<?xml version="1.0" encoding="UTF-8"?>
<!-- generator="wordpress/2.1" -->
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	>

<channel>
	<title>Klei Entertainment Inc.</title>
	<link>http://kleientertainment.com/news</link>
	<description>Just another WordPress weblog</description>
	<pubDate>Wed, 18 Jun 2008 16:35:28 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.1</generator>
	<language>en</language>
			<item>
		<title>Sugar Rush Closed Beta starts tomorrow</title>
		<link>http://kleientertainment.com/news/2008/06/18/sugar-rush-closed-beta-starts-tomorrow/</link>
		<comments>http://kleientertainment.com/news/2008/06/18/sugar-rush-closed-beta-starts-tomorrow/#comments</comments>
		<pubDate>Wed, 18 Jun 2008 16:35:28 +0000</pubDate>
		<dc:creator>Jamie</dc:creator>
		
		<category><![CDATA[PC]]></category>

		<category><![CDATA[nexon]]></category>

		<guid isPermaLink="false">http://kleientertainment.com/news/2008/06/18/sugar-rush-closed-beta-starts-tomorrow/</guid>
		<description><![CDATA[Just a small, under-the-radar post that our newest game, Sugar Rush, is beginning its closed beta phase tomorrow. This game is basically the product of a few really passionate developers who wanted to make an intensely fun game with a really low barrier to entry. I hope you enjoy it.
Link.
]]></description>
			<content:encoded><![CDATA[<p>Just a small, under-the-radar post that our newest game, Sugar Rush, is beginning its closed beta phase tomorrow. This game is basically the product of a few really passionate developers who wanted to make an intensely fun game with a really low barrier to entry. I hope you enjoy it.</p>
<p><a href="http://sugarrush.nexon.net" title="Sugar Rush">Link</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://kleientertainment.com/news/2008/06/18/sugar-rush-closed-beta-starts-tomorrow/feed/</wfw:commentRss>
		</item>
		<item>
		<title>DemoCampVancouver06</title>
		<link>http://kleientertainment.com/news/2008/04/10/democampvancouver06/</link>
		<comments>http://kleientertainment.com/news/2008/04/10/democampvancouver06/#comments</comments>
		<pubDate>Thu, 10 Apr 2008 10:56:31 +0000</pubDate>
		<dc:creator>Jamie</dc:creator>
		
		<category><![CDATA[democampvancouver]]></category>

		<guid isPermaLink="false">http://kleientertainment.com/news/2008/04/10/democampvancouver06/</guid>
		<description><![CDATA[I&#8217;ll be attending DemoCampVancouver later today, where I was invited to speak about my experiences in XBLA. This will be my first BarCamp experience, which are described as the &#8220;unconference&#8221;. It&#8217;ll be good to reconnect with Brendon (who I roomed with almost ten years ago) and Dustin.
Also definitely looking forward to Parveen&#8217;s take on the [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ll be attending <a href="https://www.barcamp.org/DemoCampVancouver06">DemoCampVancouver</a> later today, where I was invited to speak about my experiences in XBLA. This will be my first BarCamp experience, which are described as the &#8220;unconference&#8221;. It&#8217;ll be good to reconnect with <a href="http://brendonwilson.com">Brendon</a> (who I roomed with almost ten years ago) and <a href="http://sillysoft.net">Dustin</a>.</p>
<p>Also definitely looking forward to <a href="http://parveenkaler.com">Parveen</a>&#8217;s take on the iPhone SDK.</p>
]]></content:encoded>
			<wfw:commentRss>http://kleientertainment.com/news/2008/04/10/democampvancouver06/feed/</wfw:commentRss>
		</item>
		<item>
		<title>&#8220;Crap&#8221; games are not the problem</title>
		<link>http://kleientertainment.com/news/2008/03/24/crap-games-are-not-the-problem/</link>
		<comments>http://kleientertainment.com/news/2008/03/24/crap-games-are-not-the-problem/#comments</comments>
		<pubDate>Tue, 25 Mar 2008 02:32:04 +0000</pubDate>
		<dc:creator>Jamie</dc:creator>
		
