That's actually a pretty good dissection of what goes into Gridcosm. However, don't forget the most consistent participant of the Grid. I.E. the artificial intelligence of the cgi script which shrinks all of our compositions into one square. I think the real composition problem is when someone throws something in that obviously doesn't fit. There is something truely powerful when a level is seamlessly blended and then transitions into another seamless level and then another, etc. I believe that's what Ed had in mind when he built this thing. The old arguments about what is seamless of course apply. They will never be resolved. But I will say it's possible to break "the rules" and still have a cohesive level. Good example here ...gridcosm?level=286
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