There’s a document somewhere by Miyamoto explaining the design of Mario 1-1 in terms of “here’s the challenge, here’s the action we think the player will be forced to try, and here’s the pedagogic goal” and when I read it my estimation of the amount of craft there went up 10X.
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I would love to read it...
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“Blonde, 3’2” stolen by large spike perp. Must save due to financial obligations.” Omfg, Mario has been straight-up begging to be a film noir this entire time
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I always thought it telling that slack looks for game design experience in its product managershttps://twitter.com/isaach/status/697216563569512448 …
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Excellent read, thanks for sharing
. My favourite nugget is in the screenshot and exemplifies the simple path for introducing a software product over time. It simultaneously is an approach for making a competitor to a successful, but bloated, application.pic.twitter.com/VpZIjvSghw
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This is why one of Glitch’s core principles is “learning is fun”. We mean it very literally — the act of learning & having realizations about rules or contexts *is* play.
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When I worked at a very large enterprise, we suggested they add several figures which research stated were the primary concerns of our customers. "Drew, we can always add another tab," was the response. There were 20 tabs at the time.
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Related, about the genius of Super Mario Bros' Level 1-1. We've also applied some of these lessons to driver onboardinghttps://medium.com/@GamificationPlus/super-mario-bros-level-1-1-gamification-onboarding-4fce1e875fea …
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(many of those mechanics are also used in Mega Man X)https://www.youtube.com/watch?v=8FpigqfcvlM …
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