H. Idris / Game UI/UX Designer

The first ten minutes: onboarding that does not feel like a tutorial

Most of the players who will ever quit your game quit in the first session, and most of them quit before anything you were proud of has happened. Onboarding is not the tutorial. It is the shortest path from the icon to the reason they downloaded it.

Written by Hadjoudj Idris, Game UI/UX Designer. Six years of menus, HUDs and full interface systems, including a title shipped on Steam.

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Every game has a funnel, whether or not anyone drew it. Installs become launches, launches become first sessions, first sessions become second ones, and the biggest single loss in that chain happens in the first ten minutes. Teams tend to treat that stretch as the tutorial, build it last, and hand it to whoever is free. It deserves the opposite treatment.

What the first ten minutes has to do

Three jobs, in this order. Getting the order wrong is the most common structural mistake in onboarding.

  1. Make the player feel something. The reason they installed. Speed, tension, cleverness, cosiness, whatever your game promises. This should happen before you explain anything.
  2. Teach the loop. Not every system. The loop: the thing they will do a thousand times, and the thing that makes it satisfying.
  3. Give them a reason to return. Something in flight when the session ends. A run to finish, a build in progress, a thing unlocked at the next step.

A tutorial that teaches perfectly and delivers no feeling has failed. Players do not leave because they were confused about the crafting menu. They leave because nothing made them want to stay long enough to reach it.

Nobody has ever finished a game because the tutorial was thorough. Plenty of people have quit during one.

Where players actually drop

When I map a first session with a team, the losses cluster in the same handful of places, and almost none of them are the parts anyone worried about.

MomentWhat is happeningUsual fix
Before the first inputSplash screens, logos, a login prompt, a permission dialog, an unskippable cinematicCut, defer, or run it behind the first playable moment
First thirty secondsThe player does not know what to do, or what they are looking atOne clear affordance, one obvious action, nothing else competing
The first explanationA wall of text, or six prompts in a rowOne idea, at the moment it is needed, dismissible
The first failureThey lost and do not know whyFeedback that names the cause, and a retry in one press
The first menuThey were playing, and now they are reading a spreadsheetDelay systems until the loop is understood
End of the first sessionNothing is pending, nothing is promisedLeave something unfinished and visible

Teach with the level, not with text

The best tutorials are not tutorials. They are first levels designed so that the correct action is the only obvious one, and so that failure is cheap enough to learn from.

  • Constrain the space. A corridor with one door teaches the door without a prompt. A field with nine directions teaches nothing.
  • Make the target obvious and the consequence immediate. The first jump should be over something the player can see is a gap, with a landing they can see is safe.
  • Let them fail safely, once. A failure the player recovers from teaches more than a prompt that prevents it. A failure that costs ten minutes teaches them to close the game.
  • Introduce the enemy before the enemy matters. One of them, in the open, with room to experiment, before there are three of them and a ledge.
  • Use the camera. Pointing it at the thing is the oldest and most effective instruction in games.
  • Reward the correct action visibly, so the player knows they did the thing rather than guessing that nothing broke.

When a prompt earns its place

Text has its uses. Complex systems, non-obvious controls, anything with no physical analogue. The rules that keep prompts from becoming noise:

  1. At the moment of need, not in advance. A prompt about the map is useful when the player opens the map, not in minute two.
  2. One idea per prompt, and never two prompts in a row. If you have six things to say, you have a pacing problem, not a text problem.
  3. Non-modal where possible. A prompt that stops the game is an interruption; one that sits at the edge while play continues is a hint.
  4. Dismissible, and repeatable. Any prompt shown once must be findable again, in a controls screen or a codex, because a player who missed it has no route back otherwise.
  5. Show the input, not the name. A glyph the player can see on their controller, bound to the action rather than to a letter, as covered in designing game UI for controllers.
  6. Never explain the obvious. "Press A to open the door" in front of a door with a prompt on it, in the fourth hour, is how a game teaches players to ignore its text.

One mechanic at a time, with space between

The pacing question is not what to teach but how far apart to teach it. A mechanic needs to be used a few times before the next one arrives, or the earlier one never consolidates.

  • Introduce, practise, combine. Teach jump. Let them jump three times. Then teach jump plus the thing that makes jumping interesting.
  • Never introduce two mechanics in the same encounter. When both are new and the player fails, they cannot tell which one they got wrong.
  • Delay every system that is not the loop. Crafting, upgrades, the shop, the map filters. Each of these can wait until the player wants them, and each one shown early is a reason to leave.
  • Let the game ask. The best moment to teach the upgrade screen is the moment the player has currency and no idea what to spend it on.

Cut this from your first sixty seconds

  1. Studio and engine logos that cannot be skipped with any input.
  2. Account creation and login, before the player knows whether they like the game. Defer it to the first moment it buys them something.
  3. Permission prompts, until the feature that needs them is being used.
  4. A settings tour. Offer accessibility options as a short, skippable choice, and let everything else wait, as covered in game UI accessibility.
  5. A long cinematic before any input. If the story needs it, earn it after the first playable moment, and let it be skipped.
  6. A difficulty choice before the player knows what the game is. Ask later, or ask again after the first failure.

