The UX of video game tutorials

<p>For a long time, it has been customary for tutorials to be a part of the First Time User Experience (FTUE). Usually, this meant that the journey would start from installing the game, followed by a rundown of the UI, adjusting preliminary settings, and being thrown into a tutorial. For newer games, logging into platforms and collecting player permission was adjusted somewhere in that flow.</p> <p>As games get longer and longer and accommodate increasingly more complex mechanics with increasing hours of game time, it has become evident that teaching everything at the start and calling it a day is no longer sufficient as a tutorial. The concept of &ldquo;taught when required&rdquo; has made sure that multiple tutorial sections are present in a game&rsquo;s journey from start to finish. Tutorials have long been divorced from the FTUE and their positioning and their appearances are now a close function of the pacing of the rest of the game.</p> <p>While allowing to skip tutorials is a minimum requirement in today&rsquo;s world, skipping a tutorial due to frustration may lead to a bad experience for the rest of the game. So let&rsquo;s define a good, frustration-free tutorial and look at a few key decisions that will define exactly how much your players will want to skip the tutorial and what you can do about it.</p> <p><a href="https://uxdesign.cc/the-ux-of-video-game-tutorials-7e7bc37e2ceb"><strong>Visit Now</strong></a></p>
Tags: Game tutorials