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Although it may be little more than a myth to some, the lesser spotted ludus modus singulus — also known as the “single switch game” in day-to-day discourse — is a very real and fairly common kind of game. It operates on just one rule: input must be limited to a single keystroke. No arrow keys. No mouse magic. Just a handy little button on your friendly neighbourhood keyboard or gamepad.

strangeThis kind of interactive entertainment has fascinated game developers since the beginning of existence itself, and oral traditions speak of a time long ago when such games ruled the earth, roving the vast plains and humid marshes of a much wilder planet. To this day they are still relatively untamed  by man, and only the most skilled — or foolish — of developers attempt to create them. But the rewards for demonstrating mastery over this genre are immense. Ask the creator of iPhone hit Canabalt if you have any doubts.

Nowadays, the average input device really spoils developers for choice. Keyboards are a sea of possible letters and numbers. Gamepads have thumbsticks, shoulder buttons and rocket-propelled grenade launchers up the wazoo. Even the humble Wiimote has quite a few input tricks at its disposal, especially when you consider the versatility of its motion sensor. But truth be told, not enough designers put that much thought into how players interact with their games: even when designing titles for something like a touch screen, too many devs try to force “many-button thinking” into a button-shy environment instead of forging new ground with the given platform’s unique restraints. I’ve seen it happen with cellphone games, iPhone prototypes and even mint dispensers, and the results can become rather… well, rotten. And rotten mints are just plain wrong.

One-switch games evolved as a tool to enable accessibility for disabled gamers, but they’re a damn useful exercise for developers in their own right. Offerings like Strange Attractors are excellent demonstrations of how versatile and interesting a project can become when given a one-button constraint, testing the developer’s ability to think in terms of context-sensitivity, emergent complexity and the various effects that any given environment can have on players. And sure, sometimes projects can be just plain fun (like the ever-delightful Dracula Cha Cha), but sometimes they’re also pretty astounding exercises in lateral thinking.

Dracula

An interesting analogy would be to compare good game development to physical fitness (possibly the first and last time this will ever happen). For some poor, untrained bugger, doing a few laps across the swimming pool could pose quite a challenge. But if you force them to swim across the Atlantic — eliminating the practical drowning possibility, of course — those couple of laps suddenly become a lot less intimidating. Placing developers into such a restrictive situation can inspire levels of creativity and modes of thinking that otherwise may not have emerged.

A demonstration of some interesting one-switch games can be found in the Gamma IV games showcase, a collection of more than 150 titles which have also been featured at this year’s Game Developers Conference in San Francisco.

Have you ever tried making a game with a weird and creative constraint? Throw in a comment below and tell the rest of us about it!

Arguably one of the most difficult skills that a game designer can learn is the ability to duly cut something from a game. This isn’t simply about minimalism, or dropping features due to time constraints: no, this is all about hunting down and removing a piece of your own hard work from a project because the core idea unavoidably sucks.

We all hate undoing any sort of work that we’ve put time and effort into, but it’s something that’s important in just about all aspects of life. Writing several drafts of an essay can improve the final script, graphic designers often make multiple concept drawings for a single image and even scientists needs to be open to scrapping older theories in favour of newer, more accurate knowledge models.

Some game developers, however, seem to consider themselves exempt from this particular consideration: they hold the strange belief that once any given feature makes it into a game, that feature needs to stay there indefinitely. Somehow, subsequent versions of the game need to work around said feature’s flaw and turn it into an asset — after all, the more direct route of completely removing the feature would be too painful to even consider.

"The Team Fortress Engineer: always accept the possibility of your hard work being completely *obliterated*."

"The Team Fortress Engineer: always accept the possibility of your hard work being completely *obliterated*."

Fair enough. It’s difficult to kill one’s darlings, even for those who know that it may well be the right thing to do. We all have bad ideas from time to time, and such ideas can vary in scope: maybe it’s an errant menu option, or an unwanted enemy type, or even an entire section of the game. Of course, the size doesn’t really matter — if it turns out that an idea is well and truly poor, it’s time to throw it into the garbage compactor.

Many games go through an initial expansion phase, particularly if they’re complex or experimental in nature: early builds will attempt as many ideas as possible, usually because the best way to test an idea’s effectiveness is to simply code it in and see how it turns out. Dungeon Crawl Stone Soup, a massively popular Roguelike which has been in development for years, has taken this approach in many areas. This expansion, however, is tempered by an overall tightening of the design: along with every new feature added, the devs also remove classes, races, status effect groups and even entire spell trees — some of which have been in the game for a very long time.

