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How to guide players without markers

Shared by Caddie Library · Updated
Chapters show their main points
Chapter 24 of 26 · Teaching players and designing levels
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1. Finding Product-Market Fit
Test for real customer pull earlyPick a narrow niche to start inLaunch a simple first version fastLearn from users and customersRead early signs of product-market fit
2. Onboarding and Activation
Structure onboarding as a storyAsk and use onboarding questionsGet users to the aha moment fastDecide how long onboarding should beBuild quiz funnels for paid traffic
3. Paywalls and Pricing
When to choose a hard paywall over freemiumDesign a paywall that convertsPrice annual and monthly plansSet, raise and localize pricesRun free trials and free tastes
4. Business Models and Revenue
Structure subscription tiersKeep a free tier that pays offCharge for usage and AI creditsPair hardware with a subscriptionAdd ads, affiliates and partners
5. Retention and Engagement
Measure retention honestlyBuild habit loops that bring users backUse notifications and lifecycle messagesReduce churn and handle cancellationsBuild social loops and community
6. Brand and Positioning
Position against bigger incumbentsName and describe your productEarn trust in high-stakes categoriesBorrow credibility from celebrities and experts
7. Organic Content and Creators
Find, vet and recruit creatorsPay creators fairly and safelyBrief and manage creatorsFind and copy viral formatsScale one format across many accountsRank in AI search and SEO
8. Paid, App Store and Viral Growth
Make ads that convertTurn organic winners into paid adsStructure and scale Meta campaignsTell if paid acquisition is profitableWin in the App StoreBuild viral and referral loops
9. Experimentation and Analytics
Run trustworthy experimentsJudge test results correctlyRun more experiments fasterWhat metrics to track and how to define them
10. Building AI Products
Build for the models of tomorrowDesign AI interfaces beyond chatDesign AI agents people can trustMeasure AI quality with evalsControl AI costs and pricingBuild products with AI coding tools
11. Teams, Hiring and Funding
Hire people who thrive on ambiguityOrganize small product teamsRun exploratory bets and kill themWork as a team with AI agentsWhen to raise money or sell your company
12. Founder Principles
Pick a mission worth building a company aroundWhy to trust your own judgment over the consensusTurn failure and setbacks into the next stepLearn from rivals and copy what works
13. Choosing Where to Compete
Make low cost your competitive advantageCreate a market instead of fighting for shareWhy scarcity and brand can beat volumeBuild an advantage that feeds itselfAttack a bigger rival where it cannot followWhen to stay focused on the core business
14. Building and Leading the Company
Hire great people and give them roomAlign pay and ownership with the missionKeep your culture and standards as you growBuild candor and fast decision-makingWhy leaders must stay close to the work and customersChoose and prepare a successor
15. Capital and Deals
Fund growth without losing controlAcquire companies and keep what makes them workWhat to do with cash: reinvest, buy back or holdWhy to keep a cash cushion and avoid heavy debtStructure ownership to protect your missionNegotiate deals that keep your leverage
16. Finding Ideas and Thinking
How to find ideas worth writing aboutWhy writing is how you find out what you thinkHow to research so the writing carries feelingHow to read like a writer
17. Structure and Argument
How to open so readers keep goingHow to find the shape before you draftHow to keep readers curious with questions and cluesHow to argue without preachingHow to end so the last page lingers
18. Clear Sentences and Voice
How to write plainly for a reader who knows nothingHow to choose specific details over generic onesHow to sound like yourself on the pageHow to shape rhythm and phrases people remember
19. Characters and Storytelling
How to build characters readers care aboutWhat makes a scene move: want, obstacle and changeHow to write dialogue that sounds real but stays shortHow to make readers feel without telling themHow to turn information into a story
20. Revising, Habits and Readers
How to cut and rewrite your own draftHow to get feedback you can useHow to build a writing routine that lastsHow to get unstuck when a draft stallsHow to use AI without losing your voiceHow to write for one specific reader
21. Why people play games
How to design around the feeling you wantHow to find a game idea with a hookHow to decide who your game is forWhy rewards and motivation need careful designHow to use mystery and curiosity to pull players on
22. Core mechanics and loops
How to build a game around one core verbHow to give each mechanic several jobsHow to add depth with holds, timing and chainsHow to use feedback loops to keep games balancedHow to use randomness without frustrating playersHow to make synergies feel powerful and earned
23. Challenge, difficulty and feel
How to make hard games feel fairHow to tune difficulty with many leversHow to offer assists without breaking your intentHow to make death and retries painlessHow to make movement and controls feel goodHow to add camera and juice that sell impact
24. Teaching players and designing levels
How to teach mechanics without a tutorialHow to introduce mechanics one at a timeHow to guide players without markersHow to build levels around one mechanicHow to design puzzles with a catch and a revelationHow to design dungeons from locks and keys
25. Progression, systems and story
How to gate exploration without trapping playersHow to design unlocks and skill treesHow to let systems create emergent playHow to design enemy AI players can readHow to tell stories through mechanicsHow to make player choices and consequences matter
26. Prototyping, testing and accessibility
How to prototype before you commitHow to scope and cut a game to finish itHow to run playtests that reveal real problemsHow to turn player feedback into the right fixHow to build accessibility in from the start

1 The bottom line

Steer players with landmarks, light, sound, layout and in-world clues, and give them more than one way to reach each goal. Guidance that feels like their own choice keeps curiosity alive, while heavy markers turn exploring into following.

