Half-Life is the one I don't mind myself, having just bitched about this. A lot of the reason I like it though is because I like the narrative of the game, and I think it ties in with it all perfectly. I almost like it
more having played it over and over for the sole fact I know I'll be in every area shown, and this is what it all looked like before shit went wrong. It builds up the mundane of being a boring scientist, waiting for crap to be unlocked by the guard, waiting for an eye scan to get into a door, getting stuff from my locker, etc. The dichotomy of these simple tasks or events as it all gets flipped on its side, making you still feel like said boring scientist, only everything is fucked and said simple tasks are still there, just no longer as simple. That's what I like about the Half-life narrative so much: I'm always playing it, and I feel like my character is part of this environment. The tutorial is optional, and what little is shown is just a quick flashing text, not some bozo staring at me, waiting for me to perform a jump or swing my crowbar and then tell me good job. In short, I just think it
works, actually providing some context/flavor to a linear story.
Plus I just love disaster/survival scenarios

. There's always that good calm before the storm.
I think where this sort of thing especially fails is with the 'choose your own adventure' mentality of an open world. Especially when a 'main' quest of sorts is entirely optional, you shouldn't be forced into any
lengthy opening. Morrowind handles it really well. Who are you? Oh, okay. Get off this boat and go through this office. Ok, see ya later!