CASE 01 Data Analysis

Changing the tutorial type lifted 5-minute retention

+28% 5-min retention
ZehnStudio26 — Case Study

On an action-puzzle title (codename: Project A), we rebuilt the original "step-by-step" tutorial into a "concept-first" one. The share of new players still in-game after 5 minutes moved from 24.5% → 31.3% (+28%), and average session length from 5.0 min → 7.5 min (+50%). A tutorial isn't just about "teaching the controls in order" — the right type varies by game.

Metrics at a glance

Metric Before After
5-minute retention (new first session) 24.5% 31.3% (+28%)
3-minute retention 34.4% 42.0% (+22%)
1-minute retention 70.0% 73.0% (+4%)
Average session length 5.0 min 7.5 min (+50%)
Key takeaways
  • Project A launched with a step-by-step tutorial (steps 1, 2, 3 teaching the controls in order).
  • For games with a novel core loop and no genre conventions, "what is this game?" must land before "how do you control it?" — otherwise the drop-off doesn't stop.
  • After switching to a concept-first tutorial, 5-minute retention rose +28% and average session length rose +50%.
  • There are five tutorial types — procedural, conceptual, contextual, environmental, and remedial. Choose by the game's nature, not by reflex.

Cast

Mallow
SENIOR CONSULTANT · 13Y

Senior consultant at ZehnStudio26. Around since the early Roblox days. Reads the story behind the data well.

Marsh
ROBLOX BEGINNER · READER STAND-IN

A marketer at a brand company. Has only recently started paying attention to Roblox. Asks "what does that mean?" every time jargon shows up — the reader's voice.

Marsh
By "tutorial" you mean the thing that goes "Step 1: press the button → Step 2: walk forward"? Are there really that many types?
Mallow
That's the "procedural" type — WASD to move, click to attack, walked through in order. Strong form on its own. But it only works when the player already knows what kind of game it is.
Marsh
Don't they figure out what the game is the moment they walk in?
Mallow
For an established genre, yes. Obbies and tycoons — players already know "dodge obstacles to the goal" or "build machines to earn." Procedural is enough. But Project A had a novel core loop. No genre convention to lean on.
Mallow
So you end up with control instructions streaming at the player without them knowing what the game is. Like a cookbook that lists "heat oil in a pan, chop the onions…" without telling you what you're making.
Mallow
Which is what Project A was actually doing. The data showed 5-minute retention for new players at 24.5%. Out of every four players who arrived, only one was still around at the 5-minute mark. 30% were gone by the 1-minute mark.
Marsh
So what did you change?
Mallow
We rebuilt it concept-first. The first 30–60 seconds now answer: "What is this game? What's the goal? What does winning look like?" Control instructions got moved into small, just-in-time hints after the player understood the loop.
Mallow
5-minute retention moved from 24.5% to 31.3% — +28%. Average session moved from 5.0 to 7.5 minutes — +50%. The tutorial content barely changed. What changed was the type, not the sequence.

Why “changing the type” alone moved early drop-off

Adding a tutorial reflexively can backfire

“Adding a tutorial is the kind thing to do” — broadly correct in game development. But Project A surfaced a slightly different lesson. The wrong type of tutorial increases drop-off rather than reducing it. A procedural walk-through of controls is supposed to help. In a game with a novel core loop, that same form creates a state where instructions stream in without the player understanding what the game is — and accelerates drop-off.

What was happening in Project A

At launch, Project A used a textbook procedural tutorial. Step 1: move. Step 2: pick up the item. Step 3: head for the goal.

The data showed 5-minute retention at 24.5%. About 13% gone by 30 seconds, ~30% by 1 minute, ~65% by 3 minutes. Most of the drop-off was happening between minute 1 and minute 3 — a textbook “early drop-off” curve.

Why procedural didn’t work

For genres with established conventions — obbies, tycoons, shooters — the player already brings in the core goal: “dodge to the goal,” “build to earn,” “shoot the other player.” Procedural is the right format for “I know what I want to do, just tell me the controls.”

Project A was a novel-core-loop title. No genre convention. The player was being shown control steps before they had any framing for what the game was — back to the cookbook with no dish name.

Rebuilding it concept-first

So we rebuilt the tutorial’s structure itself. The first 30–60 seconds were dedicated to making the concept explicit: this is the game, this is the goal, this is what winning looks like. Control instructions were reordered into small, just-in-time hints surfaced after the player had the core loop in their head.

Outcome: 5-minute retention moved 24.5% → 31.3% (+28%), average session moved 5.0 → 7.5 minutes (+50%). The biggest gain came after the 1-minute mark — 3-minute retention rose +22% as well. The most plausible read: players now had a frame for “what am I doing here?” early, so the first few minutes became easier to tolerate.

Three lessons portable to other titles

1. First, judge whether the genre has conventions. If it does (obby, tycoon, shooter), procedural will work fine. If it’s a novel core loop, lead with conceptual.

2. Validate, on real hardware, that “what is this game?” lands within the first 30–60 seconds. Devs default to “obviously they know” and miss this. Hand the build to first-time players and check whether they can verbally describe the game after the first minute.

3. Read improvement on two axes — 5-minute retention and average session length. If both move in the same direction, it’s a content-side improvement. If only one moves, external factors (ad-traffic quality, for example) might be doing the work.

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