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 <title>KEYNOTES</title>
 <link>http://www.edge-online.com/keynotes</link>
 <description>Index of promoted blog post</description>
 <language>en-us</language>
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 <title>Mobile Multiplayer Games: Where Are We Now?</title>
 <link>http://www.edge-online.com/blogs/mobile-multiplayer-games-where-are-we-now</link>
 <description>&lt;!--paging_filter--&gt;&lt;em&gt;&lt;strong&gt;&lt;span class="username"&gt;Arthur Goikhman is CEO of New York-based mobile games company Cellufun.&lt;/span&gt;&lt;/strong&gt;&lt;/em&gt;&lt;span class="username"&gt;&lt;br /&gt;------------------------------------------------------------------------------------------------------&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/mobile-multiplayer-games-where-are-we-now"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/mobile-multiplayer-games-where-are-we-now#comments</comments>
 <pubDate>Fri, 05 Dec 2008 02:37:58 -0600</pubDate>
 <dc:creator>Arthur Goikhman</dc:creator>
 <guid isPermaLink="false">21385 at http://www.edge-online.com</guid>
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 <title>Seeding Tomorrow’s 3D Artists</title>
 <link>http://www.edge-online.com/blogs/seeding-tomorrow%E2%80%99s-3d-artists</link>
 <description>&lt;!--paging_filter--&gt;&lt;em&gt;&lt;strong&gt;&lt;br /&gt;&lt;br /&gt;Immanuel Martin is Director of Sales at Luxology. He has been doing sales and business development in the Silicon Valley software companies for more than 15 years. He has been Director of Sales at Luxology for the past three years. In his spare time he spends time improving his modo modeling skills as well as working on independent film projects.&lt;/strong&gt;&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;---------------------------------------------------------------------&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/seeding-tomorrow%E2%80%99s-3d-artists"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/seeding-tomorrow%E2%80%99s-3d-artists#comments</comments>
 <pubDate>Thu, 04 Dec 2008 02:21:59 -0600</pubDate>
 <dc:creator>Immanuel Martin</dc:creator>
 <guid isPermaLink="false">21362 at http://www.edge-online.com</guid>
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 <title>The Future for Atari</title>
 <link>http://www.edge-online.com/blogs/the-future-atari</link>
 <description>&lt;!--paging_filter--&gt;&lt;em&gt;&lt;strong&gt;&lt;br /&gt;&lt;br /&gt;Phil Harrison began his career in the late 1980s, at Mindscape. He spent many years at Sony, guiding the PlayStation through three generations. He is now president of Atari.&lt;/strong&gt;&lt;/em&gt;&lt;br /&gt;-----------------------------------------------------------------&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/the-future-atari"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/the-future-atari#comments</comments>
 <pubDate>Tue, 02 Dec 2008 10:39:00 -0600</pubDate>
 <dc:creator>Phil Harrison</dc:creator>
 <guid isPermaLink="false">21323 at http://www.edge-online.com</guid>
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 <title>Michael Phelps: Gaming’s Next Big Thing?</title>
 <link>http://www.edge-online.com/blogs/michael-phelps-gaming%E2%80%99s-next-big-thing</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&lt;b&gt;Is there hope that a game based on Phelps could be anything more than a soulless cash cow?&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;It recently&amp;nbsp;&lt;a style="color: rgb(39, 170, 226);" href="http://www.gamingtarget.com/article.php?artid=9118"&gt;came to light&lt;/a&gt;&amp;nbsp;in a 60 Minutes biography of Olympic gold medallist Michael Phelps that a videogame based on the swimmer and, presumably, his sporting achievements.&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/michael-phelps-gaming%E2%80%99s-next-big-thing"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/michael-phelps-gaming%E2%80%99s-next-big-thing#comments</comments>
 <pubDate>Tue, 02 Dec 2008 08:49:00 -0600</pubDate>
 <dc:creator>Thom Dinsdale</dc:creator>
 <guid isPermaLink="false">21322 at http://www.edge-online.com</guid>
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 <title>The 360’s New Battleground</title>
