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INSTRUCTION MANUAL

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Craze
why would i heal when i could equip a morningstar
15170
Karsuman and I's game has a built-in help menu that explains stats, the three types of powers (skills), an overview of the main weapon and other equipment types, three esoteric and between-the-lines-style help topics about the game's story/setting, and credits.
yeah, definitely build it in. don't mollycoddle your players! instruct them as you go. I sure as hell don't want to have to read a bunch of drivel about systems just to be able to play the game.
I like manuals.

With that in mind I like to have a lot of crap in them. On the other hand a simple read me should be fairly simple but I always love it if there's huge amounts of reference material for fun and profit (if the game is good enough to make me want to check up on the reference material). In RPGs, stuff like the basics of the rule system is great (What does each stat do. exactly?. What is the chance of hitting x with y?)

So the game tutorials will show you what you need to play the game and the instruction is for those weirdoes that want to know everything.

(Of course in a readme you have Installation instruction, System Requirements and Known Issues. You might also have controls. After that you can make the huge rest-of-the text. Hardly anyone will read it but those who do will want the stuff that's in there not to be a half-assed rehash of the rather simple explanations that were in the game tutorial)
I usually opt to make a website about the game over a manual, mostly because I find it easier to maintain and manipulate (and update!).

Of course, I assume that the player has a grasp of the basic controls (U D L R Enter Esc) - usually, even for those who have never played RM games, the instinct is to try the standard buttons like Enter, Esc, and Spacebar and the arrow keys.
LouisCyphre
can't make a bad game if you don't finish any games
4523
I'd like to add that RM games are meant to be played with Z/X/Arrows or a gamepad. Seriously.

Also, Diablo II's manual was a good one in my opinion. That should sum it up right there.
I am generally not a Z/X guy. They're fine for action games, but for more relaxed stuff I like to be able to stretch my hand a little.

kentona makes a good point about keeping things somewhere you can update, but I wish more manuals were like the Civilopedia: in-depth inline hypertext help.
I am a fan of instruction manuals. I LOVED the manuals for C&C, Dragon Warrior (I also had a bunch of maps and item lists, and that Saga story was a cool read when you're 7), and Baldur's Gate I & II.

I just find managing a website easier than producing a high-quality manual.
author=geodude link=topic=3984.msg80004#msg80004 date=1244823598
yeah, definitely build it in. don't mollycoddle your players! instruct them as you go. I sure as hell don't want to have to read a bunch of drivel about systems just to be able to play the game.
I agree with Geodude. Build your instructions in the game, nobody wants to read anything. The only thing that I believe should be separate is a walkthrough, and most rm games don't even need that (considering how most are easy as hell).
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