Analyzing Super Mario’s level and tutorial design
<p>I love watching Conan O’Brien’s ‘Clueless Gamer’ series. The lovable talk-show host plays the role of video game troglodyte to perfection as he ribs on the needlessly complex pretentiousness of many best-selling games. He rolls his eyes through long cutscenes, chuckles at often juvenile storylines, and hilariously struggles with the game controls. And he kind of has a point.</p>
<p>Although not a problem for gaming enthusiasts, the litany of games with high production values, sequels-to-prequels, and story-heavy RPGs are difficult for casual gamers to just pick up and play. The tutorials comprise of walls of text or entire levels that teach you the button combinations and timing needed to conquer that dungeon or find that lost city. And there’s nothing wrong with any of that. But it’s just not conducive to casual play.</p>
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