Rapheal RobinsonSite Reliability Engineer & Game Developer

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design learning

A guided tutorial beats a room with 100 options

Why Arcana's tutorial became a guided map instead of an open list of quests.

Part of Arcana

My first plan for Arcana’s tutorial was a list of quests. Here’s what to do, go do it in any order. It sounded like freedom.

In practice, putting a new player in a room with 100 things to do and nowhere to start doesn’t work. They wander, miss the basics, and quit before the game gets good.

The fix: a map that leads

So I built a tutorial map that walks you through the whole questline and still feels open:

Getting it right takes versions

I didn’t get the race section right the first time. I built seven layouts for it, from a meadow to a boardwalk to a lantern forest, before settling on one. Each new room gets reviewed from a render before it ships.

The point

A tutorial shouldn’t be a slow walk past signs. It should feel like playing the game as fast as you can, learning without noticing, and getting rewarded for it. Freedom is great, but only once players know enough to use it.

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