game design:
Onboarding Methods
This is a reference list of many different ways that you can teach players how to play your games. There are way more options that you can use than just offering a pre-game tutorial and goes much farther than simply telling players what the buttons do in your game.
We have separated the methods into sections based on teaching style. While gathering this list, many articles on the topic try to promote certain techniques while criticizing others but the truth is that all of these techniques can be more or less successful depending on the style and gameplay of the game it is in.
Read the Onboarding Principles for some guidelines to keep in mind while choosing the right methods for your game.
Check out our Onboarding by Genre list if you want suggestions for which methods to use based on the genre of the game you are making.
Direct or Explicit Instruction
Pop-up Text Prompts
Brief messages explaining controls, mechanics, icons, or new objects. Usually for first-time players learning how to read the screen, or shown when seeing a new item, enemy, or ability.

On-Screen Button Hints
UI shows which button to press in context. Usually during an introduction with an on-rails walkthrough telling the player to click certain buttons to learn controls or simply in-game highlights with an animated button icon to progress through scenes or dialog sequences.

Text-Based Tutorial Screens
Pages of instructions before gameplay. Usually an option in the menu, or a skippable pre-game reading sequence.

Control Diagrams
Visual layouts of game controls. Usually displayed during loading screens, pause screens, and in an options menu.

Help Menus
A text catalog of game data with specific sections about certain aspects of the game such as controls, abilities, combos, enemy types, items, etc. Usually accessible from the pause menu.

Interactive Tutorials
Guided Tutorial Levels
Introductory levels with limited options. Usually not presented to the player as "tutorial levels". This allows players to feel that they are "Learning by Doing" but actually these levels were designed intentionally to guide the player's learning.

Scripted Actions
Controlled moments where the player must perform specific actions. The game progresses only when the player performs the actions requested. Could be one time for first-time players or when unlocking a new action ability.

Practice Arenas
Safe spaces to try mechanics without pressure. Usually either a pre-game zone or a selectable game mode from the options menu.

Simulated Challenges
Scenarios that mimic real gameplay but with hints and help. Similar to a practice arena but with guided instruction by an in-game mentor.

On-Rails Introductions
Limited movement or options to ensure learning in stages. Similar to "Scripted Actions" but even more controlled and feels like passively watching a movie where the player character automatically goes through most actions.

Integrated & Implicit Teaching
Learning by Doing
Players discover mechanics purely by experimenting. Unlike "Practice Arenas" this would be in-game with full repercussions to player failures. Great for players who prefer trial-and-error gameplay. Players discover mechanics purely by experimenting. Unlike "Practice Arenas" this would be in-game with full repercussions to player failures. Great for players who prefer trial-and-error gameplay.

Environmental Cues
Level design nudges players toward correct actions. These could be inconspicuous hints placed in the background, or more obvious such as signs, lighted paths, color-coded obstacles, or helpful icons/text locked to position in the level.

Tooltips
Small text tips triggered by hovering, clicking help icons, or inaction. Usually used in detailed game screen overlays with the information provided based on what the player is selecting.

NPC Dialog
Non-playable characters give hints or explain how to perform actions. Common in RPG side quests or sometimes a sidekick character offers helpful tips in adventure games.

Demonstrate & Imitate
Copying an action shown by another character. Often used in chase sequences or following an NPC and doing their same actions to navigate obstacles.

Progression-based Teaching
Feature Unlocks
New mechanics are introduced gradually. As the player progresses through the game, they gain new abilities so not to be overwhelmed up front.

Contextual Tutorials
Instructions appear only when a new mechanic becomes relevant. Text-based tutorials that are split up and distributed throughout the game instead of being presented all at once.

Level-Gating
Players must master skills or reach a certain level before progressing. Tougher areas may be blocked by high level enemies, or for puzzle games a certain amount of rewards must be gathered from early levels before unlocking later ones, ensuring adequate skill level.

Micro-Challenges
Small tasks that teach one mechanic at a time. The level design could present mini obstacles focusing on a single skill or an NPC could request you complete a task a specific way.

Reward-Based Teaching
Links to external guide or community forum. Usually found in a help or FAQ menu option.

Social & External Teaching
In-Game External Links
Learning is tied to earning points, items, or achievements. Choosing an optional path of following a tutorial or going to a practice area rewards the player with extra points or cosmetic rewards.

Manuals or Digital Guides
External instruction documents. Usually offered as a digital document or presented on the game's browser page. Can be a great way to deliver bonus content such as game lore, hidden secrets, and strategy tips.

Performance Review Systems
Replay systems or ghost runs to observe your or other players' successes and failed attempts. Time trials in racing games or replaying goals in sports games helps players to assess their own actions and adjust.

Tutorial Videos
Developer-made or community-created instructional videos. Encourage Streamers and Youtubers to share "let's plays" and "walkthroughs" of your game.


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18 May 2025