Game design friends, is there a widely accepted term similar to “progressive disclosure” in UX but for introducing mechanics, abilities, etc.? E.g. in a platformer where you can jump, push blocks, wall jump, etc. the level design basically forces you to learn the abilities as you go, “just in time” to complete the new challenges instead of all up front.

Maybe progressive disclosure isn't a perfect UX equivalent, either—it might be more like “guided discovery” or something.

#gameDev #gameDesign

A good example of this concept to me is ROTA¹ where it starts out very simple and forgiving but incrementally introduces new mechanics that you're required to learn (and then master) to complete each progressive level. You don’t really pick up an ability somewhere else that you then come back to use (like you might in nonlinear games), but you’re introduced to new concepts in certain levels where you have to use that concept in order to progress. If that makes sense?

¹https://harmonymonroe.itch.io/rota

ROTA: Bend Gravity by Harmony Monroe

Gravity bends beneath your feet! Move blocks and twist gravity to solve puzzles.

itch.io
It’s almost like… “just-in-time immersive tutorialization” or something, but I just made that up (and it’s a mouthful!). :P

@cassidy I sent this message to @Rockwood (who teaches game design), and he said:
(1/2)

“Tutorialization, good design using affordances (standard irl design terminology is usually applicable). Speaking of a game’s tutorialization, you could say “the game’s mechanics are tutorialized [well/as needed/progressively] and someone would probably understand.”

(2/2)
“The concept of Metroidvania is basically this as a core feature (ie, you could theoretically go anywhere right at the start, but you don’t have the mechanics unlocked to squeeze through vents or bust through weakened walls, so you have to go fight whatever the local boss is to gain a new ability, which you then have to use to traverse the level to a new boss, learning that ability so you can use it in the next fight, and so on).”
@cassidy As I read this I was thinking metroidvania, until I realized you're talking about tutorial. I too, would be curious to know if there is a specialized term for this specific type of in-game progressive tutorial. I'd think most just call it tutorial.

@jntesteves but like… not an obvious/explicit tutorial. Like, on level 5 you see a new type of block or enemy, and you have to intuit (or maybe be _gently_ guided) how to interact with it to complete this level. You can't complete the level without figuring out the new mechanic, and then that mechanic will be start to be used in future levels.

It's not really a novel concept (it's just… good game design?) but I am trying to figure out the right verbiage to talk about this specific aspect. :)

@cassidy In the book Practical Game Design[1] in the chapter about level design the authors repurpose the (I suppose Japanese) term *Kishōtenketsu* which is a narrative format (p. 400). Later when talking about tutorials in the accessibility chapter they don't repeat that term and call it “gradual introduction of new elements” (p. 542).

If you're looking for a classroom book to teach these concepts, I think this is it.

[1] Practical Game Design – Adam Kramarzewski, Ennio De Nucci 2018

@cassidy This YT video linked in the book pins the origin of this use of the term Kishōtenketsu to Nintendo's Kōichi Hayashida:

https://www.youtube.com/watch?v=dBmIkEvEBtA

Super Mario 3D World's 4 Step Level Design

YouTube

@cassidy @jntesteves

The original Lemmings did this nicely.

@cassidy I call that Level Design 101. Or Mario Level 1.1. Or Game Design 101 if you want.
Seriously, stop over theorising :D
That's basic learning by observation, "show, don't tell" stuff and affordance to me.

Call that Vintage Teaching of Game Mechanics 😆