Much has been made of the quality of published introductory adventure products, but realistically, if people are learning to play the game in *any* prepackaged format, regardless of how well it's written, that's a problem in and of itself.
D&D isn't about playing someone else's game. There's a niche for people who need this kind of stuff, but beginners are better served by learning how to use D&D for what it is: a creative medium.
Well, that's also true.
It is important for people accessing D&D to early on learn how to create with it as well as use other's premade creations. Most of the "best" D&D is best because it is tailored to the desires of the group, and perhaps also their characters.
However, my point about a fantastic original adventure is to be an example of "this is how this game/system really works well!". It'd not just be for people learning RPGS or D&D for the first time,
but the edition for the first time.
Here I'll share the example of my group's start with 4e. My friends and I all bought the phb and one of us got the DMG. We read through em. (We're all players going back at least to 2e/AD&D...some further). Clearly they had made some significant changes and we wanted to see them in play.
We had two choices. 1. The DM use the creative medium (one that he had never used before) to create his own adventure. 2. Play the introductory flagship adventure (the only adventure released) Keep on the Shadowfell. Since the DM was learning alongside us...we went with the latter.
What we got was combat after combat, kobold ambush after kobold ambush. Then several fights with goblins. Not much was developed in the nearby town (KotSF has been improved, released for free, and hacked by numerous people since then...and it CAN be a good and fun module with lots of roleplaying, less repetitiveness, and an immersive town).
From our experience we were left with several of the following (negative and untrue) thoughts about 4e. It's all about combat. (That's what the adventure focused on). They haven't put any emphasis on roleplaying (because the adventure didn't).
In the end, we were wrongly colored against the edition with the assumption that crappy adventure = crappy edition (because THAT is how they think it plays?) I'll note that the DMG for 4e advises against MANY of the elements/styles they used in KotSF.
I think it's important to remember that some people (people like my group who pay attention to behind the scenes stuff, messageboards, news) view the first adventure as an actual effort to show us the new system (whether WotC intends that or not).
Going in, I expected that the adventure would show off all the nifty new components of their edition, show off what they were proud of, and give us an idea of how they thought their new edition should work (as a whole, not just the combat parts they were proud of...all of it). Maybe that was a mistake on my part...but even if that's not what they did, it's what they should have done.