Growth & ASO2019
Lead with the fun
Most onboarding explains the game to players who haven't been allowed to enjoy it yet.
I do a lot of teardowns on games that underperform, and the same wound shows up again and again: a cold open of skippable cutscenes and explanation windows, icons that mean nothing yet, a player tapping through a tutorial for systems they can’t use — churning before the first real moment of play. Fun first. The map, the shop, the crafting tree can all wait until the player has felt why the game is worth understanding. You teach the rules of a game people already want to keep playing, not the other way round.
Takeaway
Drop players into the best part first; teach what makes it last only once they care. Every tutorial screen before the fun is a place to churn.