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There's an insight here and a fallacy.

The insight is that behavior is more interesting and flexible than content.

The fallacy in the title is the idea of a "level" entirely encapsulating the gameplay opportunities. The point is that the game developer needs to trade off static content vs. dynamic behavior. Some "behavior" may look like content.

Or next we'll argue than randomly generated graphics are equally liberating,

Still, as always, an interesting article.



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