 <link>http://www.edge-online.com/blogs/the-360%E2%80%99s-new-battleground</link>
 <description>&lt;!--paging_filter--&gt;&lt;em&gt;Having worked on Xbox Live since its inception in 2002 and headed up the software team that created the new 360 dashboard, Jerry Johnson has just taken a new role as general manager of Xbox Live Europe. It&amp;rsquo;s part of Microsoft&amp;rsquo;s new emphasis on catering directly to the European market instead of leading it all the way from Microsoft&amp;rsquo;s Redmond headquarters.&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/the-360%E2%80%99s-new-battleground"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/the-360%E2%80%99s-new-battleground#comments</comments>
 <category domain="http://www.edge-online.com/tags/europe">Europe</category>
 <category domain="http://www.edge-online.com/tags/nxe">NXE</category>
 <category domain="http://www.edge-online.com/tags/xbox-360">Xbox 360</category>
 <pubDate>Mon, 01 Dec 2008 04:28:40 -0600</pubDate>
 <dc:creator>Jerry Johnson</dc:creator>
 <guid isPermaLink="false">21306 at http://www.edge-online.com</guid>
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 <title>Capcom&#039;s Ben Judd on Japan</title>
 <link>http://www.edge-online.com/blogs/capcoms-ben-judd-japan</link>
 <description>&lt;!--paging_filter--&gt;&lt;em&gt;For those who could tear their eyes from the cosplay annex,‭ ‬this year&amp;rsquo;s TGS saw the inner turmoil of Japan&amp;rsquo;s game industry made public.‭ ‬Typically reserved executives brought passion‭ (‬and pessimism‭) ‬to their keynotes,‭ ‬while their studio booths brought little,‭ ‬the showfloor dominated by western titles.‭ ‬Stealing the biggest queues was a solid and truly global display from Capcom‭ &amp;ndash; ‬a reward,‭ ‬perhaps,‭ ‬for its steady courtship of western developers and unflappable in-house values.‭ ‬Key to those is veteran expat pr&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/capcoms-ben-judd-japan"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/capcoms-ben-judd-japan#comments</comments>
 <category domain="http://www.edge-online.com/tags/capcom">Capcom</category>
 <category domain="http://www.edge-online.com/tags/japan">Japan</category>
 <pubDate>Fri, 28 Nov 2008 02:57:31 -0600</pubDate>
 <dc:creator>Ben Judd</dc:creator>
 <guid isPermaLink="false">21289 at http://www.edge-online.com</guid>
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 <title>Discrete Grey is the New Red</title>
 <link>http://www.edge-online.com/blogs/discrete-grey-new-red</link>
 <description>&lt;!--paging_filter--&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;Yesterday Nintendo dropped a bombshell that left a bemused gaming community scratching its head it in its wake. Namely, that the company has&amp;nbsp;&lt;/strong&gt;&lt;a style="color: rgb(39, 170, 226);" href="http://multiplayerblog.mtv.com/2008/11/26/new-gray-nintendo-logo-is-for-us-too/"&gt;&lt;strong&gt;changed the colour of its logo&lt;/strong&gt;&lt;/a&gt;&lt;strong&gt;&amp;nbsp;from the iconic red to a &amp;ldquo;discrete&amp;rdquo; grey. And what&amp;rsquo;s more, it did this years ago!&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/discrete-grey-new-red"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/discrete-grey-new-red#comments</comments>
 <pubDate>Thu, 27 Nov 2008 03:20:07 -0600</pubDate>
 <dc:creator>Thom Dinsdale</dc:creator>
 <guid isPermaLink="false">21279 at http://www.edge-online.com</guid>
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 <title>Why Co-Op Makes all the Difference</title>
 <link>http://www.edge-online.com/blogs/why-co-op-makes-all-difference</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&lt;strong&gt;When videogame historians look back at the year 2008, two developments will immediately stand out. &lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;The first is that it&amp;rsquo;s been a banner year for downloadable console games. Whether it was the PlayStation Network (Echochrome, PixelJunk Eden and The Last Guy), Xbox Live Arcade (Braid and Geometry Wars: Retro Evolved 2) or WiiWare (LostWinds and World of Goo), the online stores for each of the three major platforms served up bite-sized titles that were pound for pound as entertaining and engrossing as their full-sized counterparts.&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/why-co-op-makes-all-difference"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/why-co-op-makes-all-difference#comments</comments>