		<category><![CDATA[N+]]></category>

		<category><![CDATA[Business]]></category>

		<category><![CDATA[XBLA]]></category>

		<category><![CDATA[Metanet]]></category>

		<guid isPermaLink="false">http://kleientertainment.com/news/2008/03/24/crap-games-are-not-the-problem/</guid>
		<description><![CDATA[Mare and Raigan recently did a controversial interview on Gamasutra that seemed to have sturred a reaction among the press and gamers. The heart of the controversy is that Xbox LIVE Arcade has, by majority, very low rated games. This in turn hurts the developers who are making gems because:
1) Players are turned off by [...]]]></description>
			<content:encoded><![CDATA[<p>Mare and Raigan recently did a <a href="http://www.gamasutra.com/view/feature/3583/n_beyond_the_postmortem.php">controversial interview</a> on Gamasutra that seemed to have sturred a reaction among the <a href="http://kotaku.com/371566/n%252B-devs-clear-up-live-arcade-shit-talk">press and gamers</a>. The heart of the controversy is that Xbox LIVE Arcade has, by majority, very low rated games. This in turn hurts the developers who are making gems because:</p>
<p>1) Players are turned off by the mass and not bothering to go through every game there is.</p>
<p>2) Developers&#8217; ideas are turned down because there&#8217;s already an (allegedly crap) game of that genre in the pipeline</p>
<p>Fair enough. But really, lots of shitty games isn&#8217;t the problem. Metanet&#8217;s problem is one of control and visibility.</p>
<p><strong>Control </strong></p>
<p>What I mean by control is that platform holders hold the keys to the channel, and choose games based on some formula that they&#8217;re not showing. One of the criteria is a minimum quality bar, to make sure the developer can actually finish the product. Others are presumably based on their portfolio range, whether it will annoy retail distributors, and other means that could be perfectly reasonable but which we know not of.</p>
<p><strong>Visibility</strong></p>
<p>The problem with visibility is that all the games are lumped under one huge long list. If you do not have a recent update, the chance that your game is seen is largely based on the first letter of your game name. So, if there is a huge number of games that you don&#8217;t particularly like, you&#8217;re not going to see the ones you do. Okay, there is also some categorization of games, but it&#8217;s not exactly ideal.</p>
<p><strong>Solving Metanet&#8217;s Dilemma</strong></p>
<p>I think it&#8217;s clear that every platform will have a fair share of good vs. poor games, and that one persons treasure is another&#8217;s dog poop. That is, unless, you run the platform like Steve Jobs. Although even that&#8217;s wrong now that the SDK is out.</p>
<p>So saying that a platform holder &#8220;shouldn&#8217;t release bad games&#8221; isn&#8217;t the answer (even if we all know some of the games out there are indeed simply bad, in every sense of the word). The problem is that the platform holder is trying to control the releases based on more than simply the fact that they can indeed finish the game without breaking any laws. Indeed, they are basically saying that they know what&#8217;s best for their customers.</p>
<p>Instead, if Microsoft opens up their platform, and does <strong>not discriminate based on portfolio</strong>, an interesting thing happens. All sorts of games come in and you basically have a free market in the ecosystem. This of course creates an even bigger diluge of games, making your game even harder to find. So the obvious next step is to create <strong>as many ways to find the games you want as possible</strong>. Ratings is one. Tags is another. Recommendations is another. Suddenly, if you made a good game, visibility isn&#8217;t a problem any more. This is saying that the customers know what&#8217;s best for themselves.</p>
<p>Really, coming from the Web 2.0 side of things, this is all common sense and has been done over and over again. In fact, it&#8217;s being done on the hobbyist, community XNA games, so it&#8217;s unfortunate that they&#8217;re not doing it for professional game developers.</p>
<p><strong>We don&#8217;t know the Truth</strong></p>
<p>One thing is for sure &#8212; there&#8217;s a reason for all this not happening, and the reason is not that the people running Xbox LIVE Arcade are stupid. It may be that their priorities are different than ours (retail will kill us if we threaten them), and it may be that if they implemented these features they&#8217;d have a break through product.</p>
<p>But we don&#8217;t know what reasons they have, and it may be that in 6 months we&#8217;ll realize why they&#8217;ve been holding off, or that they&#8217;re already implementing it. Well, we know that they&#8217;re certainly implementing <strong>something</strong> for Xbox LIVE &#8212; it would be naive to think they&#8217;re standing still.</p>
<p>Anyway, looping back to the beginning &#8212; good job Raigan, on speaking your mind. And N+ is both dog poop and an amazing game. I prefer to think it&#8217;s the latter.</p>
]]></content:encoded>
			<wfw:commentRss>http://kleientertainment.com/news/2008/03/24/crap-games-are-not-the-problem/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Legend of Zelda remade in N+</title>
		<link>http://kleientertainment.com/news/2008/03/20/legend-of-zelda-remade-in-n/</link>
		<comments>http://kleientertainment.com/news/2008/03/20/legend-of-zelda-remade-in-n/#comments</comments>
		<pubDate>Fri, 21 Mar 2008 01:52:36 +0000</pubDate>
		<dc:creator>Jamie</dc:creator>
		
