I'm probably going to sound corny and naive, but I always felt that level design is this fundamental language that inherently speaks with the player. A means of dialog that frames the player's interface with the game. It seems like in SP games (not all, mind you) such as the new Call of Duty's, there is this "distrust" of the user. A distrust of the player in knowing what he is doing. A distrust of player not finding that expensively-rendered cutscene or cinematic action set-up that's around the corner. A distrust of the player in finding the "fun" of the game.
The thing is, no matter the graphic potential of the engine or all those special effects or modeling and animation work, good level design doesn't seem like something that can be generated easily on the computer. I always envisioned it being a pen-and-pencil affair, a deconstructive exercise in where people actually meet face to face to figure what the hell is going on "here" and "there."
I could be wrong though, probably am; never was part of the industry. But I remember back, especially in the Quake days and the era 2004 prior, there were interviews with mappers and level designers on certain maps and game levels. Actual people, not some public relations person, proxy or that guy in charge of the art direction. In these interviews, they could share their thoughts on what established the reasoning for this part of the map and that segment and how the whole package came together. The best part was when these level designers discussed a coherent logic to final product of their work and their regard to connecting with the player.
SnailIracing:n(500tpostshpereline)pants
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