Gated Learning in Rayman Origins.
One of my biggest complaints about Super Mario Brothers Wii was how absolutely unfriendly the game was in multiplayer. I also wrote about flawed multiplayer in Donkey Kong Country. I get that some people really enjoy painfully difficult platforming and feel that newcomers either pick up the pace or get out of the way. As I see it, a good multiplayer experience makes room for players with various skill levels without making them feel absolutely useless.
If you play wither others from the very beginning, the gated learning system Rayman Origins implements can handle a lot of the multiplayer hangups of difficult platformers. While the skilled player could risk life and limb pursuing hard to reach lums (Rayman's version of coins), the second - or third, or fourth - player can traverse the map per usual. These secondary players may also feel valuable when the skilled player, trying to grab some hard to reach lum, falls to their death and has to be popped by the less skilled and inherently more cautious player. The large lum that temporarily increases the value of smaller lums can also comfort secondary players who can pick up any overlooked lums the skilled players miss.
The gated learning system is a remarkable and transparent learning tool. When Origins becomes truly difficult, it still may not be enough to maintain the commitment and interest of players unfamiliar with the genre. I hear three and four players can also get excessive, with the ability to attack other players becoming immensely frustrating. Since many of the multiplayer conundrums facing platformers are arguably behavior based, it would be interesting to see developers teach good multiplayer behavior with the same finesse they teach mechanics. This can be said regarding most multiplayer experiences for that matter. I have a feeling actual high school teachers might have a great deal to teach the games industry about wrangling players and fostering cooperative learning environments.