I can't comment on this article for some reason:
http://www.lar.net/2014/03/07/educating-players/This is really a tough question and it may take some time for them to add a tutorial as this game is very technical (for new users who haven't played this kind of game). I also can agree with one of them says in the article say "he wouldn't have tried half the stuff I showed him because he would’ve assumed that we didn’t support it".
One reason might be the crafting system as the game did not introduce how crafting works. Also inventory is full of stuff that I really don't want to go through and dragging to other items. I also realize that most of your interviews, you haven't shown is crafting as the game doesn't seem to have one.
The other reason might be the talent system which we know that the talent system is being worked on which most of us are very happy, also the way of the classes ability's need to be worked on like adding nice ability's for each classes (Stabbey made a good thread about that).
Though I have a suggestion to make players understand the game and more efficiently without making a tutorial if you make all the things that the palyer needs to know about. I know plenty of games that doesn't require any tutorial because they know how to start the game by introducing the player or things that make it noticeable for the player to do.
What is the game core of the game?
- Equipping (add a highlight system where the item can be placed)
- Looting (Highlighting might also need to be added)
- Crafting (really need its own crafting UI with all the ingredients you have collected and an slot for you to combine with)
- Spell books (double click on books will might need to be changed)
- Combat (First combat with crabs can be added as an tutorial)
Lets start from the beginning of the game:What we do first?
We walk around and loot many of shells, how players can know that they are lootable? (By hovering on them but would they know? it's hard to explain). Maybe when they done talking there should a mention about the shells to pick them up or something that will notice the player to pick up (A pop up is really good to use ALT but it still doesn't show the shell highlighted)
Headed to the "flying dead man" the player will know how to loot. How can they read the journal from the inventory or know what they have just picked up? (Yes there is an pop up of how to open the inventory screen but we
need the player to be
noticed what they have picked up)
Maybe a highlight sign on the player character face inventory button of the new items you have just picked up (It won't highlight again if you picked up the same item before). Also an highlight of the item on the inventory screen that your mouse did not hover on (clicked on) or an notice on the journal that you haven't read this.
What also might be interesting is special quest items that you have picked up that need to be read, it will show you a different highlighted colour or this sign "!" on the inventory screen or on the face profile inventory.
Now why not add a lootable unique chest (noticable for player) near or close to the "flying dead man" or somewhere in the beginning of the game for your character to say "Hey look a chest? wonder whats inside...". Inside the chest there will be some ingredients for the character to craft, just a simple one. The game should have a new icon for crafting next to the inventory button on the bottom of the characters face profile (it should open up the crafting UI inventory) and it also can be highlighted when looting new items.
Than it will show you the tutorial of how to craft. This suggestion will defiantly make the game more noticeable of how crafting and the inventory system works that must be used during the game.
I'm gonna stop from there as my head is mind blown lol but these are the simple things that will make new players really understand the mechanics of the game without making a tutorial or just showing the tutorial in beginning of the game.