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	<title>Community Unlocked</title>
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	<link>http://caas.raptr.com</link>
	<description>The Impact of Community As A Service</description>
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		<title>Shutting out the indies is a big mistake for Xbox One</title>
		<link>http://caas.raptr.com/shutting-out-the-indies-is-a-big-mistake-for-xbox-one/?&#038;owa_medium=feed&#038;owa_sid=</link>
		<comments>http://caas.raptr.com/shutting-out-the-indies-is-a-big-mistake-for-xbox-one/#comments</comments>
		<pubDate>Fri, 24 May 2013 23:31:49 +0000</pubDate>
		<dc:creator>Rus Mclaughlin</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Opinion]]></category>
		<category><![CDATA[Xbox One]]></category>

		<guid isPermaLink="false">http://caas.raptr.com/?p=3775</guid>
		<description><![CDATA[]]></description>
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		<title>Community Answers: The good, the bad, and the ugly side of microtransactions</title>
		<link>http://caas.raptr.com/community-answers-the-good-the-bad-and-the-ugly-side-of-microtransactions/?&#038;owa_medium=feed&#038;owa_sid=</link>
		<comments>http://caas.raptr.com/community-answers-the-good-the-bad-and-the-ugly-side-of-microtransactions/#comments</comments>
		<pubDate>Fri, 24 May 2013 20:21:04 +0000</pubDate>
		<dc:creator>Rus Mclaughlin</dc:creator>
				<category><![CDATA[Engagement Activities]]></category>
		<category><![CDATA[Opinion]]></category>
		<category><![CDATA[Player Insight]]></category>
		<category><![CDATA[Rewards & Loyalty]]></category>
		<category><![CDATA[Blacklight: Retribution]]></category>
		<category><![CDATA[Community Answers]]></category>
		<category><![CDATA[Everquest 2]]></category>
		<category><![CDATA[Guild Wars 2]]></category>
		<category><![CDATA[Team Fortress 2]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://caas.raptr.com/?p=3699</guid>
		<description><![CDATA[We asked. The community answered. If it&#8217;s not converting over to a free-to-play model, it&#8217;s a fairly good bet that your favorite online-only PC game launched on a free-to-play model. Or else it&#8217;s World of Warcraft. But excepting Blizzard&#8217;s subscription-based juggernaut, the industry has moved into the microtransaction business&#8230;despite the enduring stigma they carry. So [...]]]></description>
				<content:encoded><![CDATA[<p>We asked. The community answered.</p>
<p>If it&#8217;s not converting over to a free-to-play model, it&#8217;s a fairly good bet that your favorite online-only PC game launched on a free-to-play model. Or else it&#8217;s World of Warcraft. But excepting Blizzard&#8217;s subscription-based juggernaut, the industry has moved into the microtransaction business&#8230;despite the enduring stigma they carry.</p>
<p>So now developers have a new needle to thread: crafting microtransactions that engage players without alienating them. We put it to the very people they hope will buy in:</p>
<blockquote class="twitter-tweet"><p>Community Question: Free-to-play microtransactions&#8230;what got you to buy in, what pissed you off, and why? Tag it <a href="https://twitter.com/search/%23f2pmicro">#f2pmicro</a></p>
<p>— Raptr (@Raptr) <a href="https://twitter.com/Raptr/status/330100882580582400">May 2, 2013</a></p></blockquote>
<p><script charset="utf-8" type="text/javascript" src="//platform.twitter.com/widgets.js" async=""></script>Perhaps not surprisingly, we got a certain amount of this:</p>
<blockquote class="twitter-tweet"><p>@<a href="https://twitter.com/raptr">raptr</a> <a href="https://twitter.com/search/%23f2pmicro">#f2pmicro</a> Never paid, &amp; won&#8217;t. I hate the damn things! Pay to win isn&#8217;t the way to go! At least some games you can earn to win <a href="https://twitter.com/search/%23LoL">#LoL</a></p>
<p>— Em/Lips (@ColdLipstick) <a href="https://twitter.com/ColdLipstick/status/330101836583403520">May 2, 2013</a></p></blockquote>
