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	<title>Comments on: The 8 Types of Items in Multiplayer Games</title>
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	<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/</link>
	<description>We Make Flash Games</description>
	<lastBuildDate>Fri, 10 Feb 2012 03:01:47 +0000</lastBuildDate>
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		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4526</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Wed, 04 Nov 2009 14:44:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4526</guid>
		<description>Colm - that&#039;s a great article. Thanks for the link.  i&#039;ve sat in on a couple of Matt&#039;s roundtables at GDC.  He&#039;s a super nice guy and a great speaker, and deserves credit for his Iron Realms work.</description>
		<content:encoded><![CDATA[<p>Colm &#8211; that&#8217;s a great article. Thanks for the link.  i&#8217;ve sat in on a couple of Matt&#8217;s roundtables at GDC.  He&#8217;s a super nice guy and a great speaker, and deserves credit for his Iron Realms work.</p>
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		<title>By: Colm Larkin</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4515</link>
		<dc:creator>Colm Larkin</dc:creator>
		<pubDate>Tue, 03 Nov 2009 10:32:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4515</guid>
		<description>Here&#039;s a good breakdown of what Iron Realms was doing with monetizing their MUDs in the 90s: http://virtual-economy.org/blog/the_genesis_of_the_virtual_goo</description>
		<content:encoded><![CDATA[<p>Here&#8217;s a good breakdown of what Iron Realms was doing with monetizing their MUDs in the 90s: <a href="http://virtual-economy.org/blog/the_genesis_of_the_virtual_goo" rel="nofollow">http://virtual-economy.org/blog/the_genesis_of_the_virtual_goo</a></p>
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		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4421</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Sat, 17 Oct 2009 03:08:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4421</guid>
		<description>Further reading on the topic of dual currencies:

http://www.insidesocialgames.com/2009/10/16/using-dual-currency-systems-for-better-revenues-and-engagement/</description>
		<content:encoded><![CDATA[<p>Further reading on the topic of dual currencies:</p>
<p><a href="http://www.insidesocialgames.com/2009/10/16/using-dual-currency-systems-for-better-revenues-and-engagement/" rel="nofollow">http://www.insidesocialgames.com/2009/10/16/using-dual-currency-systems-for-better-revenues-and-engagement/</a></p>
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		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4353</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Wed, 07 Oct 2009 19:31:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4353</guid>
		<description>John Evans - that&#039;s what i get for living in a cave all these years.</description>
		<content:encoded><![CDATA[<p>John Evans &#8211; that&#8217;s what i get for living in a cave all these years.</p>
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		<title>By: John Evans</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4352</link>
		<dc:creator>John Evans</dc:creator>
		<pubDate>Wed, 07 Oct 2009 19:11:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4352</guid>
		<description>Kingdom of Loathing has had a &quot;dual currency&quot; since late 2004.</description>
		<content:encoded><![CDATA[<p>Kingdom of Loathing has had a &#8220;dual currency&#8221; since late 2004.</p>
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		<title>By: You Should Be Making A Premium Flash Game &#124; Gambrinous Blog</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4350</link>
		<dc:creator>You Should Be Making A Premium Flash Game &#124; Gambrinous Blog</dc:creator>
		<pubDate>Wed, 07 Oct 2009 16:27:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4350</guid>
		<description>[...] of social and economic effects into play to really leverage the idea &#8211; just look at this breakdown. Regardless of how you are charging players, or what they are paying for, the fact that you are [...]</description>
		<content:encoded><![CDATA[<p>[...] of social and economic effects into play to really leverage the idea &#8211; just look at this breakdown. Regardless of how you are charging players, or what they are paying for, the fact that you are [...]</p>
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		<title>By: MochiLand &#187; Blog Archive &#187; You Should Be Making A Premium Flash Game</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4349</link>
		<dc:creator>MochiLand &#187; Blog Archive &#187; You Should Be Making A Premium Flash Game</dc:creator>
		<pubDate>Wed, 07 Oct 2009 15:52:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4349</guid>
		<description>[...] of social and economic effects into play to really leverage the idea &#8211; just look at this breakdown. Regardless of how you are charging players, or what they are paying for, the fact that you are [...]</description>
		<content:encoded><![CDATA[<p>[...] of social and economic effects into play to really leverage the idea &#8211; just look at this breakdown. Regardless of how you are charging players, or what they are paying for, the fact that you are [...]</p>
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		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4334</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Tue, 06 Oct 2009 14:19:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4334</guid>
		<description>Colm - the dual currency system that we take for granted is actually a very recent innovation, and it came about through a good deal of trial and error.  i was involved at the roundtable discussions at GDC (&quot;Play for Free, Pay for Stuff&quot;) for a few years before these systems materialized, and word was that the dual currencies were developed so that the game developers could control inflation.  The social engineering aspect that you mention is a perk, and a very good one.  &lt;b&gt;Puzzle Pirates&lt;/b&gt; was one of the first online games that i was aware of that actually enabled players to trade &quot;free&quot; currency for paid currency.

