Only in a video game are you expected to log a work day slogging through nonsense just to get to the good part.

—Mitch Krpata on the extreme handholding in Zelda Skyward Sword.

It’s an interesting quandary, tutorials. How do you introduce the great sea of mass market players to your game without horribly insulting — or worse, losing every veteran game player before they even reach level 1?

It’s a huge problem in a mobile space where you have mere minutes to prove your game is worth playing. How do navigate between assuming players know too little … and knowing too much?

What test can we easily conduct — in say a social game — to test whether a player is fluent in the language of games? How do we dynamically tune tutorial difficulty for, say, plowing a field or planting a crop?