<p>&nbsp;</p>
<p>That&#8217;s a sentiment echoed on Facebook as well &#8212; clearly not fans of Zynga, then. But it didn&#8217;t take long before we got a sense of what might convince people otherwise.</p>
<blockquote class="twitter-tweet"><p>@<a href="https://twitter.com/raptr">raptr</a> If it has something I want and is reasonably priced, I&#8217;ll get it. However, too often they cost too much or are unbalanced <a href="https://twitter.com/search/%23f2pmicro">#f2pmicro</a></p>
<p>— Shi Xian Lee (@FSKrieger22) <a href="https://twitter.com/FSKrieger22/status/330111124966105088">May 3, 2013</a></p></blockquote>
<p>&nbsp;</p>
<p>&#8220;Balance&#8221; was an issue that came up quite often. On Facebook, The Clean Race Crew adamantly stated that, &#8220;any free to play shouldn&#8217;t be pay to win. Give everyone the same chance, even if items are more expensive with in-game cash.&#8221; David Rapp added that, &#8220;micro-transactions are fine as long as they don&#8217;t create a gap in the power curve that&#8217;s impossible to overcome without real money.&#8221; Colin Busick specifically called out Blacklight: Retribution, which used to &#8220;make some of the best weapons in the game only accessible with real cash.&#8221;</p>
<p>Dakota Lake put it more succinctly: &#8220;If it&#8217;s free to play, it should be free to win.&#8221;</p>
<p>And while gamers clearly despise the &#8220;buy to win&#8221; school of thought, they also want something with a little weight to them. Rob Anderson talked about buying high-tier chests in Defiance and never getting the loot he wanted. Similarly, Chris Fehrenbacher supports microtransactions, but finds, &#8220;too often, it&#8217;s focused on cheap gimmickry and poor performance. I want to support developers,&#8221; Fehrenbacher continues, &#8220;but I won&#8217;t hesitate to stop my patronage once the game shows a lack of support.&#8221;</p>
<p>A few people had already reached that point. Zben Novageist Zeon felt free-to-play killed Star Wars: The Old Republic. &#8220;I bought the game and paid to play for months, but when it became free-to-play, I lost so many advantages that I lost interest and stopped playing.&#8221; Avid Everquest 2 player Kristin Stumpp bought into that game&#8217;s prestige housing, furniture, and vanity armor without complaint, but when the game locked higher-tier spells, she drew the line. &#8220;I purchased the game and every expansion,&#8221; says Stumpp, &#8220;but I can&#8217;t play without paying to use my spells and armor. After 6-7 years of playing they lost me, perhaps permanently.&#8221;</p>
<p>And Germaximus Almightimus Supremus (possibly not his real name) voiced the other major gripe: &#8220;The thing that pisses me off the most is when they are in a subscription-based game. It has no place there, and they should be ashamed of themselves.&#8221;</p>
<p>Despite all that negativity, the community also offered not only positive examples, but gave up the microtransactions they happily purchased.</p>
<blockquote class="twitter-tweet"><p>@<a href="https://twitter.com/raptr">raptr</a> bought a DOTA 2 key to open a box and loved it. What PMO was there are games that gives you more advantage to other players <a href="https://twitter.com/search/%23f2pmicro">#f2pmicro</a></p>
<p>— Freddie Sanchez (@FreddieL337UG) <a href="https://twitter.com/FreddieL337UG/status/330101471771246592">May 2, 2013</a></p></blockquote>
<blockquote class="twitter-tweet"><p>@<a href="https://twitter.com/raptr">raptr</a> TF2 Strange weapons. Something so simple as a kill-counter (or other) has eaten up far too much of my money. <a href="https://twitter.com/search/%23f2pmicro">#f2pmicro</a></p>
<p>— TheChrisD (@TheChrisDGaming) <a href="https://twitter.com/TheChrisDGaming/status/330101203658739715">May 2, 2013</a></p></blockquote>
<p>&nbsp;</p>
<p>Cosmetic add-ons came across as a popular choice, whether it was mounts, pets, armor, skins, or trading the random drops in Team Fortress 2. Particularly when it came to role-playing games, the customization held a lot of appeal.</p>
