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	<title>Comments on: Rewarding team play</title>
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	<link>http://spinksville.wordpress.com/2009/09/26/rewarding-team-play/</link>
	<description>MMOs and game design</description>
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		<title>By: Tesh</title>
		<link>http://spinksville.wordpress.com/2009/09/26/rewarding-team-play/#comment-3433</link>
		<dc:creator><![CDATA[Tesh]]></dc:creator>
		<pubDate>Wed, 30 Sep 2009 22:05:08 +0000</pubDate>
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		<description><![CDATA[I&#039;ve long thought that raids need a better set of tuning controls for guilds to tailor their experience.  I&#039;m also not a fan of the loot lottery that keeps raids on farm status well past their &quot;sell by&quot; date.  Being able to tune the difficulty might go a long way to making farming less onerous.  (As do token rewards.)]]></description>
		<content:encoded><![CDATA[<p>I&#8217;ve long thought that raids need a better set of tuning controls for guilds to tailor their experience.  I&#8217;m also not a fan of the loot lottery that keeps raids on farm status well past their &#8220;sell by&#8221; date.  Being able to tune the difficulty might go a long way to making farming less onerous.  (As do token rewards.)</p>
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		<title>By: Elnia</title>
		<link>http://spinksville.wordpress.com/2009/09/26/rewarding-team-play/#comment-3347</link>
		<dc:creator><![CDATA[Elnia]]></dc:creator>
		<pubDate>Sat, 26 Sep 2009 22:52:32 +0000</pubDate>
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		<description><![CDATA[A thoughtful and thought provoking post. It reminded me of a topic I&#039;ve been planning to write about for some time and perhaps this post is inspirational enough to get me to do it this weekend.]]></description>
		<content:encoded><![CDATA[<p>A thoughtful and thought provoking post. It reminded me of a topic I&#8217;ve been planning to write about for some time and perhaps this post is inspirational enough to get me to do it this weekend.</p>
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