Contributing writer for The Artifice.
Junior Contributor II
The Marvel Trajectory: Cinematic Potential or a Downward Spiral?In light of the relatively recent comments on Marvel films made by the likes of Scorsese and Coppola, does the superhero film have a place as an artistic work? Is it a modern reiteration of older genres of filmmaking (the Western, the gangster film, etc.) replete with popular cultural furnishings? Or, as the New Hollywood filmmakers suggest, does Marvel's cinematic universe mark a downward spiral in quality for the cinema of America (and likely the world at large)?
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Video Games And—Wait, Another Darn Tutorial? | |
Beautiful article with really unique selections I wasn’t even privy to! | Books to Discover French Literature |
Very insightful article! I remember reading that ‘Strange Case’ was the result of a nightmare Stevenson had, one he recorded upon awaking. After allowing his wife to read, she remarked how horrible it seemed, causing him to throw it in the furnace. Later she said she wished he hadn’t done that, causing him to essentially rewrite what we know today as the final product. | The Persistent Allure of Victorian Literature |
This is a very interesting point; I think perhaps the biggest detriment of tutorials is that they interrupt the flow of gameplay, and are often required to proceed to what players want to do in the first place.
The thing is, there’s plenty of designs that allot tutorials to play out without this interruption, indeed they function as actively nodal forms. For example, when introducing a mechanic one needs to incorporate in a boss fight, this mechanic could be introduced via a smaller enemy fight without being transported to a separate stage. Games are essentially effective systems with which they teach players easily digestible patterns; the content of the tutorial is not the issue, but rather the mode in which it is delivered to the player. Some of these examples you provided were also effective tutorials without gameplay interruption.