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Excerpt: How the designers of GoldenEye 007 made use of “Anti-Game Design”

1 month ago   |   By Ars Technica

In this excerpt from her upcoming book , writer and historian Alyse Knorr talks about some of the design decisions that made Goldeneye 007 stand out from other '90s first-person shooters, and why that design endures to this day. The book is currently looking for backers on Kickstarter .
When Doak first joined the team at the end of 1995, GoldenEye 's levels were just barebones architecture-no objectives, enemies, or plot. After designing the watch menu, he and Botwood started creating a single-player campaign that followed and expanded upon GoldenEye the movie's narrative-a difficult task...
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