Conversely, you'll see games like X3 where even a 500 page Prima Guide probably wouldn't cover everything, and yet the only thing the DVD retail version comes with is a little post card listing some of the default key binds. Gee thanks...
I am a little annoyed though, when a game makes you run through a mandatory tutorial section like in Far Cry 1 and Deus Ex: Human Revolution, showing you how to do basic things like walk, run, jump, and crouch that have been in every freaking modern FPS and have industry standard keybinds. I don't need a tutorial to figure out that "crouch" is probably performed by pressing the CTRL or C key.
For people attuned to gaming, it seems like an inconvenience to be put through the tutorial sections especially when they are part of a well played genre such as an fps.
As a developer however, you have to assume a condition for every scenerio, i.e. The end user of your product is not familiar with the game systems and / or the genre standards, because they do, and will exist.
The costs of producing manuals (physical product cost or simply time investment for digital alone) have seen them become less common since more often than not people don't even read them, not even to gleen the basics like controls. Now they've reached the point where manuals are "added value" and not "core information".
Forcing tutorial sections is therefore a good way (i hesitate to say best way) to garantuee that people can't complain about not knowing how to play the game properly since it accounts for people not reading the manual or doing the optional tutorial etc. (assuming it's a good tutorial of course) Plus the cost saved in potentially useless manuals far outweighs the inconvienience suffered by veterans to gaming
The best tutorials are ones that have managed to integrate these elements into the narrative. See the intro to Half Life 2: Episode 2.