Their game does not enable you to buy things interchangeably with either currency - certain items can be purchased with &quot;free&quot; money, and others are only accessible with  paid money. This provides a number of excellent benefits: the paid players and the free players form a symbiosis, where the game can&#039;t exist without both types of players.  And you all but guarantee that you&#039;ll be paid real money, because there are all sorts of items that time-poor players can access unless they buy coins and trade them for &quot;free&quot; currency.  Smart, smart smart. 

i&#039;m still trying to catch up to everything they did in &lt;b&gt;Puzzle Pirates&lt;/b&gt;, and meanwhile, Three Rings is on to &lt;em&gt;three&lt;/em&gt; currencies in &lt;b&gt;Whirled&lt;/b&gt;, which strikes me as overkill. It&#039;s like those disposable razors that keep upping the ante with more and more blades. 

&lt;b&gt;Gillette Lackey:&lt;/b&gt; How about four blades, sir?
&lt;b&gt;Gillette Boss:&lt;/b&gt; FOUR blades?  That&#039;s exactly what our intel says that Schick is gonna do.  EFF it - we&#039;re going to STRAIGHT TO FIVE!!!</description>
		<content:encoded><![CDATA[<p>Colm &#8211; the dual currency system that we take for granted is actually a very recent innovation, and it came about through a good deal of trial and error.  i was involved at the roundtable discussions at GDC (&#8220;Play for Free, Pay for Stuff&#8221;) for a few years before these systems materialized, and word was that the dual currencies were developed so that the game developers could control inflation.  The social engineering aspect that you mention is a perk, and a very good one.  <b>Puzzle Pirates</b> was one of the first online games that i was aware of that actually enabled players to trade &#8220;free&#8221; currency for paid currency.</p>
<p>Their game does not enable you to buy things interchangeably with either currency &#8211; certain items can be purchased with &#8220;free&#8221; money, and others are only accessible with  paid money. This provides a number of excellent benefits: the paid players and the free players form a symbiosis, where the game can&#8217;t exist without both types of players.  And you all but guarantee that you&#8217;ll be paid real money, because there are all sorts of items that time-poor players can access unless they buy coins and trade them for &#8220;free&#8221; currency.  Smart, smart smart. </p>
<p>i&#8217;m still trying to catch up to everything they did in <b>Puzzle Pirates</b>, and meanwhile, Three Rings is on to <em>three</em> currencies in <b>Whirled</b>, which strikes me as overkill. It&#8217;s like those disposable razors that keep upping the ante with more and more blades. </p>
<p><b>Gillette Lackey:</b> How about four blades, sir?<br />
<b>Gillette Boss:</b> FOUR blades?  That&#8217;s exactly what our intel says that Schick is gonna do.  EFF it &#8211; we&#8217;re going to STRAIGHT TO FIVE!!!</p>
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		<title>By: Colm Larkin</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4333</link>
		<dc:creator>Colm Larkin</dc:creator>
		<pubDate>Tue, 06 Oct 2009 13:54:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4333</guid>
		<description>Surely it&#039;s more about making it seem fair for players - ie trying to avoid the imbalance (soon followed by nerd-rage) of having players who pay getting all the good stuff. So you can get Freecoins by playing the game, or you can buy Paycoins with real money; you can buy items with either currency (or to avoid daytradin&#039;, as that article points out, use a currency trading system and only sell items in one currency).</description>
		<content:encoded><![CDATA[<p>Surely it&#8217;s more about making it seem fair for players &#8211; ie trying to avoid the imbalance (soon followed by nerd-rage) of having players who pay getting all the good stuff. So you can get Freecoins by playing the game, or you can buy Paycoins with real money; you can buy items with either currency (or to avoid daytradin&#8217;, as that article points out, use a currency trading system and only sell items in one currency).</p>
