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	<title>The Game Prodigy - The Source for Game Design &#187; hardcore</title>
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		<title>Why &#8220;Casual&#8221; Doesn&#8217;t Mean &#8220;Easy&#8221;</title>
		<link>http://thegameprodigy.com/why-casual-doesnt-mean-easy/</link>
		<comments>http://thegameprodigy.com/why-casual-doesnt-mean-easy/#comments</comments>
		<pubDate>Wed, 09 Dec 2009 11:00:50 +0000</pubDate>
		<dc:creator>Brice Morrison</dc:creator>
				<category><![CDATA[Game Design Canvas]]></category>
		<category><![CDATA[Mechanics]]></category>
		<category><![CDATA[casual]]></category>
		<category><![CDATA[hardcore]]></category>

		<guid isPermaLink="false">http://thegameprodigy.com/?p=219</guid>
		<description><![CDATA[&#8220;Casual&#8221; games have been all the rage in the games industry over the past few years.  From the explosive growth of online games to the major First-Party support of the Wii, the &#8220;casual gamer&#8221; and the entire supposed market space &#8230; <a href="http://thegameprodigy.com/why-casual-doesnt-mean-easy/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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