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Freedom Force Center has done a Q&A with Freedom Force Project Learder Job Chey. Here's soimething from this interview:
Mike: Has working with destructible environments called for a significant departure from typical level design? Are there an basic rules designers keep in mind when approaching a level?
Jon: Yes, it makes a huge difference. When everything is destructible, you just can’t go into the game with the same kind of mind-set that you do when creating a typical first-person shooter level. You have to accept that the player can traipse all over the map in any order they want. It definitely imposes a greater discipline on you to think through all the ways in which the player might do things - that aren’t the ways in which you want him to do them. | Source: Voodooextreme |
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