Tutorials as Onboarding: Level Design Principles for Player Guidance
Forget walls of text. Your game world is the tutorial.
Many indie developers see tutorials as a necessary evil. A clunky, separate thing they tack on to the beginning of their game. It doesn’t have to be that way. Your level design can, and should, teach the player how to play.
Visual Cues: Painting the Path
Visual cues are your silent instructors. They guide the player’s eye and implicitly communicate information about where to go and what to do.
Color is a powerful tool. A splash of vibrant color in an otherwise muted environment instantly draws attention. Consider using bright colors to highlight interactable objects or paths the player should follow.
Lighting is another key element. Direct light towards points of interest. Shadows can obscure areas the player shouldn’t go, at least not yet. A subtle glow can indicate a crucial item.
Leading lines, whether naturally occurring or deliberately placed, guide the player’s gaze. Think of a series of rocks pointing towards a cliff edge the player needs to jump from. It seems natural, but it’s carefully designed.
Avoid visual clutter. Too many things vying for the player’s attention creates confusion and frustration. Focus on clarity. Use contrast to make important elements stand out.
Bad Example: A forest level with uniformly green foliage and no distinguishing landmarks. The player will likely wander aimlessly.
Good Example: A similar forest level but with patches of vibrant blue flowers marking the correct path. A shaft of sunlight illuminates a key objective.
Pathfinding Manipulation: Gently Nudging the Player
Subtle changes to the environment can subtly steer the player in the right direction. This is about guiding, not forcing.
Narrow pathways naturally funnel the player towards the intended route. Wider areas give a sense of freedom, allowing for exploration.
Debris and obstacles can be used to block off incorrect paths without making it feel like the player is being arbitrarily restricted. A fallen tree blocking one path, while another is clear, is a classic technique.
Consider the player’s expected movement. If your game involves climbing, make sure there are clearly visible handholds. If it involves sliding, provide a gentle slope to encourage the player.
One common mistake is to create "invisible walls". It breaks immersion and makes the player feel like the game is fighting against them.
A better approach is to use natural barriers. A steep cliff, a dense thicket, or a seemingly impassable ravine.
Environmental Storytelling: Teaching Through the World
The environment can tell a story and teach mechanics simultaneously. This is where the best level design shines.
A ruined village can hint at a past conflict, while also providing opportunities to practice combat. A broken bridge teaches the player they will need to find an alternative path.
Pay attention to detail. A discarded weapon near a ledge might suggest the player will need to use a similar weapon to proceed. A series of footprints in the snow might lead to a hidden area.
Use the environment to foreshadow future challenges. A glimpse of a powerful enemy in the distance can prepare the player for a difficult fight later on.
Avoid relying solely on text prompts. Instead, let the world do the talking. Show, don’t tell.
Example: A player needs to learn to use a grappling hook. Instead of a tutorial popup, place a clearly visible, but unreachable, platform across a chasm. A tattered rope hangs nearby. The player will naturally understand they need to find a way to cross.
A Structured Approach to Onboarding
Start simple and gradually introduce complexity. Don’t throw everything at the player at once.
Introduce one core mechanic at a time. Let the player master it before moving on to the next.
Provide opportunities for repetition. Allow the player to practice the new mechanic in a safe and controlled environment.
Offer feedback. Use visual or auditory cues to indicate when the player is performing the mechanic correctly.
Avoid overwhelming the player with information. Keep it concise and focused.
Design levels specifically to teach these mechanics. Don’t try to shoehorn them into existing levels.
Test, test, test. Observe how players interact with your levels. Identify areas where they struggle and iterate on your design. This is crucial.
Consider a "soft start". Let the player explore a small, safe area before introducing any real challenges.
Remember, the goal is to teach the player how to play without making them feel like they’re being taught. Subtlety is key. A well-designed level is its own best tutorial.