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		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4316</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Mon, 05 Oct 2009 17:34:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4316</guid>
		<description>Colm - i believe the purpose of having dual currencies is so that you can control inflation in your in-game economy.</description>
		<content:encoded><![CDATA[<p>Colm &#8211; i believe the purpose of having dual currencies is so that you can control inflation in your in-game economy.</p>
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		<title>By: Colm</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4315</link>
		<dc:creator>Colm</dc:creator>
		<pubDate>Mon, 05 Oct 2009 17:32:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4315</guid>
		<description>Ryan, re:
&quot;But why would you ever design a game where players could compete against each other with paid weapons? It would have to be all-or-nothing … either all weapons cost real money, or none of them do. Or there are two arenas: one where you can compete with only paid weapons, and one where only free weapons are allowed.&quot;
I think most MMOs that sell items get around this by having dual currencies; one you can earn in-game (for the time rich / spending averse types) and one you can buy with real moneys; you then provide a way to let players trade the two currencies and bingo everyone&#039;s satisfied. I think this explains everything:
http://forge.ironrealms.com/2008/09/25/dual-currencies-in-mmos/</description>
		<content:encoded><![CDATA[<p>Ryan, re:<br />
&#8220;But why would you ever design a game where players could compete against each other with paid weapons? It would have to be all-or-nothing … either all weapons cost real money, or none of them do. Or there are two arenas: one where you can compete with only paid weapons, and one where only free weapons are allowed.&#8221;<br />
I think most MMOs that sell items get around this by having dual currencies; one you can earn in-game (for the time rich / spending averse types) and one you can buy with real moneys; you then provide a way to let players trade the two currencies and bingo everyone&#8217;s satisfied. I think this explains everything:<br />
<a href="http://forge.ironrealms.com/2008/09/25/dual-currencies-in-mmos/" rel="nofollow">http://forge.ironrealms.com/2008/09/25/dual-currencies-in-mmos/</a></p>
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		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4280</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Thu, 01 Oct 2009 22:17:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4280</guid>
		<description>Storm - thanks for the thorough run-down of Pogo&#039;s business model.  Please don&#039;t think i was purposely skimming over the service - it was already shaping up to be a long article, and i don&#039;t want to bore people to tears.  If anything, my hat is off to Pogo for pioneering the Achievements system long before Microsoft &lt;em&gt;paid homage&lt;/em&gt; to it on their Xbox Live service.

i wasn&#039;t saying that you could buy a badge through Pogo.  While researching, i found at least one site that purported to unlock badges for you if you paid them money. i don&#039;t know whether they hire some gold farmer to play for you, or they hack Pogo&#039;s database, or (most likely) it&#039;s phishing scam.  It just gave me the idea to cook up a website where you pose as an unauthorized awards re-seller, because i don&#039;t think a gaming community could stomach the idea that you&#039;re allowing people to pay for things you should rightfully earn.

Man, Pogo&#039;s got their strategy down pat.  Sure, i&#039;m interested in an invite - please hit me up using the email address at the bottom of the site. Thanks, Storm!

