Super Mario Bros. 3 Level Design Lessons
An anonymous reader writes with this excerpt from Significant Bits about how the early level design in Super Mario Bros. 3 gradually introduced players to the game without needing something as blatant and obtrusive as a tutorial:
"Super Mario Bros. 3 contains many obvious design lessons that are also present in other games, e.g., the gradual layering of complexity that allows players to master a specific mechanic. What surprised me during my playthrough, though, was how some of these lessons were completely optional. The game doesn't have any forced hand-holding, and it isn't afraid of the player simply exploring it at his own pace (even if it means circumventing chunks of the experience)."
is it me or are more and more slashdot stories basically opinions of a reviewer that found a "golden" system for something?
i am getting kinda bored of it... little real news being posted lately.
then again, i am an AC, so who cares