The Architectural Fallacy of Level Design

This post critiques the overemphasis on architectural aspects in level design. The author argues that many tutorials focus on layouts and models, misleading aspiring designers into believing good level design equates to good architecture. However, the author contends that excellent level design prioritizes game experience, possibility, and spatial concepts over walls and floors. By analyzing examples from various games, the author highlights the importance of narrative, pacing, economic systems, and combat design—non-architectural elements—and urges level designers to break free from architectural constraints and explore broader design possibilities. The author even admits to contributing to this fallacy in the past, highlighting the need for a more holistic and critical approach to the craft.