The game will *show* you what’s ahead
“The designers want it to feel justified when you got hit – it must be your fault”
“Overcoming obstacles feel more satisfying as a result, because you’re improving by learning”
1- flying spikes dudes who fall on you
2- falling platforms
After encountering both things separately, you face them simultaneously, which is extra challenging. But you know what to do! You're challenged but not overwhelmed.
Great design
"Jump and shoot man" = eg of breaking down something into constituent parts
Megaman X uses the MENU SCREEN to teach you that Megaman can shoot stuff
You can't go left because there's a wall, so you go right
Through each new enemy, you learn that you can...
- jump over obstacles
- shoot things
- jump and shoot things at the same time
You learn all of this by yourself! No tutorial
- by putting you in a ditch, the game teaches you that you can wall-slide, & climb walls by jumping + sliding
Egoraptor compares this with games that leave you lost & confused
After you’ve learned so much, the game makes you feel *extremely* weak and helpless
And then Zero rescues you, and promises you that You Will Become Stronger
You the player are motivated to defeat Vile, who made you personally feel helpless
You find the armor, you beat the enemies. You feel connected to the hero. You get to repay your mentor’s favor and rescue HIM from Vile
So, a quick recap of what Megaman X does so brilliantly...
Piecemeal – All big, scary, complicated things are made up of smaller, simpler, constituent things. Where possible, try to learn each constituent thing independently first
Simplicity – when looking to appreciate patterns, it's difficult to begin with something complicated. Empathetic design is considerate of the beginner mind, & strips away as much noise as possible