		<category><![CDATA[N+]]></category>

		<category><![CDATA[Slick]]></category>

		<category><![CDATA[Zelda]]></category>

		<category><![CDATA[Metanet]]></category>

		<guid isPermaLink="false">http://kleientertainment.com/news/2008/03/20/legend-of-zelda-remade-in-n/</guid>
		<description><![CDATA[As many of you know, Klei had a hand in the making of N+ on the Xbox LIVE Arcade. N+, having started life at Klei, used the Eets: Chowdown engine for the starting point of the project, giving Slick a head start on the more mundane portions of XBLA development. In addition, one of our [...]]]></description>
			<content:encoded><![CDATA[<p>As many of you know, Klei had a hand in the making of <a href="http://www.wayoftheninja.org">N+</a> on the Xbox LIVE Arcade. N+, having started life at Klei, used the Eets: Chowdown engine for the starting point of the project, giving <a href="http://slickentertainment.com">Slick</a> a head start on the more mundane portions of XBLA development. In addition, one of our programmers comprised one of the two engineers on the project. To say the least, I&#8217;m really proud of what Slick and <a href="http://www.harveycartel.org/metanet/">Metanet</a> have acheived.</p>
<p>Now, I also happen to be a 2D Zelda fan. The 3D adventures of Link were always impressive, but I could never get enough of the beautiful simplicity of the 2D action. Now, put N+ and Zelda together and you have one happy camper.</p>
<p>Enter <a href="http://www.youtube.com/watch?v=jnBi7YKgHO4">the Legend of Zelda remade in N+</a> (via <a href="http://kotaku.com/370435/the-legend-of-zelda-remade-in-n%252B">Kotaku</a>).</p>
]]></content:encoded>
			<wfw:commentRss>http://kleientertainment.com/news/2008/03/20/legend-of-zelda-remade-in-n/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Three things</title>
		<link>http://kleientertainment.com/news/2008/03/18/three-things/</link>
		<comments>http://kleientertainment.com/news/2008/03/18/three-things/#comments</comments>
		<pubDate>Wed, 19 Mar 2008 06:50:04 +0000</pubDate>
		<dc:creator>Jamie</dc:creator>
		
