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

@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 @jntesteves

The original Lemmings did this nicely.