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in this case, is really kind of experiential.
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I'm thinking about when the player comes on the screen,
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what's gonna be happening?
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Not quite in the same way
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that you think of it in a movie, but sort of.
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You have to put your mind in the viewpoint of the player,
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thinking about what's going to happening.
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There's an excitement about ideas unfolding
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that I try to put into the game.
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It's a stream of communication between designer and player.
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And the design of a level like this, is sort of a dialogue,
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or at least a monologue,