		<category><![CDATA[Business]]></category>

		<category><![CDATA[EA]]></category>

		<category><![CDATA[Apple]]></category>

		<guid isPermaLink="false">http://kleientertainment.com/news/2008/03/18/three-things/</guid>
		<description><![CDATA[This article from Wired on the success of Apple is a mixed bag. The entire piece basically describes how Job&#8217;s overbearing management style simultaneously motivates, demeans, and pushes people to create his vision. At the same time, you can&#8217;t argue that he&#8217;s been right. I personally have 3 iPods, a Macbook Pro, and I&#8217;m seriously [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.wired.com/techbiz/it/magazine/16-04/bz_apple">This article from Wired</a> on the success of Apple is a mixed bag. The entire piece basically describes how Job&#8217;s overbearing management style simultaneously motivates, demeans, and pushes people to create his vision. At the same time, you can&#8217;t argue that he&#8217;s been right. I personally have 3 iPods, a Macbook Pro, and I&#8217;m seriously considering an iPhone. This brings up an interesting question: Is it okay to be an asshole if you&#8217;re right? The answer is yes, if you&#8217;re okay with building a company that revolves around you.</p>
<p>On a completely unrelated note, I love this quote by Michael Capps of Epic:  &#8220;the narrow range of folks who can afford to do high-end, Direct X 10 PC gaming are also the guys who really understand how BitTorrent works&#8221; (source: <a href="http://www.gamesindustry.biz/content_page.php?aid=34217">gamesindustry.biz</a>).</p>
<p>Also: Pandemic&#8217;s Josh Resnick had a great talk at GDC about the difficulties of starting a game studio. I unfortunately missed it, but heard about it through Nick. Today an <a href="http://www.gamesindustry.biz/content_page.php?aid=34258">article came out</a> that hinted they are looking at the Free-to-Play model. EA has had some success in this department, so it&#8217;ll be interesting to see what they&#8217;ll do.</p>
]]></content:encoded>
			<wfw:commentRss>http://kleientertainment.com/news/2008/03/18/three-things/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Why do community features in games suck so much?</title>
		<link>http://kleientertainment.com/news/2008/03/04/why-do-community-features-in-games-suck-so-much/</link>
		<comments>http://kleientertainment.com/news/2008/03/04/why-do-community-features-in-games-suck-so-much/#comments</comments>
		<pubDate>Wed, 05 Mar 2008 03:44:32 +0000</pubDate>
		<dc:creator>Jamie</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://kleientertainment.com/news/2008/03/04/why-do-community-features-in-games-suck-so-much/</guid>
		<description><![CDATA[This one continues to baffle me. Why is it that none of the three consoles have user ratings on content? Why is it that things that take weeks in the Web 2.0 world take months or longer in the games industry? I suppose I can rattle off a few reasons that would come up in [...]]]></description>
			<content:encoded><![CDATA[<p>This one continues to baffle me. Why is it that none of the three consoles have user ratings on content? Why is it that things that take weeks in the Web 2.0 world take months or longer in the games industry? I suppose I can rattle off a few reasons that would come up in exec meetings:</p>
<ul>
<li>It&#8217;s too hard to manage the content</li>
<li>By definition, it means some games are rated badly, and we want to position ourselves as having no bad games</li>
<li>It&#8217;s not in our schedule</li>
<li>We want to handle our own PR and portfolio</li>
<li>It&#8217;ll piss off publishers</li>
<li>We have no way of deleting offensive content (!!!?)</li>
</ul>
<p>While some of these are real concerns, I don&#8217;t see this having stopped Amazon. Or Ebay. Or Facebook. I suppose XNA on the 360 addresses these issues, but I still think <strong>all</strong> content on the 360 should be rated, commented on, tagged, and searchable. And while I&#8217;m on my pipe dream I may as well wish for being able to write plug-ins for the dashboard, and that monetization for those plug-ins should be easy. Yes, these are hard legal issues, but I also think it would rock everyone&#8217;s world.</p>
]]></content:encoded>
			<wfw:commentRss>http://kleientertainment.com/news/2008/03/04/why-do-community-features-in-games-suck-so-much/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Forward-looking business models</title>
		<link>http://kleientertainment.com/news/2008/03/03/forward-looking-business-models/</link>
		<comments>http://kleientertainment.com/news/2008/03/03/forward-looking-business-models/#comments</comments>
		<pubDate>Tue, 04 Mar 2008 03:13:44 +0000</pubDate>
		<dc:creator>Jamie</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://kleientertainment.com/news/2008/03/03/forward-looking-business-models/</guid>
		<description><![CDATA[Gamesindusty.biz has an awesome article on treating consumers like pirates. I&#8217;ve had the unfortunate experience of working with many types of futile DRM my experience in game development, including SecuROM, StarForce, and TryMedia &#8212; they all amounted to one simple truth: it doesn&#8217;t work.
This is why I love the free-to-play model &#8212; it completely obliterates [...]]]></description>
			<content:encoded><![CDATA[<p>Gamesindusty.biz has an awesome article on <a href="http://www.gamesindustry.biz/content_page.php?aid=33624">treating consumers like pirates</a>. I&#8217;ve had the unfortunate experience of working with many types of futile DRM my experience in game development, including SecuROM, StarForce, and TryMedia &#8212; they all amounted to one simple truth: it doesn&#8217;t work.</p>
<p>This is why I love the free-to-play model &#8212; it completely obliterates this problem, and blows down almost all barriers to entry. But secure online play isn&#8217;t the only option out there &#8212; in fact, as the article suggests, it still poses issues to singleplayer games.  The other day my internet connection died, and I wanted to play Portal, but because Steam couldn&#8217;t connect, I wasn&#8217;t able to.</p>
<p>I also like Stardock&#8217;s No DRM, update-by-secure-login method, and ad driven freeware is definitely a viable option. I&#8217;m particulary intrigued by the indie music model where bands give out music for free to drive consumers to merchandise and live performances, and I&#8217;m wondering if there&#8217;s a parallel we can draw in our industry.</p>
]]></content:encoded>
			<wfw:commentRss>http://kleientertainment.com/news/2008/03/03/forward-looking-business-models/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Pre-GDC Post</title>
		<link>http://kleientertainment.com/news/2008/02/16/pre-gdc-post/</link>
		<comments>http://kleientertainment.com/news/2008/02/16/pre-gdc-post/#comments</comments>
		<pubDate>Sun, 17 Feb 2008 00:15:51 +0000</pubDate>
		<dc:creator>Jamie</dc:creator>
		
