How to Guide
Each genre has its own set of skills that players need to acquire to succeed. Game developers design tutorials and introductory stages to teach these skills effectively, balancing the need for information delivery with the desire to engage players immediately in the gameplay experience.
First of all, almost all games introduce mechanics and controls gradually, starting with simple tasks and gradually increasing complexity as the player progresses. This approach helps prevent players from feeling overwhelmed and allows for natural skill development. This approach shares similarities with the concept of Gradual Exposure found in behaviorist psychology, and it aligns with the concerns of the cognitive school regarding the cognitive bottleneck.
In behaviorism, gradual exposure is a technique used in therapy to help individuals overcome phobias or anxieties by incrementally exposing them to the feared stimulus, starting from a less intense form and gradually increasing the intensity. Similarly, in video game tutorials, players are introduced to game mechanics and controls in a controlled and progressive manner, allowing them to adjust and adapt without being overwhelmed.
The cognitive bottleneck refers to the limitation of human processing capacity. Cognitive psychologists argue that our ability to process information is limited, especially when we are learning something new. Therefore, overwhelming the learner with too much information at once can lead to poor retention and understanding. Game designers who adhere to cognitive principles will structure tutorials to deliver information in manageable chunks, ensuring that players can absorb and apply new concepts effectively. This method ensures that the learning curve is smooth and that players remain engaged without feeling frustrated or discouraged.
The following scenarios, however, require a more nuanced approach.
The gameplay in ACTs and RPGs is relatively straightforward, making them particularly suitable for designing tutorials based on Edward Thorndike’s trial-and-error learning theory and B.F. Skinner’s operant conditioning principles. Players confronted with interactive hardware naturally engage in experimentation. They press buttons or click interfaces, observing the corresponding actions of their in-game avatars. Through this exploratory behavior, they discover what is possible within the game environment and what actions are rewarded. When necessary, non-playable characters (NPCs) can provide hints or guidance, serving as a natural teaching mechanism. This method of learning through doing, reinforced by positive outcomes, is one of the most intuitive ways for players to acclimate to the game mechanics and objectives in action games and RPGs. It not only facilitates skill acquisition but also enhances engagement by allowing players to learn at their own pace and through direct experience.
In strategy and simulation games, where the operations may not be overly complicated but the systems are relatively intricate, players need to understand the game’s complex information in a secure, low-risk environment—one that ideally doesn’t impact the subsequent main game. Consequently, the game tutorials might initially explain fundamental aspects such as resource management and unit control. Following this, they incorporate interactive segments that blend direct instruction with hands-on practice. Utilizing a mix of text, visual aids, interactive demonstrations, and interactions with non-player characters (NPCs), these tutorials effectively communicate the necessary information.
This approach aligns, to some extent, with both Social Learning Theory and Constructivist Learning Theory.
Social Learning Theory, developed by Albert Bandura, posits that people learn by observing others. In the context of video game tutorials, players can be seen as observing the effects of their actions (or the actions of NPCs) and learning from the outcomes. This observational learning can occur through watching in-game demonstrations, interacting with NPCs that model correct behaviors, or simply seeing the results of their own actions within the game environment.
Constructivist Learning Theory, on the other hand, emphasizes that learners construct their own knowledge and understanding through experiences and reflection. In strategy and simulation games, the interactive tutorials allow players to construct their knowledge about game mechanics by actively engaging with the game world. Players experiment with different strategies, observe the results, and reflect on their effectiveness, thereby constructing their understanding of how the game works. It’s worth noting that while this approach is scientifically sound, some games’ tutorials appear excessively haphazard, merely guiding players via UI prompts to click here and then there. Although this superficially appears to conduct teaching, its efficacy for the player is quite poor. An ideal tutorial should, on the foundation of clear instructions, encourage players to directly engage in the learning process instead of passively absorbing information. This active involvement promotes deeper learning and superior memory retention, equipping players with the confidence to tackle the intricacies of the game.
Puzzle games, sports games, and racing games tend to have more focused gameplay mechanics. Players primarily need to understand the control schemes and the objectives of the games. Beyond this, they rely heavily on skills that go beyond mere instruction—skills such as visual-spatial reasoning, logical thinking, problem-solving, comprehension of rules, and hand-eye coordination. Given these requirements, the tutorials for these games often combine direct demonstration of control methods with opportunities for player trial and error. Typically, these tutorials are effective at achieving their goals. They show players how to perform actions and then allow them to practice these skills in simplified scenarios. By engaging in hands-on learning, players can experiment with different strategies, observe the results, and adjust their approaches accordingly.
In conclusion, the best tutorials are designed to facilitate active participation, allowing players to experiment with the game mechanics in a controlled environment. They provide just enough guidance to ensure that players don’t feel lost, yet leave room for discovery and self-directed learning. By encouraging players to make decisions, face the consequences of their actions, and learn from their mistakes, tutorials become not just informative but also engaging and empowering. This approach not only teaches players how to play the game but also instills in them a sense of ownership over their learning journey, making the experience more fulfilling and enjoyable.
Reflect & Share
Welcome to share a game that you think has the best guidance system and why in the comment section below.
Game Psychology: Understanding Player Mentality and Game Design

Game Psychology: Understanding Player Mentality and Game Design

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