Some players occasionally complain about the losses, but on the whole they tend to work towards a better game experience: even though the version number is at a mere 0.6, DCSS is successfully trimming a whole whack of game fat from its overall package.

Don’t be afraid of revising your own games: accept feedback intelligently, establish your project’s weak points and ask yourself honestly whether you can salvage them, or whether you need to remove them entirely. Remember that a wooden raft held together by frayed ropes is destined for trouble no matter how tough the wood may be. Strengthen your own raft by finding those weak points and replacing them with something better.

Anyone who has ever tried to make a game (or write a book / draw a comic series / insert long-term creative project here) is probably aware of just how gosh-darn difficult it is to keep going at it. Sure, that initial burst of creativity can fuel a working spree of a few hours, days, or even weeks if you’re lucky enough. But at some point or another, even the most focused mind working with the most amazing project is going to start wandering. Here’s some advice on keeping to the straight and narrow, creatively speaking:

Shorter games1. Make shorter games

If you find yourself struggling with those big game plans of yours, try getting some practice with smaller projects first. If you find your average attention span for any given game to be about a week, start thinking about stuff that you can create in a few days or less. Not only does completing smaller projects give you a much bigger motivational boost than a mountain of half-finished Homerian epics, it also sets you up with a far more appreciable portfolio.

2. Be consistent

Sometimes our brains just deal better with clicking into steady routines. As tempted as you may be to engage in periods of frenetic game dev activity followed by long cooldowns, you’ll probably end up doing yourself a world of good by opting to work moderately — and consistently — instead. Giving your project even a little bit of love on a daily basis makes a huge difference when compared to working with sporadic “chunks” on the odd weekend. Remember: once you begin a work session, it becomes a lot easier to keep going!

Get organised3. Get organised

In general, people find it far easier to stick to commitments and work routines when they’re not operating in a realm of hazy uncertainty. Schedule time for your dev projects if at all possible — earmarking particular hours or days for your work is far more effective than simply thinking about “getting around” to it between games of DotA. Making yourself a nice, lightweight design doccie to sort your mess of a creative brain while you’re at it.

4. Chop it up

Jot down a bunch of project milestones and make them as small and frequent as possible. Doing this will help you avoid feeling overwhelmed by the task at hand, and allow you to feel a steady sense of accomplishment as you complete short-term goals. After all, it’s far less of a mental strain to consider your work in terms of the next sprite animation or level design than it is to think, “Holy crap, I’ve got a whole MMORPG to work on!”

5. Keep it fun

If you’re a hobbyist developer who happens to be game making for the pure fun of it, you can take quite a few liberties with your work. Hate designing menus? Make do with a crude splash screen, or just hop straight into the game! If you’re not into the art side of things, focus on games with small, simple sprites that can work with fewer animations. If your project really does become the Next Big Thing, there’s always time to work on the annoying details later. As long as you’re not completely abandoning or confusing the player, you should feel free to do what’s fun for you.

Keep it fun

People tend to roll their eyes at the idea of making design documents for small-scale game projects. Fair enough: screwing around for a few hours to make a generic platformer doesn’t require the care, precision and co-ordination of, say, an Army of Two co-op snipe — it tends to be a more casual exercise with no concrete direction.

This in itself is okay, but creating a “lite” design doc for even your simplest of endeavours can move it from the realm of “something crappy and experimental” to the hallowed fields of “something crappy and experimental that has everybody going insane”. Taking your game seriously (or at least taking the time to document stuff) will benefit your final product immensely. The idea of becoming a more organised dev doesn’t guarantee passage to Awesomeville, but at least it can get you in the queue for a ticket.

For a real design doc, it helps to remember what you learned in those InfoSys lectures...

For a real design doc, it helps to remember what you learned in those InfoSys lectures...

For a start, lite docs offer you the opportunity to clearly realise your own game goals. In the same way that crafting a one-sentence summary of your game is a notable marketing must, the ability to jot down and regularly refer to a few of your overarching design goals can be surprisingly valuable for the game creation process. Want to add a new enemy? Check your goal list: if it emphasises momentum-based platforming action, then you can design an enemy to slow you down or bounce you away instead of doing something cliché like firing bullets.

