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WHAT HAPPENED TO MANUALS?
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Reading the manual on the way home from the store was half the fun.
/me lived an hour away from the city as a kid
/me lived an hour away from the city as a kid
I usually just ignore the manual, except for a few rare exceptions *Yes, the Baldur's Gate II: Shadows of Amn manual is the god of manuals, and don't forget the first Magic: the Gathering game that came out. This came with full 4th edition rules on live play as well as how to play the game on the computer.
I still have that manual, even though my disk completely wore out *sniff*..."Rule 1: The card is always right. Rule 2: if there is a rule that disagrees with the card, see Rule 1."
Edit: Oh, almost forgot...the Knights of Legend manual rocked too. And Arthur: the Quest for Excalibur came with all kinds of goodies...even though it was a text adventure.
I still have that manual, even though my disk completely wore out *sniff*..."Rule 1: The card is always right. Rule 2: if there is a rule that disagrees with the card, see Rule 1."
Edit: Oh, almost forgot...the Knights of Legend manual rocked too. And Arthur: the Quest for Excalibur came with all kinds of goodies...even though it was a text adventure.
Back in the days, reading the manual was like foreplay. It got you in the mood for the "real thing".
author=Avee
Back in the days, reading the manual was like foreplay. It got you in the mood for the "real thing".
This is the best analogy I've heard in weeks. This is exactly what it was like.
I'm impartial to the Manuals vs Tutorials discussion. I think both have their place. But as a Graphic Designer I loooove manuals. I, too, often make an effort to get one when buying used games and whatnot, but a few times I've had to settle for a PDF copy and haaaate those, specially if they're formatted like Word documents and are not actual scans (WTH?)...
If I ever complete a game (unlikely) I'll make sure to make manual as well, for any romantics out there who'd like tohave buy a copy. xD
If I ever complete a game (unlikely) I'll make sure to make manual as well, for any romantics out there who'd like to
author=Isrieriauthor=AveeThis is the best analogy I've heard in weeks. This is exactly what it was like.
Back in the days, reading the manual was like foreplay. It got you in the mood for the "real thing".
Quotin' 'dis 'cuz it's true.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I seem to be in the minority here, but I'm pretty glad that we no longer use giant walls of noninteractive text with static images as the very first impression a player gets about our game. There are things that games used to do and don't any more that I think are tragic losses, but instruction manuals are not one of them.
I'm fine with losing manuals, too. They never supplied me with any necessary information to play the game (nor should they), and I only ever read them in the car heading back home or on the crapper.
author=alterego
I'm impartial to the Manuals vs Tutorials discussion. I think both have their place. But as a Graphic Designer I loooove manuals. I, too, often make an effort to get one when buying used games and whatnot, but a few times I've had to settle for a PDF copy and haaaate those, specially if they're formatted like Word documents and are not actual scans (WTH?)...
If I ever complete a game (unlikely) I'll make sure to make manual as well, for any romantics out there who'd like tohavebuy a copy. xD
This this this.
I want manuals in games since usually they have bonus art and some lore stuff they can't add into the game. I miss them ;~;
I have enjoyed some manuals in the past. Interplay's RPGs come to mind with their massive tomes of rules and sometimes very fun tidbits. However since I haven't bought a physical game in years I can't say I miss manuals. Since they are a pain to read when they come as a PDF or similar. They also tend to quickly get outdated when games are patched with mechanics fixes, new features and balance tweaks. (Unfortunately often the tutorials don't get updated either)
Physical bits overall were a nice little thing back when games weren't digital. (Maps, posters, in-game fiction, stickers) But there are other nice little bits we get these days instead (soundtracks, videos).
Also game interfaces have improved massively so that you don't need a piece of paper in front of you explaining what the different buttons in the GUI do (tooltips eh, what a great innovation that was! Too bad about touch interfaces)
Physical bits overall were a nice little thing back when games weren't digital. (Maps, posters, in-game fiction, stickers) But there are other nice little bits we get these days instead (soundtracks, videos).
Also game interfaces have improved massively so that you don't need a piece of paper in front of you explaining what the different buttons in the GUI do (tooltips eh, what a great innovation that was! Too bad about touch interfaces)
I always loved reading manuals as a way to get a feel for a game, to help get into the mindset of it before playing. I didn't tend to find the instruction very interesting, unless it was presented in a cool way (Like in Mario and Zelda manuals) or provided significant, in-depth strategic information.
