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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.

to:

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:

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* ''[[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/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.


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*** 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.


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*** 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.
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** 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.

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** *** 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.
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** ''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.
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** 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.

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** 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.

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** ''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.
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* ''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.]]

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Page image was in the wrong spot on the page


[[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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Fixed spelling in initial quote


->''"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 happen 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]], 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 happen 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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* ''VideoGame/MegaManX'': To teach the wall slide, the devs lure the player into a situation where there's very little they can do. The designers further lure the player to fall into a tiny gap between two girders. In falling into the gap, they will notice wall-sliding. Arin "Creator/{{Egoraptor}}" Hansen talks about this [[http://www.youtube.com/watch?v=8FpigqfcvlM here.]]

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* ''VideoGame/MegaManX'': To teach the wall slide, the devs lure the player into a situation where there's very little they can do. The designers further lure the player to fall into a tiny gap between two girders. In falling into the gap, they will notice wall-sliding. Arin "Creator/{{Egoraptor}}" Hansen Hanson talks about this [[http://www.youtube.com/watch?v=8FpigqfcvlM here.]]
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->''"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 happen 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."''

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


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* ''[[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:
** 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.
** The player, being tempted by a second ?-block, hits it and releases the goomba-like Super Mushroom.
** In jumping to avoid the mushroom, the panicked player bumps a floating Brick Block. This teaches the player that Mario cannot break Brick Blocks when tiny.
** The Brick Block stops Mario's ascent, forcing the player to collide with the mushroom. Mario grows big and the player is taught that Super Mushrooms are good.
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* ''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, to this puzzle involves having a portal on the floor, so they're luring you into solving it.

to:

* ''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.
Is there an issue? Send a MessageReason:
None


* '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:

* '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, 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.
Is there an issue? Send a MessageReason:
None


* ''[[VideoGame/CatacombFantasyTrilogy Catacomb Abyss]]'': In this game, doors can be opened by shooting them. How do we get the player to learn to do this? We have them fight a zombie, and we put a door nearby. While they are frantically shooting the zombie, they are likely to miss it and hit the door, opening it. [[http://auntiepixelante.com/?p=696]]
* ''VideoGame/MegaManX'': To teach the wall slide, the devs lure the player into a situation where there's very little they can do. The designers further lure the player to fall into a tiny gap between two girders. In falling into the gap, they will notice wall-sliding. Arin "Creator/{{Egoraptor}}" Hansen talks about this [[http://www.youtube.com/watch?v=8FpigqfcvlM here]].

to:

* ''[[VideoGame/CatacombFantasyTrilogy Catacomb Abyss]]'': In this game, doors can be opened by shooting them. How do we get the player to learn to do this? We have them fight a zombie, and we put a door nearby. While they are frantically shooting the zombie, [[http://auntiepixelante.com/?p=696 they are likely to miss it and hit the door, opening it. [[http://auntiepixelante.com/?p=696]]
it.]]
* ''VideoGame/MegaManX'': To teach the wall slide, the devs lure the player into a situation where there's very little they can do. The designers further lure the player to fall into a tiny gap between two girders. In falling into the gap, they will notice wall-sliding. Arin "Creator/{{Egoraptor}}" Hansen talks about this [[http://www.youtube.com/watch?v=8FpigqfcvlM here]].here.]]

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

This is when a game encourages the player to make a certain specific accident that might illuminate something for them. Compare with IMeantToDoThat.

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.

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

jpg]]]]

This is when a game encourages the player to make a certain specific accident that might illuminate something for them. Compare with IMeantToDoThat.

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.

Compare with IMeantToDoThat. Subtrope of InstructiveLevelDesign.
-----------
!!Examples:
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Subtrope of InstructiveLevelDesign.
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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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* '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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''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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* ''[[CatacombFantasyTrilogy Catacomb Abyss]]'': In this game, doors can be opened by shooting them. How do we get the player to learn to do this? We have them fight a zombie, and we put a door nearby. While they are frantically shooting the zombie, they are likely to miss it and hit the door, opening it. [[http://auntiepixelante.com/?p=696]]

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* ''[[CatacombFantasyTrilogy ''[[VideoGame/CatacombFantasyTrilogy Catacomb Abyss]]'': In this game, doors can be opened by shooting them. How do we get the player to learn to do this? We have them fight a zombie, and we put a door nearby. While they are frantically shooting the zombie, they are likely to miss it and hit the door, opening it. [[http://auntiepixelante.com/?p=696]]
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**In level 4-2, the player zigzags up a series of platforms and is encouraged to try to climb a ladder at the top that is impossible to climb. They'll die if they try to. However, by being around the ladder and experiencing the death, they will learn the mechanics of the game.
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* ''Videogame/WarioLand'' has players discovering how to progress by basically running into things that in any other game would kill them.

