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[Case Study] Analyzing FTUE in RPG Game A and Key Insights for Story-Driven RPG Design

In the mobile gaming market, the First-Time User Experience (FTUE) is a critical factor that determines player acquisition and early churn. This case study draws on the actual FTUE research conducted on RPG Game A, offering key UX insights for developers working on story-driven mobile RPGs.


🎯 Why FTUE Matters

  • The first 30 minutes can make or break a game: This is when players decide whether to continue playing.

  • Tutorial design directly affects immersion: It must be helpful, but not disruptive.


🔍 Step 1: Key FTUE Findings from RPG Game A

1. Lack of Tutorials and Guidance → Confusion for Beginners

  • Insufficient explanations for basic actions (e.g., breaking rocks, deactivating traps)

  • Lack of clarity on quest objectives and how to proceed

2. No Skip or Speed-Up Options → Frustration for Experienced Players

  • While the story is rich, players cannot skip or fast-forward, disrupting immersion

3. Poorly Explained Equipment/Upgrade Systems

  • Confusing equipment restrictions tied to specific characters with no clear guidance

4. Positives Noted by Players

  • Fun exploration with puzzles and gimmicks

  • Generous rewards without requiring payments

  • High-quality visuals and immersive music


Game Test Environment
Game Test Environment
🎤 User comments: “It has freedom, but there’s a steep learning curve.” / “If you don’t understand something, you can get stuck.”

🔁 Step 2: Comparison with FTUE Best Practices

Key Element

FTUE Best Practice

RPG Game A

Gap & Insight

Tutorial Structure

Seamlessly integrated into gameplay

Separate tutorial

Reduces immersion; should be more natural

Learning Through Understanding

Repetitive, action-based learning

Lacks repetition or reinforcement

Focused on info, not comprehension

User Type Flexibility

Offers skip, summary, or repeat options

No skip/speed options

Leads to fatigue for experienced players

UI Focus Guidance

Uses highlights/minimaps to guide

Unclear objectives/UI hierarchy

Needs better visual hierarchy and attention cues

Early Engagement Hooks

Core fun shown in first 30 min

Puzzles/rewards exist but hard to reach

UX optimization needed to reach core fun faster

⚙️ Step 3: FTUE Design Suggestions for Story-Driven Mobile RPGs

✅ 1. Learn Through Story Progression

  • Integrate basic controls, puzzles, and equipment into the first story chapter

  • Let players learn during actual combat (e.g., introduce dodging or weapon switching in a boss fight)

✅ 2. Lightweight, Repeatable Practice Moments

  • Introduce an action and reinforce it through multiple in-game scenarios (e.g., break rocks 2–3 times across early quests)

✅ 3. Support for Skipping & Recalling Tips

  • Offer players a choice: “Quick Start” vs “Detailed Guide,” with optional tip reminders anytime during play

✅ 4. Immersive and Minimal UI Design

  • Use highlights or story-triggered prompts (e.g., object glows during dialogue)

  • Avoid excessive pop-ups and intrusive UI elements

✅ 5. Combine Story + Action + Reward in 30 Minutes

  • Provide tension-filled story arcs leading to boss battles + meaningful upgrade rewards

  • Link player choices to story direction or character progression


🧭 Conclusion: The Goal is Understanding Through Immersion

RPG Game A earned praise for storytelling and content, but from an FTUE perspective, it showed clear issues such as lack of guidance, delayed feedback, and limited learning structure.

For story-driven RPGs, it is essential to blur the lines between tutorial and narrative. Players should feel they’re discovering and learning naturally as they progress.

Game developers can use this case as a reminder: FTUE isn’t just about delivering information—it's about providing a starting point for immersive, self-directed learning.



Face Cam for Eyetracking
Face Cam for Eyetracking


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