"Interesting design comes from iteration and trying things out. If the editor does not facilitate this, then the design of the the game will stagnate." Boom.
Thanks for sharing the GDC videos. I feel like Forge does some things pretty well that make it intuitive to work with. There's still a lot of room for improvement though, and it only continues to get more complicated as they add more pieces and tools. I'm holding out hope for some big UI/Organizational improvement in H6 Forge. After watching, I moved on to some other videos from GDC. I realize this is an entirely different subject, but I don't really want to start a separate thread for each video so I'll just post any I like in here. Hope you're okay with that. This video is a must watch, imo. It covers issues that I've been complaining about since Halo 2. Jim Brown really hits the nail on the head when talking about the importance of making gameplay spaces quickly and easily understood for players. This video discussed the subject of 'Negative Space', and how to use it to your advantage when designing levels.
This is a very important lesson to learn early on. Thought it was funny how he thinks cods crossfire is one of it's best maps Similer to negetive space, contrast is equaly important. I think of how easily sanctuarys layout is to grasp for new players, the readability. good example of that all these things