Scribbling these core goals somewhere, even if nothing else is added to your documentation, can help you fight off looming feature creep: throwing random movement schemes into a game intended to be purely deterministic would be a bad move, yet it’s one that’s startlingly easy to make if a written reference isn’t handy. And when the game gets bigger and more complicated, you may not always remember the reasons why you’ve gone in a particular direction: plans made at the beginning of a project may well become blurry or even forgotten by the time you’re halfway through. This, more than anything else, can cause undesirable departures from your core “game plan”.

A design doc is also just a great way of forcing you to think through a game in advance. Sometimes, a project’s balance or progression can be vastly improved with a few scrawls and some pseudo-maths without writing a single line of code: for example, taking a page to summarise all potential enemies and their statistics helps you spot and fix undesirable effects before they emerge in-game among a bunch of more dissociated game objects and states.

...but an indie hobbyist's "design doc" can be hacked together in any form desired, for any purpose needed!

...but an indie hobbyist's "design doc" can be hacked together in any form desired, for any purpose needed!

Remember: a lite doc doesn’t need to be “proper” in any way. It doesn’t have to be a cast-iron set of rules that you adhere to. It can take the form of a comprehensive game plan, a stats sheet or even just a to-do list (if your game reaches any level of popularity at all, you can bet that there will be far more feedback and suggestions than you can easily remember). You can use a tool like WikidPad to organise your thoughts, or just fire up a handy copy of Notepad and start jotting down ideas.

The ability to communicate and store your ideas is an important life skill, so why not apply it within the realm of game dev? It’ll help you out immensely — both now and later.

Over the years, I’ve often expressed my deep and profound respect for the casual gaming industry: a branch of game development that is so often vilified because it supposedly appeals to stupid and unappreciative gamers. Aside from numerous write-ups in places like Dev.Mag, I also tend to explain my stance when chatting to friends and co-workers about classic joys such as Bejeweled, Lode Runner and even Minesweeper.

Of course, my own humble words may be considered about as effective as hamster droppings in a hailstorm. After all, who am I to persuade people that these shiny, simple games aren’t every bit as heartless, money-grabbing and uninspiring as popular culture makes them out to be? What self-respecting developer would create a game using only an elegant ruleset, a super-friendly interface and a streamlined routine that can see a session’s completion in as little as five minutes by practically anyone? The sheer nerve!

Contrary to popular belief, this isn't the only end goal for gaming.

I know that there are many cash-ins out there, and quite a few projects on websites like Facebook are the sort of things which make me silently throw up in my mouth until the mess starts dribbling down my chin, but this doesn’t mean that the casual game market as a whole should be maligned by developers. I recently had a delightful exchange with Jason Kapalka, a PopCap co-founder who confided that many PopCap employees — despite their drive to make “light” and accessible games — are gigantic fans of hardcore titles such as roguelikes and in-depth strategies. The devs that they employ certainly aren’t stupid, and even their most outwardly simple titles are created with determination and purpose: design decisions are made carefully, and everything is polished to a shine to make for a well-balanced and rewarding game experience.

Casual game development is one of the best ways to train up good game development skills: offhand, one can reason that it teaches you how to be nice to players, encourages you to make your games function on a very raw (and fun) level, and even frees up a bit of time to let you focus on alternative game design skills such as writing and level design.

Many people play and enjoy Minesweeper, yet it can still be maligned in "serious" game discussions.

Many people play and enjoy Minesweeper, yet it can still be maligned in "serious" game discussions.

Of course, casual games are a breeding ground for not only refinement, but experimentation as well. Consider Flash portals like Newgrounds and Kongregate which host thousands of online games, many of them under a megabyte and requiring only a few minutes of very simple play. Sure, there’s a bunch of pretty epic titles in the list, but many of them are designed to marry charisma, accessibility and a completely new play style to appeal to anybody who has half a mind for experimentation but not a lot of time to pour into anything.

… and consider the original game prototype for World of Goo, which basically consisted of stacking a tower of icky blocks to see how high you could go without the whole thing toppling over. What a simple, charming, casual game concept!

If you still think that casual games are limited to the realm of the uninspired and money-hungry, it’s probably time for a radical paradigm shift. Defining what a casual game is can be a difficult task in itself, and standing on the hardcore pedestal is one of the single most limiting acts that you can take as a gamer and designer. Don’t fall into this trap: keep your mind pried wide open and remember that you don’t need an insurmountable wall of complexity and prestige to prove a game’s worth to anyone.