- Ryan</description>
		<content:encoded><![CDATA[<p>Storm &#8211; thanks for the thorough run-down of Pogo&#8217;s business model.  Please don&#8217;t think i was purposely skimming over the service &#8211; it was already shaping up to be a long article, and i don&#8217;t want to bore people to tears.  If anything, my hat is off to Pogo for pioneering the Achievements system long before Microsoft <em>paid homage</em> to it on their Xbox Live service.</p>
<p>i wasn&#8217;t saying that you could buy a badge through Pogo.  While researching, i found at least one site that purported to unlock badges for you if you paid them money. i don&#8217;t know whether they hire some gold farmer to play for you, or they hack Pogo&#8217;s database, or (most likely) it&#8217;s phishing scam.  It just gave me the idea to cook up a website where you pose as an unauthorized awards re-seller, because i don&#8217;t think a gaming community could stomach the idea that you&#8217;re allowing people to pay for things you should rightfully earn.</p>
<p>Man, Pogo&#8217;s got their strategy down pat.  Sure, i&#8217;m interested in an invite &#8211; please hit me up using the email address at the bottom of the site. Thanks, Storm!</p>
<p>- Ryan</p>
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		<title>By: Storm</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4279</link>
		<dc:creator>Storm</dc:creator>
		<pubDate>Thu, 01 Oct 2009 21:41:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4279</guid>
		<description>Great article!  However, you are wrong on your Pogo example.  You can&#039;t ever pay directly for your badge.  You go and play games for FREE at pogo.com with no badges awarded to show off your success.  IF you pay the money for a subscription, you get to play more exclusive games with no banner ads and other things they boast about in your image screenshot.  You then earn badges as you level up.  Additionally, there are weekly, and special challenges that you play for extra badges.  Two different games are then featured each week as a result of the weekly badge challenge.  

As a Club Pogo (paid subscription) member, you can also pay $ for Gems then use the Gems to pay for albums which consists of specific predefined sets of game challenges (not a part of regular weekly challenges but additional to it) that you play until you achieve the badge in order to brag about all the challenges you completed or the album of challenges you completed!  They even have a &quot;build your own&quot; album you can pay Gems for so that you can pick your favorite games to build the album of challenges.  

Oh, they also let you decorate your avatar.  You get free avatar items by default and you can use your in-game earned tokens or $ paid Gems to pay for items.  Some items are token exclusive and others are Gem exclusive.  

I have friends that are addicted and you really didn&#039;t give it any credit.  You should try it before judging.  I can give you a free guest pass if you are nice to me.  Members can give out a 7 day guest pass to anyone who in turn gets to play completely for free for 7 days!  That&#039;s another cool idea!  Demographic is probably more female and older crowd (my friend and her mother is hooked on Club Pogo) but there are men too.  It is a good time and game play goes quickly!</description>
		<content:encoded><![CDATA[<p>Great article!  However, you are wrong on your Pogo example.  You can&#8217;t ever pay directly for your badge.  You go and play games for FREE at pogo.com with no badges awarded to show off your success.  IF you pay the money for a subscription, you get to play more exclusive games with no banner ads and other things they boast about in your image screenshot.  You then earn badges as you level up.  Additionally, there are weekly, and special challenges that you play for extra badges.  Two different games are then featured each week as a result of the weekly badge challenge.  </p>
<p>As a Club Pogo (paid subscription) member, you can also pay $ for Gems then use the Gems to pay for albums which consists of specific predefined sets of game challenges (not a part of regular weekly challenges but additional to it) that you play until you achieve the badge in order to brag about all the challenges you completed or the album of challenges you completed!  They even have a &#8220;build your own&#8221; album you can pay Gems for so that you can pick your favorite games to build the album of challenges.  </p>
<p>Oh, they also let you decorate your avatar.  You get free avatar items by default and you can use your in-game earned tokens or $ paid Gems to pay for items.  Some items are token exclusive and others are Gem exclusive.  </p>
<p>I have friends that are addicted and you really didn&#8217;t give it any credit.  You should try it before judging.  I can give you a free guest pass if you are nice to me.  Members can give out a 7 day guest pass to anyone who in turn gets to play completely for free for 7 days!  That&#8217;s another cool idea!  Demographic is probably more female and older crowd (my friend and her mother is hooked on Club Pogo) but there are men too.  It is a good time and game play goes quickly!</p>
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		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4262</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Wed, 30 Sep 2009 23:06:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4262</guid>
		<description>axcho - Good point.  But why would you ever design a game where players could compete against each other with paid weapons? It would have to be all-or-nothing ... either all weapons cost real money, or none of them do.  Or there are two arenas: one where you can compete with only paid weapons, and one where only free weapons are allowed.

The only other way i&#039;ve thought about doing this is to build in the rich class/poor class concept into the game design.

