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Videogame tutorials also used to mostly suck. But in the last two decades they recognized the issues, and there's a lot of knowledge sharing in the industry

If you want to learn how to better teach new users about your product, GDC talks about video game tutorials are one of the best resource you can find

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Just watched someone play Half-Life (the original). Its tutorial is better than a lot of tutorials today.
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> * Videogames (i.e. the tutorial). For very similar reasons to the above ;)

Oftentimes it's less jarring to have an invisible tutorial though (a level made to exploit the new gameplay element / feature). But it depends on what you want the user to learn and the type of videogame; I don't mind a guided tour in more strategic games (RTS, turn by turn RPG, ...).

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So the types of programs you usually bring time to exploratively use anyways.
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