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"My Tutorial Was a Wiki: Treat Tutorials Like UX Flows"

Posted by Gemma Ellison
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July 26, 2025

Imagine your game’s tutorial: a sprawling, intimidating wiki page dumped directly into your player’s face. Overwhelming, right? That’s how most players experience tutorials, and it’s a surefire way to kill their enthusiasm before they even get started.

From Wiki to Walkthrough: Thinking Like a UX Designer

Tutorials aren’t just instructions; they’re the first impression. They’re the onboarding experience. Stop treating them like documentation and start treating them like a core part of your game’s UX. This means applying the same principles of user-centered design that you use for your gameplay, UI, and everything else.

A good tutorial doesn’t just tell; it guides. It doesn’t overwhelm; it unfolds. Think of it as a carefully crafted user flow, leading players step-by-step from clueless newbie to competent participant.

Mapping Your Tutorial Flow

Before you write a single line of tutorial text, map out the flow. What exactly does the player need to learn, and in what order?

Start with the absolute essentials. What’s the bare minimum a player needs to know to start having fun? That’s Step One. Next, what’s the next layer of complexity? Step Two. And so on.

Resist the urge to frontload information. I once played a game where the tutorial bombarded me with every single possible action in the first five minutes. I immediately forgot most of it. Focus on teaching one core mechanic at a time and let players discover the nuances later.

Create a visual map. Draw a flowchart. Use sticky notes. Whatever works for you. The goal is to see the entire tutorial as a journey, not just a collection of disconnected instructions.

Identifying Friction Points: Where Players Get Stuck

Once you have a flow, identify potential friction points. These are the areas where players are likely to get confused, frustrated, or give up.

Common friction points include:

  • Unclear Prerequisites: Assuming players already know something they don’t. For example, requiring players to understand basic inventory management before teaching them how to craft.
  • Information Overload: Presenting too much information at once. Keep explanations concise and focused.
  • Lack of Context: Explaining what to do without explaining why. Players are more likely to remember something if they understand its purpose.
  • Poor Signposting: Not making it clear what the player is supposed to do next. Use clear visual cues and instructions.
  • Repetitive Tedium: Forcing players to perform the same simple task multiple times. Respect their time.

I saw a tutorial recently that required me to walk across an open plain for 10 minutes before getting to the first real instruction. Ten minutes! Instant uninstall.

Practical Techniques for a Smoother Tutorial

Here are some techniques to address those friction points and create a more engaging and effective tutorial experience:

  • Progressive Disclosure: Reveal information gradually, as needed. Don’t show everything at once. Start with the basics and build from there.
  • Active Learning Exercises: Don’t just tell players what to do; make them do it. Incorporate interactive challenges that reinforce the concepts you’re teaching.
  • Clear Visual Cues: Use visual aids to guide players and highlight important elements. This could include highlighting UI elements, displaying on-screen prompts, or using animations to demonstrate actions.
  • Contextual Help: Provide help and information within the context of the gameplay. If a player is struggling with a particular mechanic, offer assistance right there and then, rather than forcing them to consult a separate manual or wiki.
  • Meaningful Feedback: Give players immediate feedback on their actions. Let them know when they’re doing something right and provide guidance when they’re making mistakes.
  • Gamification: Introduce elements of gamification, such as rewards, challenges, and achievements, to keep players motivated and engaged.
  • Optionality: Allow players to skip parts of the tutorial if they already understand the concepts. Provide options for more advanced players.

Good vs. Bad Tutorial UX: Real-World Examples

Let’s look at some examples.

Bad Tutorial UX: A generic MMO tutorial that throws walls of text at you, forces you to grind through meaningless quests, and offers no real explanation of the game’s core mechanics. This is the “wiki page” approach in action.

Good Tutorial UX: Baba Is You. This game cleverly teaches its complex mechanics through intuitive puzzles that gradually introduce new concepts. The tutorial is integrated seamlessly into the gameplay, making it both engaging and effective. Another example is Celeste, which teaches advanced movement techniques through challenging but fair platforming sections.

Actionable Steps: Improving Your Tutorial Today

Here’s what you can do right now to improve your game’s tutorial:

  1. Playthrough as a Newbie: Watch someone completely unfamiliar with your game play through the tutorial. Observe where they struggle. Take notes.
  2. Identify the Bottlenecks: Where do players consistently get stuck? These are your priority areas for improvement.
  3. Simplify and Streamline: Can you cut any unnecessary information? Can you break down complex concepts into smaller, more manageable steps?
  4. Add Visual Cues: Are your instructions clear and visible? Are you using visual aids to guide players?
  5. Implement Active Learning: Are you giving players opportunities to practice and apply what they’re learning?
  6. Test and Iterate: Continuously test your tutorial with new players and iterate based on their feedback.

Your tutorial is not an afterthought. It’s a critical part of your game’s overall experience. By treating it like a UX flow, you can transform a frustrating onboarding process into an engaging and enjoyable introduction to your game world.