The one playtester who mentioned he was annoyed said he liked the writing and thought it was clever, but he was annoyed because he was eager to get through the text and learn the battle mechanics. He was about four windows of dialogue away from doing so. This tells me that I need to make my opening dialogue more concise. But do I need to make it four button presses more concise, 12 lines more concise, or 80 words more concise? That's sort of the question I'm asking.
Well I found your problem. Why is your game even opening with dialogue? Diving right into a conversation before establishing the scene and characters is a cardinal sin of writing.
If your playtester was annoyed because he wanted to learn the battle mechanics, then I'm guessing there was an expectation that he was supposed to be fighting soon. If your dialogue suggested that you were about to fight and then just kept going that would be a massive breach of player trust. Just imagine if in a
Pokemon game you pick your starter, get into a fight, and then Professor Oak interrupts to give a huge tutorial on the battle system including going through all of the types and stats. Anyone who played Pokemon Red & Blue will remember the frustration of going to Veridian City and having to deliver Oak's package before you could get your Poke'balls and actually start playing. And the most hated NPC in the game, that jerk that blocks the road and forces you into a slow tutorial on how to catch Pokemon. Even in the remakes that make it optional he is still an aggravating speed bump.
Let's look at some other game openings:
Final Fantasy III: Your party of 4 nondescript orphans wake up in a cave and fight their way out of a tutorial dungeon to kick-start the plot.
Final Fantasy VII: Cloud and co. jump out of a train and Cloud immediately has to fight some guards and only after that do we get the exposition on where we are and why we are here.
Chrono Trigger: Chrono wakes up and goes to the Millennial Fair. No fighting for a while, but no expectation of fighting yet and lots of activities to do.
Elder Scrolls III: Morrowind: Your player character gets off a boat and goes through a relatively short and immersive character creation process and is then immediately set loose into the world.
Elder Scrolls IV: Oblivion: Your player character goes through a short scene in a cell then follows the Emperor's crew into a tutorial dungeon with a bunch of assassins.
Elder Scrolls V: Skyrim: Your player character starts out with their hands bound in a slow-moving cart, then sits through a long opening execution sequence, then navigates their way through the burning village with their hands still bound, then runs into a tutorial dungeon, then finally gets freed after another short scene, and then finally has to go through said tutorial dungeon before they can finally do things.
The fact that several of these openings are beloved, classic sequences while one of the most popular
Skyrim mods of all time is a mod to replace the opening scene entirely should say a lot.