: Although Love’s environment was created by an army of one — Swedish coder Eskil S****berg, armed with an algorithm called procedural generation — about 100 players will be able to explore this virtual world together, establish towns, and fight monsters.
: S****berg has a rare gift for both the art and the science of creating modern videogames. The most obvious strengths of his design are the astounding, impressionistic visuals. The world is dusky and smoky, or bright and watery, all within the same mysterious abstract scheme.
: By creating landscapes mathematically, S****berg avoids spending the vast man-hours that are normally sunken into creating immersive game worlds. This means he can get on with tweaking the gameplay.
: S****berg's experience in creating tools software has allowed him to create his own general toolset, which he's using for the creation of Love. One of his main concerns? Making accessible, easy-to-use tools that will work for geeks and artists alike.
: S****berg's 3-D modeling tools allow for playful manipulation of multi-dimensional objects. The clickable interface makes modeling, deforming, and reworking 3-D aesthetics remarkably easy, which ties into S****berg's personal philosophy: The more fun the tools are to use, the more productive the user will be.
: Players will be expected to work together to build and defend small towns, as well as explore the larger world around them. The feel of the play is expected to be as freeform as the look of the game. The story will seamlessly unfold through the choices players make as they interact with the monsters and in-game items.
: Love players will be able to carve out caves, build stairways up mountainsides, and generally interact with their world on a “physical” level.
: How Love will develop once the game begins will all depend on the players’ actions. S****berg is eager to see what they come up with.
: S****berg's auto-generated game world looks more like a Monet painting than one of the heavily hand-crafted worlds gamers are accustomed to.
: S****berg's work is entirely open source and will be available to be downloaded from his site (quelsolaar.com).
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