It is
the formative element of experience which also accompanies all that befalls the non-artistic man and is given an issue by him as often as he lifts an image out of the stream of perception and inserts it in his memory as something single, limited, and meaningful in itself.
Not exact matches
As conditions
of the possibility
of our
experience — whatever that
experience may contain — he postulates three
formative elements: the realm
of forms («eternal objects»), creativity, and the Principle
of limitation or definiteness
of becoming («God»).
Where the Dishonored titles looked to the ideas and themes underpinning Thief II: The Metal Age and sought to build on and advance them — the resulting
experience a masterful stealth game that simply couldn't have existed two decades ago — the
elements that are
formative to the design
of Prey feel exposed and raw.