal music or books or whatever. The sooner that we can help these people, the less often we&#8217;ll be having this debate.</p>
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		<title>Control</title>
		<link>http://www.antipwn.com/blog/2009/03/26/control/</link>
		<comments>http://www.antipwn.com/blog/2009/03/26/control/#comments</comments>
		<pubDate>Thu, 26 Mar 2009 16:49:45 +0000</pubDate>
		<dc:creator>IainC</dc:creator>
				<category><![CDATA[Musings]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[people]]></category>
		<category><![CDATA[psychology]]></category>

		<guid isPermaLink="false">http://antipwn.wordpress.com/?p=75</guid>
		<description><![CDATA[It&#8217;s been a while since I last posted and mostly that&#8217;s been due to real life stuff. I&#8217;m really having a great time in my new job and I have an awesome new apartment in a truly beautiful part of the world but I don&#8217;t yet have internet at home. This means that all my [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s been a while since I last posted and mostly that&#8217;s been due to real life stuff. I&#8217;m really having a great time in my new job and I have an awesome new apartment in a truly beautiful part of the world but I don&#8217;t yet have internet at home. This means that all my personal internet use has to happen at the office during times when I&#8217;m not being gainfully employed with actual work.</p>
<p>So, what do we have for you today?</p>
<p>I&#8217;ve been following (and sticking my oar into) a debate on <a href="http://www.brokentoys.org/2009/03/23/rights-profit-drama/" target="_blank">Broken Toys</a> about the rights of players ingame. It didn&#8217;t start out that way but somehow the to-ing and fro-ing over Blizzard&#8217;s new mod policy devolved into an argument about how much control players should have over the game they play.</p>
<p><span id="more-75"></span>Now I&#8217;d be the first to argue that players should have as much control as possible over the environment they play in but here we are talking about not just the ingame and meta game experience but the way that the game is operated.  And the answer to that is somewhere close to &#8216;none at all&#8217;.</p>
<p>Oh, sure you can have robust community feedback that informs design and production, you can give the players a platform to make their case and that&#8217;s all fine and laudable however the operator needs to have the casting vote. Sometimes it&#8217;s necessary to do things that your players won&#8217;t like for reasons that you can&#8217;t adequately explain in public. Sometimes your players are simply wrong and you need to give them what the game needs not what the players say they want.</p>
<p>MMOs foster a strong sense of investment in players by their very nature. Not just the &#8216;I pay you 15$ a month so you&#8217;d better listen to me&#8217; type of stuff but also a deeper level of belonging that comes from fostering a strong community. People feel attached to the game and the communitythey play with and that sense of attachment leads naturally to a sense of obligation regarding the same. Between this investment and sense of belonging, perspectives are often lost. Worse, the situation can devolve to the point where the players feel the game owes them something.</p>
<p>The reality is one that companies are usually unwilling to point out. For the player it&#8217;s a game, for the operator it&#8217;s a livelihood. No matter how invested the player believes himself to be, ultimately he can walk away whenever he chooses and be no worse off. So, when a developer makes a decision, the only party that can really win or lose is the company itself.</p>
<p>Very often I&#8217;ve had to be the person who had to front bad news to a community. For a lot of those times there were very good reasons as to why that bad news had to happen. In almost none of those instances was it possible to properly explain the situation. Many times the decision was better for the game but worse in the short term for the players. You can&#8217;t ask people to lay aside their self-interest and do what&#8217;s right because 90% of the time they&#8217;ll pick the wrong option (the other 10% of the time is when they pick the right path entirely by accident).</p>
<p>I&#8217;ve said it before but people are generally bad at expressing what they want. They will point at a symptom and ask for that to be fixed without thinking about the underlying cause. Or they&#8217;ll work backwards from a premise to reach a faulty basis and insist on that. Or they&#8217;ll simply assume that their own short term self-interest is in the long-term interest of everyone.</p>
<p>This is why you should never listen to what people are suggesting but instead look closely at what they are actually saying.</p>
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		<title>How Much is a Community</title>
		<link>http://www.antipwn.com/blog/2009/02/17/how-much-is-a-community/</link>
		<comments>http://www.antipwn.com/blog/2009/02/17/how-much-is-a-community/#comments</comments>
		<pubDate>Tue, 17 Feb 2009 15:28:22 +0000</pubDate>
		<dc:creator>IainC</dc:creator>
				<category><![CDATA[Musings]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[industry]]></category>
		<category><![CDATA[internet]]></category>
