# thinking beyond garme maps and levels
in which to consider "maps" and "levels" in video garmes are obsolete
the most famous map in video garmes is design classic well balanced and highly optimized for maximum fun: "dust" for counter-strike
yet rather than just maps or levels consider thinking in terms of 'garme spaces' or 'playgrounds'
to spend countless hours and ridiculous budgets on level design is often super boring
players need not always be treated as 'actors' - and garmes as mere background 'stages' upon which action occurs
"maps" supposedly provide 'a sense of place' for the player - but this idea is merely traditional
the idea detailed or realistic maps provide 'presence' or 'immersion' is also dubious
to question the standard industry notion that players must feel 'really there' before engagement / enjoyment occurs
if the design of a map seems 'real' then allegedly the player is better able to 'suspend disbelief'. but then why not 'advance true illusion' instead - examine the garming interest and potential of more abstract notrealities
image here: abstract mapless design
garmes have no 'empty space' that needs endlessly filling with 'places' before meaningful player interaction can occur; "you think that's air you're breathing?"
to sidestep thinking in terms of a "map" - and the gravity and knee high invisible walls which prop it up
video garme architecture as a concept seems too often caught in the ideological service of often dubious storytelling (dubious because it exists); indeed garmes are more about social and not mere spacial relationships
rather than merely think in terms of 'maps' - consider (like those crazy big scientists in doom 3 on mars) the "direct player manipulation of garmespacetime"
// republic of bob