The worst thing a video game can do is give you a tutorial. It's domineering, boring, and patronizing.
The only thing worse is if it DOESN'T give you a tutorial. That would be incomprehensible, frustrating, and presumptuous.
as such, it's hard to tread the line when designing a tutorial... I don't want to insult my players' intelligence, but I also don't want to assume they'll immediately understand everything, either.
A good tutorial finds a way to make the process entertaining in its own way. Introduce the lore or make up visual humor. Thats the two examples I got.
It's also not insulting their intellegence if they don't have a big ego. I'm sure most players understand it's a necessary evil.
if your game's inputs & mechanics are simple enough, you can sometimes get by on pictograms alone, or perhaps a few sentences in the background.
..But I don't think it's a sin to design games that require more complex explanation. That's just a different kind of game.
Perhaps tutorial with two optional exits? One at the start asking if they want a tutorial, and one after the short version asking if it made sense.
Caters for the confident, the polite/tyrekickers, and the people who do actually need it.
Nothing's worse than giving you a tutorial in hour 1 of some task you won't actually do in the game until hour 6 at which time you've 100% forgotten the tutorial, and usually there's no way to repeat it
I liked the tutorial in Call of Cthulhu: Dark Corners of the Earth, where it pretends to give you a tutorial, then your tutorial dude gets murdered out of nowhere and you are lost and alone while bullets fly
The best setup is when the game teaches you without an explicit tutorial. Nintendo games are often pretty good at this, the level design itself in a Mario or Zelda game is a cleverly disguised tutorial.