I'm creating a game and I got to thinking about the tutorial today. What bugs me about most tutorials I see today is that they almost seem to try to convince you that you are playing the game while you just watch the game being played for you. (I cite a lot of browser-RTS games on this, but I will also call out warcraft3 and spellforce - while those are old, the tutorial offers very little interactivity beyond what you are told to do, thus not really any gameplay taking place, imo. More recent examples would be most of the 'Clash' genre.) I really dislike this and I'd prefer not to even waste time trying to program something I can't stand, so I've come with an alternative idea:
I'd rather have no interactive tutorial, but organize information about the game very well within the manual, as well as have a 'Tutorial' map that only provides an outline of how to do everything with very specific instructions and pictures. The goal will be to allow the player to experiment on the tutorial map without the pressures that the normal game mode provides. (Ex: Food is a limited resource normally, on this map it is infinite.) However, this map will not allow the player to access all the materials that can be used to craft items or introduce very many enemies to the player.
I plan to make a virtual manual that is accessible from a button on the main UI. Not from a 'Menu->Help->Manual' type selection, but just a normal help button that brings up the manual. I also plan for the manual to allow the player to bookmark pages that they find helpful or might want to return to.
The whole idea behind all of this is to allow the player to chose whether they want to follow step-by-step instructions or whether they want to experiment on the tutorial map or just jump right into the game and figure it out as they go along.
My question is: Does this approach sound like a good idea?