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
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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










