Picture this: you crack open a brand-new game—maybe the cover art caught your eye, or the studio behind it once ruined your sleep schedule for a week. The cinematic fades, and suddenly you’re standing in a fancy hallway. A voiceover booms, “Press W to move forward.” You’ve known where W is for two decades. But the game still makes you walk ten steps, freeze, read a pop-up, walk ten more steps, freeze, read another pop-up. I’m Takeshi Morimoto, and I’ve been gripping controllers since my hands were big enough to hold one. Here’s my hot take: most tutorial levels drag on way too long. They treat us like we’ve never seen a joystick, and honestly, it’s gotten a little silly.
The Trouble with Overstuffed Tutorials
Let’s get real about what a tutorial is supposed to do. In a perfect world, it’s a quick handshake: “Here are the buttons, here’s a door, go be a hero.” Instead, a lot of modern games deliver a three-hour lecture. I’m not kidding. I recently played a title that took forty-five minutes before I could make a single meaningful choice. It was a parade of: “Now try crouching. Good. Now try jumping. Excellent. Now combine crouching and jumping to reach this very obvious ledge.” By the time the actual game kicked in, I was mentally checked out, scrolling through my phone while my character stood frozen, waiting for the next command.
This isn’t just me being impatient. A bloated tutorial fundamentally misunderstands how players think. It assumes we can’t learn by doing, or that we have the attention span of a goldfish. But gaming is an active medium. We learn through failure, through experimentation, through that little jolt of surprise when a hidden mechanic clicks. When a tutorial spoon-feeds every last detail, it robs us of that discovery. It’s like a chef explaining every ingredient before you take a bite—just let me taste the dish!
The Rise of the Never-Ending Intro
Where did this trend even start? I trace it back to the era of big-budget, cinematic games that wanted to be movies. They needed to ease a new, broader audience into controlling a character on screen. That’s a noble goal, but the execution went off the rails. Developers became terrified of players missing a feature, so they front-loaded everything. A crafting system you won’t use for ten hours? Explained in minute one. A stealth kill that only works on Tuesdays? Here’s a forced encounter to practice it, then you’ll never see the prompt again. The tutorial became a safety net, and then the safety net became the whole first act.

I’m not against guidance entirely. A well-designed game teaches without teaching. Think about the opening of a classic like Super Mario Bros. World 1-1. No pop-up says “Press A to jump.” The level design itself presents a low-stakes Goomba and a question block. You either figure it out or you don’t, but the penalty is tiny. That’s elegant. It respects you. Today, that same section would be a five-minute unskippable sequence with a companion character yelling, “Mario! Try using your jump ability!”
The Psychology of Waiting to Play
Let me get a little analytical here. The length of a tutorial has a direct impact on our emotional state when entering a game. That first hour is critical for hooking a player. It’s the honeymoon phase. If I spend that hour in what feels like a digital classroom, my brain doesn’t associate the game with fun—it associates it with compliance. I’m not a player anymore; I’m a student following a syllabus. This creates a subtle resentment. I might not even realize it, but later, when the game presents a genuine challenge, I’m less patient with it. The goodwill is already spent on enduring the hand-holding.
Consider the concept of flow state. It’s that magical zone where challenge and skill are perfectly balanced. A long tutorial actively prevents flow. It’s all low-challenge, no-skill because the game is doing the thinking for you. You’re just pressing buttons on command. The most engaging games, like a tight roguelike or a fast-paced shooter, drop you into a mild version of the core loop immediately. They trust that the basic verbs—move, shoot, interact—are universal. The advanced stuff can be discovered through tooltips or optional training rooms, not a mandatory slog.

