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	<title>The Game Prodigy</title>
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	<link>http://thegameprodigy.com</link>
	<description>Intelligent Game and Career Development</description>
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		<title>Focus, Atmosphere, Limitations: Learning from Shadow of the Colossus</title>
		<link>http://thegameprodigy.com/focus-atmosphere-limitations-learning-from-shadow-of-the-colossus/</link>
		<comments>http://thegameprodigy.com/focus-atmosphere-limitations-learning-from-shadow-of-the-colossus/#comments</comments>
		<pubDate>Tue, 27 Jul 2010 06:14:00 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Aesthetic Layout]]></category>
		<category><![CDATA[Base Mechanics]]></category>
		<category><![CDATA[Playstation 2]]></category>
		<category><![CDATA[Sony]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=474</guid>
		<description><![CDATA[





Shadow of the Colossus is considered a landmark title that was developed by a highly disciplined and intelligent team.  Released in 2005 for the Playstation 2, the critically acclaimed title featured incredibly expansive, vast worlds and even more vast enemies to scale and conquer.  Set in a fictional world, the game follows the tale of [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Games Replacing School Textbooks</title>
		<link>http://thegameprodigy.com/games-replacing-school-textbooks/</link>
		<comments>http://thegameprodigy.com/games-replacing-school-textbooks/#comments</comments>
		<pubDate>Mon, 12 Jul 2010 16:33:25 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Games and Real Life]]></category>
		<category><![CDATA[Education]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=471</guid>
		<description><![CDATA[
Photo: greenasian
In an older post on how I outgrew video games, one of the things I mentioned was how games have many substantial capabilities that other media do not.  But what exactly are these capabilities?  Can they be used for anything other than sniping n00bs and defeating winged lizards?
If we want to learn, many students and [...]]]></description>
		<wfw:commentRss>http://thegameprodigy.com/games-replacing-school-textbooks/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<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>Zynga only wants money.  But so does Nintendo.  And Blizzard.  And Valve.</title>
		<link>http://thegameprodigy.com/zynga-only-wants-money-but-so-does-nintendo-and-blizzard-and-valve/</link>
		<comments>http://thegameprodigy.com/zynga-only-wants-money-but-so-does-nintendo-and-blizzard-and-valve/#comments</comments>
		<pubDate>Mon, 28 Jun 2010 07:45:05 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Game Industry]]></category>
		<category><![CDATA[blizzard]]></category>
		<category><![CDATA[farmville]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[tim schafer]]></category>
		<category><![CDATA[Valve]]></category>
		<category><![CDATA[zynga]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=447</guid>
		<description><![CDATA[
Photo by aresauburn
&#8220;Blizzard and Nintendo don&#8217;t care about money; they only care about making fun games.  Zynga just wants to turn a profit by making terrible games.&#8221;
Not exactly.
Video games, like painting, music, film, and theater, are a form of art.  At the very least, they are a creative media that can be used to express [...]]]></description>
		<wfw:commentRss>http://thegameprodigy.com/zynga-only-wants-money-but-so-does-nintendo-and-blizzard-and-valve/feed/</wfw:commentRss>
		<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</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>
		<wfw:commentRss>http://thegameprodigy.com/a-necessary-evil-grinding-in-games/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Students: Develop Games in Flash CS5 for 74% Off</title>
		<link>http://thegameprodigy.com/students-develop-games-in-flash-cs5-for-74-off/</link>
		<comments>http://thegameprodigy.com/students-develop-games-in-flash-cs5-for-74-off/#comments</comments>
		<pubDate>Tue, 08 Jun 2010 06:23:38 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Development Tools]]></category>
		<category><![CDATA[adobe]]></category>
		<category><![CDATA[deals]]></category>
		<category><![CDATA[students]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=433</guid>
		<description><![CDATA[
Adobe Flash is the best of the best.  I almost always recommend it to students who ask me what they can do to start learning how to develop games.
It is one of the most popular forms of game development for students and indie developers on the web (and increasingly off the web as well).  It&#8217;s [...]]]></description>
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		<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>Raising the Bar: Avoiding a Failed Sequel to Your Game</title>
		<link>http://thegameprodigy.com/raising-the-bar-avoiding-a-failed-sequel-to-your-game/</link>
		<comments>http://thegameprodigy.com/raising-the-bar-avoiding-a-failed-sequel-to-your-game/#comments</comments>
		<pubDate>Sun, 23 May 2010 07:56:13 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Development Processes]]></category>
		<category><![CDATA[expansion packs]]></category>
		<category><![CDATA[sequels]]></category>
		<category><![CDATA[super mario bros.]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=423</guid>
		<description><![CDATA[
&#8220;You should definitely check out the first game.  But ignore all the ones after that.  They&#8217;re all crap.&#8221;
&#8220;I enjoyed the first movie, but by the time they got to the second and third film, it was just more of the same, and I had already seen the same.  Boring.&#8221;
&#8220;The first one had such soul, but [...]]]></description>
		<wfw:commentRss>http://thegameprodigy.com/raising-the-bar-avoiding-a-failed-sequel-to-your-game/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Multiplying Your Game Length by Four Hundred</title>
		<link>http://thegameprodigy.com/multiplying-your-game-length-by-four-hundred/</link>
		<comments>http://thegameprodigy.com/multiplying-your-game-length-by-four-hundred/#comments</comments>
		<pubDate>Sun, 16 May 2010 13:35:48 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Indie Game Development]]></category>
		<category><![CDATA[Long Term Incentive]]></category>
		<category><![CDATA[achievements]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=419</guid>
		<description><![CDATA[
Great Dungeon in the Sky is a fun little indie game that made its rounds online a while back, &#8220;little&#8221; describing the size of the character on screen and not the depth of the game.  If you haven&#8217;t played it, it&#8217;s a simple action sidescroller with an expansive world to explore and conquer in rapid [...]]]></description>
		<wfw:commentRss>http://thegameprodigy.com/multiplying-your-game-length-by-four-hundred/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Defining the Dark Ages, or Why Your Childhood Favorites are Actually Horrible</title>
		<link>http://thegameprodigy.com/defining-the-dark-ages-or-why-your-childhood-favorites-are-actually-horrible/</link>
		<comments>http://thegameprodigy.com/defining-the-dark-ages-or-why-your-childhood-favorites-are-actually-horrible/#comments</comments>
		<pubDate>Tue, 13 Apr 2010 07:13:01 +0000</pubDate>
		<dc:creator>Brice</dc:creator>
				<category><![CDATA[Classic Games]]></category>
		<category><![CDATA[dark ages]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=415</guid>
		<description><![CDATA[
Have you ever heard of an NES game called &#8220;Kickmaster&#8221;?  It was an action sidescroller starring a dashing young hero, leveling up his magic and kicking his way to save a beautiful princess.  Fighting monsters and knights and ogres, it was a harrowing tale of love, danger, and kicking.  When I was a child, I [...]]]></description>
		<wfw:commentRss>http://thegameprodigy.com/defining-the-dark-ages-or-why-your-childhood-favorites-are-actually-horrible/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
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