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An Architectural Approach to Level Design by Christopher W. Totten

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CHAPTER 4

Teaching in Levels through Visual Communication

To bring his organizing powers into fullest play, the painter must haul his perceptions out of their limbo and annex them to his plan.

LEO STEINBERG1

The definition of a good game is therefore “one that teaches everything it has to offer before the player stops playing.”

RAPH KOSTER2

AS SYSTEMS OF COMMUNICATION, game levels utilize sensory information to connect with players. As games are now, this occurs primarily through visual and auditory means and through limited applications of touch.3 In this chapter, we focus on the visual power of gamespaces, how it can be used to teach, and how it can control a player’s understanding of a game.

As we discussed in Chapter 2, “Tools and Techniques ...

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