In the first part of his series on 'MAPS', Westin Koessel lays the groundwork for ongoing discussions by starting at the beginning and defining 'Design'. From there he turns his sights on the subject of predeterministic vs passive design - what degree of creativity should a designer allow a player?
In the first installment of the completely original MAPS series, we take a peek into what I believe to be relevant in order to successfully build levels that last, while also articulating the necessary questions one should ask in order to understand these ideas at a foundational level.
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