Well, alright, fair points, but? the audience has evolved too. I mean, we know way more about games before they come out now than we did in previous generations; there's more mainstream advertising, more special interest sites like this one, previews, pre-release reviews, day 1 streaming 'lets plays' - if we're buying a game now, it's because we know what's in it and have some inkling that we will be 'on board' with it and like it. An audience of well informed, Internet cruising teens and adults with credit/debit cards in hand to pre-order is an audience that didn't really exist a decade + back.
Back in ye olden days the monthly (on paper, sent in the mail even) magazines with still shots and text descriptions were our preview/review sources, and they left a lot of guess work. Plenty of those who didn't have $$ to throw about without testing the waters went to the rental store for an introduction to most titles before we put them on our Christmas lists or went out and laid down our hard-earned cash at the game store counter - as the Internet was a place you bought things from only if you wanted to be robbed by Internet Pirates or whatever bogey man was out there in the WWW.interwebs world. So, getting us invested and hooked in was pretty important as an in-game function, front-loaded too, because those rentals were usually just for 1-3 days.
Also? tutorials become redundant when so many games have similar or the same controls. We know how to walk forward, look around, it doesn't take many tries to figure out where the menu button is, etc. It's just old hat for even a casual player, only the totally new will be lost without them, so pairing them down a bit makes some sense. Personally - I'd like at least some explanation of mechanics if they are special or complicated and I have no problem playing a long tutorial, but I see the logic behind reducing that if the controls are fairly close to what's become "standard."
Back in ye olden days the monthly (on paper, sent in the mail even) magazines with still shots and text descriptions were our preview/review sources, and they left a lot of guess work. Plenty of those who didn't have $$ to throw about without testing the waters went to the rental store for an introduction to most titles before we put them on our Christmas lists or went out and laid down our hard-earned cash at the game store counter - as the Internet was a place you bought things from only if you wanted to be robbed by Internet Pirates or whatever bogey man was out there in the WWW.interwebs world. So, getting us invested and hooked in was pretty important as an in-game function, front-loaded too, because those rentals were usually just for 1-3 days.
Also? tutorials become redundant when so many games have similar or the same controls. We know how to walk forward, look around, it doesn't take many tries to figure out where the menu button is, etc. It's just old hat for even a casual player, only the totally new will be lost without them, so pairing them down a bit makes some sense. Personally - I'd like at least some explanation of mechanics if they are special or complicated and I have no problem playing a long tutorial, but I see the logic behind reducing that if the controls are fairly close to what's become "standard."