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	<title>Comments on: If QuakeLive can’t survive on advertising alone, who can?</title>
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	<link>http://www.gamesbrief.com/2009/08/if-quakelive-cant-survive-on-advertising-alone-who-can/</link>
	<description>The Business of Games</description>
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		<title>By: Nicholas Lovell</title>
		<link>http://www.gamesbrief.com/2009/08/if-quakelive-cant-survive-on-advertising-alone-who-can/comment-page-1/#comment-4386</link>
		<dc:creator>Nicholas Lovell</dc:creator>
		<pubDate>Tue, 18 Aug 2009 17:13:37 +0000</pubDate>
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		<description>I think that you are right, Diane, in that IGA sold an &quot;FPS channel&quot;, offering games like CounterStrike and Battlefield alongside QuakeLive. But that&#039;s just talking from the point of the advertiser - from the point of view of the gamer, you don&#039;t always want to play Quake, so it makes sense to have a way of aggregating users (so that you can cross-promote, build a bigger community etc) and not just rely on your ad agency to do it.&lt;br&gt;&lt;br&gt;I also agree it was odd not to plan any direct monetization. Although I didn&#039;t hear the keynote myself, so maybe Carmack was really planning this all along, and it just got reported differently.</description>
		<content:encoded><![CDATA[<p>I think that you are right, Diane, in that IGA sold an &#8220;FPS channel&#8221;, offering games like CounterStrike and Battlefield alongside QuakeLive. But that&#39;s just talking from the point of the advertiser &#8211; from the point of view of the gamer, you don&#39;t always want to play Quake, so it makes sense to have a way of aggregating users (so that you can cross-promote, build a bigger community etc) and not just rely on your ad agency to do it.</p>
<p>I also agree it was odd not to plan any direct monetization. Although I didn&#39;t hear the keynote myself, so maybe Carmack was really planning this all along, and it just got reported differently.</p>
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		<title>By: DianeLagrange</title>
		<link>http://www.gamesbrief.com/2009/08/if-quakelive-cant-survive-on-advertising-alone-who-can/comment-page-1/#comment-4385</link>
		<dc:creator>DianeLagrange</dc:creator>
		<pubDate>Tue, 18 Aug 2009 15:48:44 +0000</pubDate>
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		<description>I thought that IGA was already aggregating audiences from all the games in their portfolios in channels, so I am not sure if they were selling just QuakeLive players. FPS is also one of the most costly multiplayer genres to run. It was strange not to have planned any kind of direct monetization.</description>
		<content:encoded><![CDATA[<p>I thought that IGA was already aggregating audiences from all the games in their portfolios in channels, so I am not sure if they were selling just QuakeLive players. FPS is also one of the most costly multiplayer genres to run. It was strange not to have planned any kind of direct monetization.</p>
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		<title>By: Pixel-Love &#187; Blog Archive &#187; Quake Live Changes</title>
		<link>http://www.gamesbrief.com/2009/08/if-quakelive-cant-survive-on-advertising-alone-who-can/comment-page-1/#comment-3555</link>
		<dc:creator>Pixel-Love &#187; Blog Archive &#187; Quake Live Changes</dc:creator>
		<pubDate>Tue, 18 Aug 2009 11:18:18 +0000</pubDate>
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		<description>[...] have more about this. It may signify trouble for IGA, the advertising firm taking care of in game ads for Quake Live, [...]</description>
		<content:encoded><![CDATA[<p>[...] have more about this. It may signify trouble for IGA, the advertising firm taking care of in game ads for Quake Live, [...]</p>
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		<title>By: Nicholas Lovell</title>
		<link>http://www.gamesbrief.com/2009/08/if-quakelive-cant-survive-on-advertising-alone-who-can/comment-page-1/#comment-3553</link>
		<dc:creator>Nicholas Lovell</dc:creator>
		<pubDate>Tue, 18 Aug 2009 09:13:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/2009/08/if-quakelive-cant-survive-on-advertising-alone-who-can/#comment-3553</guid>
		<description>I think that you are right, Diane, in that IGA sold an &quot;FPS channel&quot;, offering games like CounterStrike and Battlefield alongside QuakeLive. But that&#039;s just talking from the point of the advertiser - from the point of view of the gamer, you don&#039;t always want to play Quake, so it makes sense to have a way of aggregating users (so that you can cross-promote, build a bigger community etc) and not just rely on your ad agency to do it.&lt;br&gt;&lt;br&gt;I also agree it was odd not to plan any direct monetization. Although I didn&#039;t hear the keynote myself, so maybe Carmack was really planning this all along, and it just got reported differently.</description>
		<content:encoded><![CDATA[<p>I think that you are right, Diane, in that IGA sold an &#8220;FPS channel&#8221;, offering games like CounterStrike and Battlefield alongside QuakeLive. But that&#39;s just talking from the point of the advertiser &#8211; from the point of view of the gamer, you don&#39;t always want to play Quake, so it makes sense to have a way of aggregating users (so that you can cross-promote, build a bigger community etc) and not just rely on your ad agency to do it.</p>
<p>I also agree it was odd not to plan any direct monetization. Although I didn&#39;t hear the keynote myself, so maybe Carmack was really planning this all along, and it just got reported differently.</p>
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		<title>By: DianeLagrange</title>
		<link>http://www.gamesbrief.com/2009/08/if-quakelive-cant-survive-on-advertising-alone-who-can/comment-page-1/#comment-3552</link>
		<dc:creator>DianeLagrange</dc:creator>
		<pubDate>Tue, 18 Aug 2009 07:48:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamesbrief.com/2009/08/if-quakelive-cant-survive-on-advertising-alone-who-can/#comment-3552</guid>
		<description>I thought that IGA was already aggregating audiences from all the games in their portfolios in channels, so I am not sure if they were selling just QuakeLive players. FPS is also one of the most costly multiplayer genres to run. It was strange not to have planned any kind of direct monetization.</description>
		<content:encoded><![CDATA[<p>I thought that IGA was already aggregating audiences from all the games in their portfolios in channels, so I am not sure if they were selling just QuakeLive players. FPS is also one of the most costly multiplayer genres to run. It was strange not to have planned any kind of direct monetization.</p>
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