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	<title>The Game Prodigy - The Source for Game Design &#187; Game Design Canvas</title>
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	<description>The Source for Game Design</description>
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		<title>Investment and Birth of Levels: The NES Era</title>
		<link>http://thegameprodigy.com/investment-and-birth-of-levels-the-nes-era/</link>
		<comments>http://thegameprodigy.com/investment-and-birth-of-levels-the-nes-era/#comments</comments>
		<pubDate>Tue, 28 Dec 2010 07:08:24 +0000</pubDate>
		<dc:creator>Brice Morrison</dc:creator>
				<category><![CDATA[Classic Game Design]]></category>
		<category><![CDATA[Game Design Canvas]]></category>
		<category><![CDATA[Level Design]]></category>
		<category><![CDATA[Megaman]]></category>
		<category><![CDATA[Retro Games]]></category>
		<category><![CDATA[super mario]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=700</guid>
		<description><![CDATA[Retro Game designs were not like today&#8217;s game designs.  But they did give birth to them. Most readers here at The Game Prodigy play indie games and current-generation console and PC games.  But only a small percentage play Classic or &#8230; <a href="http://thegameprodigy.com/investment-and-birth-of-levels-the-nes-era/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Trial, Error, and Death in Limbo</title>
		<link>http://thegameprodigy.com/trial-error-and-death-in-limbo/</link>
		<comments>http://thegameprodigy.com/trial-error-and-death-in-limbo/#comments</comments>
		<pubDate>Tue, 14 Sep 2010 13:00:36 +0000</pubDate>
		<dc:creator>Brice Morrison</dc:creator>
				<category><![CDATA[Game Design Canvas]]></category>
		<category><![CDATA[Indie Game Design]]></category>
		<category><![CDATA[Punishment and Reward Systems]]></category>
		<category><![CDATA[death]]></category>
		<category><![CDATA[limbo]]></category>
		<category><![CDATA[playdead]]></category>
		<category><![CDATA[xbox360]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=493</guid>
		<description><![CDATA[Playdead&#8217;s Limbo was one of the hottest and most critically acclaimed indie-gone-pro titles of the summer.  Set in an entirely black and white world with ambient whispers and shrill screeches, the game evokes a very strong emotional atmosphere driven by &#8230; <a href="http://thegameprodigy.com/trial-error-and-death-in-limbo/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>4</slash:comments>
		</item>
		<item>
		<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 Morrison</dc:creator>
				<category><![CDATA[Console Game Design]]></category>
		<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 &#8230; <a href="http://thegameprodigy.com/a-necessary-evil-grinding-in-games/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<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 Morrison</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 &#8230; <a href="http://thegameprodigy.com/the-game-design-canvas-aesthetic-layout/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>6</slash:comments>
		</item>
		<item>
		<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 Morrison</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 &#8230; <a href="http://thegameprodigy.com/the-game-design-canvas-long-term-incentive/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>10</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 Morrison</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 &#8230; <a href="http://thegameprodigy.com/the-game-design-canvas-punishment-and-reward-systems/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>15</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 Morrison</dc:creator>
				<category><![CDATA[Classic Game Design]]></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 &#8230; <a href="http://thegameprodigy.com/why-super-mario-bros-was-so-successful/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://thegameprodigy.com/why-super-mario-bros-was-so-successful/feed/</wfw:commentRss>
		<slash:comments>9</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 Morrison</dc:creator>
				<category><![CDATA[Game Design Canvas]]></category>
		<category><![CDATA[Mechanics]]></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 &#8230; <a href="http://thegameprodigy.com/why-casual-doesnt-mean-easy/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></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 Morrison</dc:creator>
				<category><![CDATA[Game Design Canvas]]></category>
		<category><![CDATA[Mechanics]]></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 &#8230; <a href="http://thegameprodigy.com/the-game-design-canvas-base-mechanics/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>14</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 Morrison</dc:creator>
				<category><![CDATA[Game Design Canvas]]></category>
		<category><![CDATA[Indie Game Design]]></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 &#8230; <a href="http://thegameprodigy.com/feeling-powerful-as-a-core-experience/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>6</slash:comments>
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