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by handrous
1738 days ago
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There's also the idea of the tutorial level masquerading as a regular level, so it doesn't feel like a tutorial. Earliest example I know of is Super Mario Brothers 1:1, but it may not be the first. It's distinct from simply ramping up difficulty, because it involves things like deliberately presenting challenges & opportunities in a certain order, and, at first, in isolation. [EDIT] incidentally, here (many) games have an advantage over other software, because they play linearly rather than presenting a large space of possible actions all at once. Games that are more similar to productivity software (city builders, say, or grand strategy games) have trouble doing this without it being obvious that you're in a tutorial. |
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