When Tutorials Insult Our Muscle Memory
There’s a special kind of frustration reserved for sequels. I’ve put 200 hours into the previous game in a series. I know the controls intimately. I’ve internalized every combo, every dodge timing, every quirk of the inventory system. Then the sequel arrives, and it still forces me through the “This is how you move the camera” section. No, don’t give me a “veteran” option that skips the story and throws me into a menu. Give me a smart check: “We see a completed save file from the last game. Would you like a refresher, or shall we assume you’re a certified pro?” That’s all I ask. One simple question that respects my time.
This becomes even more absurd in genres that share a common language. Most first-person shooters use left stick to move, right stick to aim, right trigger to fire. It’s the standard grammar. Yet every new shooter I play seems convinced it’s the first time I’ve ever held a firearm in a virtual space. The firing range sequence has become a tired cliché. “Shoot the stationary targets, Takeshi.” I’m already falling asleep. “Now shoot the moving targets.” Please, just let me into the real game where enemies shoot back and my brain has to actually engage.
The Rare, Beautiful Art of the Concise Tutorial
Let’s be fair and praise the games that get it right. Some tutorials are so fluid you barely notice them. They weave the learning into the narrative. A character might say, “I need you to reach that cliff. You’ll have to double-jump.” You try it, it works, and the story moves on. No pop-up. No pause. Another brilliant approach is the optional, diegetic training area—like a dojo or a VR simulation inside the game world. You can walk right past it if you want. For me, that’s the ultimate sign of confidence from a developer. They’re saying, “Our game is intuitive enough that you’ll figure it out. But if you need a hand, the tools are here.” I almost always pop into those areas out of sheer respect, just to see what they’ve built.
Some of my favorite games use negative space as a teacher. In a challenging platformer, the first few screens might have no enemies, just a series of increasingly wider gaps. No text tells you how far you can jump; the escalating distance is the lesson. You fail a few times, you adjust your timing, and the knowledge is yours forever. That personal click is infinitely more satisfying than reading a command on a screen. It’s the difference between being told a secret and figuring it out yourself.

The Skip Button Isn’t Always the Answer
Some might argue, “Just add a skip button!” It’s not that simple. A skip button feels like a brute-force solution to a design problem. If I skip a tutorial, I often worry I’m missing some game-specific nuance. Was there a weird combo I needed? A unique parry timing? So I don’t skip, because I’m afraid of being punished later. This is psychological manipulation through bad design. The developer has created a situation where I have to choose between boredom and potential ignorance. A truly great tutorial eliminates that dilemma. It teaches the unique stuff quickly and trusts me to know the universal stuff. It doesn’t hide a single essential tip inside a 20-minute monologue, forcing me to suffer through it just in case.
I’m also a big fan of the “emergent tutorial.” This is where a game places an obvious obstacle that requires a specific skill, and the solution is the only way forward. A locked door with a guard standing next to a cliff. You need to sneak, but the guard’s pattern makes it impossible to pass without a distraction. You notice a bottle on the ground. You throw the bottle. The guard investigates. You sneak past. The game never said “Press X to throw object,” but you learned it because the scenario was a perfect, self-contained puzzle. That’s teaching through level design, and it’s a beautiful thing when done well.
FAQ: Your Pressing Tutorial Questions, Answered
Q: Why don’t developers just make tutorials shorter if everyone complains?
A: Fear, mostly. Big studios are terrified of negative reviews from a casual audience that might get stuck. They also have data showing that a small percentage of players drop off if they don’t understand a mechanic immediately. So they overcorrect, making a tutorial that bores 90% of players to retain that uncertain 10%. It’s a numbers game that sacrifices artistic flow for risk mitigation.
Q: Is there a perfect length for a tutorial?
A: For me, the perfect length is “as short as possible while still teaching the game’s unique mechanics.” If your game is a standard FPS, the tutorial should be about 30 seconds—basically, a starting room with a gun and a door. If your game has a complex new system, like a time-rewind mechanic or a layered combo system, then give me a focused, isolated loop that lasts maybe 5 minutes, then let me go. The key is density of information, not duration.
Q: What game has the worst tutorial you’ve ever experienced?
A: I won’t name names to avoid a flame war, but it was a massive, open-world RPG where the first two hours were a linear sequence of: walk, talk, pick up a stick, equip a stick, hit a dummy with a stick, open a menu, read a lore entry. I nearly uninstalled it. The game later became one of my favorites, but that opening was a crime. It’s a perfect example of a tutorial that almost sabotages the entire experience by failing to trust the player.
Q: Are mobile game tutorials even worse?
A: Absolutely. Mobile gaming has perfected the art of the condescending tutorial. The flashing arrow. The dimmed screen with one glowing button. The forced action where you literally cannot do anything except the one thing the game wants. It treats you like a lab rat in a Skinner box. The irony is that many mobile games are incredibly simple, making the forced tutorial even more insulting. “Tap here to collect coins.” I know. I have object permanence.
Final Thoughts: Let Me Play, Please
At the core of my complaint is a simple plea for respect. Respect for my time, my intelligence, and my history as a gamer. I don’t want to be treated like a fragile newbie who might shatter if I miss a single prompt. I want to be tossed into the world, allowed to stumble, and given the freedom to learn on my terms. The best tutorials are the ones I remember not as tutorials, but as the first, exciting moments of the game itself. They’re the opening sprint, not a long, slow walk to the starting line. So, to every developer out there, I ask: trust us a little more. We’re ready to play. Just give us the controller and get out of the way.