This depends on how one interprets "getting started", and there are two main classes of "getting started" questions I see as relevant here.
The first class includes questions along the lines of "which language should I choose", or "how do I set up my development environment", or the ever-dreaded "should I choose OpenGL or D3D" (I feel dirty even mentioning it). These are the kind of questions we should be clamping down on - hard. They're too subjective, too open to extended discussion, could be addressed by R-ing TFM, generate a poor signal-to-noise ratio and degrade the overall value of the site.
The second class may include a hypothetical "I'm getting started with
<X> and have run into
<insert specific problem here>". This has potential to be a good question and generate good and useful answers that may help others too (so long as it's not a one-liner with a code-dump, that is). This kind of question, when done well, is worthy of encouragement, and should not be clamped down on.
As it is, maybe the very term "getting started" is itself a mite ambiguous as it's open to interpretation either way? Maybe a reconsideration of the wording used might be in order?