It's free to join Gamasutra!|Have a question? Want to know who runs this site? Here you go.|Targeting the game development market with your product or service? Get info on advertising here.||For altering your contact information or changing email subscription preferences.
Registered members can log in here.Back to the home page.

Search articles, jobs, buyers guide, and more.

By Tzvi Freeman
Gamasutra
September 12, 1997

This article originally appeared in the August 1997 issue of:

 




Features

Sidebar: The Ecology of Improvement
(a.k.a. The Freeman
Elegance-Gestalt Principle)

Improving the elegance of one part of an entity without addressing the gestalt of the whole will negatively effect the perceived elegance of every other part of that entity. For example, you just had the leaks in your car's brake system patched, causing such pressure that your whole worn-out brake system blows out on you. Or you just bought a new pair of jogging shoes, which make your previously sufficient blue jeans look plain tacky. Or you just found a way to add realism to the movement of one of your characters, rendering all other characters jerky and sick in comparison. "Amazing," you mutter, that pale look of what-are-we-going-to-do-now-really-quickly all over your face. "They all looked great yesterday." The lesson: Don't consider change in one area without first considering its ramifications on every other part of your design.

[Back to Article]


join | contact us | advertise | write | my profile
news | features | companies | jobs | resumes | education | product guide | projects | store



Copyright © 2003 CMP Media LLC

privacy policy
| terms of service