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Tutorial as Onboarding: Our UX Lessons for New Players

Posted by Gemma Ellison
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July 25, 2025

Ditch the Walls of Text: Onboarding Through Tutorials That Don’t Suck

Let’s face it, nobody likes tutorials. But they’re necessary. The problem isn’t the tutorial itself, it’s often the execution. As indie devs, we can’t afford to lose players in the first five minutes because our onboarding is a chore. We need to make learning the game part of the fun. This means rethinking tutorials as a core element of the initial player experience.

Tutorials as Onboarding: The Mindset Shift

Think of onboarding as the first impression your game makes. It’s not just about teaching controls; it’s about selling the entire experience. Your tutorial is the first level, the opening cinematic, the captivating hook. It needs to be engaging, rewarding, and respectful of the player’s time.

I had a project once where we treated the tutorial as an afterthought. Big mistake. Playtest after playtest, new players would get stuck on basic mechanics or simply quit out of frustration. We were so focused on the core gameplay loop that we forgot to teach people how to actually play the game. Once we reframed the tutorial as integral to the experience, things drastically improved.

The Deadly Sin: Information Overload

One of the biggest onboarding killers is throwing too much information at the player at once. Nobody wants to read a wall of text explaining every single mechanic before they’ve even touched the controls. It’s overwhelming and boring.

Instead, segment your tutorials into bite-sized pieces. Introduce concepts gradually, as the player needs them. Think of it like unlocking new abilities in the game itself. Each completed tutorial segment is a mini-victory that keeps the player engaged.

A great example is Celeste. It introduces movement mechanics one at a time, building upon the previous lesson. You learn to jump, then dash, then combine the two. Each new mechanic is presented in a challenging but manageable way, making learning feel rewarding.

Player Agency: Let Them Play

Another common mistake is taking away player agency. Don’t force players into long, unskippable cutscenes or hold their hand through every single step. Give them opportunities to experiment and learn on their own.

Provide clear goals and objectives, but allow players to figure out how to achieve them. Offer hints and guidance, but don’t spoon-feed them the answers. Trust your players to be intelligent and resourceful.

I remember playing a game where I was forced to follow a linear path through the tutorial, with no room for exploration. I felt like I was being treated like an idiot. I immediately lost interest in the game.

Interactive Tutorials: Learning by Doing

The best way to teach is through interaction. Instead of telling players what to do, create scenarios where they have to actively use the mechanics you’re teaching. Make the tutorial a puzzle itself.

Use interactive elements like target dummies, obstacles, or mini-challenges to reinforce learning. Provide immediate feedback on the player’s actions. Let them see the consequences of their choices.

In our project mentioned earlier, we replaced static text instructions with interactive exercises. Players had to perform specific actions to progress, which drastically improved their understanding of the game’s mechanics.

Clear Goals and Feedback: Keep Them Motivated

Every tutorial segment should have a clear goal. The player should know exactly what they’re supposed to accomplish. Provide feedback on their progress. Let them know when they’ve succeeded, and offer hints if they’re struggling.

Use visual cues, sound effects, and animations to reinforce learning. Make the feedback positive and encouraging. Celebrate the player’s achievements.

We added a simple “ding” sound and a visual flourish whenever a player successfully completed a tutorial step. It was a small change, but it made a huge difference in player motivation.

Skip Options and Accessibility

Not everyone needs a tutorial. Some players are experienced gamers who already understand the basics. Provide an option to skip the tutorial entirely.

Also, consider accessibility. Make sure your tutorial is playable with different input methods and that the text is readable for players with visual impairments.

It’s frustrating to be forced to sit through a tutorial when you already know how to play the game. A simple “Skip Tutorial” button can go a long way.

Case Study: Baba Is You

Baba Is You is a puzzle game with a brilliant onboarding system. It introduces the game’s core mechanic – manipulating rules by rearranging blocks – through a series of increasingly complex puzzles. The tutorial isn’t just about teaching the rules; it’s about teaching the logic of the game.

The game never explicitly tells you what to do. Instead, it presents you with a challenge and allows you to experiment and discover the solutions on your own. It’s a masterclass in intuitive game design.

Actionable Advice: Your Tutorial Checklist

  • Break down complex mechanics into smaller, digestible pieces.
  • Introduce concepts gradually, as the player needs them.
  • Provide clear goals and objectives for each tutorial segment.
  • Use interactive elements to reinforce learning.
  • Provide immediate feedback on the player’s actions.
  • Offer hints and guidance, but don’t spoon-feed the answers.
  • Allow players to skip the tutorial entirely.
  • Consider accessibility for players with different needs.

Conclusion: Make Learning Fun

Onboarding through tutorials is a critical part of the player experience. By avoiding common pitfalls like information overload and lack of player agency, and by implementing practical UX strategies, you can create engaging, digestible lessons that improve player retention. Remember, the goal is to make learning the game part of the fun. Treat your tutorial as the first level, the opening cinematic, the captivating hook. Do it right, and you’ll hook players for hours. Do it wrong, and they’ll be gone before they even see the good stuff.