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An Architectural Approach to Level Design by Christopher W. Totten

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CHAPTER 11

Real-World Adaptive Level Design

Today, I look forward and I see a future in which games once again are explicitly designed to improve quality of life, to prevent suffering, and to create real, widespread happiness.

—JANE MCGONIGAL, REALITY IS BROKEN1

We are called to be architects of the future, not its victims.

—BUCKMINSTER FULLER, FROM A FULLER VIEW2

THIS BOOK HAS INVESTIGATED games and architecture as two separate entities that, while similar and having a lot to teach one another, are isolated by the boundary between game and real-world realities. Games find themselves apart from reality in tightly defined rule-based universes abstracted from the complexity of real life. And real life is more serious than “just games,” right?

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