Sometimes a game relies on the element of surprise to keep players on their toes and generate tense or action-filled moments. Horror titles do this a lot — sometimes a monster will leap out of the closet, or your in-game avatar will be shocked to find that dinner is actually a bowl of cabbage soup instead of a candy bar fountain. Some surprises don’t go for the scare element, but nevertheless require a quick reaction to sudden events: for example, conversation threads in Fahrenheit, or the end-of-stage block changes in Lode Runner.

There is, however, a certain hard limit to how surprised a player is allowed to be. Shock them in a safe environment, sure. Maybe even throw in some danger as long as it’s not immediately lethal. But for the love of gooballs and meat men, don’t ever go down the dark path of complete unfairness. Avoid dickery: give your players reasonable warnings.

Good games, old and new, know when to “telegraph” the right messages to players in advance. In classic platformers, bosses blink or shift posture before unleashing an attack. In Shadow Complex, power armoured opponents laboriously lift their arms before unleashing a killer strike. No matter how subtle these warnings may be, players take note of them and use them to do something before they get sliced/squished/punched to death. Like important clues in a detective game, advanced warnings of any sort — even if they’re just half a second in length — make the difference between a fun, challenging experience and a purely frustrating one. Being proactive is a good trait, but in the world of gamers, skilled reaction can be just as important.

For example, consider the two different gaming experiences offered by these Super Mario Bros. screenshots:

ScreenA

ScreenB

You’ll probably notice right away that simply having access to the full screen offers players a vast array of warning information not provided by the subsection. Leaps of faith aren’t required — platforms can actually be seen before a jump attempt is made, and the presence of enemies is noted long before the player can make actual contact with them. Even “surprise” elements such as cannon balls or Bowser’s fiery projectiles still offer a critical second or two of “Hey look, I’m over here!” before they actually meet the player.

Would you be able to play through the adventures of everybody’s favourite plumber if you only ever had access to Screen B? And even if you could, would you really want to?

Giving players suitable warning space is an oft-overlooked and rather subtle feature in game development. This is hardly surprising: it’s just one of those game elements which goes completely unnoticed when done properly, but ruins everything when it’s screwed up. If you put surprise or shock elements into games — particularly action titles — always ask yourself two questions:

(1) Could the player have reasonably predicted this behaviour or event?
(2) If not, does the player at least stand a reasonable chance of survival?

Consider these questions carefully: answering them honestly may just make the difference between a crappy and frustrating game, and a totally rad one. Nobody likes leaping off-screen only to be instantly chowed by a giant walnut — don’t make the same mistake in your own work. Give your players the break they deserve.

People who know me well enough are usually aware of my obsession with a Rogue-like game called Crawl. It’s said to be one of the most fiendishly difficult offerings from an already fiendishly difficult genre (victory is a mixed bag of “holy crap, I’ve finally won!” and “holy crap, what have I just wasted years of my life on?”), and stands alongside the likes of ADOM and Nethack as a popular activity on any masochistic gamer’s schedule.

What fascinates me most about the game is the documentation outlining its core design philosophy. Everything in the Crawl world is purposefully designed to be affected (and used) by the player in some way, from subterranean plants and mysterious altars to smoke clouds, water puddles, and even ordinary dungeon walls.

Better yet, every interaction is meaningful. Deciding how you’ll attack an enemy or deal with a dead body is never a straightforward process – the game is built in such a way that you’ll never have ridiculous quantities of any resource at your disposal. Even the most potent spellcasters will occasionally need to conserve mana and attack weaker enemies in hand-to-hand combat, while shop prices are structured in a way that forces careful spending of gold.

crawl

Crawl: a world where players should never, ever let their guard down

This is one of the secrets of absolutely awesome game design. Yes, a lot of games depend on rhythm and figuring out sequences through repetition, but other games inspire us through their lack of order – the idea that no matter how good you get, you’ll always have to pause and think about your next move and how it will affect you.

