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-->-- ''Creator/ShigeruMiyamoto'' on ''[[https://youtu.be/zRGRJRUWafY how he designed]]'' ''the opening to [[VideoGame/SuperMarioBros1 Super Mario Bros]]''

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-->-- ''Creator/ShigeruMiyamoto'' -->--'''Creator/ShigeruMiyamoto''' on ''[[https://youtu.be/zRGRJRUWafY [[https://www.youtube.com/watch?v=zRGRJRUWafY how he designed]]'' ''the designed]] the opening to [[VideoGame/SuperMarioBros1 Super Mario Bros]]''
''VideoGame/SuperMarioBros1''



* ''[[VideoGame/SuperMarioBros1 Super Mario Bros]]'': As discussed in this page's opening quote, the iconic ?-block set-up at the beginning of level 1-1 was created with this idea in mind:

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* ''[[VideoGame/SuperMarioBros1 Super Mario Bros]]'': ''VideoGame/SuperMarioBros1'': As discussed in this page's opening quote, the iconic ?-block set-up at the beginning of level 1-1 was created with this idea in mind:



** ''Videogame/SuperMetroid'' has an example of this just after acquiring the Morph Ball Bomb. You are at the far left of a corridor that you need to morph-ball-bomb your way down. Morph ball bombs, when laid, explode after a second or two. This makes the player somewhat impatient - they sit there waiting for the bomb to explode, but they want to go down the corridor, so they hold right. When the bomb explodes, it flings them up in the air. Now it just so happens that there is a secret cubbyhole - the FIRST secret cubbyhole - just above where they are. Because they are holding right from impatience, they will "accidentally" discover that cubbyhole! This teaches them about secret cubbyholes.

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** ''Videogame/SuperMetroid'' ''VideoGame/SuperMetroid'' has an example of this just after acquiring the Morph Ball Bomb. You are at the far left of a corridor that you need to morph-ball-bomb your way down. Morph ball bombs, Ball Bombs, when laid, explode after a second or two. This makes the player somewhat impatient - they sit there waiting for the bomb to explode, but they want to go down the corridor, so they hold right. When the bomb explodes, it flings them up in the air. Now it just so happens that there is a secret cubbyhole - the FIRST secret cubbyhole - just above where they are. Because they are holding right from impatience, they will "accidentally" discover that cubbyhole! This teaches them about secret cubbyholes.



* ''VideoGame/{{Portal}}'': The second part of test chamber 10 in Portal has a pit with a tiny ledge over it. Stand on it, and you'll probably fall off, into the pit, a boring place to be. The only way to get out of the pit is to put a portal on the floor, which will take you back to the door of the level. But the cool thing is, the solution to this puzzle involves having a portal on the floor, so they're luring you into solving it.

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* ''VideoGame/{{Portal}}'': ''VideoGame/{{Portal|1}}'': The second part of test chamber 10 in Portal has a pit with a tiny ledge over it. Stand on it, and you'll probably fall off, into the pit, a boring place to be. The only way to get out of the pit is to put a portal on the floor, which will take you back to the door of the level. But the cool thing is, the solution to this puzzle involves having a portal on the floor, so they're luring you into solving it.



* ''Videogame/WarioLand'' has players discovering how to progress by basically running into things that in any other game would kill them.
* ''Videogame/PrinceOfPersia'' the Sands of Time; right after you acquire the Dagger of Time there is a series of unpredictable traps that upon inevitably falling into prompts the tutorial (press [button] to reverse time) then allowing you to predict and avoid the above traps.

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* ''Videogame/WarioLand'' ''VideoGame/WarioLand'' has players discovering how to progress by basically running into things that in any other game would kill them.
* ''Videogame/PrinceOfPersia'' ''VideoGame/PrinceOfPersia'' the Sands of Time; right after you acquire the Dagger of Time there is a series of unpredictable traps that upon inevitably falling into prompts the tutorial (press [button] to reverse time) then allowing you to predict and avoid the above traps.


