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	<title>The Game Prodigy &#187; Game Design Canvas</title>
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	<description>Intelligent Game and Career Development</description>
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		<title>A Necessary Evil: Grinding in Games</title>
		<link>http://thegameprodigy.com/a-necessary-evil-grinding-in-games/</link>
		<comments>http://thegameprodigy.com/a-necessary-evil-grinding-in-games/#comments</comments>
		<pubDate>Mon, 14 Jun 2010 07:13:56 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Game Design Canvas]]></category>
		<category><![CDATA[Long Term Incentive]]></category>
		<category><![CDATA[farmville]]></category>
		<category><![CDATA[grind]]></category>
		<category><![CDATA[world of warcraft]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=269</guid>
		<description><![CDATA[
&#8220;I hate World of Warcraft.&#8221;
&#8220;What?  Have you ever even played it?&#8221;
&#8220;Yes.&#8221;
&#8220;How far did you get?&#8221;
&#8220;I got to about level 60.&#8221;
&#8220;And you didn&#8217;t like it?&#8221;
&#8220;No.  I hated it.&#8221;
I was amazed to find that a friend of mine had put in weeks of time into Blizzard&#8217;s World of Warcraft, and yet he felt like he didn&#8217;t have [...]]]></description>
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		<slash:comments>3</slash:comments>
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		<title>The Game Design Canvas: Aesthetic Layout</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-aesthetic-layout/</link>
		<comments>http://thegameprodigy.com/the-game-design-canvas-aesthetic-layout/#comments</comments>
		<pubDate>Thu, 31 Dec 2009 16:21:23 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Aesthetic Layout]]></category>
		<category><![CDATA[Game Design Canvas]]></category>
		<category><![CDATA[aesthetic layout]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=282</guid>
		<description><![CDATA[
Photo: Creativity+Timothy K Hamilton
Who cares if the main character is wearing silver armor or an orange cloak?  Does it really matter if your military troop is fighting in Europe or Asia?  There can’t be any difference between a game about saving the world, and one your one true love, right?
It does matter.  In fact it [...]]]></description>
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		<slash:comments>2</slash:comments>
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		<title>The Game Design Canvas: Long Term Incentive</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-long-term-incentive/</link>
		<comments>http://thegameprodigy.com/the-game-design-canvas-long-term-incentive/#comments</comments>
		<pubDate>Fri, 25 Dec 2009 11:00:10 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Game Design Canvas]]></category>
		<category><![CDATA[Long Term Incentive]]></category>
		<category><![CDATA[long term incentive]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=255</guid>
		<description><![CDATA[
Photo: Hamed Saber
What makes a person want to continue playing a game?  What takes a game from a 30 second experience to a 30 hour experience?
To answer this, we&#8217;ll have to start from the beginning: Why did the player begin playing the game in the first place?  Fun and enjoyment are the most obvious answers. [...]]]></description>
		<wfw:commentRss>http://thegameprodigy.com/the-game-design-canvas-long-term-incentive/feed/</wfw:commentRss>
		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>The Game Design Canvas: Punishment and Reward Systems</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-punishment-and-reward-systems/</link>
		<comments>http://thegameprodigy.com/the-game-design-canvas-punishment-and-reward-systems/#comments</comments>
		<pubDate>Thu, 17 Dec 2009 11:00:22 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Game Design Canvas]]></category>
		<category><![CDATA[Punishment and Reward systems]]></category>
		<category><![CDATA[starcraft]]></category>
		<category><![CDATA[super mario bros.]]></category>
		<category><![CDATA[tower defense]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=206</guid>
		<description><![CDATA[
Photo: i yudai
You have many choices in your everyday life.  Wake up and jump out of bed, or hit the snooze button?  Eat chicken, beef, or veggies?  Do some work, or go out with friends?  These choices, these actions that you can take are the different colors you use to paint the landscape of your [...]]]></description>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Why Super Mario Bros. Was So Successful</title>
		<link>http://thegameprodigy.com/why-super-mario-bros-was-so-successful/</link>
		<comments>http://thegameprodigy.com/why-super-mario-bros-was-so-successful/#comments</comments>
		<pubDate>Mon, 14 Dec 2009 11:00:19 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Classic Games]]></category>
		<category><![CDATA[Game Design Canvas]]></category>
		<category><![CDATA[analysis]]></category>
		<category><![CDATA[super mario bros.]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=234</guid>
		<description><![CDATA[
Super Mario Bros. is the best selling video game franchise of all time, with over 222 million units sold across all genres and platforms.  222 million! Incredible!  But you wouldn&#8217;t expect less from one of the most beloved heroes of all time, a hero who at one time helped to single-handedly save a struggling video [...]]]></description>
		<wfw:commentRss>http://thegameprodigy.com/why-super-mario-bros-was-so-successful/feed/</wfw:commentRss>
		<slash:comments>7</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>
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		<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>
		</item>
		<item>
		<title>&#8220;Feeling Powerful&#8221; as a Core Experience</title>
		<link>http://thegameprodigy.com/feeling-powerful-as-a-core-experience/</link>
		<comments>http://thegameprodigy.com/feeling-powerful-as-a-core-experience/#comments</comments>
		<pubDate>Thu, 03 Dec 2009 11:00:02 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Game Design Canvas]]></category>
		<category><![CDATA[Indie Game Development]]></category>
		<category><![CDATA[caster]]></category>
		<category><![CDATA[core experience]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=188</guid>
		<description><![CDATA[
Caster is a fantastic little indie game that I got into several months ago.  You play as a small character in a large, expansive world with some incredibly heavy firepower.  Acting as savior for the forests, you run around the level at sonic speeds, firing in all directions with a wide range of lasers and [...]]]></description>
		<wfw:commentRss>http://thegameprodigy.com/feeling-powerful-as-a-core-experience/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>The Game Design Canvas: An Introduction</title>
		<link>http://thegameprodigy.com/the-game-design-canvas-an-introduction/</link>
		<comments>http://thegameprodigy.com/the-game-design-canvas-an-introduction/#comments</comments>
		<pubDate>Wed, 02 Dec 2009 11:00:22 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Game Design Canvas]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=181</guid>
		<description><![CDATA[
Photo: (: Petra :) (slow)
Do astronomically successful games happen by chance, or can their approach be systematized?  Are the games that make us laugh, gasp, and enrich our lives results of the developers getting lucky, or careful decision making?  Is there a way to analyze successful games to understand where their strengths and weaknesses lie, [...]]]></description>
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		<slash:comments>13</slash:comments>
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