Some developers consider “obvious” decisions to be anti-game moments. If players know from the word go what needs to be done, the challenge is rendered moot and it becomes a matter of grinding one’s way to the finish line. The puzzle is solved in advance, the tactics have been figured out, and the intrigue is over with before a situation even begins. When victory is assured in such a manner, time investment becomes the only obstacle. And while steady progression and raw achievement accumulations are effective psychological hooks in themselves, the issue of meaningful gameplay can make the difference between a nice game and a truly great game.

If you’re designing a game (particularly a turn-based or puzzle title) remember that half of its value for a player will stem from making meaningful decisions. If there’s an obvious and one-dimensional way to approach all situations, consider designing instances and levels that force a rethink or even turn rules on their heads. When you add something to your game, make sure it has meaning and significance. Carefully consider every single element that you add, and try to give it depth – either on its own, or in the way it interacts with everything else. This doesn’t mean that you have to make a game as difficult and complicated as Crawl: far from it, in fact. The concept of meaningful design goes hand in hand with minimalism, and is especially important for indie developers who can’t afford to waste any resources on padding and weak concepts.

Do this, and you can turn your gaming experience from a routine chore into something that will engage and interest your players from beginning to end.

There are many game development styles out there. Some people prefer building game worlds, some focus on rules and systems, and others prefer starting out with player/verb frameworks. These categories are nebulous at best, and even attempting to define them warrants an article of its own, but most people agree on the existence of at least one: the narrative.

planescape-torment

Planescape: Torment. Great game, amazing story, limited success.

Narrative game devs are writers at heart. They like telling stories, they like other games with strong stories, and when it comes to making their own … well, the story comes first. Unfortunately for fans of this style, good narrative surfaces only occasionally in the mainstream game business. A lot of contemporary games have stories “tacked on”, but the demand for action-oriented gameplay and open-world sandboxes makes it difficult to deliver a title held up by its story.

Consider, for example, the critical acclaim (yet poor commercial success) of Planescape: Torment, a game whose dialogue alone could (literally) fill a sizeable novel. Add to this the fact that “interactive movies” and their kin are difficult and risky to make, and you find more AAA titles deciding to play it safe while leaving good storytelling by the roadside.

Fortunately, indie development absolutely thrives on the limitations of the mainstream, and this is how the genre of interactive fiction (IF) has become so popular.

Technical definitions of IF equate it to the likes of text adventures: you receive a wordy description of your character and environment, type in a verb-noun response (“LOOK AT CHAIR”) and alter the environment in ways that depend on your behaviour. In common use, IF refers to the modern revival of text adventures, the community that surrounds it, and the fact that there’s far more emphasis on simply enjoying the tale rather than going out of your way to do puzzle-solving (some IF work, such as Adam Cadre’s Photopia, is entirely linear). In other words, it’s the narrative dev’s dream: a story that’s only surrounded by the faintest dash of gameplay.

photobia

Who needs puzzles? Some of the best interactive fiction out there is linear and unassuming.

The medium of choice for writing and reading IF is something known as Z-code, an old system used by Infocom back in the day for classic text adventures such as Zork. Tools like Inform can compile to Z-code, allowing the game to be “read” by a virtual Z-machine and played by just about anyone.

IF isn’t for everyone, but it does enjoy a considerable following. As a matter of fact, new fans can look up the annual IF competition for inspiration and even check out the currently-running Jay Is Games casual competition if they want to try something wordy themselves.

Better still, head on over to The Interactive Fiction Archive for links, helpful reviews, and a gigantic list of IF games from both past and present. Then, once your interest is piqued, be sure to look up some of the more well-known IF authors like Emily Short. For more articles related to game narrative in general, you can also check out Quinton Bronkhorst’s series on narrative in Dev.Mag.

Have fun unleashing your inner writer!

As an aspiring game developer, you may envision yourself one day taking a course, obtaining a qualification, and slotting yourself into Gigantic Megacorps to make awesome games forever with a team of six million people. But have you ever given serious thought to how you’re going to work with them?

The size and scope of the project doesn’t matter: whatever you’re working on, you need to know about the potential pitfalls (and advantages!) of operating in a group. Here are a few basic points to consider:

Two heads are better than one …

You may have already read up on the value of advice, feedback, and support from game development communities. Working on a project with someone else highlights these same benefits. Team-mates who are skilled at viewing each other’s work critically (and we’re not talking about the “LOLusuk!” approach) have a far higher chance of polishing and refining a project – one member can poke at things that the others would rather leave behind, or provide motivation when morale happens to be low.

batman

Batman and Robin. TEAM!

