ABSTRACT

Since elements of the game vary in size and scope, they should exist at multiple levels of scale. In architecture, and thus in the level design of games, the elements are spatial; they may exist in the foreground, middle distance, or on the horizon. Having levels of scale gives a sense of detail, context, and potential. It allows the inhabitant to be grounded, understand where they are, and feel a part of something larger. In the interactive context of game design, levels of scale also apply to mechanics, sound design, narrative, social design, and so on. Games consist of multiple elements of any given type: spatial, mechanical, narrative, or esthetic. The boundaries between these components or groups of components should help define and focus attention on their purpose or center. Local symmetries have the effect of creating strong centers that create order out of the overall chaos without feeling artificial.