In theory, I think in-game tutorials are excellent for instruction, because they let you learn while playing. With a manual, you have to delay playing, or stop and put down the game. This is inconvenient and not ideal from a design perspective. It also makes retention more difficult, because you don't necessarily have the right context to truly understand what you're being told. Learning while doing is much more effective than reading theory when you don't have the practical framework to work with.
Sadly, many tutorials are needlessly condescending, needlessly restrictive, or needlessly slow and intrusive - sometimes all three. I don't believe the existence of in-game tutorials is a problem, it's that they're often handled badly.
If you can manage to comprehensively teach the player what they need to know about your game in a fun and interesting way (either through direct instruction or by subtle guidance), without bogging down the pacing or locking out gameplay features, then they shouldn't miss the presence of a manual. Well, not for gameplay instruction, anyway.
In theory, I think in-game tutorials are excellent for instruction, because they let you learn while playing. With a manual, you have to delay playing, or stop and put down the game. This is inconvenient and not ideal from a design perspective. It also makes retention more difficult, because you don't necessarily have the right context to truly understand what you're being told. Learning while doing is much more effective than reading theory when you don't have the practical framework to work with.
Sadly, many tutorials are needlessly condescending, needlessly restrictive, or needlessly slow and intrusive - sometimes all three. I don't believe the existence of in-game tutorials is a problem, it's that they're often handled badly.
If you can manage to comprehensively teach the player what they need to know about your game in a fun and interesting way (either through direct instruction or by subtle guidance), without bogging down the pacing or locking out gameplay features, then they shouldn't miss the presence of a manual. Well, not for gameplay instruction, anyway.
The only times I actually did read manuals was when:
A) It was christmas and it would have been rude to leave the room and play a game I got rather than sitting around with the family, so I read the manual instead to increase the hype while sitting around with the family at the same time.
B) I could not figure out how to save in an RPG (this happens more often that you might think, Breath of Fire II being the first game I had to look it up).
C) 2-3 decades ago, Japanese games were still sold in local stores directly, so when I bought them, I always looked at the manual because I just thought Japanese is cool and stuff (note: I was a child).
A) It was christmas and it would have been rude to leave the room and play a game I got rather than sitting around with the family, so I read the manual instead to increase the hype while sitting around with the family at the same time.
B) I could not figure out how to save in an RPG (this happens more often that you might think, Breath of Fire II being the first game I had to look it up).
C) 2-3 decades ago, Japanese games were still sold in local stores directly, so when I bought them, I always looked at the manual because I just thought Japanese is cool and stuff (note: I was a child).
author=Housekeeping
I'm fine with losing manuals, too. They never supplied me with any necessary information to play the game (nor should they), and I only ever read them in the car heading back home or on the crapper.
I pretty much never did either. Every now and then there were unintuitive mechanics that I wouldn't figure out on my own, but if they were important enough that you couldn't get through the game without them, I'd notice something was missing and figure it out (with the exception of weapon affinities in Vagrant Story, which weren't explained in the manual anyway.) Manuals were always written more on an "if you've never played a video game and/or are an idiot and cannot figure out a thing for yourself" basis. But I still liked manuals for the tidbits of information listed in them. It gave me a taste of the creators' worldbuilding abilities and such before I actually started the game, and even if I'm totally the odd one out here, I actually cared about stuff like the heights and weights of the characters (anyone notice how in JRPGs you could be a solidly built muscular man at about 130 pounds?)
Haha, yeah, and the protagonist is always some scrappy 5'8 kid. Every manual made me feel like a hulking, fat American.
Someone earlier in the thread mentioned how they'd get pumped up by reading the manual on the drive home, which I'll admit I did, too. The playstation version of the Lunar games stick out in my memory for having some pretty cool manuals, along with a bunch of other bonus stuff that made the game feel special (though anyone who wore that pendant that came with one of them might as well have been wearing a sign that said "please punch here"). I think it's pretty clear, though, that games are moving towards digital-only, so losing manuals is almost an inevitability. Too, including the manual increases the cost of the game, anyway, and by the time you've bought the game, it's not like the manual will work as additional advertising. Chasing a nostalgic feeling isn't enough to stop the shift; manuals don't serve a practical purpose, so I wouldn't expect to see them other than the occasional .pdf. But, even then, people don't want a .pdf--they want the physical manual because of nostalgia and a sense of ownership. It's the same as vinyl records.
