The games that overperform are the ones with a Just Right first hour.
Too much complexity thrown at the player feels like an overwhelming onslaught.
Too much heavy-handed hand-holding feels like an overbearing school, a chore.
A ramp that feels just right is engaging and keeps you staying with it.
Difficulty that scales right at the limit of your availability.
Hand-holding that is invisible.
Surfing the player's flow state.
Product development for new kinds of products is more like a game onboarding than we typically think.
Ben Follington has an excellent new essay hitting on similar themes but with significantly more depth and nuance.