Let&#039;s say it&#039;s a game about gladitorial combat.  The money-poor, time-rich players can craft their own weapons, and the very best players can build weapons so powerful that they can take on all comers.  So are you going to be a wealthy leisure-fighter and buy all your weapons, or are you going to be a scrappy underdog and build weapons to clobber the elite?</description>
		<content:encoded><![CDATA[<p>axcho &#8211; Good point.  But why would you ever design a game where players could compete against each other with paid weapons? It would have to be all-or-nothing &#8230; either all weapons cost real money, or none of them do.  Or there are two arenas: one where you can compete with only paid weapons, and one where only free weapons are allowed.</p>
<p>The only other way i&#8217;ve thought about doing this is to build in the rich class/poor class concept into the game design.</p>
<p>Let&#8217;s say it&#8217;s a game about gladitorial combat.  The money-poor, time-rich players can craft their own weapons, and the very best players can build weapons so powerful that they can take on all comers.  So are you going to be a wealthy leisure-fighter and buy all your weapons, or are you going to be a scrappy underdog and build weapons to clobber the elite?</p>
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		<title>By: axcho</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4261</link>
		<dc:creator>axcho</dc:creator>
		<pubDate>Wed, 30 Sep 2009 21:20:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4261</guid>
		<description>&quot;Maybe, but how is that distinguishable from a functional item?&quot;

Well, there are a lot of added risks and design considerations for the functional items that aid competition. That might warrant putting it in a separate category.</description>
		<content:encoded><![CDATA[<p>&#8220;Maybe, but how is that distinguishable from a functional item?&#8221;</p>
<p>Well, there are a lot of added risks and design considerations for the functional items that aid competition. That might warrant putting it in a separate category.</p>
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		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4254</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Wed, 30 Sep 2009 12:31:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4254</guid>
		<description>incolas - Maybe, but how is that distinguishable from a functional item?</description>
		<content:encoded><![CDATA[<p>incolas &#8211; Maybe, but how is that distinguishable from a functional item?</p>
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		<title>By: incolas</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4252</link>
		<dc:creator>incolas</dc:creator>
		<pubDate>Wed, 30 Sep 2009 09:26:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4252</guid>
		<description>about competition, he might be referring to items that make one&#039;s avatar stronger in a competitive set up.</description>
		<content:encoded><![CDATA[<p>about competition, he might be referring to items that make one&#8217;s avatar stronger in a competitive set up.</p>
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	<item>
		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4250</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Wed, 30 Sep 2009 01:50:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4250</guid>
		<description>Thanks, Brennon.  Jobe Makar&#039;s earlier book, &lt;b&gt;Flash Game Design Demystified&lt;/b&gt;, was an absolute ground-breaking bible in its day.  This one might be good, but keep in mind that he has a virtual world engine to sell.  Who knows if he&#039;s as free with the how-to information?</description>
		<content:encoded><![CDATA[<p>Thanks, Brennon.  Jobe Makar&#8217;s earlier book, <b>Flash Game Design Demystified</b>, was an absolute ground-breaking bible in its day.  This one might be good, but keep in mind that he has a virtual world engine to sell.  Who knows if he&#8217;s as free with the how-to information?</p>
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	</item>
	<item>
		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4248</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Wed, 30 Sep 2009 01:43:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4248</guid>
		<description>Thanks, Harrison!  If i had my own data, i&#039;d definitely provide it.</description>
		<content:encoded><![CDATA[<p>Thanks, Harrison!  If i had my own data, i&#8217;d definitely provide it.</p>
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	<item>
		<title>By: Brennon Williams</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4247</link>
		<dc:creator>Brennon Williams</dc:creator>
		<pubDate>Wed, 30 Sep 2009 00:42:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4247</guid>
		<description>Nice post. I just saw a book on Amazon on building flash multiplayer worlds: http://www.amazon.com/ActionScript-Multiplayer-Games-Virtual-Worlds/dp/0321643364/ref=sr_1_1?ie=UTF8&amp;s=books&amp;qid=1254269127&amp;sr=8-1, but I haven&#039;t read it yet so I&#039;m not sure if I&#039;m any good. :)</description>
		<content:encoded><![CDATA[<p>Nice post. I just saw a book on Amazon on building flash multiplayer worlds: <a href="http://www.amazon.com/ActionScript-Multiplayer-Games-Virtual-Worlds/dp/0321643364/ref=sr_1_1?ie=UTF8&#038;s=books&#038;qid=1254269127&#038;sr=8-1" rel="nofollow">http://www.amazon.com/ActionScript-Multiplayer-Games-Virtual-Worlds/dp/0321643364/ref=sr_1_1?ie=UTF8&#038;s=books&#038;qid=1254269127&#038;sr=8-1</a>, but I haven&#8217;t read it yet so I&#8217;m not sure if I&#8217;m any good. :)</p>
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	</item>
	<item>
		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4246</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Wed, 30 Sep 2009 00:06:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4246</guid>
		<description>axcho - we could make &quot;kiss seventeen muskrats&quot; the new &quot;look behind you - a three-headed monkey&quot;.</description>
		<content:encoded><![CDATA[<p>axcho &#8211; we could make &#8220;kiss seventeen muskrats&#8221; the new &#8220;look behind you &#8211; a three-headed monkey&#8221;.</p>
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	<item>
		<title>By: axcho</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4245</link>
		<dc:creator>axcho</dc:creator>
		<pubDate>Tue, 29 Sep 2009 22:39:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4245</guid>
		<description>Excellent. I will retweet.

