Make the UI intuitive (as in, dont make every button an obscure symbol with no tooltip),
its pretty straight forward right now. combine "E" to use from skyrim with interaction menus for selected objects from The SIMs.
the UI is minimal, with "idiot lights" for hungry, thirsty, injured etc. under normal circumstances there's no UI whatsoever, not even cross hairs.
if you're thirsty, all you have to do is go up to some water - any water - anywhere - and hit "E" to select it. this gets you a menu of actions like drink, bathe, fill water skins, swim, gather reeds, etc. the whole game works that way. if you hit "E" with nothing in front of you, you get a menu of general actions that you can do anytime, anywhere, such as eat food you're carrying.
but one must remember this is a tutorial, not a game. exploration and discovery should not be a part of it. it should just tell you how to do stuff. not give you the opportunity to figure it out. that makes it a puzzle challenge, not a tutorial. sure it might be fun for some, but for others (like me) its would be "just frickin TELL me and GET ON WITH IT!"
while the design of the UI is very conducive to "figure it out" gameplay, "figure it out" should not be part of the tutorial. "figure it out" should be for those who want to just dive right in and figure it out. the tutor should be for folks who want to learn how to play with a minimum of time invested.
back in the day, all games were complex, and came with a multi-hundred page manual. game scope and depth - and thus value - was judged by how many pounds the docs weighed. its was common to spend a week learning how to play a game before you could even begin the first mission - at easiest difficulty level, and still die horribly many times. in Faclon 4.0 gold, it typically took a week to just learn how to take off and .land on easiest difficulty level without crashing. In the original version of the driver, the driving test mission that unlocks the main campaign took the typical player days to successfully complete ( i cheated and used my buddy's save game to get past).
now i find my patience for learning new games is much less. i want to play, not learn, and definitely not a a slower pace than i'm capable of. and don't waste my time telling me things twice.
i think a lot has to do with how many responsibilities one has. when you're young and have few responsibilities, games are a way to kill time. so spending an evening learning a game is not unreasonable. when you're older, with more responsibilities, and little or no time on your handd to kill, games are a way to take a break from the grind. you only get two hours, you don't want to spend it on the tutotrial, only to get half way through (for the third time) before you have to crash to get up for work.
so it would seem that
1. tutorials are necessary and proper for sufficiently complex games. i'll go with "extra credits" on that one.
2. tutorials that don't let the player learn at their own pace are bad.
3. "figure it out" is really gameplay, not instruction.
4. tutorials that don't let the player go back are bad.
5. tutorials that don't let the player skip ahead are bad.
6. fancy means of presenting info is window dressing - nice if you have the time - but its just fluff.
7. tutorials you can't turn off / quit / disable are bad.
8. long tutorials are bad? everyone is attention-deficit these days it seems. more likely the faster pace of life these days gives everyone less time and therefore less patience.
Another thing you should do, is write some checks that activate when the player isnt doing something right
i was thinking of having an "advisor" that would suggest what your next course of action should be. it would be separate from the tutorial, and could be turned on/off at any time.
for presentation, perhaps a flashback to something your grandmother or grandfather, or tribal elder said years ago..
It of course helps if the first game is in a scenario where everything is guaranteed to be somewhat easy
tell me about it! stone knives became cutting tools, which are not a weapon, so i had to add "make spear" to the end of the tutorial. i was testing it yesterday. the first thing is explore to find water. the map is hard coded, but the frequency of terrain is the same as the full game. so there's the same amount of water on average as in the full game. i just happened to walk all the way to the north edge of the map without finding any water. made me consider surrounding the player's map square with water, so they'd find water quickly no matter what. or maybe just start them next to water and forget about exploring. they can do that when they play for real.
Perhaps even throw in some 'cheats' like free resources to prevent failure when the player is still learning the basics
like instant free resurrection on death in the tutorial? or ALT-F12 for the playtest menu in the full version (restore all stats, kill all bad guys, etc)? or left click maps to travel cross country, right click to teleport instantly?. its got all that already.