Imaynotbehere4long wrote:That does seem quite interesting. It would seem that, on the first page at least, the author is basically saying that a game/level should introduce concepts very simply and without much challenge for the player, then slowly build on said concepts over the course of a play-through (that used to be something I took for granted, honestly).
I thought that was common knowledge lol
For example, if your lvl has some kind of gimmick involving platforming, you most likely wanna introduce it not over a pit but so if you fall you aren't fucked. Examples are Wing Ding from DKCTF or Mega Man with the disappearing blocks. I think Egoraptor had a video about how Mega Man design teaches w/o tutorials, and introducing gimmicks where there's no danger is part of how it does it.