12

One game that comes to mind is Super Meat Boy (SMB). SMB doesn't really have a tutorial, but the first few levels act like one. The player has to perform certain mechanics to complete the level, and these mechanics are emphasized by the level's design. Want to teach the player about long jumping? Give them a big hole where the only way across is a long jump. ...


11

There are quite a few ways to answer this question. But I think you need to consider the purpose (user/business goals) behind the current system, and the pros/cons of many possible alternatives (your idea is just one of many possible variation). Essentially, the current system is not rigorous - as the designers opted for simplicity instead. Adding complexity ...


3

It may depend on where the emphasis is meant to go, and from there it could be related to culture. In the English-speaking world, we read from left to right, top to bottom. That's why it's general practice in newspapers to have the heading and initial print on the top / top left, and picture on the right (and of course, this interesting stuff above the ...


2

Googling around I found three books explaining to some degree the difference between 'Point-and-click' and what they call 'Direct-Control'. Book: Game Design Secrets Book: Fundamentals of Game Design Book: Andrew Rollings and Ernest Adams on Game Design Although they state that Point-and-click has been the standard for years in adventure-games, action ...


2

Nielsen and Norman have an exhaustive article on the use of animations -- I suggest you read that. There has been research done on loading screens and animations. For example, one study found that a loading screen with an interactive animation will be perceived as faster and liked more than a loading screen with a progress bar or passive animation If ...


1

This really depends on the kind of gamer you are targeting for your game. is it a more casual gamer,a mobile gamer or an advanced gamer that plays network games. Based on this the challenges you put in front of them is either going to feel stupid or challenging. Also the type of game you are designing. does it geared towards faster reflexes or more towards ...


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