ONBOARDING

overview

Use this on-boarding approach as the first impression of video games

With players that loved the first game, the marketing was probably successful in exciting them for this release.I want to approach the hypothetical of making this the first game that someone would want to play. To the point where gamers use this as a gateway game for their non-gamer friends, trusting this experience to be a good enough first exposure to build players for life.

Emphasis

how to integrate the first layer of tutorials into the gameplay at the beginning of the on-boarding phase. Exploring ways to help get new-to-games players and new-to-the-genre players up to the ground level of proficiency to enjoy their experience.

Role
UX Designer
Project Duration
Fall 2023
Scope
1 Tutorial Section RedesignPrimary Source Account (my playthroughs)
Purpose
Build tutorials into to the gameplay experience
(ex. alternative to out of context tutorial dumps)
Process
user flows and prototyes
UI hints and layered phases layouts

mental models: informational webs and breakdowns

Discovery Play-Through

Op-In Kind On-Boarding
With the On-Boarding stage for beginners, I would set up a more structured tutorial that goes over gameplay that is just assumed at this point to help introduce new players and avoid over-saturating them with too many concepts overlapped

Wicked On-Boarding
For players at challenging difficulties, have more chance discoveries of gameplay and an option to hide hints/more over-handed UI aids

The core philosophy behind this split strategy is about how players build a 'mental model' of the game's rules without succumbing to monotony. The structured path avoids fatigue by switching between three distinct modes: introducing a new concept (e.g., a weapon's property), providing knowledge on when to use it, and then creating a safe practice environment to build the skill.

This varied rhythm prevents the player from getting stuck in one type of mental activity for too long. In contrast, the wicked path integrates these modes through exploration, offering 'chance discoveries' (active practice) that the player can immediately experiment and conceptualize on their own terms. The internal charts simply map the duration and environment for each activity to ensure this rhythm is balanced and intentional.

Story-Beat Audit

This is a 'beat' to 'beat' audit color coded:
Sora(Blue),
Roxas(Tan),
Exposition(Gray)

A rough handwritten sketch diagramming the sequence and estimated duration of story beats, tutorial segments, and gameplay actions for planning pacing.

Current Set-Up

This is a break down of the current on-boarding phase. It sets up 3 story lines, with tutorials(green) sprinkled in.

  • Blue- what happened to Sora flashbacks
  • Tan- Roxas in Twilight Town
  • Black- Exposition
A cleaned-up bar chart used for internal planning, showing the estimated length of each game section and the environment where it takes place.

Changes Explained

This project is a way to get new players an opportunity to love playing games. My change is a more broken up way to teach combat with skills in specific learning themes for new players to improve their tech-literacy and start building a mental model for game affordances and expectations.

Observation Summary

Tight Feedback Loop in Kind Learning Environment

Chess is known as a kind learning environment because it is very easy to get a direct understanding of your action = this consequence. I would have the 'beginners mode' have a kind learning environment without dying to build up a new gamers mental model on how game mechanics work and to help them get to the skill floor level.
Wicked environments require adaptability and creativity, it is exciting and unpredictable. Like an improve jazz group, very fun for experienced players, but too confusing for a new player that can't even find the A note. For veteran players, the wicked environment is fine because they have background experience to help them adapt to the challenge.

Example

In the tutorial Station, there is a 'boss' fight to build the expectation of specialized attack reaction cues. But it is easy for a beginner to die over and over, every time you pop back at the beginning and have to make your way through the obstacles and cut scene, with not a lot to process why you died so fast.
Frustrating enough to churn new players before the on-boarding ends

Churn Out Points

Prologue

This was my first time playing a Kingdom hearts game and getting stuck on Roxas for hours not knowing how many days he would go through or when the game would actually start. I found it to be too long and boring,I wish there was a way to bypass the Roxas Prologue
HP hits 0 = DEATH
I think this happens too early; I would have the main tutorial end before such frustrating consequences.Especially to protect new players from churning out before they have any fun or investment

Camera

With modern accessibility features, this camera can be aided to auto-lock for players that need to avoid jerky movement, or limited dexterity.It can be quite frustrating to lose a fight because you lost control of the camera

Detailed Solution

I believe the solution is to implement a dynamic, adaptive safety net—a bottom tier below the current tutorial that remains invisible to players who don't need it. This system would intelligently detect when a player is repeatedly failing for the same underlying reason, like consistently missing a specific attack cue. Instead of forcing them back into the frustrating loop, it would trigger a dedicated 'kind learning' breakout session. This session would isolate and teach the single concept they're not grasping in a consequence-free environment, building the specific mental model they lack.