… but too many cooks spoil the broth

Contrary to the beliefs of some, teamwork is a skill in itself and needs due attention. We all value our own creative vision, and it’s usually easy to follow a plan that you’ve made yourself, but incorporating other people’s views can be more difficult -especially if you’re not used to it. On any given game development project, disagreements will occur on a daily basis, landing somewhere on that bell curve between “Shouldn’t this bullet be a darker shade of blue?” and “I’m just about ready to devour the soul of your firstborn.” Your job is to accept and discuss the former, while avoiding the latter and defusing it properly if it surfaces.

Getting organised

Every project demands different things. In a small, casual endeavour it doesn’t really matter what team members do, as long as their roles are defined: give people responsibility for particular areas, then stick to that plan until the team agrees on a change. Similarly, put someone “in charge” overall – even among friends, it’s useful to have a project manager who is willing to take the responsibility for tough calls and work scheduling. Just make sure that the candidate is a good leader!

Lode Runner co-op: possibly the best team training device in existence. It's also fun to lock your buddy in with the monsters.

Lode Runner co-op: possibly the best team training device in existence. It's also fun to lock your buddy in with the monsters.

Communication

Lack of communication is the number one cause of misunderstandings, and interferes with the spreading of potentially awesome ideas. At worst, it can waste days of work because somebody got the wrong idea about an arrow texture.

Communicating well isn’t easy, mainly because people have such different ways of expressing themselves. So take the time to establish what your team members are most comfortable with before launching the project: do they work better solo or with an overseer? Do they follow written or verbal instructions better? How do they comment their code? Do they fling poop when they get angry?

If nothing else, set about answering these questions. Your game development life will be better for it.

Good luck with future team projects, and consider using the holiday period to get together with some dev friends if you haven’t already. Also be sure to pop by the Game.Dev forum and show us what you’ve got.

It’s rare to find a game where concepts like space and territory don’t play a pretty gosh-darn important role, but often people get too caught up on rules, enemies, and fun explosions to pay attention to some good ol’ level design. It is by no means something that’s easily mastered, but here are a few basic pointers that can help any beginner do their job a lot better:

Know that level design is everywhere

Action platformers such as the Castlevania series and puzzle games like 3D Logic rely on level design to shape encounters and (with the latter) drive lesser mortals insane. This fact is nice and obvious, but other kinds of games rely just as much on good level design – even if the link is more abstract. Branching options in text-based interactive fiction can be considered “level design”, and even chess serves as a good example of countless game scenarios emerging from one initial layout.

Any game which is considered spatially driven (no matter how tenuous that declaration may be) can benefit from good level design. Be mindful of this.

3Dlogic

3D Logic. Oodles of complexity on one teeny tiny little cube.

Less is more

As the G-man once told Gordon Freeman: “The right man in the wrong place can make all the difference in the world.” When designing your own game, everything you lay down needs to be a potential Freeman: if you find yourself putting three spike traps into a narrow corridor, ask yourself whether you can achieve the same effect by placing just one instead. Always ask yourself which elements in your current level setup are game changers, and which ones could just be considered “spam”.

Sure, it may not sound like a problem right now, but every extra element that you place in your game has the potential to confuse or bore. Make players jump over a pit of lava? Cool! Make them jump across a hundred identical lava pits? They’ll probably come over to your house with a sledgehammer.

Go ahead and read or play anything to do with Anna Anthropy. That’s minimalism in action, and it works.

spam

Yuck. No.

Place everything with a purpose. Everything

What’s the backbone of good level design? Enemies, pickups, and obstacles? Actually, it’s the stuff we don’t think about, like the placement of a single, inglorious wall tile. In this respect, the Megaman games are astoundingly well-designed: obstacles, ladders, cover, and platforms are all precisely placed to account for jump heights, enemy movements, firing arcs, and a whole combination of mind-boggling situations that make the difference between a newbie failing horribly and a veteran winning at everything forever.

A fascinating take on the idea is included in this blog post about reviving Road Rash which explains how its unusual use of the environment makes it a superior game. Think out of the box more. Better yet, think about the box itself.

A word in parting

Level design, as mentioned earlier, is a complex field – use these rules as a generalised starting point, but once you feel that you understand them, start breaking them! Discipline is not necessarily the same as limitation: if you feel a creative urge, go with it and see what happens.


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