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Short preview forces players to internalise the mechanics
From Peggle shot preview design note
Peggle's shot preview stops at the first bounce so players learn physics. The shot indicator ends at the first hit, so players have to work out the ricochets themselves. A longer preview is offered only as a power-up.
The further ahead and more precise a preview is, the more specific the plans players can make, as with Mark of the Ninja's knife-throw preview. Cutting the preview short "forces the player to learn and internalise how the game's mechanics work."
The shot preview stops at the first hit, so players must learn the physics themselves. A longer preview is offered only as a power-up.
Peggle's shot preview stops at the first bounce so players learn physics. The shot indicator ends at the first hit, so players have to work out the ricochets themselves. A longer preview is offered only as a power-up.
The further ahead and more precise a preview is, the more specific the plans players can make, as with Mark of the Ninja's knife-throw preview. Cutting the preview short "forces the player to learn and internalise how the game's mechanics work."
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