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entertainment1d ago
Fallout co-creator Tim Cain says good level designers shouldn't "assume anything the player is going to do in a particular order"
- Tim Cain says level designers must not assume the order of player actions in non-linear games.
- Cain suggests design tools like gates to control progression without forcing actions.
- Cain views nonlinearity as an acquired skill, praising flexible, open-world design like Zelda: Breath of the Wild.
- Cain mentions the balance between realism and fun, citing how expansive open worlds can constrain gameplay if not designed well.
- The article ties Cain’s views to broader GamingRadar+ coverage on nonlinearity and AI content.
- Cain warns against restrictive mission design that forces players along a single path.
- The piece cites Fallout 1 and 2 as examples of successful non-linear design.
- Cain notes that nonlinearity helps create more expansive, player-driven experiences.
- The article features Cain’s broader commentary on AI and future game design trends.
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