<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>The Game Prodigy &#187; Storytelling</title>
	<atom:link href="http://thegameprodigy.com/category/storytelling/feed/" rel="self" type="application/rss+xml" />
	<link>http://thegameprodigy.com</link>
	<description>Intelligent Game and Career Development</description>
	<lastBuildDate>Tue, 27 Jul 2010 06:14:00 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<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</dc:creator>
				<category><![CDATA[Classic Games]]></category>
		<category><![CDATA[Clusters and Hooks]]></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 played it but would recognize some Base Mechanics as ancestors of their current day favorite [...]]]></description>
		<wfw:commentRss>http://thegameprodigy.com/epic-game-design-how-the-incomparable-final-fantasy-is-built/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<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</dc:creator>
				<category><![CDATA[Aesthetic Layout]]></category>
		<category><![CDATA[Indie Game Development]]></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 like it went 110% to provide a top-notch experience?
There are many components to making a [...]]]></description>
		<wfw:commentRss>http://thegameprodigy.com/polish-turning-onetime-players-into-diehard-fans/feed/</wfw:commentRss>
		<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>
		<wfw:commentRss>http://thegameprodigy.com/redeemed-a-design-analysis-of-heavy-rain/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<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</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 pasts and shape our present.  Choices make life feel alive and real.
Choices can also appear in [...]]]></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>
		<item>
		<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</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&#8217;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 and premise seemed a bit simple.  However, as a game designer, I can&#8217;t excuse myself [...]]]></description>
		<wfw:commentRss>http://thegameprodigy.com/gameplay-is-king-story-is-distant-second/feed/</wfw:commentRss>
		<slash:comments>15</slash:comments>
		</item>
	</channel>
</rss>
