I'm of two minds about this. Egoraptor makes alot of good points about how classic games were designed with discovery and natural progression in mind. Alot of what he highlights as examples in Megaman X are, quite frankly, brilliant ways of giving the player hints and direction as to how to proceed forward. On the other hand, we have the modern game, and how they usually go about introducing a player to a game's play mechanics, by outright direction. I agree that this technique is often extremely tedious, as it treats all comers just nigh to idiots, and can severely slow down the first crucial hour of a gamer's experience with the world of the game. Alot of the newer Sonic games are guilty of this sin for example.
Then we have a modern game like Dark Souls, that is praised by the hard-core because it is almost abusively hard and offers absolutely NO hand or guide to the player as to how to navigate the experience. Everything in this game is hard won knowledge. Trust me guys. Your going to die in this game. ALOT...
I can remember alot of gaming experiences, that were exercises in frustration for me, simply because I could not get what the game designer was trying to hint at, as the way to proceed forward. Many of my early experiences had me abandoning games simply because I hit such a snag and could not get any further. All I can say is, thank god for Gamefaqs. There are many a JRPG that I would not even bother attempting to play through, without at least a guide as backup for those times when a game's design simply became too cryptic, or quest directions too vague or brief, to have any idea where one was to go next...
There's a third way that I've seen utilized in some games, that I think might be the better way to go. Instead of having ONLY environmental hints in the landscape of a game, or being funneled into an instructional sequence that the player cannot escape from, why not give the player a helping hand ONLY after he's failed a few times at first, and then only in the offering form of a hint that gets the player past the particular challenge that's vexing him/her. This would allow the experienced player the choice of figuring everything, or near everything out on their own, while not leaving the less experienced player stranded behind. Just a thought.-GamerDragon