*** After Defeating Security Robot B.O.X. the second time and getting the Wave Beam, your first task is to shut off the [[DarthWiki/MostAnnoyingSound "Warning! No entry without authorization!"]] alarm, which you do by shooting through a gate with your new beam that can go through walls, which opens up a passage into a hidden laboratory.

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*** After Defeating Security Robot B.O.X. the second time and getting the Wave Beam, your first task is to shut off the [[DarthWiki/MostAnnoyingSound "Warning! No entry without authorization!"]] authorization!" alarm, which you do by shooting through a gate with your new beam that can go through walls, which opens up a passage into a hidden laboratory.


*** After Defeating Security Robot B.O.X. the second time and getting the Wave Beam, your first task is to shut off the [[MostAnnoyingSound "Warning! No entry without authorization!"]] alarm, which you do by shooting through a gate with your new beam that can go through walls, which opens up a passage into a hidden laboratory.

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*** After Defeating Security Robot B.O.X. the second time and getting the Wave Beam, your first task is to shut off the [[MostAnnoyingSound [[DarthWiki/MostAnnoyingSound "Warning! No entry without authorization!"]] alarm, which you do by shooting through a gate with your new beam that can go through walls, which opens up a passage into a hidden laboratory.


** The player has already been taught three things in the first few seconds of the game: goombas are bad, goombas can be jumped over/on, and ?-blocks give coins.
** The player, being tempted by a second ?-block, hits it and releases the goomba-like Super Mushroom.

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** The player has already been taught three things in the first few seconds of the game: goombas Goombas are bad, goombas Goombas can be jumped over/on, and ?-blocks give coins.
** The player, being tempted by a second ?-block, hits it and releases the goomba-like Goomba-like Super Mushroom.



* ''VideoGame/{{Braid}}'': in an early part of this game (1-3: "Hunt"), there is a jump that the player is likely to miss after many tries. When they miss it, they have to do a lot of walking and climb two ladders to get to a point where they can do it again - but alternatively, they could rewind time to get back to the jump. The part exists to encourage the player to make proper use of their time-rewinding ability.

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* ''VideoGame/{{Braid}}'': There is a jump in an early part of this game stage (1-3: "Hunt"), there is a jump "Hunt") that the player is likely to miss after many tries. When they miss it, they have to do a lot of walking and climb two ladders to get to a point where they can do it again - but alternatively, they could rewind time to get back to the jump. The part exists to encourage the player to make proper use of their time-rewinding ability.



* ''Franchise/{{Metroid}}'' series: Many of the 2D series entries begin with you having a choice about whether to go left or right. Most games are about going right, so there's a good chance that players expecting Metroid games to be normal games will go right. However, going right takes you to a dead end, communicating to the player that this is a game about exploring, where you have multiple options about where to go.
** ''Videogame/SuperMetroid'' has an example of this just after acquiring the morph ball bomb. You are at the far left of a corridor that you need to morph-ball-bomb your way down. Morph ball bombs, when laid, explode after a second or two. This makes the player somewhat impatient - they sit there waiting for the bomb to explode, but they want to go down the corridor, so they hold right. When the bomb explodes, it flings them up in the air. Now it just so happens that there is a secret cubbyhole - the FIRST secret cubbyhole - just above where they are. Because they are holding right from impatience, they will "accidentally" discover that cubbyhole! This teaches them about secret cubbyholes.

to:

* ''Franchise/{{Metroid}}'' series: Many of the 2D series entries begin with you having a choice about whether to go left or right. Most games are about going right, so there's a good chance that players expecting Metroid games to be normal games will go right. However, going right takes you to a dead end, dead-end, communicating to the player that this is a game about exploring, where you have multiple options about where to go.
** ''Videogame/SuperMetroid'' has an example of this just after acquiring the morph ball bomb.Morph Ball Bomb. You are at the far left of a corridor that you need to morph-ball-bomb your way down. Morph ball bombs, when laid, explode after a second or two. This makes the player somewhat impatient - they sit there waiting for the bomb to explode, but they want to go down the corridor, so they hold right. When the bomb explodes, it flings them up in the air. Now it just so happens that there is a secret cubbyhole - the FIRST secret cubbyhole - just above where they are. Because they are holding right from impatience, they will "accidentally" discover that cubbyhole! This teaches them about secret cubbyholes.


