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["Christopher Alexander"] has a concept he calls 'life.' Essentially, it is the same thing he used to call 'the quality without a name', in a shorter form. Saying something 'has life' is loosely the same as saying it is 'is good.' The problem is that while anybody can say that one thing is better than another - with a surprising degree of consensus - nobody can define what it is, in general. That definition is what Alexander is trying to create in his life theories. Since Alexander is an architect, his theory works with the geometry of space. The interesting question is, can we find a parallel of space in games that will allow us to apply Christopher Alexander's 40 years of experience to our game design. The properties are: * LevelsOfScale * StrongCenters * ["Boundaries"] * AlternatingRepetition * PositiveSpace * GoodShape * LocalSymmetries * DeepInterlockAndAmbiguity * ["Contrast"] * ["Gradients"] * ["Roughness"] * ["Echos"] * TheVoid * SimplicityAndInnerCalm (SimpleAsPossible) * NotSeparateness
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