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Player's Expression: The Level Design Structure Behind FAR CRY 2 and Beyond?
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While designers often want to support players expression, it rarely materializes in the end. This lecture describes how this particular problem was approached on FAR CRY 2 by exploring its level design structure in details. The different elements rendering navigation meaningful on the high level, the different systems involved in the main cause and effect loop at the mid level and the rich density variation found at the lowest level are all explained. Examples are then used in conclusion to illustrate how it can be applied to other projects.

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