12 September 2025
Let’s face it—nobody plays video games to sit through a glorified classroom lecture. Game tutorials, when done wrong, can feel like a teacher droning on and on about algebra while you secretly stare at the clock. You’ve been there: a message pops up saying, “Press X to jump,” and you’re like, “Yes, I know, I’ve been jumping in games since Mario was rescuing princesses!” The thing is, tutorials are necessary. They help players learn the ropes so they can lose themselves in the fun. But here’s the kicker: they don’t have to be boring, rigid, or feel like homework.
So, how do you create a game tutorial that teaches without sucking the joy out of the experience? That’s exactly what we’re diving into today! Whether you’re a game dev, a content creator, or just curious about what makes a tutorial feel seamless, I’ve got you covered.
A great game tutorial is like a trusted guide, not a nagging babysitter. It should gently walk players through the basics while letting them feel smart, independent, and engaged. Think of it like teaching someone to ride a bike; you’re there to support them, but eventually, you have to let go of the seat and let them pedal away on their own.
1. Overloading Players With Information
Nobody wants an info dump right at the start of a game. When a tutorial bombards you with text boxes explaining every feature, it’s overwhelming—and honestly, forgettable. Who remembers the 17th thing you read when you’ve barely figured out the first?
2. Breaking Immersion
Imagine you’re deep in a tense fantasy world, and suddenly a giant, jarring text box appears saying, “Press A to attack.” It’s like smashing through a fourth wall you didn’t even realize was there.
3. Not Letting Players Experiment
Tutorials that railroad players into following one exact path can feel stifling. Where’s the fun in that? Gamers want to experiment, fail, and learn on their own terms.
4. Being Too Long-Winded
Tutorials that drag on and on before you even get to the action? That’s like sitting through a three-hour training video before you’re allowed to use the office coffee machine. No thanks!
Ask yourself: Can the player learn by doing instead of reading? For instance, instead of saying, “Press E to interact,” why not have a shiny door that naturally begs to be opened? Players can figure it out intuitively without the need for a pop-up.
Think of it like teaching someone a dance move. Show them the core steps first—then let them freestyle once they’ve got the basics down.
Gamers love feedback. A well-timed reward system reinforces the idea that they’re doing things right, making the process far more enjoyable.
For example, if you’re designing a silly platformer, maybe your NPC guide is a sarcastic, talking toaster who gives instructions in a snarky tone. A little humor can go a long way in keeping players hooked.
Think of games like The Legend of Zelda: Breath of the Wild. The early hours introduce mechanics (like cooking or paragliding), but they never hold your hand. You’re free to try things, fail spectacularly, and learn from your mistakes. That’s what makes it so immersive.
A great example is Hollow Knight. The game rarely explains mechanics outright but instead uses clever level design to nudge players in the right direction. Need to jump higher? The path ahead will naturally guide you toward a double-jump upgrade, without ever explicitly stating it.
For RPGs, this might mean introducing basic combat first, then teaching players about spells, crafting, and inventory management later on. Spacing things out ensures players don’t feel overwhelmed.
Instead of saying, “Here’s exactly how to solve this puzzle,” try giving hints. Let players piece things together on their own—it’s way more satisfying that way.
- Dark Souls: The game subtly teaches you everything you need to know without a single hand-hold. Encountering an enemy? That’s how you learn to attack. A locked door? Time to figure out key mechanics on your own.
- Celeste: The tutorial is baked right into the first level. You learn the controls intuitively as you climb, and the game reinforces those mechanics through clever level design.
- Minecraft: No lengthy tutorial here—just a sandbox world where experimentation is king. You learn by trying (and maybe getting blown up by a creeper once or twice).
Remember: players came to your game to have fun, not to feel like they’re back in a classroom. If you can strike the right balance between education and entertainment, your tutorial won’t just be tolerated—it might even be *loved.
all images in this post were generated using AI tools
Category:
Video Game DesignAuthor:
Avril McDowney