In my MSc thesis, called Player-based Adaptive Tutorials for Games, I was tasked with designing several levels that taught the exact same game mechanic, but each of them were adapted to a different player type. For this, I used the game Levelhead as a level creation tool and created a level for 6 of the BrainHex types.
The mechanic that was taught was a power-up that allowed the player to fly upwards and hover in the air. Each level followed Nintendo's 4-Step Tutorial Design: this mechanic was first Introduced in a safe environment that allowed the player to practice it, then Developed through a more complex iteration, then Twisted to surprise the player, and finallyTested to if they managed to master the concept. However, the design goals and objectives of each level were tightly related to the archetype it was based on; so even though they had some similarities, they each offered a unique experience.
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