Devs hate tutorials, but players see them first
Tim Ruswick highlights a common mismatch in game development: tutorials are often disliked by teams, yet they’re the first thing players see. That makes them a front-line part of the experience, not a throwaway onboarding step.
For developers, the practical takeaway is to rank work by player visibility and friction. If the opening minutes are confusing, slow, or overloaded with instructions, players may never reach the systems the team worked hardest on.
The broader implication is that tutorial design sits at the intersection of UX, pacing, and retention. Clear prompts, staged teaching, and early feedback loops can do more for first-session success than adding another feature deeper in the game.
It’s also a useful reminder for planning: the first impression is usually a cross-discipline problem. Design, UI, code, and production all have a stake in making the opening experience readable, fast, and worth continuing.
“devs hate making tutorials but it's literally the first thing players see”
- what
- Tutorials are often the first thing players encounter, despite being unpopular to make
- who
- Tim Ruswick
- when
- Shared as a short social post
- impact
- Teams should prioritize onboarding and early player clarity
Practical reminder rather than good or bad news
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