![]() ![]() As in Green Light, the melody and the maths are wrong new players always find it hard to read the screen, because it’s not working like a good game. In a single playthrough, you only ever get a passing feel for the levels you miss vast areas – all the rules are broken. Sonic doesn’t do this – all it establishes at the beginning is that speed is important. ![]() In his excellent book on game design, A Theory of Fun, Raph Koster, says the essence of good game design is teaching – a well constructed level slowly introduces you to its themes, and shows you how to beat them. Then you get a series of neatly placed hazards that present discrete challenges. If you take a classic platform game design, such as Super Mario Bros – the player is always given the chance to read the level: to look ahead and assess every new piece of scenery or patrolling enemy. ![]()
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