Children learn through play, which by it's core nature is subversive. In digital games we can enforce and feedback any arbitrary rules and do not require "conceptual rules" like don't step outside the white lines.
Have we started using tutorials as a crutch rather than keeping our mechanics consistent and self-explanatory?
Edited for clarity
So I was listening to Another Castle interview the extremly interesting Eric Zimmerman. They were talking about the subverssive nature of play when my brain started drifting to tutorials, thinking about Limbo. Then I realised that not once on Glo did we ask, do we need tutorials?
Now I know the indie and art games scene has been promoting this concept of subversive play for a long time but I ask you how many developers question the need for a tutorial?
Copied from Blog Post for explanation and context