<p>&#8220;I think Guild Wars 2 has a good model,&#8221; said Nick Modrowski, echoing the sentiments of several other players. &#8220;An up-front investment to dissuade the less serious players and then free play for the duration. I would like to see microtransactions limited to vanity items.&#8221;</p>
<p>Time and again, the personal held an advantage over the powerful. Microtransactions that unbalanced or altered the game itself were almost universally hated; &#8220;short-cut&#8221; purchases to gain access to in-game item faster were frowned upon, but tolerated. Personalizing one&#8217;s character or their possessions, on the other hand, met with both respect and enthusiasm.</p>
<p>It just goes to show that people will always pay more to get exactly the experience they want.</p>
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		<title>Gamers Weigh in on Xbox One</title>
		<link>http://caas.raptr.com/gamers-weigh-in-on-xbox-one/?&#038;owa_medium=feed&#038;owa_sid=</link>
		<comments>http://caas.raptr.com/gamers-weigh-in-on-xbox-one/#comments</comments>
		<pubDate>Wed, 22 May 2013 23:14:16 +0000</pubDate>
		<dc:creator>Raptr</dc:creator>
				<category><![CDATA[Crowdsourcing]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://caas.raptr.com/?p=3766</guid>
		<description><![CDATA[(IGN) A compilation of gamer reactions, from all angles, to the Microsoft&#8217;s Xbox One reveal.]]></description>
				<content:encoded><![CDATA[<p>(IGN) A compilation of gamer reactions, from all angles, to the Microsoft&#8217;s Xbox One reveal.</p>
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		<title>Nintendo claims YouTube revenue from fan-made &#8220;Let&#8217;s Play&#8221; videos</title>
		<link>http://caas.raptr.com/nintendo-claims-youtube-revenue-from-fan-made-lets-play-videos/?&#038;owa_medium=feed&#038;owa_sid=</link>
		<comments>http://caas.raptr.com/nintendo-claims-youtube-revenue-from-fan-made-lets-play-videos/#comments</comments>
		<pubDate>Sat, 18 May 2013 07:19:06 +0000</pubDate>
		<dc:creator>Demian Linn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[User-Generated Content]]></category>
		<category><![CDATA[Nintendo]]></category>

		<guid isPermaLink="false">http://caas.raptr.com/?p=3754</guid>
		<description><![CDATA[(Gamasutra) Classic &#8220;you&#8217;re doing it wrong&#8221; moment.]]></description>
				<content:encoded><![CDATA[<p>(Gamasutra) Classic &#8220;you&#8217;re doing it wrong&#8221; moment.</p>
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		<title>Valve releases &#8220;first entirely community-created update&#8221; for Team Fortress 2</title>
		<link>http://caas.raptr.com/valve-releases-first-entirely-community-created-update-for-team-fortress-2/?&#038;owa_medium=feed&#038;owa_sid=</link>
		<comments>http://caas.raptr.com/valve-releases-first-entirely-community-created-update-for-team-fortress-2/#comments</comments>
		<pubDate>Sat, 18 May 2013 02:41:49 +0000</pubDate>
		<dc:creator>Rus Mclaughlin</dc:creator>
				<category><![CDATA[Engagement Activities]]></category>
		<category><![CDATA[User-Generated Content]]></category>
		<category><![CDATA[Team Fortress 2]]></category>
		<category><![CDATA[Valve]]></category>

		<guid isPermaLink="false">http://caas.raptr.com/?p=3746</guid>
		<description><![CDATA[Valve managing director Gabe Newell once said, “The community generates about 10 times more content for Team Fortress 2 as Valve does.&#8221; Now that user-generated content gets its moment to shine. Valve just announced the Robotic Boogaloo Update, a completely community-created update to the popular class-based shooter. That doesn&#8217;t just include the 57-item loot drops [...]]]></description>
				<content:encoded><![CDATA[<p>Valve managing director Gabe Newell <a title="Community Unlocked: Gabe Newell: &quot;The community decides.&quot;" href="http://caas.raptr.com/valves-gabe-newell-the-community-decides/">once said</a>, “The community generates about 10 times more content for Team Fortress 2 as Valve does.&#8221;</p>