I would have liked to see you go into more detail on the &quot;Friendship&quot; items, however.

And that recognition thing is an interesting idea - pay to make the trophy a real item.

&quot;...but ONLY if he kisses seventeen muskrats.&quot;

This is genius. I will have to include it in a future game as an inside joke... :p</description>
		<content:encoded><![CDATA[<p>Excellent. I will retweet.</p>
<p>I would have liked to see you go into more detail on the &#8220;Friendship&#8221; items, however.</p>
<p>And that recognition thing is an interesting idea &#8211; pay to make the trophy a real item.</p>
<p>&#8220;&#8230;but ONLY if he kisses seventeen muskrats.&#8221;</p>
<p>This is genius. I will have to include it in a future game as an inside joke&#8230; :p</p>
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	<item>
		<title>By: Harrison Rose</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4241</link>
		<dc:creator>Harrison Rose</dc:creator>
		<pubDate>Tue, 29 Sep 2009 20:08:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4241</guid>
		<description>Well thought out and expressed. (I really like your choice of pictures to illustrate your points!)  This is a good basis for internal discussion and translation to the business model spreadsheet.</description>
		<content:encoded><![CDATA[<p>Well thought out and expressed. (I really like your choice of pictures to illustrate your points!)  This is a good basis for internal discussion and translation to the business model spreadsheet.</p>
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	</item>
	<item>
		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4235</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Tue, 29 Sep 2009 14:37:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4235</guid>
		<description>Thanks, Gabriel!</description>
		<content:encoded><![CDATA[<p>Thanks, Gabriel!</p>
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	<item>
		<title>By: Gabriel Bianconi</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4233</link>
		<dc:creator>Gabriel Bianconi</dc:creator>
		<pubDate>Tue, 29 Sep 2009 14:35:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4233</guid>
		<description>Great article... Really, really good!</description>
		<content:encoded><![CDATA[<p>Great article&#8230; Really, really good!</p>
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	</item>
	<item>
		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4232</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Tue, 29 Sep 2009 14:19:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4232</guid>
		<description>Fabian - Yep!  i&#039;m not a big online multiplayer gamer, so many of the examples that came to mind were exactly that.</description>
		<content:encoded><![CDATA[<p>Fabian &#8211; Yep!  i&#8217;m not a big online multiplayer gamer, so many of the examples that came to mind were exactly that.</p>
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	</item>
	<item>
		<title>By: Fabian Vercuiel</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4231</link>
		<dc:creator>Fabian Vercuiel</dc:creator>
		<pubDate>Tue, 29 Sep 2009 14:12:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4231</guid>
		<description>In a non game context, I mean</description>
		<content:encoded><![CDATA[<p>In a non game context, I mean</p>
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	<item>
		<title>By: Fabian Vercuiel</title>
		<link>http://www.untoldentertainment.com/blog/2009/09/29/the-8-types-of-items-in-multiplayer-games/comment-page-1/#comment-4230</link>
		<dc:creator>Fabian Vercuiel</dc:creator>
		<pubDate>Tue, 29 Sep 2009 14:11:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1844#comment-4230</guid>
		<description>This is great! And could very well apply not only to games but social networking</description>
		<content:encoded><![CDATA[<p>This is great! And could very well apply not only to games but social networking</p>
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