Catshade: tl;dr
I think a nice compromise is to make tutorial a separate 'game' from the main game (i.e. Baldur's Gate 2*, Final Fantasy Tactics), or to make tutorial sections within the main game skippable ('press Start to skip the tutorial'), or at least optional for the second playthrough.
*=There's still Irenicus Dungeon, though...
TheCheese33: I liked the way this guy suggested what a tutorial would be like for a zombie shooter. A character introduced early sends you on your way into the castle. You encounter your first zombie. Someone already acquainted with games like this just blasts the guy away and continues forward, but for the unaware, the zombie shambles closer until a message pops up explaining how to aim and shoot. If the player is shooting the body but not the head (a must for zombie death), the head is gradually displayed in a more obvious fashion, until finally the side character runs into the room and screams, "AIM FOR THE HEAD, YOU DOLT!"
This is the most effective way for a tutorial I have ever heard. Good on him for thinking of such a great example!
Can't say I read the article. I tried, but when half the thing seems to be about Japanese culture (can't blame them for catering to the target demographic of the site, but still...) I feel alienated, so maybe I missed this.
That works for incredibly simple things. Let's apply that logic to crafting, sniping, or anything more complex than "click the left mouse button to shoot".
Also, what about people who aren't used to shooters? They might not even know how to shoot, or they might miss the thing entirely.
Or, let's say you are the guy who actually needs help. You whine that you wasted all your ammo and wish some tutorial had helped you sooner.
Or, you are just someone who isn't good at aiming (there are lots of those people). You bitch because you get the "evil tutorial" even though you know how to play.
Honestly, from what little I have gleamed this article seems like just another whining article. Imagine if someone who hates flight sims tried to explain how to make DCS: Blackshark a better game. He might argue that it should be more streamlined and have much more arcadey physics. And he is probably right, most people would enjoy the game more if it were like that. But that isn't what the game is about. The game is about heavy-duty sim players.
Same thing here. The tutorials aren't meant for people who know how to play. They are meant for those who don't, or those who want to learn the controls without reading the manual (like me :p). Honestly, I rely upon tutorials these days, if only to figure out which control scheme a game uses. The melee key in FEAR (2), Call of Duty (4), and Republic Commando are not the same button. I can either randomly press buttons, or wait for the helpful pop-up.
Honestly, the best method I have seen has been the kind where you have that little checkbox that says "Stop showing tutorial pop-ups". But some people just get so offended the moment they think a game is babying them, so whatever :p