		<category><![CDATA[people]]></category>
		<category><![CDATA[psychology]]></category>

		<guid isPermaLink="false">http://antipwn.wordpress.com/?p=72</guid>
		<description><![CDATA[Jeremy Dalberg posted recently on the subject of supermassive communities. Actually the post is mostly about the relative benefits of official vs unofficial forums but that&#8217;s been done the science is in and the deniers have been denned. Scott Jennings mentioned the headline comment and, as is usual, the weird and wonderful came crawling out [...]]]></description>
			<content:encoded><![CDATA[<p>Jeremy Dalberg <a href="http://jeremypreacher.blogspot.com/2009/02/forums-part-763a.html" target="_blank">posted recently </a>on the subject of supermassive communities. Actually the post is mostly about the relative benefits of official vs unofficial forums but that&#8217;s been done the science is in and the deniers have been denned. <a href="http://www.brokentoys.org/2009/02/16/i-was-in-the-room-at-the-time-and-yes-that-was-a-good-answer/" target="_blank">Scott Jennings</a> mentioned the headline comment and, as is usual, the weird and wonderful came crawling out of the woodwork in the comments section to display some extremely poorly thought out opinions.</p>
<p>Jeremy&#8217;s post is mostly a critique of some points that <a href="http://www.nerfbat.com/2009/02/06/3-things-officialunofficial-forums-do/" target="_blank">Ryan Schwayder</a> made on the pros and cons of official forums, but amongst all of that she makes some very interesting points on community scalability.  Communities, it is very clear work best when they are small. How small? Jeremy brings up <a href="http://en.wikipedia.org/wiki/Dunbar%27s_number" target="_blank">Dunbar&#8217;s Number</a> as a possible limit but in reality I think the answer is mutable. For a game community, a single server is probably too big to be considered a single community, an alliance or a guild is a better basic unit of community and those tend not to exceed a few hundred. If your alliance exceeds that number then the chances are you have several communities within that umbrella that can be said to be independant of each other as discrete communities. For all that we might talk about &#8216;the community&#8217; on a particular server, the reality on the ground is a lot grainier than that. Just because we might end up fighting the same battle, we aren&#8217;t necessarily part of the same community. It isn&#8217;t necessarily limited to the number of simultaneous relationships any one member can sustain &#8211; hence why I don&#8217;t think Dunbar&#8217;s Number applies &#8211; but once you start going beyond second degree associations then I think you can start to define a boundary. The smaller a community is (above a certain sustainability threshold) the more tightly knit it tends to be,  this is something we see in every aspect of life from geographic location through to international associations.</p>
<p>The basic point of Ms Dalberg&#8217;s post is correct. However we are measuring the cohesiveness of a community, 5 million is way too many to be considered as a single entity. That&#8217;s crazy talk and is akin to assuming that putting the entire population of Belgium in a room to chat to each other and then trying to manage that would be in some way productive.</p>
<p>So how <em>do</em> you manage a 5 million member community? You don&#8217;t. You chop it up and manage a few hundred smaller ones.</p>
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		<title>Accountability</title>
		<link>http://www.antipwn.com/blog/2009/02/11/accountability/</link>
		<comments>http://www.antipwn.com/blog/2009/02/11/accountability/#comments</comments>
		<pubDate>Wed, 11 Feb 2009 15:48:04 +0000</pubDate>
		<dc:creator>IainC</dc:creator>
				<category><![CDATA[Musings]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[Eve]]></category>
		<category><![CDATA[people]]></category>

		<guid isPermaLink="false">http://antipwn.wordpress.com/?p=67</guid>
		<description><![CDATA[How much power is too much to give to your players? By now the latest EvE dramaquake is old news but the discussions are still happening. Scott Jennings gives a pretty flippant account which then turns into a threadnought in the comments as is usual. The actual story is pretty simple once all the extraneous [...]]]></description>
			<content:encoded><![CDATA[<p>How much power is too much to give to your players?</p>
<p>By now the latest EvE dramaquake is old news but the discussions are still happening. <a href="http://www.brokentoys.org/2009/02/06/doubt-thou-the-stars-are-fire/" target="_blank">Scott Jennings</a> gives a pretty flippant account which then turns into a threadnought in the comments as is usual. The actual story is pretty simple once all the extraneous bits are trimmed away &#8211; guy gets fed up with life in one gigantic power bloc, defects to different gigantic power bloc and turns the lights out as he leaves the building.</p>
<p><span id="more-67"></span></p>
<p>People have argued the morality of the issue and whether or not that should be cheating but I&#8217;d like to concentrate solely on the question of how much power should a game invest in a single player?</p>
