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Re:What UX designers can learn from 1990s Japanese video games by CM30 on Sunday May 29, 2016 @04:05PM (#11797973)
How about another one?

Simple design that teaches people how to use it through doing stuff rather than forced tutorials. Old school Mario games were great here, the level design basically taught you how to play the game without as much as a message box in sight.

Unfortunately, a lot of modern apps seem to be some overly confusing mess that try to rectify UX design issues by use of tutorials and pop ups and arrows and what not, rather than simplifying things so people can figure them out on their own.

Re:What UX designers can learn from 1990s Japanese video games by agumonkey on Sunday May 29, 2016 @05:36PM (#11798347)
new school mario is even better. I bet you saw this http://www.dorkly.com/post/73379/this-guy-makes-a-good-case-...

in case you haven't enjoy the ride.

Re:What UX designers can learn from 1990s Japanese video games by CM30 on Sunday May 29, 2016 @06:00PM (#11798430)
Yep, saw that video. It's a good overview of how the level design in Super Mario 3D World works, and well worth watching for anyone interested in designing good games.

I mostly only mentioned old school because of my disappointment with Mario Galaxy 2 and the 'tutorial disc', which was one of the most pointless additions ever:

https://www.youtube.com/watch?v=PbDLuDRgnkM

Still, least it made for a funny parody:

https://www.youtube.com/watch?v=3rD5AskvHWc

Re:What UX designers can learn from 1990s Japanese video games by eru on Wednesday June 01, 2016 @11:06PM (#11820103)
There was a discussion about old school Mario on Hacker News a while back.

It teaches you everything you need to know. It doesn't teach you about the run-button; and some people never found out about it. (And to the designers credit, you never need the run button in any part of the game to finish it.)