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Rush Hour - The Illusion of Choice in Map Design In terms of visuals, I don't really give a good incentive to WATCH my videos. That was the impetus for this little experiment. I wanted the visuals to enhance the experience. I started drawing a bunch of maps, trying to figure out which techniques developers use to guide you through their games. Instead of outright bashing games for being different, I tried to acknowledge why certain techniques are used, and what goals they try to accomplish. I think I too often give the perspective of "my way or the highway," and I used this video to show that I'm capable of nuance. Still picky of course, just not THAT picky :) I'd like to cover open world design in a future video, specifically Fallout, Zelda, and other titles I mentioned in this video. I think it'd be fun to compare and contrast the strengths and weaknesses of their layouts, and show why it's the act of traversal that makes or breaks this genre for me. 00:00 The Setup 00:44 Conceptual Design 03:55 1 Key Fits 1 Door Design 05:32 Illusion of Choice Design 07:10 Metroid Design 14:12 Hub Design 15:42 Open World Design 22:00 Linearity and Progression