Case Studies

Deep dives into specific videogames, analyzing how they implement the concepts in this knowledge base.

Practice - what to analyze

Available Case Studies

Celeste

Dark Souls

Hades

  • God Mode - Automatic accessibility through escalating resistance

Portal

  • Level One - Implicit teaching through spatial constraint

Undertale

Planned Case Studies

Future case studies will examine:

Celeste (continued)

  • Chapter Structure - Pacing and progression

Dark Souls (continued)

  • Interconnected World - Spatial communication masterclass
  • Difficulty As Meaning - Permissions and meaning

Other Videogames

  • Portal: Momentum (Gesture and physics feel)
  • Undertale: Mercy Mechanic (Permissions as moral architecture)
  • Breath of the Wild: Physics Systems (designed emergence), Great Plateau (tutorial through world)
  • Hades: Narrative Repetition (story through roguelike structure)
  • Noita: Emergent Behavior (systemic interaction)

By Concept

Concept Case Studies
Gesture Celeste/Dash
Aesthetic Heritage Dark Souls/Bonfire
Permissions Undertale/Genocide Route
Accessibility Celeste/Assist Mode, Hades/God Mode
Emergence (Planned: Breath of the Wild/Physics, Noita)
Tutorial Design Portal/Level One