		<category><![CDATA[GDC]]></category>

		<category><![CDATA[Business]]></category>

		<category><![CDATA[nexon]]></category>

		<guid isPermaLink="false">http://kleientertainment.com/news/2008/02/16/pre-gdc-post/</guid>
		<description><![CDATA[As many of you know, since early 2007, Klei has been working with Nexon to create a Free to Play, original IP game. We will be launching the game later this year, and I have to say, I haven&#8217;t had this much fun creating a game since Dawn of War. The amount of freedom we&#8217;ve [...]]]></description>
			<content:encoded><![CDATA[<p>As many of you know, since early 2007, Klei has been working with <a href="http://www.nexon.net">Nexon</a> to create a Free to Play, original IP game. We will be launching the game later this year, and I have to say, I haven&#8217;t had this much fun creating a game since Dawn of War. The amount of freedom we&#8217;ve enjoyed in the last year is almost unbecoming of a publisher, although giving freedom to independants <a href="http://www.gamesindustry.biz/content_page.php?aid=32922">appears to be the way of the future</a>.</p>
<p>On Monday, I&#8217;ll be making my yearly pilgrimage to GDC; a trip I always feel invigorates me. Without exception, I come back fired up, excited about the change and developments happening all around us in this industry. As in the previous year, I&#8217;m participating in the <a href="http://www.gdconf.com/conference/igs.htm">Independant Games Summit</a>, speaking about The State of Indie Games. If you&#8217;re going and would like to meet up, feel free to <a href="http://www.kleientertainment.com/news/about">contact me</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://kleientertainment.com/news/2008/02/16/pre-gdc-post/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Mobile development finally becomes interesting</title>
		<link>http://kleientertainment.com/news/2008/01/20/mobile-development-finally-becomes-interesting/</link>
		<comments>http://kleientertainment.com/news/2008/01/20/mobile-development-finally-becomes-interesting/#comments</comments>
		<pubDate>Mon, 21 Jan 2008 07:33:06 +0000</pubDate>
		<dc:creator>Jamie</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://kleientertainment.com/news/2008/01/20/mobile-development-finally-becomes-interesting/</guid>
		<description><![CDATA[Tomorrow, I&#8217;m leaving for my first extended vacation since I launched Klei Entertainment in 2005, and I was passing time catching up on some Wired articles. This particular one intrigued me. For the past 5 years, I&#8217;ve avoided mobile phone development like the 3D0 for two obvious reasons: carriers hold all the power, and developing [...]]]></description>
			<content:encoded><![CDATA[<p>Tomorrow, I&#8217;m leaving for my first extended vacation since I launched Klei Entertainment in 2005, and I was passing time catching up on some Wired articles. <a href="http://www.wired.com/gadgets/wireless/magazine/16-02/ff_iphone">This particular one</a> intrigued me. For the past 5 years, I&#8217;ve avoided mobile phone development like the 3D0 for two obvious reasons: carriers hold all the power, and developing on them is a nightmare because of the multitude of platforms.</p>
<p>Reading about <a href="http://en.wikipedia.org/wiki/Android_(mobile_phone_platform)">Google Android</a> and the iPhone SDK is encouraging, though. Having a decent web browser (albeit without Flash support) is more encouraging still. Already, creating ad supported mobile web apps is possible, and it&#8217;s only a matter of time before downloading third-party mobile applications and games becomes easy and not an exercise in frustration; I for one jailbroke my iPod Touch and I&#8217;m amazed at the ease of using the Installer application.</p>
<p>I know most readers of this blog are console and PC game developers, but if any of you have mobile experience, I&#8217;d love to pick your brain a bit. You know how to reach me! <img src='http://kleientertainment.com/news/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /></p>
]]></content:encoded>
			<wfw:commentRss>http://kleientertainment.com/news/2008/01/20/mobile-development-finally-becomes-interesting/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Meritocracy</title>
		<link>http://kleientertainment.com/news/2007/12/29/meritocracy/</link>
		<comments>http://kleientertainment.com/news/2007/12/29/meritocracy/#comments</comments>
		<pubDate>Sat, 29 Dec 2007 23:48:18 +0000</pubDate>
		<dc:creator>Jamie</dc:creator>
		