 <pubDate>Wed, 26 Nov 2008 09:11:41 -0600</pubDate>
 <dc:creator>NGai Croal</dc:creator>
 <guid isPermaLink="false">21261 at http://www.edge-online.com</guid>
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<item>
 <title>Today&#039;s Opinion and Links</title>
 <link>http://www.edge-online.com/blogs/todays-opinion-and-links</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&lt;strong&gt;&lt;br /&gt;Games journalists who write about the allegedly woeful state of games journalism, in my view, fall into three personality types:&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;1) I pretty much invented games journalism dontcha know. Here - look at my Jovian talent and how much more wonderful I am than everyone else. &lt;br /&gt;2)&amp;nbsp; I am a nasty little shit-bag with a grudge against a world that has failed to recognize that I exist.&lt;br /&gt;3) My competitors are taking readers away from me for fun, and so snide, inaccurate editorials are my only recourse to vengeance.&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/todays-opinion-and-links"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/todays-opinion-and-links#comments</comments>
 <category domain="http://www.edge-online.com/tags/todays-best-links">Today&amp;#039;s Best Links</category>
 <pubDate>Tue, 25 Nov 2008 14:53:00 -0600</pubDate>
 <dc:creator>Colin Campbell</dc:creator>
 <guid isPermaLink="false">19890 at http://www.edge-online.com</guid>
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 <title>The Grail of Unlimited Gaming</title>
 <link>http://www.edge-online.com/blogs/the-grail-unlimited-gaming</link>
 <description>&lt;!--paging_filter--&gt;&lt;br /&gt;&lt;em&gt;&lt;strong&gt;Philipp Marx is CEO of Marx Security Software&lt;/strong&gt;&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/the-grail-unlimited-gaming"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/the-grail-unlimited-gaming#comments</comments>
 <pubDate>Tue, 25 Nov 2008 02:42:09 -0600</pubDate>
 <dc:creator>Philipp Marx</dc:creator>
 <guid isPermaLink="false">21229 at http://www.edge-online.com</guid>
</item>
<item>
 <title>How to Market a Motorsports Game</title>
 <link>http://www.edge-online.com/blogs/how-market-a-motorsports-game</link>
 <description>&lt;!--paging_filter--&gt;&lt;strong&gt;When you take on a sports license you&amp;rsquo;re buying a specific audience. MotoGP fans follow that sport. Many of them own consoles. Your primary goal is to create a game that appeals to that particular audience.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;The principle applies whether you&amp;rsquo;re looking at football or ice hockey or Formula One. &lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/how-market-a-motorsports-game"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/how-market-a-motorsports-game#comments</comments>
 <pubDate>Mon, 24 Nov 2008 02:42:08 -0600</pubDate>
 <dc:creator>Michael Pattison</dc:creator>
 <guid isPermaLink="false">21208 at http://www.edge-online.com</guid>
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<item>
 <title>Gabe Newell Writes for Edge</title>
 <link>http://www.edge-online.com/blogs/gabe-newell-writes-edge</link>
 <description>&lt;!--paging_filter--&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Left4Dead released this week, and I&amp;rsquo;m extremely pleased with the reception so far. &lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;We set out to create a first-person four-player game in which the action changes each time it&amp;rsquo;s played. We wanted to use procedural narrative to simulate stories because, in a multiplayer environment like this, we felt a more linear, scripted approach would not deliver in the same way. &lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/gabe-newell-writes-edge"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/gabe-newell-writes-edge#comments</comments>
 <category domain="http://www.edge-online.com/tags/development">Development</category>
