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	<title>The Game Prodigy - The Source for Game Design &#187; Portal</title>
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		<title>Keeping Players Awake With Humor and Narrative</title>
		<link>http://thegameprodigy.com/keeping-players-awake-with-humor-and-narrative/</link>
		<comments>http://thegameprodigy.com/keeping-players-awake-with-humor-and-narrative/#comments</comments>
		<pubDate>Mon, 24 Jan 2011 06:08:25 +0000</pubDate>
		<dc:creator>Brice Morrison</dc:creator>
				<category><![CDATA[Action Game Design]]></category>
		<category><![CDATA[Console Game Design]]></category>
		<category><![CDATA[Puzzle Game Design]]></category>
		<category><![CDATA[Humor]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[Portal]]></category>
		<category><![CDATA[Valve]]></category>

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		<description><![CDATA[&#8220;Wait a minute&#8230;go back.&#8221;  I was doing my best to explain Portal to one of my old college friends. &#8220;Ok, so what I did was create a portal on the floor, and then another one up on the wall.  When &#8230; <a href="http://thegameprodigy.com/keeping-players-awake-with-humor-and-narrative/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<title>Avoid Losing Players Who Hit the Frustration Wall</title>
		<link>http://thegameprodigy.com/avoid-losing-players-who-hit-the-frustration-wall/</link>
		<comments>http://thegameprodigy.com/avoid-losing-players-who-hit-the-frustration-wall/#comments</comments>
		<pubDate>Tue, 23 Nov 2010 05:53:34 +0000</pubDate>
		<dc:creator>Brice Morrison</dc:creator>
				<category><![CDATA[Opinion]]></category>
		<category><![CDATA[Puzzle Game Design]]></category>
		<category><![CDATA[frustration wall]]></category>
		<category><![CDATA[machinarium]]></category>
		<category><![CDATA[Portal]]></category>

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		<description><![CDATA[Photo: Lee Jordan How many games have you started playing that you didn&#8217;t complete? If you&#8217;re like me, my guess is far more than you have started and completed.  This is very sad; not finishing a game, at least a &#8230; <a href="http://thegameprodigy.com/avoid-losing-players-who-hit-the-frustration-wall/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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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>
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