Guidance Without Hand-Holding

The best videogames teach you everything you need without making you feel taught. You discover; you're not told. You figure it out; you're not shown the answer.

This is guidance without hand-holding: creating conditions for learning without removing the satisfaction of learning.

Practice - what you do

The Hand-Holding Problem

Hand-holding damages the player experience:

  • Removes discovery: If the videogame tells you where the secret is, it's not a secret
  • Undercuts mastery: If the solution is given, solving it isn't an achievement
  • Breaks immersion: Tutorial prompts remind you you're playing a videogame
  • Insults intelligence: "Press A to jump" to a player who has jumped in 100 videogames

But insufficient guidance damages it too:

  • Frustration: Players stuck without knowing why
  • Abandonment: Players quit rather than guess
  • Missed content: Players don't know features exist

The goal is guidance that doesn't feel like guidance.

Principles

Teach Through Play

The best tutorial is a level designed so the correct action is the natural action.

Portal: First room has one exit. The portal is already there. You walk through it. Tutorial complete.

Establish Then Test

Introduce a concept in a safe environment, then test it with stakes.

Mega Man: First encounter with a new enemy is usually in a safe spot. Later encounters are over pits.

Progressive Disclosure

Don't teach everything at once. Introduce complexity as the player demonstrates readiness.

Zelda: Breath of the Wild: Great Plateau teaches core systems before releasing you to the world.

Failure as Teaching

Let players fail in low-stakes ways that teach the lesson.

Dark Souls: You're supposed to die to the first boss. The death teaches that death is part of the videogame.

Consistent Rules

If the player understands the rules, they can reason from them. Consistent rules reduce hand-holding needs.

Baba Is You: Rules are explicitly stated on screen. Everything follows from them.

Techniques

Environmental Cues

Use space, light, color, and objects to suggest correct action. (See: Spatial Communication)

Gated Learning

Put a skill-gate where the player can't proceed until they've demonstrated understanding.

Observational Learning

Show NPCs or enemies doing the thing before the player must do it.

Safe Experimentation Zones

Spaces where the player can try things without consequence.

Just-in-Time Information

Provide information at the moment of need, not before.

Optional Hints

Hints that the player can access if stuck, but aren't forced on them. Preserves player agency.

The Tooltip Problem

Tooltips, button prompts, and tutorial pop-ups work - but at a cost:

Pro Con
Clear, unambiguous Breaks immersion
Accessible Can feel patronizing
Localization-friendly Clutters screen
Doesn't require level design for teaching Doesn't use level design for teaching

The best videogames minimize explicit instruction. But when necessary, make it:

  • Skippable for experienced players
  • Contextual (appears when relevant)
  • Brief (don't overexplain)
  • Diegetic if possible (character speech, in-world signs)

Onboarding vs. Ongoing Teaching

Onboarding: Teaching new players the basics. First hour. Can be more explicit.

Ongoing: Teaching new systems mid-game. Should feel like discovery.

The tolerance for hand-holding decreases as the videogame progresses. Early prompts are expected; mid-game prompts are intrusive.

Reading Player Skill

Videogames can adapt guidance to player skill:

  • Death count: Many deaths = add hints
  • Time stuck: Long time in one area = offer help
  • Explicit setting: "Show hints" option in menu
  • Behavioral analysis: Player isn't using a mechanic = prompt about it

Resident Evil 4 adjusts difficulty based on performance, invisibly. Celeste offers explicit assist mode. Both respect the player.

See Also

Glossary Connections