2 Key takeaways

  • Pull players with things they can see and hear, not with icons. Following your own curiosity makes you feel like an explorer.
  • Give every important place more than one way in. Players still arrive, and it feels like a discovery.
  • Make places distinct and easy to remember. Players who can build a mental map rarely feel lost.
  • Do not let guidance do the player's thinking. Constant prompts stop players from noticing and remembering the world.
  • Guide softly and give players an obvious way to ignore it. Some players are overwhelmed by freedom, and others hate being led.

you are lead through the world, not by icons and waypoints, but by your own curiosity

Mark Brown, Game Maker's Toolkit

2.1 Decide how much to guide

Pick the feeling you want first, then set the amount of guidance to match it.

  • Let the feeling you want set how much of the map and the path you reveal. Mark Brown, Game Maker's Toolkit3:25
    • Samus Returns flashes a Metroid indicator near bosses, has a very detailed map, and has an Aeion power that reveals the map around you.
    • Naughty Dog usually throws every guidance tool at a level, but dialed them back in the museum opening so players piece the space together themselves. Evan Hill, Naughty Dog6:46
    • Those tools make secrets easy to find, but they reduce the lost, uneasy feeling of Metroid II.
    • Aonuma once thought letting players get lost was a sin, then Breath of the Wild changed his mind. Mark Brown, Game Maker's Toolkit10:13
  • Design for the first-time player, not only for experts. Mark Brown, Game Maker's Toolkit13:37
    • Skilled players can fight Ridley before Kraid in Zero Mission, but that is not what 99% of players experience on a first go.
    • Do not mark every objective at the start. Hitman 3's first Berlin build showed ten marked NPCs on floors above and below, and it felt overwhelming. Bjarne Kristiansen, IO Interactive5:46
    • Making players find and identify targets themselves gave them a manageable first task. Bjarne Kristiansen, IO Interactive5:46
  • Offer an optional lead beside the open world. Mark Brown, Game Maker's Toolkit6:25
    • Total freedom after the intro can be overwhelming and immobilising.
    • The Forgotten City has Sentius suggest visiting Lucretia at the shrine of Apollo, which starts a chain of leads.
    • Players can do Equitia's task instead, or even tell Galerius to jog on in the first seconds. Mark Brown, Game Maker's Toolkit8:01

2.2 Pull the eye and ear toward goals

A web of landmarks beats a guide rope
Towers + roads (first plan)Scattered landmarks (shipped)
Layout~15 towers linked by roadsShrines, stables, enemy camps
RouteOne obvious linePlayer picks their own
Player feelingStuck on a linear pathExploring by choice
Reaches key places?Yes, by followingYes, by drifting
Playtesters of the tower-and-road plan felt trapped on an invisible but obvious guide rope.

Landmarks, light, framing, sound and clean visuals can point the way without a single marker.

2.3 Make the space easy to read and remember

A world with distinct areas, clear hubs and memorable doors lets players guide themselves.

2.4 Offer routes, not lines

Many routes in, one place that matters
Whichever way players wander, they still arrive, and it feels like their own discovery.

Let players choose their path, and make sure every path ends somewhere that matters.

  • Build several routes to key places and back to the main path. Chris McEntee, Moon Studios8:10
    • Ori offers two ways back to the golden path after the burrow is introduced, so all roads lead to the same destination.
    • Hollow Knight's Resting Grounds makes arrival feel like accidentally stumbling on something important. Mark Brown, Game Maker's Toolkit15:59
    • In Dread, going left finds a teleporter to the Varia suit, and going right on foot reaches the same room. Mark Brown, Game Maker's Toolkit9:47
  • Open the level wide after a guided start. Mark Brown, Game Maker's Toolkit8:25
    • Hollow Knight opens with a linear run of Vengeful Spirit, Mothwing Cloak and Mantis Claw, then unlocks the map.
    • With many bosses and areas available at once, any direction leads to something important.
    • BioShock's Poseidon Plaza lets you take the three targets in any order, and the compass arrow disappears. Mark Brown, Game Maker's Toolkit2:56
    • In Dishonored 2's Clockwork Mansion, what the player notices, such as an elevator, a hole in a grating or an openable window, sets their goal. Dana Nightingale and David Di Giacomo, Game Maker's Toolkit10:44
  • Tell the player where to go, but not how to get there. Mark Brown, Game Maker's Toolkit7:07
    • On Bryyo, Aurora marks the downed ship, but walking straight to it hits a dead end.
    • Breath of the Wild marks its four dungeons with yellow dots and gives no dotted path. Mark Brown, Game Maker's Toolkit6:56
  • Make the non-linear options visible, or players will follow the default order. Mark Brown, Game Maker's Toolkit6:46
    • ODST puts a waypoint on the compass for the next mission in order, and changing the order means switching waypoints in the map.
    • Breath of the Wild shows all four Divine Beast waypoints on the mini-map, spread across the corners, to encourage any order.

2.5 Put the clues inside the world

Directions, maps and secrets work best when the player has to read the world to use them.

2.6 Where designers disagree

How much help is right depends on the feeling you want and the player you expect.


Sources

Part of Teaching players and designing levels in the growth library.