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.
These game-playing tutorials are decidedly not delightful.
Super Mario Bros. level 1-1 is the best example I know of good user onboarding.
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resistcomfort reblogged this from zeb and added:
I can apply this to web design as a whole.
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versen reblogged this from switchedblog and added:
Comments on level design. Brilliantly executed in Super Mario Bros. and nicely elaborated on in this article.
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Some of these modern games require one to play up to two hours worth of tutorials before letting you on your way. It’s...
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Super Mario Bros. level 1-1 is the best example I know of good user onboarding.
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cacioppo reblogged this from joshuanguyen and added:
These game-playing tutorials are decidedly not delightful.
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texturism said:
agree. some people need rules or think they do - lack of trust perhaps. while others avoid, ignore them - preferring to go with their intuition and learn along the way. a fine balance to create something for both or encourage the latter in the former
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