<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: The Balance</title>
	<atom:link href="http://blog.princeporter.com/the-balance/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.princeporter.com/the-balance/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=the-balance</link>
	<description>The flash games industry, brought to you, by Porter.</description>
	<lastBuildDate>Wed, 01 Sep 2010 19:20:21 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0.1</generator>
	<item>
		<title>By: Porter</title>
		<link>http://blog.princeporter.com/the-balance/comment-page-1/#comment-3</link>
		<dc:creator>Porter</dc:creator>
		<pubDate>Sat, 06 Jun 2009 22:36:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.blog.princeporter.com/?p=85#comment-3</guid>
		<description>It&#039;s based off of both personal info and what I&#039;ve analyzed myself just by watching the industry for so long. A proven example is the new game Learn to Fly, and Tower of Greed. Tower of Greed has more detailed art, more sound effects and far more depth (64 maps, items, enemies) where as Learn to Fly is a simple concept done right. I&#039;m very willing to bet that Learn to Fly took half the amount of time to make, yet it&#039;s payout was double Tower of Greed&#039;s. In the end the game earns you money for how well it&#039;s going to do with the public, adding extra polish and more levels only goes so far, despite how long it&#039;ll take you. A simple addictive feature can take a few hours to program, but make all the difference with how many players keep coming back to the game for more.</description>
		<content:encoded><![CDATA[<p>It&#8217;s based off of both personal info and what I&#8217;ve analyzed myself just by watching the industry for so long. A proven example is the new game Learn to Fly, and Tower of Greed. Tower of Greed has more detailed art, more sound effects and far more depth (64 maps, items, enemies) where as Learn to Fly is a simple concept done right. I&#8217;m very willing to bet that Learn to Fly took half the amount of time to make, yet it&#8217;s payout was double Tower of Greed&#8217;s. In the end the game earns you money for how well it&#8217;s going to do with the public, adding extra polish and more levels only goes so far, despite how long it&#8217;ll take you. A simple addictive feature can take a few hours to program, but make all the difference with how many players keep coming back to the game for more.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ShooterMG</title>
		<link>http://blog.princeporter.com/the-balance/comment-page-1/#comment-2</link>
		<dc:creator>ShooterMG</dc:creator>
		<pubDate>Sat, 06 Jun 2009 22:30:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.blog.princeporter.com/?p=85#comment-2</guid>
		<description>Thanks for the info. Was this all based on personal experience, or did you ask other devs for their stats as well?</description>
		<content:encoded><![CDATA[<p>Thanks for the info. Was this all based on personal experience, or did you ask other devs for their stats as well?</p>
]]></content:encoded>
	</item>
</channel>
</rss>
