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	<title>Media Shifters &#187; flash</title>
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	<description>Moving Media Into a Higher Gear</description>
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		<title>You&#8217;re Still Inside a Web Browser</title>
		<link>http://www.mediashifters.com/social-game-design/youre-still-inside-a-web-browser/</link>
		<comments>http://www.mediashifters.com/social-game-design/youre-still-inside-a-web-browser/#comments</comments>
		<pubDate>Fri, 16 Jan 2009 18:43:40 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Social Game Design]]></category>
		<category><![CDATA[Technical Production]]></category>
		<category><![CDATA[browser]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[production]]></category>

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		<description><![CDATA[One major aspect of Social Platform Games that people tend to ignore is that they are all still played in a web browser.]]></description>
			<content:encoded><![CDATA[<p>One major aspect of Social Platform Games that people tend to ignore is that they are all still played in a web browser.</p>
<p><a href="http://www.adobe.com/products/flashplayer/" target="_blank">Flash</a> has come a long way over the last decade, and the games are getting better all the time, even if they&#8217;re not quite up to application quality in terms of stability and power. So it&#8217;s easy to forget that there are inherent technical and practical limitations that come from running a game inside an browser application designed to work across multiple operating systems and desktops.</p>
<p>In some ways those limitations are good thing. And interestingly, it&#8217;s also something they share with their big brothers on core platforms like the Xbox and the Wii. It changes how they need to be structured, because in both cases you never know when the user is going to decide to suddenly shut off the application.</p>
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