 <category domain="http://www.edge-online.com/tags/gabe-newell">Gabe Newell</category>
 <category domain="http://www.edge-online.com/tags/valve">Valve</category>
 <pubDate>Fri, 21 Nov 2008 02:01:18 -0600</pubDate>
 <dc:creator>Gabe Newell</dc:creator>
 <guid isPermaLink="false">21171 at http://www.edge-online.com</guid>
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 <title>Reader Blog: Why GTA4 reflects an American Illusion</title>
 <link>http://www.edge-online.com/blogs/reader-blog-why-gta4-reflects-american-illusion</link>
 <description>&lt;!--paging_filter--&gt;&lt;h1&gt;&lt;em&gt;&lt;br /&gt;&lt;/em&gt;&lt;/h1&gt;&lt;h1&gt;&lt;em&gt;&amp;quot;&lt;b&gt;&lt;strong&gt;&lt;span style="font-family: Arial; font-size: 10pt;"&gt;The reason they call it the American Dream is because you have to be asleep to  believe it.&amp;quot;- George Carlin&lt;/span&gt;&lt;/strong&gt;&lt;/b&gt;&lt;/em&gt;&lt;/h1&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/reader-blog-why-gta4-reflects-american-illusion"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/reader-blog-why-gta4-reflects-american-illusion#comments</comments>
 <pubDate>Thu, 20 Nov 2008 19:49:00 -0600</pubDate>
 <dc:creator>Jarrad</dc:creator>
 <guid isPermaLink="false">21216 at http://www.edge-online.com</guid>
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 <title>Ad Analysis: PSP 3000</title>
 <link>http://www.edge-online.com/blogs/ad-analysis-psp-3000</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&lt;strong&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/p&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/ad-analysis-psp-3000"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/ad-analysis-psp-3000#comments</comments>
 <pubDate>Thu, 20 Nov 2008 10:48:00 -0600</pubDate>
 <dc:creator>Thom Dinsdale</dc:creator>
 <guid isPermaLink="false">21118 at http://www.edge-online.com</guid>
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 <title>Who is The Real Lara Croft?</title>
 <link>http://www.edge-online.com/blogs/who-the-real-lara-croft</link>
 <description>&lt;!--paging_filter--&gt;&lt;br /&gt;&lt;em&gt;&lt;strong&gt;Eric Lindstrom has been active in game development for 20 years, first at Electronic Arts and, since 1994, with Crystal Dynamics and Eidos. &lt;/strong&gt;&lt;/em&gt;&lt;em&gt;&lt;strong&gt;He is the creative director of Tomb Raider: Underworld, released this week.&lt;br /&gt;&lt;/strong&gt;&lt;/em&gt;&lt;br /&gt;-------------------------------------------------------------------------------&lt;br /&gt;&lt;strong&gt;&lt;br /&gt;If you take Lara Croft, you&amp;rsquo;ll see a core set personality attributes that were established in her right at the beginning.&amp;nbsp; They are still at the center of her being.&lt;/strong&gt;&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/who-the-real-lara-croft"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/who-the-real-lara-croft#comments</comments>
 <pubDate>Tue, 18 Nov 2008 07:22:32 -0600</pubDate>
 <dc:creator>Eric Lindstrom</dc:creator>
 <guid isPermaLink="false">21122 at http://www.edge-online.com</guid>
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 <title>The Ethics of Persuasive Games</title>
 <link>http://www.edge-online.com/blogs/the-ethics-persuasive-games</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&lt;strong&gt;The question before us today is &amp;ldquo;Should games persuade?&amp;rdquo;&amp;nbsp; &lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;At first glance this seems like an obvious question with an obvious answer.&amp;nbsp; Of course they should.&amp;nbsp; How else will our medium advance to take its rightful place as a meaningful and impactful art?&amp;nbsp; How else will we effect change?&amp;nbsp; But this question bears closer examination.&amp;nbsp; In today&amp;rsquo;s piece we will be looking at dangerous ground we walk by making the tacit assumption that games, like traditional media, should persuade.&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/the-ethics-persuasive-games"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/the-ethics-persuasive-games#comments</comments>
 <pubDate>Sun, 16 Nov 2008 11:41:58 -0600</pubDate>
