I have a negative personal opinion about sierra GUI, if that matters
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Same here. But considering the Sierra GUI is currently the "default" GUI with a bunch of hardcoded functions to support it, it only makes sense to use it for the demo game.
If that changes though, then obviously there will be a long debate as to which interface would be best suited for the job.
I hadn't thought of it from that perspective, and I think you're right. A short "Example" game might be better than extensive tutorial games for a variety of reasons.
I remember after going through the tutorials, I learnt most of the basics of AGS from a one room example in an old SCUMM interface template (not related to the current one we all use).
Back then I had no idea the demo game existed. And when I finally did learn about the demo game, I already knew a lot. It still taught me a few things though.
I definitely agree that the demo game is outdated. And personally, I think it needs to be replaced with something smaller and simpler.
It doesn't need a framing device saying that in this room you will learn how to use inventory items or whatever, at least not ingame.
But in the name of the rooms, and the comments of the code, it could be clearly apparent what each room is teaching you. While ingame, it could just seem like a playable short simple game.
What I'm trying to say is. In the game, have it appear to be a normal game. In the editor though, make is obvious that it's a tutorial using the game as a framing device. This might make some rooms seem rather bare or simple ingame, but it should still be playable.
At least that's my two cents on the subject.