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	<title>Comments on: Are You Making Your Social Games Wide or Deep?</title>
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	<link>http://www.insidesocialgames.com/2009/06/25/are-you-making-your-social-games-wide-or-deep/</link>
	<description>Tracking Innovation at the Convergence of Games and Social Platforms</description>
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		<title>By: David Scott</title>
		<link>http://www.insidesocialgames.com/2009/06/25/are-you-making-your-social-games-wide-or-deep/comment-page-1/#comment-5627</link>
		<dc:creator>David Scott</dc:creator>
		<pubDate>Fri, 26 Jun 2009 00:46:56 +0000</pubDate>
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		<description>Oh, and if you make it as deep as possible, it will be much harder to clone by someone who has to build it from scratch.</description>
		<content:encoded><![CDATA[<p>Oh, and if you make it as deep as possible, it will be much harder to clone by someone who has to build it from scratch.</p>
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		<title>By: David Scott</title>
		<link>http://www.insidesocialgames.com/2009/06/25/are-you-making-your-social-games-wide-or-deep/comment-page-1/#comment-5626</link>
		<dc:creator>David Scott</dc:creator>
		<pubDate>Fri, 26 Jun 2009 00:45:44 +0000</pubDate>
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		<description>I always favour the going deep and adding more and more content to keep the players engaged and coming back for more. Of course you could do this until you run out of things to add, then clone :)</description>
		<content:encoded><![CDATA[<p>I always favour the going deep and adding more and more content to keep the players engaged and coming back for more. Of course you could do this until you run out of things to add, then clone :)</p>
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