I've reached the point in development where my Game Engine can actually do stuff, and it's time to start thinking about how to store / load the various bits and pieces where they need to be.
I've decided to go with file storage (rather than a database), which means I'm probably going to be using .xml, .json, or .csv files. The only remaining question is how to actually store them within the game's binaries (so that any players won't be able to edit levels willy nilly).
XNA's Title Storage, being read-only, seemed as good a starting place as any, but when I loaded up the MSDN page, there's this warning on the top:
This topic describes how to add files to title storage that the game will access through stream I/O. This is the exceptional case, and is not recommended for most XNA Game Studio games. Instead, consider using the Content Pipeline to manage your game data most efficiently.
Emphasis mine.
So is it a bad idea to use Title Storage for level/config files, or is that warning intended to stop people from using it to store things like Texture2Ds and SpriteFonts ?