w.r.t the "good part", there is a difference between games as toys and games as a story.
a lot of games today are "story games", even if there isn't a fixed story, there is some progression and different parts of the game open up at different times and result in different emergent gameplay. even something sandbox, toy-like like cities skyline and minecraft has a progression.
i am reminded of gta V, which i thought had a really good story, where the game jumps you into a bank heist in the first scene of the game, it was a huge scenario with lots of set pieces, a lot of mechanics are introduced right away, it's pretty intense, and thwarts the RPG baby-crab-killing trope, thank goodness.
games as toys, like pong i guess, where you begin the game immediately having access to every single feature of the game, still exist - apex legends, cs go, rocket league. but you still won't be able to jump into it at a decent competitive level right away. in most popular competitive FPS games, you will be rocked for a good first 20-50 hours of gameplay until you build understanding.
w.r.t to what nolan means when he has to go through an hour of things before he can start playing the real game, sadly that's a historical era. games today have so much more features, so much more complications, a mix of meta thinking, hand-eye coordination, and mechanical practice that it's hard to simply jump into a game and be comfortable right away. a lot of games today need some amount of practice, whether 10 minutes, 10 hours or 10 months.