For games with complexity, they can never long enough. But they bore people off the game, so for revenue, they can never be short enough. Having to do tutorial twice also is what stops people from replaying.
In a recent video, Tim Cain talks about attribute design and solving the issue that people have no idea what different attributes and more or less points in them means at the start.
Well, that's always going to be unsolvable in a world where nobody reads.
People like thick but not when it's a thick manual.
So let the game start such that stats are all base 1, but it's not a tutorial. Ten minutes. Just plenty of monsters that are level 1. However, minimal explanations or cinematics. Meet different characters with higher stats. Teach by doing.
Then and only then let players create their "starting" stats. For example, with trainers.
