An analysis of unclear lessons in video games (2019)
arstechnica.com
arstechnica.com
Unfortunately game designers are often lazy, just printing some instructions on the screen instead of making the game in a way that the player will naturally learn these things.
Personally, I think it's the wrong answer to hold the hands of players even more than they do nowadays. It just waters down the experience, when there's zero skill required to beat a given game.
I agree if the hobby you're talking about is "beating games that are intentionally hard to learn", or "solving interface puzzles".
However I think only a minority of players are into that hobby; possibly the same people who used to enjoy old adventure games (see http://www.oldmanmurray.com/features/77.html ).
I am convinced that most people are interested in playing games in general, and even if they seek challenge, it's not necessary the challenge in understanding what the game even wants.
In a classical example, you can spend your whole life learning chess, but no one expects you to figure out how different pieces move by trial and error - it's explained prior to the game. It's not because chess game designers are lazy: it's because figuring out how pieces move wouldn't be a fun gameplay.
It just looks like a plausible bug in indexing.
https://www.chess.com/article/view/his-pawn-cheated-and-kill...
Games like DotA, LoL, Minecraft, Terraria are have a high cost to get started and the first hours, days or weeks can be frustrating.
Fortnite is also hard to get really good, but it also features luck. If you hide good, you can get a second place really quick and if you're really lucky, the last two players just kill each other simultanously.
Game Maker's toolkit made a video on it.
I looked through Game Maker's Toolkit's YT videos, but without knowing quite what I was looking for, I couldn't find it.
For those interested in game dev lessons, I wrote up some of the things I learned from making Flash games a decade ago: