Are you sure you decide where to go in a game? Level design is the art of controlling you without you even noticing. In this video, we explore how Miyamoto taught Mario to speak without words, why Dark Souls creates a sense of true discovery, and why E.T. on Atari drove players crazy—and what's behind it: psychology, architecture, or months of work by people no one notices.
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Level design, game design, game history, Super Mario, Dark Souls, Half-Life 2, Pac-Man, Doom, gaming industry, UX in games, game psychology, game navigation, procedural generation, artificial intelligence in games, Miyamoto, John Romero, Valve, bad games, game mechanics, level architecture, affordance, signposting, indie games, game development, PayGame