<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Architecture and Emergence</title>
	<atom:link href="http://www.nodraw.net/2010/01/architecture-and-emergence/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.nodraw.net/2010/01/architecture-and-emergence/</link>
	<description>Source Engine Level Design</description>
	<lastBuildDate>Fri, 06 Jan 2012 18:07:11 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
	<item>
		<title>By: Shmitz</title>
		<link>http://www.nodraw.net/2010/01/architecture-and-emergence/comment-page-1/#comment-1351</link>
		<dc:creator>Shmitz</dc:creator>
		<pubDate>Tue, 26 Jan 2010 18:34:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.nodraw.net/?p=154#comment-1351</guid>
		<description>It&#039;s important for designers to remember that both methods serve the goal of design: to create an experience for an audience. Someone sticking to just architectural design could easily lose sight of the experience and end up with a highly developed but ultimately unfulfilling piece. Likewise someone sticking to just emergent design could lose sight of the audience and create something interesting but ultimately unfitting to the needs of what it&#039;s created for.

If there are holes in the design, a designer has to know how to pick the right peg for the right hole.</description>
		<content:encoded><![CDATA[<p>It&#8217;s important for designers to remember that both methods serve the goal of design: to create an experience for an audience. Someone sticking to just architectural design could easily lose sight of the experience and end up with a highly developed but ultimately unfulfilling piece. Likewise someone sticking to just emergent design could lose sight of the audience and create something interesting but ultimately unfitting to the needs of what it&#8217;s created for.</p>
<p>If there are holes in the design, a designer has to know how to pick the right peg for the right hole.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: MrTwoVideocards</title>
		<link>http://www.nodraw.net/2010/01/architecture-and-emergence/comment-page-1/#comment-1347</link>
		<dc:creator>MrTwoVideocards</dc:creator>
		<pubDate>Fri, 15 Jan 2010 09:03:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.nodraw.net/?p=154#comment-1347</guid>
		<description>I&#039;m glad that someone has finally stated to change the blueprint. It&#039;s something that often, most developers are too scared to wander off from. I&#039;m about a Design Document as the next guy, but sometimes great gameplay comes from an entirely different perspective. One thats not entirely focused, or controlled. One that is just &quot;going with the flow&quot;.</description>
		<content:encoded><![CDATA[<p>I&#8217;m glad that someone has finally stated to change the blueprint. It&#8217;s something that often, most developers are too scared to wander off from. I&#8217;m about a Design Document as the next guy, but sometimes great gameplay comes from an entirely different perspective. One thats not entirely focused, or controlled. One that is just &#8220;going with the flow&#8221;.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: chickenm4n</title>
		<link>http://www.nodraw.net/2010/01/architecture-and-emergence/comment-page-1/#comment-1345</link>
		<dc:creator>chickenm4n</dc:creator>
		<pubDate>Thu, 14 Jan 2010 06:22:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.nodraw.net/?p=154#comment-1345</guid>
		<description>when i realized you were talking about emergent gameplay, i imediately harkened back to the concept of &quot;emergent behavior in computer programs.&quot;  also... i remember reading something about player&#039;s emergent behavior and how it shapes the design process of maps, transforming alphas into betas.


good article.</description>
		<content:encoded><![CDATA[<p>when i realized you were talking about emergent gameplay, i imediately harkened back to the concept of &#8220;emergent behavior in computer programs.&#8221;  also&#8230; i remember reading something about player&#8217;s emergent behavior and how it shapes the design process of maps, transforming alphas into betas.</p>
<p>good article.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: MangyCarface</title>
		<link>http://www.nodraw.net/2010/01/architecture-and-emergence/comment-page-1/#comment-1343</link>
		<dc:creator>MangyCarface</dc:creator>
		<pubDate>Wed, 13 Jan 2010 20:28:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.nodraw.net/?p=154#comment-1343</guid>
		<description>A very good article on some basic concepts of level design theory.

The combination of emergent and architectural design is why I often say to judge aesthetics one must consider the gameplay implications of a given space in addition to the style and execution of said space.

Easy examples of emergent design are the detailing process from an alpha gameplay map to its beta version, where architecture is mapped onto purely gameplay-related items. Architectural design, on the other hand, would consist of visualizing the theme and purpose of a space before routing gameplay elements throughout that vision.

It is the intersection of skills utilized in both of these theory-driven processes that makes a designer truly good at their work.</description>
		<content:encoded><![CDATA[<p>A very good article on some basic concepts of level design theory.</p>
<p>The combination of emergent and architectural design is why I often say to judge aesthetics one must consider the gameplay implications of a given space in addition to the style and execution of said space.</p>
<p>Easy examples of emergent design are the detailing process from an alpha gameplay map to its beta version, where architecture is mapped onto purely gameplay-related items. Architectural design, on the other hand, would consist of visualizing the theme and purpose of a space before routing gameplay elements throughout that vision.</p>
<p>It is the intersection of skills utilized in both of these theory-driven processes that makes a designer truly good at their work.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

