In this week's column, Andy Alderson discusses cliches in game world design.
From the article:
"Yes, this week it's gaming clichés or, more specifically, environmental clichés. No, I'm not talking about Sting but rather the way in which game developers use the same hackneyed tools when creating their game worlds. The excepts above are great examples of how we're still mining away at the same coalface over ten years on from Resident Evil and Silent Hill."