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* ''Videogame/WarioLand'' has players discovering how to progress by basically running into things that in any other game would kill them.them.
----
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Stop that.


This is when a game encourages the player to make a certain specific accident that might illuminate something for them. Compare with {{Imeanttodothat}}

to:

This is when a game encourages the player to make a certain specific accident that might illuminate something for them. Compare with {{Imeanttodothat}}
IMeantToDoThat.



* {{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.
* {{CatacombAbyss}}: In this game, doors can be opened by shooting them. How do we get the player to learn to do this? We have them fight a zombie, and we put a door nearby. While they are frantically shooting the zombie, they are likely to miss it and hit the door, opening it. [[http://auntiepixelante.com/?p=696]]
* {{MegamanX}}: To teach the wall slide, the devs lure the player into a situation where there's very little they can do. The designers further lure the player to fall into a tiny gap between two girders. In falling into the gap, they will notice wall-sliding. Arin "egoraptor" Hansen talks about this here: [[http://www.youtube.com/watch?v=8FpigqfcvlM]]
* {{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.
* {{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, to this puzzle involves having a portal on the floor, so they're luring you into solving it.
* {{Quake}}: to introduce the explosive box, the game locks you in a small room with a low-power enemy. The room is set up in this T-shape which will almost certainly cause you to shoot across the box at the enemy - it's probable that you'll miss that enemy and accidentally hit the box, which will cause you to see what the function of the box is.
* Videogame/WarioLand has players discovering how to progress by basically running into things that in any other game would kill them.

to:

* {{Braid}}: ''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.
* {{CatacombAbyss}}: ''[[CatacombFantasyTrilogy Catacomb Abyss]]'': In this game, doors can be opened by shooting them. How do we get the player to learn to do this? We have them fight a zombie, and we put a door nearby. While they are frantically shooting the zombie, they are likely to miss it and hit the door, opening it. [[http://auntiepixelante.com/?p=696]]
* {{MegamanX}}: ''VideoGame/MegaManX'': To teach the wall slide, the devs lure the player into a situation where there's very little they can do. The designers further lure the player to fall into a tiny gap between two girders. In falling into the gap, they will notice wall-sliding. Arin "egoraptor" "Creator/{{Egoraptor}}" Hansen talks about this here: [[http://www.youtube.com/watch?v=8FpigqfcvlM]]
com/watch?v=8FpigqfcvlM here]].
* {{Metroid}} ''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.
* {{Portal}}: ''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, to this puzzle involves having a portal on the floor, so they're luring you into solving it.
* {{Quake}}: ''VideoGame/{{Quake|I}}'': to introduce the explosive box, the game locks you in a small room with a low-power enemy. The room is set up in this T-shape which will almost certainly cause you to shoot across the box at the enemy - it's probable that you'll miss that enemy and accidentally hit the box, which will cause you to see what the function of the box is.
* Videogame/WarioLand ''Videogame/WarioLand'' has players discovering how to progress by basically running into things that in any other game would kill them.
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* {{Quake}}: to introduce the explosive box, the game locks you in a small room with a low-power enemy. The room is set up in this T-shape which will almost certainly cause you to shoot across the box at the enemy - it's probable that you'll miss that enemy and accidentally hit the box, which will cause you to see what the function of the box is.
Is there an issue? Send a MessageReason:
None


* {{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, to this puzzle involves having a portal on the floor, so they're luring you into solving it.

to:

* {{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, to this puzzle involves having a portal on the floor, so they're luring you into solving it.it.
* Videogame/WarioLand has players discovering how to progress by basically running into things that in any other game would kill them.
Is there an issue? Send a MessageReason:
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/wallslide_3775.jpg]]
[[caption-width-right:350:Here the designers of Mega Man X have encouraged the player to fall into a tiny gap between two girders. But in falling in there, the player will notice that mega man can wallslide, which they didn't know before]]

