Contents
Engine-independent guidance
Teach by doing, just in time — not with front-loaded walls of text
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The principle
Teach a mechanic when the player needs it, through action, not in a front-loaded wall of text or a mandatory tutorial gauntlet. Introduce one thing at a time, in context, and let the player learn by doing. Information delivered before it's needed overloads working memory and is forgotten before it's used.
Applies when
Onboarding and the introduction of any mechanic, control, or system. Highest-value in the opening hour, where first impressions and drop-off are decided.
Does not apply / Exceptions
Some complexity genuinely needs explicit reference (deep strategy/sim games, complex control schemes) — the fix there is an accessible, optional reference the player can consult, not a forced lecture. Genre conventions vary: a hardcore sim audience tolerates (even expects) a manual; a broad-audience game cannot. And "just in time" still needs the teaching to arrive before failure, not after.
Rationale
Working memory is small and short-lived, so a tutorial that front-loads a dozen controls and rules exceeds the player's capacity to hold them — most of it evaporates before the first real use [S-hodent-gamers-brain]. Learning sticks when it's active (the player does the thing) and timely (taught at the moment of need, so it's immediately reinforced by use). This is the UX/cognitive complement to teaching through space (LEVEL-0004) and the mastery arc (PROG-0005): those shape what order to teach in; this insists on how — in small, contextual, doing-based doses rather than a lecture up front. Fun is learning (DESIGN-0003), and learning by playing is far more effective (and more fun) than learning by reading.
Implementation
Break teaching into single-concept, in-context moments triggered by need. Prefer showing and doing over telling. Make any necessary text short, skippable, and re-accessible. Avoid the unskippable tutorial wall. Test onboarding with true first-time players and watch where they overload or forget (PLAYTEST-0001/0003).
Disagreement
Guided just-in-time onboarding (accessible, low-overload) vs. manual/upfront instruction (thorough, suits complex or hardcore games) vs. discovery-first (teach nothing, let players find out).
Notes
The cognitive/onboarding angle on teaching, complementing the spatial (LEVEL-0004) and pacing (PROG-0005) angles. Feeds cognitive-load management (UX-0002). Confidence 4.
Connected principles
Source trail
Evidence strength describes support for this guidance, not a probability that it is right for your situation.
Citation and record details
GDC-L1-UX-0001 · contextual guidance · canonical
Recorded verification date: 2026-07-14. This is not a claim of an engine test.