Some talking points we should cover during the tutorial podcast:
Using the tutorials outlined in as a basis
-No Tutorials (ranging from older games with simpler controls to modern games that present no context)
-Tutorial by Exposition (being told the controls in-game but not through the gameplay, such as a shot of the game controller in the options menu)
-The Tutorial Room (a special area seperate from the rest of the game, such as the one in Half-Life 1)
-The Contextual Lesson (learning new stuff only when it becomes relevant, such as picking up new items or collectibles in Zelda games)
-The Thematically Relevant Contextual Lesson (learning new stuff except its part of the game world instead of a textbox, such as the first level in recent Kirby games)
Other things to consider:
-Tutorials being integrated into the game (i.e. doing some errands)
-Tutorials being showcased to the player ("Watch me do it, then you try")
-Tutorials being optional (Do you want to learn this? >Yes >No)
-How detrimental are non-skippable tutorials to experienced players?
-Characters talking to you, the player, instead of the character (Press the Y button to do this)
Some ancillary material:
Polygon's where the writer feels a game's tutorial leaves a bad impression.
WatchMojo's . Now I've met my clickbait quota!
Gamasutra article on where a developer gives insight on the process of implenting a tutorial.
TVTropes page on that will suck up your time as you get lost reading the examples during the podcast.
Psychology of Video Games article about featuring a scientific example using children.