Crucially, this isn't a punishment; it's personalized support. Players failing in different ways wouldn't trigger it, preventing unnecessary hand-holding. Furthermore, this breakout session presents a golden opportunity to integrate accessibility. It can function as a custom configuration trigger, gently offering the player options to modify difficulty or controls based on their specific struggle points. This ensures all players, regardless of their starting skill or ability, can find a path through the onboarding that provides them with challenges to overcome and, most importantly, the profound satisfaction of conquering them.

Prototype

Implementation

Change the on-boarding on a spectrum of kind to wicked as the player picks a difficulty level.(current on-board works for the wicked learning environment)

Gentle Ease

  • Augment the on-boarding pace for the beginner setting.
  • Break up the gameplay components for player to focus on 1 piece at a time
  • Low steaks challenges for player to boldly experiment with different plays

Work In Progress 1

Sometimes people will misunderstand a tutorial or lesson (no matter how well designed). These optional hints are a second opportunity for the designer to communicate with users.

In this example, it clarifies the timing of a combo attack. Showing how the player can hit on a rhythm to maximize the damage inflicted and to better understand the range of the attacks.
Purpose: review for long gaps in play and reduce frustration for players trying to pull off a specific move

An optional, on-screen hint overlay explaining a combo attack. It shows a rhythm timeline with marks for button presses (X X XX) to demonstrate the optimal timing for maximum damage. A red highlight on the character's weapon simultaneously illustrates the effective attack range, clarifying why an attack might miss if the enemy is too far away.

Work In Progress 2

sample series of fight tutorials that build up layers of complexity with each phase.

Target: low-tech literacy, new-to-games, and new-to-genre

This series of six phases illustrates a core pedagogical principle: scaffolding. Each tutorial phase isolates and teaches a single new skill, building directly on the last. It begins with absolute fundamentals (lock-on, attack) and progressively layers on complexity (combos, reaction cues, item management, skill switching), always within a controlled environment.

The final phase is the most important: it removes the scaffolding. By presenting a boss fight with no hints, it forces the player to synthesize everything they've learned and discover their own personal playstyle. This transition from guided instruction to independent mastery is what transforms a beginner into a confident player.

Phase 1

Tutorial Phase 1: Roxas faces an adversary with a simple club. The screen highlights the lock-on mechanic and a large, clear 'X' prompt, teaching the most basic action of targeting and hitting.

Basics
lock-on to moving targets
X to hit

Key Concept

Practice locking onto/tracking moving target
Accessibility: Auto-focus

Phase 2

Tutorial Phase 2: The same setup, but Roxas now holds his classic keyblade. The visual focus is on combo triggers, teaching the player how to chain basic attacks together.

Basic Variations
X Combos
Block/Hit Combos

Key Concept

Combo Rhythms
Spacial Awareness
Accessibility: Reduced Speed

Phase 3

Tutorial Phase 3: Roxas fights an enemy with a new triangular cue above it, signaling a reaction combo opportunity. The UI in the corner is highlighted, showing how this mechanic will be tracked and managed later.

Enhanced Variations
△ Fight Reacts
React/Hit Combos

Key Concept

incorporating react supports
Accessibility: High Contrast

Phase 4

Tutorial Phase 4: Sora is surrounded by a swarm of enemies. The graphic emphasizes using an item support that requires a "rev up" time, teaching how to manage resources and timing while under attack.

Battle Supports
find good times to break from combos
use an item to help during a fight

Key Concept

intro to hotkey set-up
Accessibility: Auto-Loads

Phase 5

Tutorial Phase 5: Sora uses special skills and switches between them to deal with the swarm. This teaches strategic ability management and adapting your approach to different threats.

AP Set-Up
set up a new skill
switch different skills

Key Concept

Start specializing in preferred styles/moves
Accessibility: Auto-Optimize, Balance Suggestions

Phase 6

Tutorial Phase 6: Roxas faces a boss with no explicit prompts. This represents the final phase where the player must synthesize all previously learned skills to discover their own unique approach and style.

Fighting Flows
push exploration
creativity

Key Concept

-playing with different approaches and styles
Accessibility: Hold/ Tap Count customize