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DesignGDC 2002: Manhattan as Muse: New York City as a Conceptual ToolGDC 2002: Manhattan as Muse: New York City as a Conceptual Tool
Games need to have a strong narrative to make sense, but they also need to have a strong and structured environment to reinforce that. Whether real locations or abstract patterns, formal constraints and ordering devices for levels can be drawn from different sources. Primarily, it is a matter of looking at our immediate surroundings and thinking about how to reinterpret them for games. In this instance we are going to look at Manhattan, both as a reflection on some of the roles it has taken in books, games and movies, and also simply on the city itself.
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