Teaching Game Mechanics Well - Guidance VS. Hand Holding ~ Design Doc @DesignDoc
Teaching Game Mechanics Well - Guidance VS. Hand Holding ~ Design Doc  @DesignDoc
Uploaded August 2016 | Updated September 2026, 1 week ago
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" - youtu.be/ZIs5189lmRA

Support Design Doc on Patreon and help us release videos faster:
patreon.com/designdoc

twitter.com/Warbot400
Teaching Game Mechanics Well - Guidance VS. Hand Holding ~ Design DocGood Design, Bad Design Vol. 8 - Analyzing the Graphic Design in Cuphead, Jackbox, and MoreTop Ten Worst Levels In GamesRoguelikes Are Getting WeirdHow Do Games Play With Poison?The Zelda Pattern - How to Spice Up Bland Game Boss Design ~ Design DocGood Design, Bad Design - The Best & Worst of Graphic Design in Games ~ Design DocNintendo Switch - The History in the System ~ Design DocGood Design, Bad Design Vol. 7 - The Best and Worst of Graphic and UI Design in Games ~ Design DocBOLD Status EffectsDesigning Modern Adventure Games - Ace Attorney, Danganronpa, and More ~ Design DocWeird Gaming Moments #8: Fez Intro
Design Doc |

Teaching Game Mechanics Well - Guidance VS. Hand Holding ~ Design Doc

SHARE TO X SHARE TO REDDIT SHARE TO FACEBOOK WALLPAPER