Influencing Social Interaction with Level Design
A good city street neighborhood achieves a marvel of balance between its people’s determination to have essential privacy and their simultaneous wishes for differing degrees of contact, enjoyment or help from the people around.
—JANE JACOBS, FROM THE DEATH AND LIFE OFGREAT AMERICAN CITIES1
You have to design and program differently. Combat action in an MMO is so different to combat in a first-person shooter.
—JOHN ROMERO2
THUS FAR, WE HAVE explored level design from a generalist point of view, not focusing on any specific genre or play style. Rather, we have looked at how games may use architectural design principles and engage players cognitively through spatial means. While not a specific ...
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