Earlier quoted context omitted.
Are you seriously comparing NASA interfaces, which require months/years of training, to interfaces which are meant to be as intuitive and immediately-useful as possible?
It was a hyperbole, yes, but the general point stands - a proper tool will present all the things you need (or may need) to know in an organized fashion, to let you work efficiently. What we currently have in UX is a trend of making your work as inefficient as possible, by hiding everything behind interactions or removing it altogether, because... well, because what exactly? Does someone really believe that e.g. peop…
Please backtrack a minute: What we're trying to debunk is that "Whitespace is always bad". The rant you're going into, here, is that some tools are oversimplified or don't give you immediate access to functions you need. That's the tool not doing its job - it's bad UX. Nobody will argue against that.
It also has nothing to do with whitespace.
> Outside of gamedev, people seem to have forgotten the concept of introduction, tips and tutorials.
SMB 1-1 is often praised as having outstanding video game level design. One of the reasons is exactly because it doesn't use "tips and tutorials". It intuitively teaches you to run towards the right, to jump, how to kill enemies and discover secrets without ever popping a tooltip on the screen. Not that those are always bad, mind you, but intuitiveness is game design by excellence.