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by scottjackson
5882 days ago
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The first few panels (World 1-1 in Super Mario Bros.) reminded me of this: http://www.auntiepixelante.com/?p=465 I love having any excuse to share this link. <quote> the big question of level design - and i mean that every level design lesson i ever write will be a response to this question - is: how do i teach the player these rules? an unfortunate trend in contemporary games is to spell out every detail in a hand-holding “tutorial” session at the outset of a game - unfortunate because it shows both a great deal of contempt for the player’s intuition and a lack of confidence in the designer’s own design. but more than that, it’s a design failure because it tells the player the rules instead of allowing her to learn them. what if the first level of the game were laid out in such a way that the player could learn the rules simply by playing through it, without needing to be told them outright? </quote> The article's a critique of World 1-1 being the perfect tutorial level for Super Mario Bros. Go read it. |
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Artistic intuitions of game designers have been measured in the crucible of conversion rates and been found wanting.
Does anyone here sell applications? Play the first five minutes of WoW. Notice how they guide you along by the nose and make it easy for you to succeed and feel awesome doing it. All applications should do that.