Hi kolofsson,
One thing to keep in mind, my tutorial is just one way of doing things and in many cases I absolutely overkill and that is on purpose. There is nothing wrong with writing your code along the style of the SFML examples, doing things in that manner is much easier to get your head around.
The problem is the examples are just that, examples. They are meant to showcase how something works, not how to actually create a full game. What you will find is once you start adding complexity to your game things are going to start turning into a mess really fast. There aren't too many tutorials out there on actually laying out a game, so when I see beginners code it's often all in a single file with hundreds or thousands of lines of code all often in a single function. Then again, this is a perfectly valid way to start.
This is what my tutorial is attempting to address. There is a very good reason why there aren't many such tutorials and first off is they take a hell of a lot of space and time, look how long it is already and it's not even a functional game yet. There often isn't space within a book, or in the case of SFML, it's well outside the scope of what should be documented. Again though, I am just showing one possible way of doing things and I am (hopefully) doing it in such a way that people walk away with a better concept of how to lay out a game and how OO programming works. I am also over doing things, so although this is a simple pong game, you cant take the knowledge and some of the classes and apply them to any kind of game you wish to create.
However, there is nothing to say you need to make your game object oriented. A great many games aren't programmed using objects, take a look sometime at the Doom/Quake source code that John Carmack released for an alternative approach. It is simply one way to approach the problem of code complexity and there is no single "right" way.
All that said, judging by the comment "Public/ protected/ private/ virtual/ constructor/ destructor/ static class, put a tilde here, an asterisk there and a colon" C++ is probably not the language for you, as these things are the bread and butter of C++ programming. Compared to many other procedural programming langauges ( C#, Java, Python, Lua, Ruby, etc ) C++ has a downright byzantine syntax.
In all honesty, I don't really recommend C++ as a starter language, especially if you are approaching it from a hobbyist perspective. If you are willing to do yet more reading
this is my advice for beginning developers that want to get into game programming. It is a very long read and I tried to keep bias to a minimum, but a number of new game developers have told me they found it extremely useful, hopefully you will too. At the very least when you are done reading you should be a little bit more knowledgeable!
If you are doing this as a hobby, it is something you should have fun doing!
One other thing though, what looks like a foreign language will in time become natural. In some cases it is simply a matter of time and effort and what initially makes your head want to explode will eventually become second nature to you. We all go through it to a certain degree. I do however find many languages are much more intuitive than C++, which should make your learning process much cleaner.
Fortunately, SFML has bindings for just about every programming language you might consider working with. It is a clean, well designed and mostly intuitive library which is very good for a beginner. Therefore whatever language you go with, SFML is a very good choice to stick with.