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	<title>The Game Prodigy - The Source for Game Design &#187; fire emblem</title>
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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>
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		<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>

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		<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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