 <dc:creator>James_Portnow</dc:creator>
 <guid isPermaLink="false">21094 at http://www.edge-online.com</guid>
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 <title>Nintendo is Right to Hold Firm on Price</title>
 <link>http://www.edge-online.com/blogs/nintendo-right-hold-firm-price</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&amp;nbsp;&lt;span style="font-family: 'Helvetica Neue'; font-size: 13px; line-height: 19px;" class="Apple-style-span"&gt;Given the economic climate and the looming holiday season, why is Nintendo refusing to even consider cutting prices?&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/nintendo-right-hold-firm-price"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/nintendo-right-hold-firm-price#comments</comments>
 <pubDate>Sat, 15 Nov 2008 11:09:00 -0600</pubDate>
 <dc:creator>Thom Dinsdale</dc:creator>
 <guid isPermaLink="false">21083 at http://www.edge-online.com</guid>
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 <title>What We’ve Learned About Parents and Games</title>
 <link>http://www.edge-online.com/blogs/what-we%E2%80%99ve-learned-about-parents-and-games</link>
 <description>&lt;!--paging_filter--&gt;&lt;em&gt;&lt;strong&gt;John Davison is the co-founder of &lt;a href="http://www.whattheyplay.com"&gt;What They Play&lt;/a&gt;, the parents guide to videogames. Previously he was the editorial director of the 1UP Network.&lt;/strong&gt;&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;-------------------------------------------------------------------&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/what-we%E2%80%99ve-learned-about-parents-and-games"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/what-we%E2%80%99ve-learned-about-parents-and-games#comments</comments>
 <pubDate>Fri, 14 Nov 2008 02:59:09 -0600</pubDate>
 <dc:creator>John_Davison</dc:creator>
 <guid isPermaLink="false">21079 at http://www.edge-online.com</guid>
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 <title>The Big Question</title>
 <link>http://www.edge-online.com/blogs/the-big-question</link>
 <description>&lt;!--paging_filter--&gt;&lt;br /&gt;On one extreme you&amp;rsquo;ve got &amp;lsquo;art&amp;rsquo;: Van&amp;nbsp; Gogh&amp;rsquo;s Starry Night, Michelangelo&amp;rsquo;s David, slabs of rusted metal elegantly posed outside an office building, a buck-naked performer howling and urinating while&amp;nbsp; attempting to play a xylophone with her feet.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;You know, art. &lt;br /&gt;&lt;br /&gt;On the other extreme you&amp;rsquo;ve got&amp;nbsp; &amp;lsquo;product&amp;rsquo;: individually packaged microwavable pancakes, Pokemon plush dolls, sunglasses for&amp;nbsp; pets. Useless stuff that adds a breathtakingly small amount of value to our lives. &lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/the-big-question"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/the-big-question#comments</comments>
 <pubDate>Thu, 13 Nov 2008 02:45:49 -0600</pubDate>
 <dc:creator>Randy Smith</dc:creator>
 <guid isPermaLink="false">21057 at http://www.edge-online.com</guid>
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 <title>For Playing Out Loud</title>
 <link>http://www.edge-online.com/blogs/for-playing-out-loud</link>
 <description>&lt;!--paging_filter--&gt;&lt;strong&gt;&lt;br /&gt;Online games are an intensely social experience, a means for people to come together with friends to play, socialize and nurture relationships. &lt;br /&gt;&lt;/strong&gt;&lt;br /&gt;Out of necessity, players created their own communication tools. As innovative as the solutions were, they posed one major problem &amp;ndash; they formed islands of communication where a single person who had the money, time and the technical expertise would set up a server and then pass out server addresses and passwords.&amp;nbsp; &lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/for-playing-out-loud"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/for-playing-out-loud#comments</comments>
 <pubDate>Wed, 12 Nov 2008 01:39:46 -0600</pubDate>
 <dc:creator>Jennifer Frkanec</dc:creator>
 <guid isPermaLink="false">21035 at http://www.edge-online.com</guid>
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