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	<title>The Game Prodigy - The Source for Game Design &#187; Storytelling</title>
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		<title>Storytelling in Games is Useless.  Right?</title>
		<link>http://thegameprodigy.com/storytelling-in-games-is-useless-right/</link>
		<comments>http://thegameprodigy.com/storytelling-in-games-is-useless-right/#comments</comments>
		<pubDate>Wed, 08 Sep 2010 16:09:23 +0000</pubDate>
		<dc:creator>Brice Morrison</dc:creator>
				<category><![CDATA[Aesthetic Layout]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[adventure games]]></category>
		<category><![CDATA[broken sword]]></category>
		<category><![CDATA[narrative]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=484</guid>
		<description><![CDATA[This game analysis was suggested by TGP reader Liordino.  If you have a game you&#8217;d like analyzed, submit it along with your name and website (if you have one), and what you think readers could learn from it! Point and &#8230; <a href="http://thegameprodigy.com/storytelling-in-games-is-useless-right/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>7</slash:comments>
		</item>
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		<title>Epic Game Design: How the Incomparable Final Fantasy is Built</title>
		<link>http://thegameprodigy.com/epic-game-design-how-the-incomparable-final-fantasy-is-built/</link>
		<comments>http://thegameprodigy.com/epic-game-design-how-the-incomparable-final-fantasy-is-built/#comments</comments>
		<pubDate>Tue, 06 Jul 2010 07:03:58 +0000</pubDate>
		<dc:creator>Brice Morrison</dc:creator>
				<category><![CDATA[Classic Game Design]]></category>
		<category><![CDATA[RPG Design]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[Final Fantasy]]></category>
		<category><![CDATA[Gameplay Clusters]]></category>
		<category><![CDATA[Gameplay Hooks]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=460</guid>
		<description><![CDATA[I&#8217;ve recently been playing through a classic RPG, Final Fantasy VI (Final Fantasy III when it came out in the U.S. for the Super Nintendo).  Some readers may remember this game fondly from their childhood, while others may have never &#8230; <a href="http://thegameprodigy.com/epic-game-design-how-the-incomparable-final-fantasy-is-built/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://thegameprodigy.com/epic-game-design-how-the-incomparable-final-fantasy-is-built/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
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		<title>Polish: Turning Onetime Players Into Diehard Fans</title>
		<link>http://thegameprodigy.com/polish-turning-onetime-players-into-diehard-fans/</link>
		<comments>http://thegameprodigy.com/polish-turning-onetime-players-into-diehard-fans/#comments</comments>
		<pubDate>Mon, 31 May 2010 01:13:14 +0000</pubDate>
		<dc:creator>Brice Morrison</dc:creator>
				<category><![CDATA[Aesthetic Layout]]></category>
		<category><![CDATA[Indie Game Design]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[Flash Games]]></category>
		<category><![CDATA[Portal]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[Valve]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=427</guid>
		<description><![CDATA[How can a game feel like it was made by the developers &#8220;out of love&#8221;?  How can a game seem like the developers implemented everything that they thought would be fun and interesting, lacking nothing?  How can a game feel &#8230; <a href="http://thegameprodigy.com/polish-turning-onetime-players-into-diehard-fans/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://thegameprodigy.com/polish-turning-onetime-players-into-diehard-fans/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<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 Morrison</dc:creator>
				<category><![CDATA[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. &#8230; <a href="http://thegameprodigy.com/redeemed-a-design-analysis-of-heavy-rain/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>1</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>
		<wfw:commentRss>http://thegameprodigy.com/to-be-or-not-to-be-ingredients-for-meaningful-choice-in-games/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
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		<title>Gameplay is King: Story is Distant Second</title>
		<link>http://thegameprodigy.com/gameplay-is-king-story-is-distant-second/</link>
		<comments>http://thegameprodigy.com/gameplay-is-king-story-is-distant-second/#comments</comments>
		<pubDate>Fri, 29 Jan 2010 08:48:20 +0000</pubDate>
		<dc:creator>Brice Morrison</dc:creator>
				<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[uncharted 2]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=353</guid>
		<description><![CDATA[I only recently got around to playing 2009&#8242;s  most critically acclaimed game title: Uncharted 2 for the PS3.  Personally as a player, this isn&#8217;t exactly my kind of game; I&#8217;m not a huge shooter fan and, like Avatar, the story &#8230; <a href="http://thegameprodigy.com/gameplay-is-king-story-is-distant-second/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>15</slash:comments>
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