A tutorial in game design is first contact with something. It is the moment when the player learns:
What am I doing here? How do I do it? And why should I care?
A tutorial is not a lecture. It is an invitation into play.
Game Map Linkage
Tutorial is part of the Readability & Clarity framework:
Readability & Clarity determines and affects:
→→ Cognitive Load: How much the player is loaded with information.
→ Intention: How the user plans actions based on an understanding of the game system.
→ Aestetics: How do design choices for clarity and information hierarchy guide what elements are emphasized, simplified, or styled in the presentation layer.
Tutorials are determined by UX:
UX →→ Tutorial: A tutorial is not just a set of instructions — it is an extension of UX. How clear the interface is, how information is layered, and how affordances are surfaced will dictate what kind of tutorial is needed and how it should be delivered.
📍Tutorials are part of the readability framework. They reduce cognitive load, support flow, and teach loops by allowing players to build intention through interaction.
1️⃣ Definition
A tutorial is a structured introduction to core gameplay — a sequence, system, or space designed to teach players the rules, controls, and goals of the game without pulling them out of the experience.
📍If players forget they were “in a tutorial,” you’ve done it right.
2️⃣ Why Tutorials Matter
Purpose | What It Enables | Example |
Onboarding | Smooth entry for new players | Portal’s puzzle scaffolding |
Retention | Prevents early churn and confusion | Celeste’s iterative teaching |
Tone Setting | Establishes expectations | Metal Gear Solid V’s opening escape |
Confidence | Players feel safe to explore and fail | Super Mario Bros. 1‑1’s silent teaching |
Discovery | Learning becomes play | Breath of the Wild’s Great Plateau hub |
📍A tutorial is not just about mechanics — it’s about building trust and curiosity.
3️⃣ Principles of Good Tutorials
Principle | Description | Example |
Contextual Learning | Teach through play, not menus | Half‑Life 2’s in‑world prompts |
Gradual Complexity | Introduce one concept at a time | Portal’s puzzle cadence |
Immediate Feedback | Clear cause → effect → learning | Celeste’s responsive controls |
Skippable or Optional | Respect experienced players | BOTW allows early exit from tutorial zone |
Minimal Friction | No info dumps or forced pauses | DOOM teaches by letting you act |
Tone Alignment | Matches genre and emotion | Dark Souls tutorial = risk, mastery, solitude |
4️⃣ Tutorial Formats
Format | Description | Strength |
Integrated | Embedded into world or story | Immersive (Half‑Life) |
Separate Mode | Standalone training area | Safe, clear (fighting games) |
Text Prompts | Quick on‑screen hints | Fast but forgettable |
Scripted Sequences | Controlled interactive scenes | Precise but can feel forced |
Environmental | Level design teaches affordances | Elegant (Super Mario Bros. 1‑1) |
📍Combine formats, but favor playable teaching over passive instruction.
4️⃣ Good Tutorials vs Bad Tutorials
Aspect | Good Tutorial (Examples) | Bad Tutorial (Examples) |
Integration into Gameplay | Half‑Life 2: teaches mechanics through in‑world events without breaking immersion | Final Fantasy XIII: long text pop‑ups interrupt play and overload with information |
Pacing & Complexity | Portal: introduces one mechanic per puzzle, layering complexity step by step | Assassin’s Creed Revelations: rapid introduction of multiple systems, hard to retain |
Player Agency | Super Mario Bros. 1‑1: no text, players learn by experimenting and failing safely | The Order: 1886: overly scripted tutorial, no freedom to try mechanics differently |
Feedback & Clarity | Celeste: instant respawn and clear cause/effect help players iterate and learn | Arcania: Gothic 4: vague prompts, unclear consequences, leads to repeated mistakes |
Skippability | Breath of the Wild: Great Plateau teaches systems but allows early exit for skilled players | Okami (original release): long unskippable cutscenes (e.g., ~18‑minute intro), breaking pacing and frustrating replays |
Tone & Immersion | Dark Souls: cryptic but consistent tutorial messages that match world tone | Mass Effect: Andromeda: tone-breaking pop‑ups that feel disconnected from narrative |
Adaptation to Player Skill | Overcooked!: simple tasks build up naturally to chaos, scaling with players’ skill | The Bureau: XCOM Declassified: static tutorials that ignore player progression or expertise |
Key takeaway
A great tutorial feels like part of the adventure, not a separate lesson.
A poor tutorial feels like homework before you get to play.
✅ Designer’s Checklist
Summary
Concept | Role |
Tutorial | The onboarding structure that teaches through play |
A tutorial:
- Reduces cognitive load
- Builds confidence and intention
- Shapes first impressions and emotional tone
- Links UX, UI, and readability into a seamless learning moment
A good tutorial disappears. A great one becomes part of the story players tell about your game.
Mini-Challenge
Silent Tutorial Exercise
- Take a core mechanic (jumping, dodging, crafting).
- Design a short level that teaches it without text:
- Use enemy placement, geometry, or triggers.
- Playtest:
- Did players learn naturally?
- Where did they hesitate?
💡 Bonus constraint: Add an optional layer that teaches an advanced version of the same mechanic without interrupting flow.