Tutorial in game design is first contact. It’s the moment when the player learns: “What am I doing here? How do I do it? And why should I care?”
A tutorial isn’t a lesson. It’s an invitation.
1️⃣ Definition
A tutorial is a structured introduction to core gameplay — a sequence, system, or zone designed to teach players the rules, controls, and goals of the game without pulling them out of the experience.
A good tutorial teaches by doing, not by telling.
📍If the player forgets they were “in a tutorial” — you did it right.
2️⃣ Why Tutorials Matter
Purpose | What It Enables | Example |
Onboarding | Smooth entry for new players | Portal’s puzzle scaffolding |
Retention | Prevents early frustration and churn | Celeste teaches through tight iteration |
Tone setting | First impression = expectations | Metal Gear Solid V’s high-stakes escape |
Confidence | Player feels safe to explore and fail | Super Mario Bros. 1-1 level teaches without words |
Discovery | Learning becomes part of play | Breath of the Wild’s Great Plateau as tutorial hub |
📍The tutorial isn’t just about teaching mechanics — it’s about teaching trust.
3️⃣ Principles of Good Tutorials
Principle | Description | Game Example |
Contextual learning | Mechanics taught through real play | Half-Life 2 uses in-world NPCs and objects |
Gradual complexity | One mechanic at a time (scaffolding) | Portal’s pacing of new ideas |
Immediate feedback | Cause → effect → understanding | Celeste’s ultra-responsive jumps |
Skippable or optional | Respects returning players | BOTW’s tutorial zone can be rushed |
Minimal friction | No walls of text or forced pauses | DOOM teaches through dying, not explaining |
Tone alignment | Matches genre, pace, and emotion | Dark Souls tutorial = isolation, risk, quiet mastery |
📍Don’t lecture. Let the level do the talking.
4️⃣ Tutorial Formats
Format | Description | Strength |
Integrated | Mechanics embedded into story/world | Immersive, elegant (Half-Life) |
Separate Mode | Optional training area | Safe, but disconnected (Fighting games) |
Text-based hints | On-screen prompts | Fast, but easily ignored |
Scripted sequences | Short, controlled moments | Clear, but can feel forced |
Environmental tutorial | Using level structure to teach | Subtle, powerful (Mario 1-1) |
📍Use multiple formats together — but weight them toward playable teaching, not passive instruction.
✅ Tutorial Design Checklist
📍You don’t need to explain everything. You need to explain just enough — right before it matters.
Summary
Term | Tutorial |
What it is | The introductory structure that teaches players how to play |
Why it matters | Enables onboarding, retention, confidence, and tone-setting |
How it’s built | Through contextual teaching, feedback loops, pacing, and player control |
Design goal | Teach players through experience — not around it |
📍A good tutorial fades into the background. A great one becomes part of the game’s memory itself.