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	<title>The Game Prodigy - The Source for Game Design &#187; Punishment and Reward Systems</title>
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	<description>The Source for Game Design</description>
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		<title>Design Lessons From Super Mario Bros. 3 &#8211; Part I</title>
		<link>http://thegameprodigy.com/design-lessons-from-super-mario-bros-3-part-i/</link>
		<comments>http://thegameprodigy.com/design-lessons-from-super-mario-bros-3-part-i/#comments</comments>
		<pubDate>Fri, 21 Jan 2011 05:00:44 +0000</pubDate>
		<dc:creator>Brice Morrison</dc:creator>
				<category><![CDATA[Classic Game Design]]></category>
		<category><![CDATA[Punishment and Reward Systems]]></category>
		<category><![CDATA[super mario bros.]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=820</guid>
		<description><![CDATA[This guest post is written by Radek Koncewicz, Creative Lead of Incubator Games.  You&#8217;ll find my (Brice) notes and bolded text throughout.  This post is broken into two parts.  I could have reproduced the entire thing as one post, but &#8230; <a href="http://thegameprodigy.com/design-lessons-from-super-mario-bros-3-part-i/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>8</slash:comments>
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		<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>
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		<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 Morrison</dc:creator>
				<category><![CDATA[Mechanics]]></category>
		<category><![CDATA[Punishment and Reward Systems]]></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 &#8230; <a href="http://thegameprodigy.com/the-potential-of-game-design/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>2</slash:comments>
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		<title>To Be or Not to Be: Ingredients for Meaningful Choice in Games</title>
		<link>http://thegameprodigy.com/to-be-or-not-to-be-ingredients-for-meaningful-choice-in-games/</link>
		<comments>http://thegameprodigy.com/to-be-or-not-to-be-ingredients-for-meaningful-choice-in-games/#comments</comments>
		<pubDate>Sun, 07 Feb 2010 06:46:28 +0000</pubDate>
		<dc:creator>Brice Morrison</dc:creator>
				<category><![CDATA[Punishment and Reward Systems]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[fire emblem]]></category>
		<category><![CDATA[resident evil]]></category>
		<category><![CDATA[valkyria chronicles]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=374</guid>
		<description><![CDATA[Valkyria Chronicles is a game that embodies well designed choice. Choice is often necessary for the deeper emotions of life.  Choice are how people express themselves, design their lives, and make mistakes.  It is through choices that we build our &#8230; <a href="http://thegameprodigy.com/to-be-or-not-to-be-ingredients-for-meaningful-choice-in-games/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>7</slash:comments>
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		<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>
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