Someone earlier in the thread mentioned how they'd get pumped up by reading the manual on the drive home, which I'll admit I did, too. The playstation version of the Lunar games stick out in my memory for having some pretty cool manuals, along with a bunch of other bonus stuff that made the game feel special (though anyone who wore that pendant that came with one of them might as well have been wearing a sign that said "please punch here"). I think it's pretty clear, though, that games are moving towards digital-only, so losing manuals is almost an inevitability. Too, including the manual increases the cost of the game, anyway, and by the time you've bought the game, it's not like the manual will work as additional advertising. Chasing a nostalgic feeling isn't enough to stop the shift; manuals don't serve a practical purpose, so I wouldn't expect to see them other than the occasional .pdf. But, even then, people don't want a .pdf--they want the physical manual because of nostalgia and a sense of ownership. It's the same as vinyl records.
I've read manuals during installation. It just seems like the best time to do it. Obviously, install times vary, but, I've definitely been staring at install screens for games that don't have physical manuals, and thinking to myself, "Gee, I wish I had a manual to read to help pass the time."
That's just me, though.
That's just me, though.
author=Housekeeping
or on the crapper.
^^^^
Only reason I ever look at any manual for anything.
author=Housekeeping
Haha, yeah, and the protagonist is always some scrappy 5'8 kid.
Not even, usually. I'm a lean 5'8, and most of the protagonists make me feel like a musclebound bruiser in comparison.
I always read the manual on my way home after picking up a game. Not because I needed, too, but because it gave me something to do on the drive home to keep my excitement over the game.
Especially ones like Final Fantasy, Dragon Warrior, and Zelda, which were usually rich with background information. It made me even more excited to get home and slam that cartridge into the console.
Especially ones like Final Fantasy, Dragon Warrior, and Zelda, which were usually rich with background information. It made me even more excited to get home and slam that cartridge into the console.
When I was little and money was not a thing I ever had access too and games were only recieved as gifts, I would never read the manual. If I couldn't figure out how to play, I'd either give up and go back to it several months later, or I'd just try everything until something worked. After I started having money but still didn't have my own car, I would always hope for a manual in the box to read and look at (for console games). Portable games I would just shove into the system and play on the ride home.
As an adult, I really don't see as much need for manuals anymore, since most games now allow you to configure the controls yourself, so learning button arrangements and functions isn't necessary, and that cuts out three pages of the manual. Most game history and information is now presented in-game, since graphics and audio have improved to the point where cutscenes are pretty much required, so that's another several pages of manual gone.
The only remaining purpose for the manual is images, and a developer who truly cares about those things will include an art book, poster, figurine, etc. to the players. With RPGs, I still appreciate manuals, but if you need a manual to figure out Call of Duty: The Seventh Sequel, you should probably just stop playing.
EDIT: Somebody try calling the Nintendo Game Help Hotline and see if that still works. That used to be in the back of EVERY Nintendo manual.
As an adult, I really don't see as much need for manuals anymore, since most games now allow you to configure the controls yourself, so learning button arrangements and functions isn't necessary, and that cuts out three pages of the manual. Most game history and information is now presented in-game, since graphics and audio have improved to the point where cutscenes are pretty much required, so that's another several pages of manual gone.
The only remaining purpose for the manual is images, and a developer who truly cares about those things will include an art book, poster, figurine, etc. to the players. With RPGs, I still appreciate manuals, but if you need a manual to figure out Call of Duty: The Seventh Sequel, you should probably just stop playing.
EDIT: Somebody try calling the Nintendo Game Help Hotline and see if that still works. That used to be in the back of EVERY Nintendo manual.
I love a good game manual it gives you something to read on the drive home from the game store. Plus, it hypes you up to play it. Clearly, I'm not the only one to have fond memories like that.
And then there are those times when you're just laying in bed and you're like hey I never really looked at the manual to this game (or didn't finish looking at it) let me take a look at that for a minute. Enjoy the art and stuff.
author=Dyhalto
Reading the manual on the way home from the store was half the fun.
/me lived an hour away from the city as a kid
And then there are those times when you're just laying in bed and you're like hey I never really looked at the manual to this game (or didn't finish looking at it) let me take a look at that for a minute. Enjoy the art and stuff.
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