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#megaman#leveldesign#onboarding

Sequelitis - Mega Man Classic vs. Mega Man X

Egoraptor

2.8M subscribers • 1 video on Hallway

YouTube
  • Recommended by 3 people: 3 on Hacker News.
  • A classic. People kept recommending it from 2012 to 2020.
  • Presented by Arin Hanson
  • May be out of date. Uploaded 15 years ago, in an area where tools change fast.
  • An opinion. It argues one side of a question engineers disagree on.

Beginner. No background in the topic needed.

15M views15 years ago3 recommendations

Game developmentSoftware designGame designGame programming

Arin Hanson analyzes how Mega Man X teaches players its mechanics naturally through level design without explicit tutorials.

Mega Man was a game that was so simple and yet so ahead of its time. It defined an entire genre and continues to be considered one of the best titles in video gaming history. But, does its spin-off sequel, Mega Man X fair so well?

Why it's here

3 people recommend this

What people say. Engineers and designers frequently recommend this video as a masterclass in intuitive user onboarding and invisible tutorial design.

nateberkopecon Hacker News • Recommends

On “Two Universes”

Game designers have known this for years. For a (hilarious) examination of how Mega Man X employed the same philosophy, check out Egoraptor's video on it: link to this video

Pewpewarrowson Hacker News • Recommends

On “If you see a good UI walkthrough - you probably didn't notice it”

Obligatory link to the Sequelitis Mega Man UX video: link to this video The article hit the nail on the head: the best walkthrough is the one that it nearly invisible to the end-user, yet still accomplishes its goal of progressively introducing a UI to them in a long-lasting way.

gambitingon Hacker News • Recommends

On “OK Doomer”

…ime on good level design and on teaching the player how the game works, so you could pick it up for the very first time in 2020 and get into it immediately. And no, I haven't played this when it came out first either. I think this highlights exactly what I'm talking about, look at the little things they are doing design wise, it's truly brilliant: link to this video (Sorry, I know the video is meant to be a "funny" one, but it does make some very very good points about video game design)…

mpyneon Hacker News • Mentions

On “The Scientific 7-Minute Workout”

The way I see it you should treat it like any other UX problem: The user is going to be at home anyways, so if you can get a "conversion" (even a short 7-minute one) that can easily bridge them into the next step. Just like video games start you off in tutorial levels and help you develop the skills you need (e.g. Mega Man X 1). For example I tried out the 7-minute exercise simply because I could, it was easy. If I can't even be bothered to spend 7 minutes on exercise there's no way I'm going to the gym, so it's not as if the short exercises are interfering with work at the gym. 1 link to this video