Game design friends, is there a widely accepted term similar to “progressive disclosure” in UX but for introducing mechanics, abilities, etc.? E.g. in a platformer where you can jump, push blocks, wall jump, etc. the level design basically forces you to learn the abilities as you go, “just in time” to complete the new challenges instead of all up front.

Maybe progressive disclosure isn't a perfect UX equivalent, either—it might be more like “guided discovery” or something.

#gameDev#gameDesign

A good example of this concept to me is ROTA¹ where it starts out very simple and forgiving but incrementally introduces new mechanics that you're required to learn (and then master) to complete each progressive level. You don’t really pick up an ability somewhere else that you then come back to use (like you might in nonlinear games), but you’re introduced to new concepts in certain levels where you have to use that concept in order to progress. If that makes sense?

¹https://harmonymonroe.itch.io/rota