I do love how much thought really is put into communicating a mechanic or idea to the player while the player themselves don't really notice anything unusual. Another example with Super Mario Bros. is in jumping down from the cloud areas. They specifically designed the end of these to have coins above nothingness so players (who, by this point trusted the game's guidance) would jump down the screen (something that typically results in a lost life).
Hey TGO, i'm playing Elden Ring lately and the non linear and basically non verbal world is getting me pumped up, so i'm here for this video to get more insight on the matter. I hope you comment on this game one day, because it does some very cool stuff while trumbling on others, I totally recommend it.
Surprised that someone else has read the "What games have to teach us about learning and literacy?" book of James Paul Gee 😮. I think Gee is saying in there that all the "true" (situational) learning is conveyed by the game using implicit cues only, but the other book that you read mentioned that there are other players that learn by mean of explicit cues only. Do you think it's contradicting Prof. Gee?
I have been studying game design since I was 15 years old, and I am twenty one now. I have watched hundreds of videos on game design and development and this channel by far has the most detailed and thoughtful analysis on this website! I will definitely be putting your words into consideration when I make and help develop games. You have earned both my respect and my subscription. I will definitely be sharing this channel around!