@nprofile1q... you could always do both? That's what I plan to do in my game, and that's what other games do as well.
For example, in Prison Architect if you follow the campaign, you basically have to do certain things (e.g. build an execution room, add capacitors to the generator), but then they let you keep doing stuff on the map, you can always feel free to stop and move to the next mission.
You first teach the player the basics, show them how some stuff is done, then start letting them explore bit by bit, I think that's more intuitive than games that just force you to do a tutorial in an exact way, which makes you think that this game doesn't really have a lot of leeway in how you can complete certain tasks, but you're also not just handing the player a tome (e.g an instruction manual/guide) and let them wander off directionless, not knowing what to do and where to start from.