The returning player is a different design

Onboarding is usually built for the player who has never launched the game. Every session after the first has a different problem: what was I doing, and what has changed?

  • Resume in one press. The most likely action for a returning player is continuing, so it holds focus, as in main menu design.
  • Say what is in progress. The run, the build, the quest, the timer. One line beats a menu dive.
  • Recap after a long absence. A player returning after three weeks has forgotten the controls and the plot. A short optional recap saves the session.
  • Surface what changed. Patch notes that matter to play, new content, and anything that moved. Players who cannot find a feature they used yesterday assume it was removed.

Onboarding for complex games

Strategy, simulation and management games cannot teach the whole thing in ten minutes and should not try. The approach that works is layered disclosure: a playable core immediately, and depth revealed as the player reaches for it.

  • A first scenario with most systems switched off. Not a demo of the full game, a smaller true version of it.
  • Tooltips that answer at the point of confusion, with a consistent depth: what it is, what it does, why I care.
  • A searchable reference for everything the tooltips do not cover, reachable from anywhere without losing your place.
  • An advisor or suggestion system that can be turned off, giving new players a next action and experienced ones silence.
  • Difficulty and complexity as separate settings. Some players want the full systems and an easier fight; some want the opposite.
  • The Astro Protocol interface is built on this problem: a 4X game where the first turn has to be comprehensible without hiding the depth that makes turn forty interesting.

Measuring it

Onboarding is the most measurable part of a game, and the numbers point at specific screens rather than at a vague sense that something is wrong.

What to instrumentWhat it tells you
Every step from launch to first real playWhere the pre-game path leaks, which is usually the largest single loss
Time to first meaningful actionHow long the player waits before doing the thing they came for
Completion rate per tutorial beatWhich specific instruction is losing people
First-failure recovery rateWhether failure teaches or ends the session
Session length distribution, not the averageA bimodal split means two different experiences are happening
Day 1 and day 7 returnWhether the first session gave anyone a reason to come back

Telemetry says where. It does not say why, and guessing why is how teams fix the wrong thing. The why comes from watching people play, which is how to run a playtest that tells you something.

A test you can run this week

  1. Find five people who have never played your game and roughly match your audience.
  2. Give them the build and say one sentence: "Play until you feel like stopping."
  3. Say nothing else. No hints, no explanations, no reassurance. This is the hard part.
  4. Start a timer and note the moment they first do the thing your game is about.
  5. Write down every point where they hesitate for more than three seconds.
  6. Write down everything they try that the game did not intend.
  7. Note the exact moment each one would have stopped if you were not sitting there.
  8. Afterwards, ask what the game was about, and whether they would open it again tomorrow.
  9. Compare their answer to your pitch. The gap is your onboarding problem.
  10. Fix the first three things that appeared in three or more sessions, then run it again with five new people.
How long should a game tutorial be?

As short as it can be while still teaching the loop, which for most action games is a few minutes and for complex strategy games is a first scenario rather than a tutorial. The better question is how soon the player does something enjoyable: if that is more than a minute or two into the session, the length is not your real problem.

Should the tutorial be skippable?

Yes, with a way back. Returning players, players from a previous title and reviewers all need to skip. What does not work is skipping into a game that assumed the tutorial happened, so the skip path needs its own quick check that the player knows the controls.

Is a separate tutorial level better than teaching in the real game?

Teaching inside the real game is almost always better, because everything the player learns is immediately in context and nothing is thrown away. Separate tutorial levels are worth it when the real game's opening is genuinely too dangerous or too open to learn in, which is rarer than teams assume.

How do I teach a game with a lot of systems?

Layered disclosure: a playable core first, systems introduced when the player reaches the problem each one solves, and a searchable reference for everything else. Trying to front-load a complex game's systems produces the wall of tooltips that strategy players are famous for skipping.

What is a good day-one retention number?

It varies far too much by genre, platform and traffic source for a single number to be useful, and anyone quoting one without those qualifiers is selling something. What is useful is your own trend: measure the same funnel before and after a change, and compare against yourself.

We are pre-launch with no players. Where do we start?

Five people who have never seen the game, one at a time, with you silent. That will find more onboarding problems in an afternoon than analytics will find in a month after launch, and it costs nothing but the afternoon.

Who designs onboarding, the game designer or the UX designer?

Both, and the split that works is that the game designer owns the teaching order and the encounters, while the UX designer owns the flow, the prompts, the interface around it and the measurement. When one person owns all of it, the usual failure is either a beautifully paced sequence nobody can read, or a clean interface wrapped around a badly ordered lesson plan.

Hadjoudj Idris

Game UI/UX Designer, Remote, worldwide

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