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<oembed><version>1.0</version><provider_name>The Escapist</provider_name><provider_url>https://www.escapistmagazine.com</provider_url><author_name>Sean Sands Legacy Author</author_name><author_url>https://www.escapistmagazine.com/author/seansands/</author_url><title>The Lesson of XNA - The Escapist</title><type>rich</type><width>600</width><height>338</height><html>&lt;blockquote class="wp-embedded-content" data-secret="81cEc5A0eS"&gt;&lt;a href="https://www.escapistmagazine.com/the-lesson-of-xna/"&gt;The Lesson of XNA&lt;/a&gt;&lt;/blockquote&gt;&lt;iframe sandbox="allow-scripts" security="restricted" src="https://www.escapistmagazine.com/the-lesson-of-xna/embed/#?secret=81cEc5A0eS" width="600" height="338" title="&#x201C;The Lesson of XNA&#x201D; &#x2014; The Escapist" data-secret="81cEc5A0eS" frameborder="0" marginwidth="0" marginheight="0" scrolling="no" class="wp-embedded-content"&gt;&lt;/iframe&gt;&lt;script type="text/javascript"&gt;
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</html><description>The initial results of XNA, the Xbox Live project designed to open up a platform of millions to the industrious creators of content, are in. They are not impressive. Low conversion, poor sales figures, minimal exposure and an overall spreadsheet that seems appropriately dismal in this modern economic environment are the hallmark of a project that seems to have been ambitiously na&#xEF;ve at best. I suspect, tragically, that the conclusions people will draw on the XNA efforts will be all wrong. I fear that this will be touted as the empirical evidence that indie titles and mainstream audiences shall be [&hellip;]</description><thumbnail_url>http://cdn.themis-media.com/media/global/images/galleries/display/56/56218.jpg</thumbnail_url></oembed>
