Horizon Worlds

Onboarding and Player Retention

Horizon Creator Academy

Hands-On Challenge: Onboarding and Player Retention

Hands-On Challenge Overview

This challenge introduces you to onboarding players to your world. When a player enters a world for the first time, it can be very confusing and chaotic. This can be very frustrating and discouraging. An onboarding experience removes the player from all of that and eases them into the world at their own pace.
You’ll learn how to:
  • Create isolated areas for player on-boarding.
  • Leverage the environment and effects to guide players.
  • Create a textless tutorial.
Estimated Time: 30m

What You'll Need:

  • A world with a complete core gameplay loop.
  • Two good sound effects, a bad sound effect & a confetti visual effects.
  • One or more players that have never experienced your world before. (For testing)
  • Conversational NPC (Optional)

Challenge Steps:

1. Create an area for player onboarding
  • When a player enters your world for the first time. It can be very confusing with no direction. However, returning players will not need this experience again.
  • Pick an area that is isolated from the rest of the world that new players will spawn into.
    • Use a player persistent variable to track if players have completed the onboarding experience. If they have not, spawn them here. If they have, spawn them somewhere else.
    • This area should be small but have all the necessary objects and interactables required to complete the core gameplay loop once.
    • Use a mixture of camera, lighting, visual effects and LLM NPCs to introduce the player to the world.
      • You do not have to use all of these. These are just some tools that can be used to guide the player where you want them to go.
  • Now you should have an area for new players to be onboarded, move onto step 2
2. Introduce the core gameplay loop to the player
  • Using the isolated area, direct players to the first stage of the core loop.
    • Perhaps players need to use a tool. Inform the player of the tool and motivate them to want to use it with an NPC or direct the player to the tool using a combination of camera movement, lighting and visual effects.
  • Once this has been accomplished by the player, play a sound effect.
    • Use a good sound effect to let the player know they did something they were supposed to do.
    • If they try to interact with something that is not the tool, play a bad sound effect. This will inform them they are doing something wrong.
  • Next, direct the player in the same fashion to the actions they need to do with that tool. Again play the same sound effect once this has been accomplished.
    • Always use the same sound effects and guide effect (camera, lighting, NPC, etc.) to not confuse the player.
  • If there are other steps before the reward stage, introduce them in the same fashion as the previous steps.
  • The reward stage should be a big momentous occasion to make the player feel good about their hard work.
    • Play a confetti visual effect and a grander sound effect. This will help inform the player they have completed the whole loop and not just another step in that loop.
  • Now new players should be able to complete your worlds core gameplay loop, move onto step 3.
3. Allow the player to enter the main play area
  • At this point the player should know what to do and how to do it.
    • This is a great time for some QA. Bring in some players that have never experienced the game before and see if the onboarding process works.
  • Open the gate or teleport the player to the main play area with the rest of the world population.
  • If there are other systems that need to be introduced only do so when needed. We do not want to overload the players with too much too fast.
    • When they need to be introduced do it in a similar fashion to how the core loop was introduced using the same visuals and sounds. They are used to these being used as tutorials effects.
  • Now you should have a complete onboarding experience for new players!
4. Things to consider:
  • Consistency
    • Keep all tutorials structured the same way to avoid confusing players.
    • Use the same SFX and VFX throughout the entire tutorial sequence.
  • Text Usage
    • Avoid text whenever possible — most players won’t read long instructions.
    • If text is necessary, keep it extremely short and direct.
  • Player Direction
    • Lighting cues are weak in bright daytime worlds, so don’t rely on them.
    • Use alternative guidance methods such as:
      • Clear landmarks
      • Painted interaction markers (e.g., yellow or any consistent color)
    • If you use a color cue in the tutorial, use the same cue in the main world for continuity.

Level Up:

  • Players may leave and return weeks later. Give the players a way to experience on-boarding again. Either through a help/how to UI or allowing reentry to the isolated area again.
  • Re-Onboarding Button
    • Create a way for the player to re-onboard themselves. This can be a UI button or an interactable world. Either way it should bring them back to the onboarding process and reset only the on-boarding PPVs. They should still be able to keep any other progress made.
  • How To UI:
    • Alternatively if the onboarding process is short a simple UI with pictures that cover the Motivation, Action, and Reward of the core loop may suffice.

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