->''"We simulated what the player would do. If [[TheGoomba a suspicious enemy appears]], the player will need to jump over it. And again if we have a question block, they might want to try and tap that as well. When they [[FollowTheMoney see a coin]], it'll make them happy and [[LuredIntoATrap they'll want to try again]]. Argh! You try to run away [[FakeTrap but you're hit]]. But by being hit [[PowerUpFood you become bigger]], and that makes you feel really happy."''

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->''"We simulated what the player would do. If [[TheGoomba a suspicious enemy appears]], appears, the player will need to jump over it. And again if we have a question block, they might want to try and tap that as well. When they [[FollowTheMoney see a coin]], coin, it'll make them happy and [[LuredIntoATrap they'll want to try again]]. again. Argh! You try to run away [[FakeTrap but you're hit]]. hit. But by being hit [[PowerUpFood you become bigger]], bigger, and that makes you feel really happy."''


This is when a game encourages the player to make a certain specific accident that might illuminate something for them. Everyone loves surprises, and making a discovery accidentally is very surprising. So you'll remember what you've been taught much better than if, say, it had been told to you by a text box.

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This is when a game encourages the player to make a certain specific accident "mistake" that might illuminate something for them. Everyone loves surprises, and making a discovery accidentally is very surprising. So you'll remember what you've been taught much better than if, say, it had been told to you by a text box.



* ''[[SuperMarioBros1 Super Mario Bros]]'': As discussed in this page's opening quote, the iconic ?-block set-up at the beginning of level 1-1 was created with this idea in mind:

to:

* ''[[SuperMarioBros1 ''[[VideoGame/SuperMarioBros1 Super Mario Bros]]'': As discussed in this page's opening quote, the iconic ?-block set-up at the beginning of level 1-1 was created with this idea in mind:


** ''VideoGame/MetroidFusion'' did this multiple times as well.

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** ''VideoGame/MetroidFusion'' did this multiple times as well.well as a way of showing you how your new abilities worked.


Added DiffLines:

*** The only way out of the pit you fight Zazabi in is by jumping higher than your jump before, so your new high-jump ability comes in handy at demonstrating how high you can go.
*** After defeating Serris, you're led into a room with a long flat platform that you'll naturally run the length of, activating your speed booster as you do. Then you'll be tasked with clearing out a similar platform so you can break through a set of speed blocks on the ground, showing you how to activate it, that enemies prevent you from activating it, and that some blocks can only be broken through with speed.


Added DiffLines:

*** After retrieving the Plasma Beam, you are attacked by several Ki-Hunters, and naturally, you will defend yourself. But the Plasma Beam will pierce and hit ''all'' of the Ki-Hunters, rather than just the front one, showing off your beam's new ability to hit every enemy in a line.
*** After Defeating Security Robot B.O.X. the second time and getting the Wave Beam, your first task is to shut off the [[MostAnnoyingSound "Warning! No entry without authorization!"]] alarm, which you do by shooting through a gate with your new beam that can go through walls, which opens up a passage into a hidden laboratory.


