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Well... From a game designers perspective a player has very little free will... Yes they can make choices but in the grand scheme all the choices are predetermined.

Good level design is basically when a player traverses a predetermined path while not feeling that he is on rails...

Example og good level design, Half Life games. A player Traverse the world as if they can go anywhere but they always pick the right way.

Other example is Dark souls. Keeps you in a loops so you never hit a "dead end"



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