		<category><![CDATA[Business]]></category>

		<category><![CDATA[meritocracy]]></category>

		<category><![CDATA[EA]]></category>

		<guid isPermaLink="false">http://kleientertainment.com/news/2007/12/29/meritocracy/</guid>
		<description><![CDATA[I had an interesting discussion today with an old friend who&#8217;s currently in an MBA program. We were chatting about our relative experiences, and how I had been frustrated that in my previous position as a programmer I had felt held back due to the lack of meritocracy. In retrospect, I have a greater appreciation [...]]]></description>
			<content:encoded><![CDATA[<p>I had an interesting discussion today with an old friend who&#8217;s currently in an MBA program. We were chatting about our relative experiences, and how I had been frustrated that in my previous position as a programmer I had felt held back due to the lack of meritocracy. In retrospect, I have a greater appreciation of the company&#8217;s position &#8212; there&#8217;s obviously politics involved that push back; people who have been waiting in line, the practice of gradual (percentage based on your current salary) increase in salary, and other unfortunate but understandable forces. I then commented &#8220;interestingly, EA <strong>is</strong> a meritocracy&#8221;. His response was surprising to me:</p>
<blockquote><p>&#8220;That&#8217;s not surprising. In my experience with large institutions, they have the ability to create the structure needed to foster meritocracy. A small company, however, is more ad hoc.&#8221;</p></blockquote>
<p>I had always believed that large organizations were more prone to &#8220;waiting you turn&#8221; due to the inevitable hierarchy and increased politics. It had never occured to me that the resources would allow you to be <strong>better</strong> at creating an environment that championed achievement &#8212; I took it for granted that they would have to use the resources to try and simulate a smaller studio.</p>
<p>On a side note, I&#8217;ve been reading <em>The Age of Turbulence</em> by Alan Greenspan. It&#8217;s not light reading, but I would recommend it to anyone looking to gain insight into how the US economy works. It&#8217;s certainly prompted me to reconsider how I approach certain aspects of business.</p>
]]></content:encoded>
			<wfw:commentRss>http://kleientertainment.com/news/2007/12/29/meritocracy/feed/</wfw:commentRss>
		</item>
	</channel>
</rss>
