>>718726025
It's what the Yellow Paint syndrome is for as well. Every phone game is made with a tutorial that literally forces you to press the correct menu buttons and freezes everything else on the screen, just to prevent the "kid" from feeling confused by all the things you can click on.
But anyone with a teensy bit of experience with phones are put off by the fact that the app goes on lockdown to force you to press where it tells you to press.
That same design philosophy is wrongfully being put into video games, especially japanese ones. They're starting to over-instruct the player because they have to live up to a broken standard of the phone market, because they're afraid that the "dedicated experience" on a console is way too advanced for a tech illiterate child.

It's kinda crazy. When I was a kid I was opening installation wizards on software that looked interesting on Windows 98 and Windows XP. I was browsing AerisDies for some early encounters with lewds, and I was playing one flash game after the other.
And by comparison I have to admit, games back then seemed "simpler" than the rest of the things you did on a computer, but it was all fancy and interesting, because computers in themselves were still cutting edge.

Now the "cutting edge" is an oversimplified phone experience and social media. So games by contrast look weirdly obtuse in that spoonfed world. It's a bit like launching Sid Meyer's Alpha Centauri after I bought it on GOG and going "Holy shit, they developed a fucking OS inside their game" and feeling overwhelmed by the options you're given. It's an RTS but hot dang, that's a lot of things to operate for a video game at first glance. That makes me feel like a retard.

And that's probably how alphas feel when they're going from playing Uma Musume on their phone to playing anything with 3D control and "intuitive level design" on another console.