The funny part here is that a lot of games today go overboard with too many tutorials or a long, overly boring tutorial / introduction section. Some developers and publishers are more guilty of this than others. Ironically, one of the most guilty are the people who helped pioneer interactive instruction on game consoles: Nintendo
Way back when, games like Super Mario World and Yoshi's Island had limited, interactive tutorial boxes that the player could trigger and this would dole out information as the game progressed to steer them in the right direction.
These days, Nintendo's tutorial sections in some games are outrageous. For example, someone once calculated how long it took to get to "the fun part" in the Legend of Zelda series:
In Zelda 1, on the NES, it was something like 5 seconds until you walked into a cave and got a sword.
In Link to the Past, on the SNES, it was about 30 seconds if you went straight to the castle and found your dying father.
In Ocarina of Time, Wind Waker, and Twilight Princess, on N64, Gamecube, and Wii respectively, it takes up to /five hours/ until you get the "real" sword. You didn't get the "real" sword in Link the Past immediately either, but you /were/ immediately doing exciting, epic things, like rescuing the princess. In the later games, it's not until the game "officially" begins hours later, that you are allowed into the so-called "epic" part of the game, for the most part.
Plus, the newer games in the series have some unbearably slow tutorial sequences - when I replayed Ocarina of Time today, I hated the opening, being forced to fool around in the forest for little reason and go on mindnumbingly stupid fetch quests to get basic gear.
Compared to that, I'll take stuff like Infamous that cuts the player loose a little early.