<p>Now that user-generated content gets its moment to shine. Valve just announced <a title="Valve: The Robotic Boogaloo Update" href="http://www.teamfortress.com/post.php?id=10628" target="_blank">the Robotic Boogaloo Update</a>, a completely community-created update to the popular class-based shooter. That doesn&#8217;t just include the 57-item loot drops joining the lineup&#8230;it&#8217;s also the update hub website, the animated short accompanying the announcement, a web comic, and the splash images advertising it in the Steam store.</p>
<p>That&#8217;s a vastly different proposition from any other game updates seen before. Rather than submitted art or code being adopted, the TF2 community has just become deeply involved in the state of their game, the look and feel of it, and even in the marketing of its microtransacted goods. From beginning to end, it&#8217;s a crowdsourced campaign.</p>
<p>Robotic Boogaloo items will drop in the form of RoboCrates (destined to become rare items after a two-week promotional period) which must be unlocked using a $2.49 RoboCrate Key, similar to the game&#8217;s standard Supply Crates.</p>
<p>In another first, the people involved in creating both the Boogaloo content and its marketing collateral agreed to share in the revenue generated from RoboCrate Key sales.</p>
<p>Valve insists this doesn&#8217;t mark the end of their own, internally-created updates for Team Fortress 2, but it does mark a new chapter in user-generated content and what it can be. It will be interesting to see if and how other developers leverage their communities&#8217; creativity to build on the games themselves, both in terms of in-game and consumer facing material.</p>
<p>After all, nobody knows what fans want to see from their games better than the fans themselves.</p>
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		<title>Raptr CEO: Community matters, so stop milking players for cash</title>
		<link>http://caas.raptr.com/raptr-ceo-community-matters-so-stop-milking-players-for-cash/?&#038;owa_medium=feed&#038;owa_sid=</link>
		<comments>http://caas.raptr.com/raptr-ceo-community-matters-so-stop-milking-players-for-cash/#comments</comments>
		<pubDate>Fri, 17 May 2013 22:51:06 +0000</pubDate>
		<dc:creator>Rus Mclaughlin</dc:creator>
				<category><![CDATA[Opinion]]></category>
		<category><![CDATA[Dennis Fong]]></category>
		<category><![CDATA[EVE Online]]></category>
		<category><![CDATA[League of Legends]]></category>
		<category><![CDATA[Team Fortress 2]]></category>

		<guid isPermaLink="false">http://caas.raptr.com/?p=3742</guid>
		<description><![CDATA[]]></description>
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		<title>2 million people have cast votes on Steam Greenlight</title>
		<link>http://caas.raptr.com/2-million-people-have-cast-votes-on-steam-greenlight/?&#038;owa_medium=feed&#038;owa_sid=</link>
		<comments>http://caas.raptr.com/2-million-people-have-cast-votes-on-steam-greenlight/#comments</comments>
		<pubDate>Thu, 16 May 2013 23:28:51 +0000</pubDate>
		<dc:creator>Rus Mclaughlin</dc:creator>
				<category><![CDATA[Community Platforms]]></category>
		<category><![CDATA[Crowdsourcing]]></category>
		<category><![CDATA[Engagement Activities]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Steam Greenlight]]></category>

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		<title>SimCity creator Will Wright: Sim City&#8217;s troubled launch &#8220;basically inexcusable&#8221;</title>
		<link>http://caas.raptr.com/simcity-creator-will-wright-sim-citys-troubled-launch-basically-inexcusable/?&#038;owa_medium=feed&#038;owa_sid=</link>
		<comments>http://caas.raptr.com/simcity-creator-will-wright-sim-citys-troubled-launch-basically-inexcusable/#comments</comments>
		<pubDate>Tue, 14 May 2013 20:58:45 +0000</pubDate>
		<dc:creator>Rus Mclaughlin</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[SimCity]]></category>
