Tutorials as UX: A Studio Retrospective on Player Onboarding.
Okay, here’s that blog post:
Beyond Button Prompts: How We Revolutionized Onboarding by Thinking UX First.
We screwed up our first tutorial. Badly.
Players bounced faster than a superball. They were confused, overwhelmed, and frankly, bored. But it forced us to rethink everything. We stopped seeing the tutorial as a necessary evil, and started treating it as the critical first step in the player’s user experience. Here’s what we learned.
The Initial Disaster: Info Dump Onslaught
Our initial tutorial was a wall of text. Explanations of every mechanic, every UI element, every hidden feature. We were so proud of our complex game, we wanted to show it all off upfront. Big mistake.
We thought we were being thorough. Players felt like they were studying for an exam. Retention plummeted within the first five minutes.
We were so focused on what we wanted to tell the players that we didn’t consider what they needed to know.
From “Tell” to "Show": Embracing Active Learning
Our breakthrough came when we asked ourselves: what’s the absolute minimum a player needs to know to have fun right now?
The answer was surprisingly little. Basic movement, one attack, and the core objective. Everything else could wait.
We stripped the tutorial down to its bare bones. We replaced text with interactive scenarios. Instead of telling them how to jump, we created a short jumping puzzle.
This active learning approach had an immediate impact. Players were engaged, not lectured. They were learning by doing, which is far more effective.
Experimenting with Tutorial Styles: Finding the Right Fit
We experimented with different tutorial styles: contextual tooltips, ghost controls, even a dedicated “tutorial level.”
Contextual tooltips, appearing only when relevant, proved to be the least intrusive. They guided players without pulling them out of the action.
Ghost controls, showing transparent inputs for the player to mimic, worked well for teaching complex maneuvers.
The tutorial level felt too separate from the main game. It broke immersion. We scrapped it.
Case Study: The Grappling Hook Debacle
The grappling hook was a key mechanic, but players struggled to grasp its timing and aiming. Our initial tutorial text was useless.
We created a series of short challenges. Each challenge focused on a single aspect of the grappling hook, like swinging, climbing, or pulling objects.
We used visual cues, like glowing targets, to guide the player’s aim. We slowed down time slightly to make the timing more forgiving.
This iterative approach transformed the grappling hook from a source of frustration into one of the most satisfying mechanics in the game.
Data-Driven Iteration: Watching the Numbers
We didn’t just rely on gut feeling. We tracked player behavior meticulously. Where were players getting stuck? Where were they quitting?
Heatmaps showed us where players were spending their time. Funnel analysis revealed drop-off points in the tutorial flow.
We used this data to identify problem areas and fine-tune our tutorial design. It was an ongoing process of testing, analyzing, and refining.
Avoiding Common Tutorial Traps: Lessons Learned
Over the course of development, we identified a few common tutorial pitfalls:
The Info Dump: As mentioned, avoid overwhelming players with too much information upfront. Focus on the essentials.
The Unskippable Tutorial: Some players just want to jump in and figure things out themselves. Give them the option to skip the tutorial, but make sure they can access it later if needed.
The Linear Tutorial: Rigid, step-by-step tutorials can feel restrictive. Allow players some freedom to explore and experiment.
The Disconnected Tutorial: Ensure the tutorial feels like a natural part of the game world. Avoid breaking immersion with artificial scenarios.
Ignoring Feedback: Actively solicit player feedback. Watch people play your game. Listen to their frustrations. Use this information to improve your tutorial.
Framework for UX-Centric Onboarding
Here’s the framework we use now:
- Identify Core Mechanics: Determine the absolute minimum knowledge required to have fun.
- Prioritize Active Learning: Let players do, not just read. Design interactive scenarios.
- Choose the Right Style: Experiment with tooltips, ghost controls, and other methods. Find what works best for your game.
- Track Player Behavior: Use data to identify pain points and areas for improvement.
- Iterate Relentlessly: Tutorials are never “done.” Continuously test, analyze, and refine based on player feedback.
Key Takeaways
Reframing tutorials as UX was a game-changer for us. It shifted our focus from simply explaining the game to creating a positive and engaging first impression. Here’s what we learned:
- Less is More: Focus on the essential mechanics.
- Experience Trumps Explanation: Active learning is far more effective than passive reading.
- Data is Your Friend: Track player behavior to identify pain points.
- Feedback is Essential: Listen to your players and iterate based on their input.
- Onboarding is a Process: It’s never truly “finished.”
Don’t treat your tutorial as an afterthought. Treat it as the foundation of a great player experience. Your game, and your players, will thank you for it.