Nosfore, in that specific instance of the chaingun, it helps by preventing "Hey, I just killed a dretch, how come I can't buy a chaingun, like I saw in the tutorial?" In general, keeping the tutorials close to the game where possible will prevent people inferring erroneous things from them.
Also, on keeping the demos as short as 30 seconds, I am of the opinion that the more we can cram into each demo the better. Consider that you have to load up a map to see a demo, would you rather load 10 maps to watch a series of 30 second shorts, or watch a single 5 minute crash-course jam packed with info?
That was some of the reasoning behind the original script - it layered the game fundamentals with weapon and class fundamentals while not straying too far from a real game scenario, the builder switched to blaster while the armory built, the rifle guy saved him from a dretch, then used the armory, this is stuff that happens all the time, and it was a nice example of effective teamwork, which is something the tutorials really need to reinforce.
I can't complain, it was left unfinished so it's little suprise it was alterred, I guess I just would have preferred to see it expanded upon, rather than being changed into something less informative for reasons I don't understand. Maybe I shouldn't have posted a script until at least the whole scene was set out, but of course, I was too keen to get the ball rolling.
This all does point out one important issue, which is that maybe we should set down what each 'episode' deals with, for all episodes, before we start writing any of them, otherwise we'll be working with different goals.
Anyway, I'll go now and have another read through where it's at so far...