		<category><![CDATA[Will Wright]]></category>

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		<title>Why Shadow of the Eternals&#8217; high-profile crowdfunding is floundering</title>
		<link>http://caas.raptr.com/why-shadow-of-the-eternals-high-profile-crowdfunding-is-floundering/?&#038;owa_medium=feed&#038;owa_sid=</link>
		<comments>http://caas.raptr.com/why-shadow-of-the-eternals-high-profile-crowdfunding-is-floundering/#comments</comments>
		<pubDate>Tue, 14 May 2013 00:52:15 +0000</pubDate>
		<dc:creator>Rus Mclaughlin</dc:creator>
				<category><![CDATA[Crowdsourcing]]></category>
		<category><![CDATA[Opinion]]></category>
		<category><![CDATA[Rewards & Loyalty]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Epic Games]]></category>
		<category><![CDATA[Eternal Darkness]]></category>
		<category><![CDATA[Precursor Games]]></category>
		<category><![CDATA[Shadow of the Eternals]]></category>
		<category><![CDATA[Silicon Knights]]></category>
		<category><![CDATA[X-Men: Destiny]]></category>

		<guid isPermaLink="false">http://caas.raptr.com/?p=3715</guid>
		<description><![CDATA[On the Kickstarter scale of things, Shadow of the Eternals looked like as a slam dunk. It&#8217;s the spiritual successor to Eternal Darkness, one of the most revered titles ever released on the Nintendo Gamecube, from the same underdog team of developers. It even has a demo trailer that wouldn&#8217;t look out of place on [...]]]></description>
				<content:encoded><![CDATA[<p>On the Kickstarter scale of things, Shadow of the Eternals looked like as a slam dunk. It&#8217;s the spiritual successor to Eternal Darkness, one of the most revered titles ever released on the Nintendo Gamecube, from the same underdog team of developers. It even has a demo trailer that wouldn&#8217;t look out of place on stage at someone&#8217;s E3 press conference.</p>
<p>And its fundraising is not going well.</p>
<p>Out of a goal of $1.5 million, Shadow of the Eternals barely passed the 10% funding mark in its first five days, with roughly $156,000 raised. Most Kickstarter campaigns do the bulk of their funding in the first 48 hours. Shadow&#8217;s third day of fundraising only saw a gain in the $1000 range.</p>
<p>Today a campaign<a href="http://www.kickstarter.com/projects/617502838/shadow-of-the-eternals" target="_blank"> just launched on Kickstarter</a>,  but at $14,000 in to a $1.35mil goal it doesn&#8217;t seem to be making much headway.</p>
<p>What&#8217;s going wrong? It could simply be that the funding crowd put the brakes on a deal they don&#8217;t entirely care for. Because while Shadow of the Eternals has a lot going for it, its developer has ignored or sidestepped a lot of things those enthusiast investors need.</p>
<p>Foremost among them: trust. Shadow&#8217;s campaign didn&#8217;t initially roll out on Kickstarter, IndieGoGo, or any official crowdsourcing site that states and strictly enforces its funding rules. Developer Precursor Games set up a donations page <a title="Precursor Games: Shadow of the Eternal" href="http://www.precursorgames.com/shadowoftheeternals/" target="_blank">on their own website</a>, which clearly lacks Kickstarter&#8217;s all-or-nothing safeguards. The FAQ on Shadow states that their goal is &#8220;flexible.&#8221; Asked directly by James Brightman of Games Industry International what might happen <a title="Precursor: We " href="http://www.gamesindustry.biz/articles/2013-05-09-precursor-we-understand-the-skepticism-about-our-silicon-knights-roots?utm_source=newsletter&amp;utm_medium=email&amp;utm_campaign=european-daily" target="_blank">if Shadow doesn&#8217;t raise the full $1.5 million</a>, Precursor CEO Paul Caporicci replied, &#8220;At the end of the 30-day campaign, we&#8217;re just going to evaluate our options.&#8221;</p>
<p>That suggests Precursor might not immediately refund pledged donations if they fall short of their goal&#8230;something Kickstarter does automatically.</p>
