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

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What's Up With These Sketchy Tutorials?

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What's The Point of a First Level?

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What are Progression Systems in Games?

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What Makes a Good Puzzle?

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Terrible Game Missions

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What's the Point of Status Effects? ~ Design Doc

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The Worst Spell in Every Mainline Final Fantasy

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A Course About Game Balance

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The Design Behind Super Mario Odyssey

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What Makes a Great Hub World? - How Mario 64, Spyro, and Hades Made Theirs ~ Design Doc

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Sonic & Gameplay Variety - How FOCUSED Gameplay Improves a Game ~ Design Doc

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Mario Kart World's CRAZIEST Update!? Extreme Item Changes, Buffed Heavies, New Knockout Tour

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Whatever Happened to Random Battles?

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Hardest Dungeon In Every Mainline Final Fantasy

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What Breath Of The Wild Is Like For Someone Who Doesn't Play Games

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What's The Point of a Weird Status Effect?

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How Mega Man 11's Levels Do More With Less

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Is It Possible to Beat Super Smash Bros Brawl Without Moving?

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Games That Make Stealing Fun

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