Teaching Game Mechanics Well - Guidance VS. Hand Holding ~ Design Doc

We take a look at Mario, Final Fantasy 13, and Majora's Mask to discuss how games teach players in ways that either smoothly guide us through or just drag/over simplify the overall experience with excessive hand holding. NOTE: The Mario example here is also used in Mark Brown's excellent "Super Mario 3D World's 4 Step Level Design" -    • Teaching Game Mechanics Well - Guidance VS...   Support Design Doc on Patreon and help us release videos faster:   / designdoc     / warbot400