<p>Then you have the team itself. Precursor is essentially the remnants of the now-shuttered Silicon Knights, including its controversial creative director, Denis Dyack. While they did indeed make Eternal Darkness, Silicon Knights&#8217; last two games were the universally reviled X-Men: Destiny and Too Human, the mediocre super-flop that plunged the company into <a title="PA Report: Silicon Knights to destroy games, code, and give up millions in Epic lawsuit" href="http://www.penny-arcade.com/report/article/silicon-knights-to-destroy-games-code-and-give-up-millions-in-epic-lawsuit-" target="_blank">a failed legal dispute</a> with Epic Games.</p>
<p>The court ruling in that case ordered all remaining copies of Too Human destroyed&#8230;a sentiment echoed by many game reviewers. Other stories of <a title="Kotaku: What Went Wrong With Silicon Knights' X-Men: Destiny?" href="http://kotaku.com/5955223/what-went-wrong-with-silicon-knights-x+men-destiny" target="_blank">mismanaged funds</a> have floated around the Internet for years.</p>
<p>If that didn&#8217;t eat up whatever goodwill Precursor had, one final thing does: a flimsy promise that donors will have direct involvement in Shadow&#8217;s development.</p>
<p>Those kinds of promises have shown up frequently in Kickstarter campaigns &#8212; the recently released Stardrive even features five playable factions created by top-tier donors. In Shadow&#8217;s case, anyone who contributes gains membership into the Order of the Unseen &#8212; basically amounting to access to a restricted forum where, according to Caporicci, &#8220;allows backers to stay in communication with Precursor, suggesting anything from insanity effects to include, story elements, what platforms to support, etc.&#8221; Given the sophistication of the demo &#8212; built in CryEngine &#8212; and Dyack&#8217;s own history of butting heads with fans over creative choices, it&#8217;s easy to be skeptical about just how much impact community members can hope to have.</p>
<p>It also seems very lightweight compared to a $5000-tier reward (one taker so far) to design your own sanity event, a signature gameplay feature from Eternal Darkness. Suggestions can be ignored, and when placed against someone who&#8217;s paid to get hands-on, it feels more likely that they will be.</p>
<p>And of course, donors might question what they&#8217;ll get for their money. That $1.5 million will only fund the first installment in a proposed episodic series, not a complete product in itself. Precursor&#8217;s plan seems to treat later episodes as stretch goals for hitting unspecified marks above and beyond the initial $1.5 million. Thus far, that doesn&#8217;t seem to be much of an issue. Shadow is on track to miss its goal by a wide margin, suggesting its story will never be finished. That&#8217;s a possibility guaranteed to alienate gamers.</p>
<p>Kickstarter proved time and again that the community would cheerfully send money to a talented developer with a great idea. Arguably, Precursor has their great idea &#8212; certainly, they have a better presentation than most indies could ever hope for. They just left far too many question marks on the table.</p>
<p>Gamers have expectations when they play a game. Now they&#8217;re applying that scrutiny to become more savvy funders. Caveat emptor, indeed.</p>
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		<title>Pro-gamer migration to League of Legends reveals tension between eSports communities</title>
		<link>http://caas.raptr.com/pro-gamer-migration-to-league-of-legends-reveals-tension-between-esports-communities/?&#038;owa_medium=feed&#038;owa_sid=</link>
		<comments>http://caas.raptr.com/pro-gamer-migration-to-league-of-legends-reveals-tension-between-esports-communities/#comments</comments>
		<pubDate>Fri, 10 May 2013 22:42:09 +0000</pubDate>
		<dc:creator>Rus Mclaughlin</dc:creator>
				<category><![CDATA[eSports]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[League of Legends]]></category>

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