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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/wallslide_3775.org/pmwiki/pub/images/wallslide_edited_4562.jpg]]
[[caption-width-right:350:Here the designers of Mega Man X have encouraged the player to fall into a tiny gap between two girders. But in falling in there, the player will notice that mega man can wallslide, which they didn't know before]]
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This is when a game, for whatever reason, encourages the player to do something that is ordinarily not going to be useful. Compare with {{Imeanttodothat}}

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This is when a game, for whatever reason, game encourages the player to do make a certain specific accident that might illuminate something that is ordinarily not going to be useful.for them. Compare with {{Imeanttodothat}}

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* {{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, to this puzzle involves having a portal on the floor, so they're luring you into solving it.

to:

* {{Portal}}: The second {{Braid}}: in an early part of test chamber 10 in Portal has this game (1-3: "Hunt"), there is a pit with a tiny ledge over it. Stand on jump that the player is likely to miss after many tries. When they miss it, they have to do a lot of walking and you'll probably fall off, into the pit, a boring place to be. The only way climb two ladders to get out of the pit is to put a portal on the floor, which will take you point where they can do it again - but alternatively, they could rewind time to get back to the door of jump. The part exists to encourage the level. But the cool thing is, player to this puzzle involves having a portal on the floor, so they're luring you into solving it.make proper use of their time-rewinding ability.



* {{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.

to:

* {{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.go.
* {{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, to this puzzle involves having a portal on the floor, so they're luring you into solving it.
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* this part in catacomb abyss: [[http://auntiepixelante.com/?p=696]]
* {{MegamanX}}: To teach thethe wall slide-teaching part that egoraptor talks about in his video [[http://www.youtube.com/watch?v=8FpigqfcvlM]] - because the player doesn't really INTEND to end up in that little hole.
* The Metroid "go left" thing. As you can see, there's overlap here with "nonverbal tutorializing level design", but test chamber 10 in Portal is not really a tutorial, so you know, "all that gleams is not gold" or whatever.

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* {{CatacombAbyss}}: In this part in catacomb abyss: game, doors can be opened by shooting them. How do we get the player to learn to do this? We have them fight a zombie, and we put a door nearby. While they are frantically shooting the zombie, they are likely to miss it and hit the door, opening it. [[http://auntiepixelante.com/?p=696]]
* {{MegamanX}}: To teach thethe the wall slide-teaching part that egoraptor slide, the devs lure the player into a situation where there's very little they can do. The designers further lure the player to fall into a tiny gap between two girders. In falling into the gap, they will notice wall-sliding. Arin "egoraptor" Hansen talks about in his video this here: [[http://www.youtube.com/watch?v=8FpigqfcvlM]] - because com/watch?v=8FpigqfcvlM]]
* {{Metroid}} series: Many of
the player doesn't really INTEND to end up in that little hole.
* The Metroid "go left" thing. As
2D series entries begin with you can see, having a choice about whether to go left or right. Most games are about going right, so there's overlap here with "nonverbal tutorializing level design", but test chamber 10 in Portal is not really a tutorial, so you know, "all good chance that gleams 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 not gold" or whatever.a game about exploring, where you have multiple options about where to go.
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/wallslide_3775.jpg]]
[[caption-width-right:350:Here the designers of Mega Man X have encouraged the player to fall into a tiny gap between two girders. But in falling in there, the player will notice that mega man can wallslide, which they didn't know before]]

This is when a game, for whatever reason, encourages the player to do something that is ordinarily not going to be useful. Compare with {{Imeanttodothat}}

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*{{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, to this puzzle involves having a portal on the floor, so they're luring you into solving it.
*this part in catacomb abyss: [[http://auntiepixelante.com/?p=696]]
*{{MegamanX}}: To teach thethe wall slide-teaching part that egoraptor talks about in his video [[http://www.youtube.com/watch?v=8FpigqfcvlM]] - because the player doesn't really INTEND to end up in that little hole.
*The Metroid "go left" thing. As you can see, there's overlap here with "nonverbal tutorializing level design", but test chamber 10 in Portal is not really a tutorial, so you know, "all that gleams is not gold" or whatever.

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