I enjoyed the point about tutorials. As far as tutorials go, it was maybe the best I've seen. At some point though, no matter if I know I can take 1 of 10 actions, I still have to make a decision and I had no idea which one to make or how to model my thinking to help me.
I think if you look at a comparison like Dota or League, whenever a new player is being given an explanation of the game, they are told to just "last-hit" the minions for gold. This is sort of mini-game within the game and allows players to feel like they are achieving something while also improving their skills. It creates simple gameplay in a complex game. Without simple actions or choices to improve at the game starts complex and remains that way throughout. This creates a high barrier to an intuitive understanding of the game, and I think intuitively people understand whether a game is fun or not.
I think if you look at a comparison like Dota or League, whenever a new player is being given an explanation of the game, they are told to just "last-hit" the minions for gold. This is sort of mini-game within the game and allows players to feel like they are achieving something while also improving their skills. It creates simple gameplay in a complex game. Without simple actions or choices to improve at the game starts complex and remains that way throughout. This creates a high barrier to an intuitive understanding of the game, and I think intuitively people understand whether a game is fun or not.