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How to teach mechanics without a tutorial

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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

Teach a rule by making the player use it once, safely, somewhere they cannot skip, and let the look of things show how they work. Doing beats reading, because arrows let players advance without learning anything.

2 Key takeaways

  • Design from the view of someone who has never seen your game. What feels obvious to you is invisible to them.
  • Give each new mechanic a safe first use that cannot be skipped. The player learns by doing, and failure costs nothing.
  • Let the look of things say how they work. Players read appearance before they read text.
  • Teach one concept per early puzzle, then combine what was taught. A solution feels like deduction only if every element was shown first.
  • Back up the lesson without forcing it on players who got it. Some players miss the first demonstration.

Instead, the game's first crop of puzzles all subtly and silently tell you how the game works through their solutions.

Mark Brown, Game Maker's Toolkit

2.1 See your game as a new player does

You cannot teach what you do not know is missing, so find the gaps before you fill them.

  • Teach the mechanics that feel obvious to you. Mark Brown skipped tutorials for basics in Mind Over Magnet because they felt obvious, and new players had no idea Mark Brown, Game Maker's Toolkit11:01.
    • If a mechanic is needed, give it a puzzle or tutorial that introduces it.
    • Hidden verbs, not hard logic, caused the stuck moments in Phantom Hourglass, where he did not know you could pick up the arrow shooters Mark Brown, Game Maker's Toolkit8:10.
  • Ask whether each element reads clearly without knowing the code. Brown had to put himself in the shoes of someone who does not know how the game works under the hood Mark Brown, Game Maker's Toolkit4:43.
    • Check whether icons can really explain a complex system like aiming. In Mind Over Magnet they could not.
  • Make the goal obvious to someone watching over a shoulder. Iwatani wanted players to get the point immediately Mark Brown, Game Maker's Toolkit14:36.
    • Pac-Man's rule of eating dots and avoiding monsters needed no words or cultural references.
  • Show clearly what the player cannot do. Patrick Traynor's feedback was to make limits obvious so players can rule out wrong approaches Mark Brown, Game Maker's Toolkit3:24.
    • If a gap is too wide to jump, make it very wide. If a door closes too fast to pass, have it snap shut immediately.

2.2 Give every new mechanic a safe, unskippable first use

First use: failure is safe, skipping is impossible
Threat comes only after the player has proven they can use the mechanic once, in a spot where a fall costs nothing.

The first encounter should let the player try the idea cheaply and should leave no way around it.

  • Introduce the mechanic where failure costs nothing, then add threat step by step. Mark Brown describes starting by experimenting with the idea in a largely safe environment Mark Brown, Game Maker's Toolkit7:03.
    • In Seesaw Bridge the see-saw tip never reaches the water. Chocolate Island 3 starts with no enemies and only one platform between safe zones.
    • The first claws in the Mario Maker 2 example let the player fall onto safe ground and retry, even though the rest of the level uses insta-death pits Mark Brown, Game Maker's Toolkit3:34.
  • Make the player prove they used and understood the mechanic before moving on. Raising the wall and the claw forces Mario into the claw's grip Mark Brown, Game Maker's Toolkit3:34.
  • Hand over the tool and add pressure so the first use reveals itself. Prey gives you the Gloo cannon and floods you with Mimics, and you figure out that it freezes enemies Mark Brown, Game Maker's Toolkit1:30.
  • Use a small first task as a tutorial for the loop you will repeat. The Fitzpatrick sequence in BioShock has you photograph a body, frame it and earn a crossbow, which is exactly what you repeat with the three protégés Mark Brown, Game Maker's Toolkit2:41.

2.3 Let the look of things reveal how they work

If it looks familiar, players already know how it works
Aonuma's rule: model new tools on everyday objects, and appearance does the teaching before any text.

When appearance signals behaviour, players predict outcomes without reading a word.

2.4 Teach one concept per puzzle, then combine and reuse

Sequence the level so each rule is learned alone before it is tested with others.

  • Give each early puzzle one core concept, and make its solution the lesson. Baba Is You has no tutorial, and its first puzzles teach through what you must do to finish them Mark Brown, with Arvi Teikari, Game Maker's Toolkit10:29.
    • Level 1 forces you to break Wall Is Stop and make Flag Is Win. Level 2 swaps everything so you play as a wall made of flags, teaching that nothing has value outside a rule.
    • A later level teaches that Lava Is Push overrides Lava Is Hot, and that two sentences can share one Is block in a cross.
    • Psychonauts' first three minds teach jumping, shooting and levitating while introducing characters and hiding their repressed memories Mark Brown, Game Maker's Toolkit2:16.
  • Teach every element of a puzzle earlier, so the answer feels fair. In Skull Woods you trick a wallmaster into slapping a button, and the enemy, the button and the walkway were all explained earlier Mark Brown, Game Maker's Toolkit10:23.
    • Show a trick in a safe optional room, then reuse it when it matters. Torch Man's room 5 teaches the fire mushroom trick, and room 14 repeats it for the first hurdle Mark Brown, Game Maker's Toolkit7:34.
  • Ramp up the challenge and give players time to read hazards. Dodongo's Cavern moves from baby Dodongos to bigger ones to the boss, so players learn the behaviour at low stakes Mark Brown, Game Maker's Toolkit6:40.
  • Keep rules consistent so the mental model holds. When rules change arbitrarily, players must throw out their model and cannot predict what the world will do Mark Brown, Game Maker's Toolkit4:19.
    • One-way platforms in Mind Over Magnet blocked the magnet until later they did not, and green buttons changed function between levels.
    • Mark compares it to learning that jumping on a Goomba kills it.

2.5 Nudge instead of telling, and keep a backup

Point players toward the idea, let them make the discovery, and catch those who miss it.

2.6 Where designers disagree

How much to teach depends on how deep the game is and how much freedom you want players to feel.

  • Some games teach almost nothing and let players experiment. Snake Pass's advanced mechanics are never taught explicitly, and players build a repertoire of moves by practice Mark Brown, Sumo Digital6:21.
  • Showing the value of a tool can shrink tactical freedom. DOOM Eternal's weapon-specific weak points, stressed by loading screen tutorials, make it feel like there is a single right move Mark Brown, id Software10:24.
  • Previews can teach by showing or by withholding. Into the Breach animates the full effect of a weapon Mark Brown, Game Maker's Toolkit17:45.
  • Complex strategy games need more than level design. Feedback is slow, so you may not notice a badly balanced economy for hours Mark Brown, Game Maker's Toolkit13:07.
    • Short repeatable campaigns and advisors help. In Offworld Trading Company the advisor told Mark off for selling aluminium for under $10.
    • It is easy to teach how to do things and much harder to explain why to do them Mark Brown, Game Maker's Toolkit14:00.

Sources

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