<p>EvE is something of a contradiction to established MMO wisdom. Players are very much in the driving seat when it comes to the big political movements in the game. Because of the almost complete freedom for players to interact with each other, players have a lot of individual power and, the more players they are associated with, the greater the scope for issues. Add to this CCPs very hands-off stance on intervention in player interactions and the stage is set for some industrial grade drama. Some people hold the belief that CCP actively encourages this kind of thing, personally I believe it&#8217;s simple pragmatism that drawing a line and upholding it is hard work and open to misinterpretation. In any case, it is possible for EvE players to amass a staggering amount of ingame power and responsibility &#8211; which translates into a gold plated opportunity to shaft a huge number of people at once.</p>
<p>For many EvE players (myself included), this freedom is precisely what attracts us to EvE in the first place and thus any attempt to restrict player power needs to be approached carefully by CCP in order not to alienate a very large chunk of the playerbase. This very open and abusable framework is not found in other games, limits are placed to prevent the damage that a single player can do to his &#8216;friends&#8217;.</p>
<p>I&#8217;ve advocated before for greater freedom in player interactions, I&#8217;ve also been fairly open in my conviction that players cannot be trusted to run important parts of the game so where is the happy medium?</p>
<p>For EvE, I don&#8217;t think there is one. Checks and balances can be put in place to prevent this particular issue from arising again, but enterprising players will always find ways around them or entirely new ways to be jerks to each other. For a hypothetical new game though, I think this should underline why community systems and player accountability should be at the core of the design and not simply a fancy LFG UI and some chat tabs.</p>
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		<title>Fickle fame</title>
		<link>http://www.antipwn.com/blog/2008/06/24/fickle-fame/</link>
		<comments>http://www.antipwn.com/blog/2008/06/24/fickle-fame/#comments</comments>
		<pubDate>Tue, 24 Jun 2008 20:47:15 +0000</pubDate>
		<dc:creator>IainC</dc:creator>
				<category><![CDATA[Navel gazing]]></category>
		<category><![CDATA[histories]]></category>
		<category><![CDATA[people]]></category>
		<category><![CDATA[Warhammer]]></category>

		<guid isPermaLink="false">http://antipwn.wordpress.com/?p=36</guid>
		<description><![CDATA[If you aren&#8217;t a veteran Games Workshop fan then this post will make no sense to you. Shoo! Go away! This one isn&#8217;t for you. So at the weekend I was over in the UK indulging in my secret vice which happens to take place somewhere between Nottingham and Derby. Many years ago I lived [...]]]></description>
			<content:encoded><![CDATA[<p>If you aren&#8217;t a veteran Games Workshop fan then this post will make no sense to you. Shoo! Go away! This one isn&#8217;t for you.</p>
<p>So at the weekend I was over in the UK indulging in my <a href="http://en.wikipedia.org/wiki/Live_action_role-playing_game" target="_blank">secret vice</a> which happens to take place somewhere between Nottingham and Derby. Many years ago I lived in Nottingham and so I like to visit friends and my favourite stores whilst I&#8217;m there and so it was that as I was killing an afternoon before the flight home, I found myself in the Friar Lane Games Workshop store. Had a bit of a chat with the staff as you do then I browsed the books for a while. Not long after, another chap walked in and the staff did their customary greeting and sizing up routine to determine if he was a true believer or simply a confused passer-by. As it happened it was Jake Thornton &#8211; former White Dwarf editor, games developer, Fanatic Press manager and all round Nice Chap. If you cut him crossways you&#8217;ll probably find the letters of Warhammer going through him like a stick of rock. Needless to say the staff didn&#8217;t recognise him and so he and I had a bit of a reminisce and a general catching up with what had happened since I had left GW.</p>
<p>The accidental meeting however did remind me of possibly my favourite memory of my time in GW. We (being the games development team) had gone into Nottingham to buy reference books to use as source material. As it happened, the big Waterstones was right opposite the GW store on Friar lane in those days (this is when the Design Studio was still on Castle Boulevard and so it was only a short walk round the corner for us). On the way out we decided that we&#8217;d say hi to the guys in the store and so we crossed the road and wandered in. We had Andy Chambers, Nigel Stillman, Tuomas Pirinen, Gav Thorpe, Ian Pickstock, Warwick Kinrade, Andy Kettlewell and myself. Apart from me (who was still pretty new) all of these guys were featured multiple times with mugshots in every issue of White Dwarf, we barely had time to let the door close behind us before the over-eager red shirt came bounding up to us.</p>
<p>&#8216;So&#8217; he says, &#8216;Do you guys play the games then or are you looking to have a demo?&#8217;</p>
<p>Good times.</p>
<p>Don&#8217;t worry I&#8217;ll talk about computer games again soon.</p>
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