May 15, 2009 5:39 PM Subscribe
Game developers are unconstrained in their designs for the enemy. Such designers will be punished with poor sales, not death in the gulag, if their designs for the overlord are unpopular. They could go anywhere with the homes of evildoers: halls of electric fluorescence, palaces carved from corduroy, suburban back yards. And yet, in spite of this freedom, most videogame designers choose to make a definite connection to familiar – or real-world – architecture ...
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