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 “taught when required” has made sure that multiple tutorial sections are present in a game’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’s world, skipping a tutorial due to frustration may lead to a bad experience for the rest of the game. So let’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>
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