Tag Archives: Plot Door

Game design: spatially near, but temporally distant

MetroidI’ve been reading a lot recently about game design in the “early days” – the NES era.  In those days games were real games, difficulty curves could be like brick walls and tutorials simply didn’t exist as a game design concept.

This post explores one particular element that comes up – the notion of the “spatially near, but temporally distant” objectives.
Read More →