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	<title>The Game Prodigy &#187; Base Mechanics</title>
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	<link>http://thegameprodigy.com</link>
	<description>Intelligent Game and Career Development</description>
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		<title>Focus, Atmosphere, Limitations: Learning from Shadow of the Colossus</title>
		<link>http://thegameprodigy.com/focus-atmosphere-limitations-learning-from-shadow-of-the-colossus/</link>
		<comments>http://thegameprodigy.com/focus-atmosphere-limitations-learning-from-shadow-of-the-colossus/#comments</comments>
		<pubDate>Tue, 27 Jul 2010 06:14:00 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Aesthetic Layout]]></category>
		<category><![CDATA[Base Mechanics]]></category>
		<category><![CDATA[Playstation 2]]></category>
		<category><![CDATA[Sony]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=474</guid>
		<description><![CDATA[
Shadow of the Colossus is considered a landmark title that was developed by a highly disciplined and intelligent team.  Released in 2005 for the Playstation 2, the critically acclaimed title featured incredibly expansive, vast worlds and even more vast enemies to scale and conquer.  Set in a fictional world, the game follows the tale of [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Redeemed: A Design Analysis of Heavy Rain</title>
		<link>http://thegameprodigy.com/redeemed-a-design-analysis-of-heavy-rain/</link>
		<comments>http://thegameprodigy.com/redeemed-a-design-analysis-of-heavy-rain/#comments</comments>
		<pubDate>Sun, 21 Mar 2010 08:12:28 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Base Mechanics]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[heavy rain]]></category>
		<category><![CDATA[indigo prophecy]]></category>
		<category><![CDATA[interactive fiction]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[quantic dream]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=407</guid>
		<description><![CDATA[
I could hear the man yelling at the cashier.  I have to do something, I thought to myself.  I quietly started walking towards the grocery aisle behind the gunman and began to approach.  Maybe I could tackle him or something.  Suddenly my arm brushed a bottle and it began tumbling to the ground.  A button [...]]]></description>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>The Potential of Game Design</title>
		<link>http://thegameprodigy.com/the-potential-of-game-design/</link>
		<comments>http://thegameprodigy.com/the-potential-of-game-design/#comments</comments>
		<pubDate>Tue, 02 Mar 2010 07:54:01 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Base Mechanics]]></category>
		<category><![CDATA[Punishment and Reward systems]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=399</guid>
		<description><![CDATA[In case any of you haven&#8217;t seen it, Jesse Schell of Carnegie Mellon gave a great talk at the DICE game development conference.  He discusses a lot of the psychological tricks that many cutting edge designs use to monetize their games (Punishment and Reward Systems and Base Mechanics).  Very worthwhile for anyone interested in learning [...]]]></description>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Why No One Plays Their Wii Anymore: A Design Analysis</title>
		<link>http://thegameprodigy.com/why-no-one-plays-their-wii-anymore-a-design-analysis/</link>
		<comments>http://thegameprodigy.com/why-no-one-plays-their-wii-anymore-a-design-analysis/#comments</comments>
		<pubDate>Tue, 12 Jan 2010 17:47:59 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Base Mechanics]]></category>
		<category><![CDATA[Game Industry]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=321</guid>
		<description><![CDATA[
Photo: BrittneyBush
I still remember back in 2005 when the Wii was announced at E3, and the entire games industry just gasped.  “What IS that?”  It just didn’t make any sense at all.  The words were coming out of their mouths and the demos were on the screen, but it just sounded like complete madness.  A [...]]]></description>
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		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>Canabalt: Taking a Base Mechanic to the Limit!</title>
		<link>http://thegameprodigy.com/canabalt-taking-a-base-mechanic-to-the-limit/</link>
		<comments>http://thegameprodigy.com/canabalt-taking-a-base-mechanic-to-the-limit/#comments</comments>
		<pubDate>Mon, 21 Dec 2009 03:12:57 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Base Mechanics]]></category>
		<category><![CDATA[Indie Game Development]]></category>
		<category><![CDATA[canabalt]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=259</guid>
		<description><![CDATA[
Run for your life!  That&#8217;s the Core Experience delivered by Adam Atomic and Danny B&#8217;s hit browser game, Canabalt.  Created for the Experimental Gameplay Project, Canabalt was designed to use only one button.  That&#8217;s right, only one button.  Our intrepid survivor runs automatically to the right of screen, while the player presses a button each [...]]]></description>
		<wfw:commentRss>http://thegameprodigy.com/canabalt-taking-a-base-mechanic-to-the-limit/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Why &#8220;Casual&#8221; Doesn&#8217;t Mean &#8220;Easy&#8221;</title>
		<link>http://thegameprodigy.com/why-casual-doesnt-mean-easy/</link>
		<comments>http://thegameprodigy.com/why-casual-doesnt-mean-easy/#comments</comments>
		<pubDate>Wed, 09 Dec 2009 11:00:50 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Base Mechanics]]></category>
		<category><![CDATA[Game Design Canvas]]></category>
		<category><![CDATA[casual]]></category>
		<category><![CDATA[hardcore]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=219</guid>
		<description><![CDATA[
&#8220;Casual&#8221; games have been all the rage in the games industry over the past few years.  From the explosive growth of online games to the major First-Party support of the Wii, the &#8220;casual gamer&#8221; and the entire supposed market space has become a great buzzword and mainstay in game development.  Entire divisions of large companies [...]]]></description>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>The Game Design Canvas: Base Mechanics</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-base-mechanics/</link>
		<comments>http://thegameprodigy.com/the-game-design-canvas-base-mechanics/#comments</comments>
		<pubDate>Mon, 07 Dec 2009 11:00:34 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Base Mechanics]]></category>
		<category><![CDATA[Game Design Canvas]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=201</guid>
		<description><![CDATA[
Image: oskay
Dave is working on his blockbuster indie game title.  He knows the genre, and he has a general idea of what he wants it to be about.  It&#8217;s an action/adventure title about vampires and he wants the player to be able to steal blood from victims.  He&#8217;d also like the player to have to [...]]]></description>
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		<slash:comments>10</slash:comments>
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