** After you destroy the Hornoad within the Quarantine Bay, the X-Parasite it releases will fly toward you and be absorbed into you, showing that the X-Parasites replace the usual energy and missile pickups by healing whatever damage you took in the fight.
** The Morph Ball Bombs are used again, where an obviously-breakable block is placed, but instead of that block being destroyed, the floor ''under'' Samus is destroyed, showing the player that there are otherwise-unremarkable blocks that can be destroyed to explore beyond.
** The Cold-X do exactly the same as the regular X, in that they will try to be absorbed by you to deal damage, but once you have the Varia upgrade, their damage will instead heal you, showing you that you can now gain health by absorbing them.

to:

** *** After you destroy the Hornoad within the Quarantine Bay, the X-Parasite it releases will fly toward you and be absorbed into you, showing that the X-Parasites replace the usual energy and missile pickups by healing whatever damage you took in the fight.
** *** The Morph Ball Bombs are used again, where an obviously-breakable block is placed, but instead of that block being destroyed, the floor ''under'' Samus is destroyed, showing the player that there are otherwise-unremarkable blocks that can be destroyed to explore beyond.
** *** The Cold-X do exactly the same as the regular X, in that they will try to be absorbed by you to deal damage, but once you have the Varia upgrade, their damage will instead heal you, showing you that you can now gain health by absorbing them.

Added DiffLines:

** ''VideoGame/MetroidFusion'' did this multiple times as well.
** After you destroy the Hornoad within the Quarantine Bay, the X-Parasite it releases will fly toward you and be absorbed into you, showing that the X-Parasites replace the usual energy and missile pickups by healing whatever damage you took in the fight.
** The Morph Ball Bombs are used again, where an obviously-breakable block is placed, but instead of that block being destroyed, the floor ''under'' Samus is destroyed, showing the player that there are otherwise-unremarkable blocks that can be destroyed to explore beyond.
** The Cold-X do exactly the same as the regular X, in that they will try to be absorbed by you to deal damage, but once you have the Varia upgrade, their damage will instead heal you, showing you that you can now gain health by absorbing them.


** The player has already been taught three things in the first few seconds of the game: goombas are bad, goombas can be jumped over, and ?-blocks give coins.

to:

** The player has already been taught three things in the first few seconds of the game: goombas are bad, goombas can be jumped over, over/on, and ?-blocks give coins.


** ''Videogame/SuperMetroid'' has an example of this just after acquiring the morph ball bomb. You are at the far left of a corridor that you need to morph-ball-bomb your way down. Morph ball bombs, when laid, explode after a second or two. This makes the player somewhat impatient - they sit there waiting for the bomb to explode, but they want to go down the corridor, so they hold right. When the bomb explodes, it flings them up in the air. Now it just so happens that there is a secret cubbyhole - the FIRST secret cubbyhole - just above where they are. Because they are holding right from impatience, they will "accidentally" discover that cubbyhole! This teaches them about secret cubbyholes.



* ''Videogame/SuperMetroid'' has an example of this just after acquiring the morph ball bomb. You are at the far left of a corridor that you need to morph-ball-bomb your way down. Morph ball bombs, when laid, explode after a second or two. This makes the player somewhat impatient - they sit there waiting for the bomb to explode, but they want to go down the corridor, so they hold right. When the bomb explodes, it flings them up in the air. Now it just so happens that there is a secret cubbyhole - the FIRST secret cubbyhole - just above where they are. Because they are holding right from impatience, they will "accidentally" discover that cubbyhole! This teaches them about secret cubbyholes.

Added DiffLines:

* ''VideoGame/{{Undertale}}'' has its first boss designed so that a first-time player is very likely to kill them by accident while trying to spare them (you're led to believe you need to weaken enemies before they can be spared, but try this on the first boss and you'll eventually do a huge amount of damage out of nowhere), thus encouraging them to [[SaveScumming reload a save and try again]]. This introduces the player to two things: firstly, that bosses will have non-standard methods for sparing them, and secondly, [[spoiler: that the game keeps track of your SaveScumming, as if you managed to spare this boss after reloading from a file where you killed them, the next character you meet will be aware of that.]]


[[quoteright:350:[[VideoGame/MegaManX http://static.tvtropes.org/pmwiki/pub/images/wallslide_edited_4562.jpg]]]]



[[quoteright:350:[[VideoGame/MegaManX http://static.tvtropes.org/pmwiki/pub/images/wallslide_edited_4562.jpg]]]]

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