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The Sim City instruction book is one of the few examples of a manual that desrves the name. It went beyond the 'Click X to do Y' structure that is the norm in the industry - even for complex strategy games that might warrant further explanation. So not only did you learn how to build roads but also how this infrastructure would affect traffic flows, property prices, commercial development, the environment and (naturally) the attractiveness of your city. In effect the manual functioned as a primer on urban development: and, dull as this might sound, it made the game infinitely more enjoyable.
Part of the attraction of games is a feeling of being in control, but in order for this to be achieved the player needs some understanding of the reasoning behind the game. Such an understanding comes naturally in a platform game of course, but if a developer were to produce a platformer based in a universe with different physical laws (where, for instance, something going up did not necessarily have to come down) then it would be reasonable to expect an explanation as to what on earth was going on before attempting to play it. Hopefully all would be revealed in the manual.
But in today's climate it is more likely that you would have to buy the increasingly ubiquitous 'strategy guide'. Or, as I like to call it, the instruction book that wouldn't fit in the box.
I don't expect to be given a hefty tome just to play Quake III but there are cases where a decent manual is essential to properly enjoy a game. The various Sid Meier games have excellent manuals - allowing the gameplay to become a matter of skill rather than luck. But other strategy titles, notably the spate of Sim X and Y Tycoon games, are not so well catered for. Of course it's possible to find strategy guides for free on the internet but, the question is, should we have to print up an ugly ASCII document at our own cost just to get a handle on a game that we have already paid good money for?
An objection that might be raised to my point is that games are played as an escape from school or work or university and that it shouldn't be necessary to do a lot of reading just to play a game. I agree, and console action games have in large part dispensed with the need for manuals all together, relying instead on in-game tutorials. For the simpler kind of game nothing else is needed.
But what about a game such as Gran Turismo 3? This can certainly be played as an arcade-style racer but the best of the game is in its simulation mode. Success here depends not only on good driving skills (in various kinds of car) but on tuning gears, suspension and so on. The trouble is that that the manual only runs to a few pages and so the information on these sorts of things is limited. It would be unthinkable to let a driver enter a real life race without some understanding of the physics of the car - so why do it in a game? It's impossible to win GT3 at higher difficulty levels without knowing something about drag, traction and so on; not to mention the difference between FF, FR, 4WD etc. Apart from practical experience (limited by the speeds you need to race at!) this kind of knowledge isn't easily acquired. Why then is it neccessary to buy a strategy guide to find this all out? Why not just put it in the manual? I don't want an engineering textbook on the subject but a few pages making the fundamentals clear would be sufficient.
The obvious objection is cost. But, at a time when the industry is getting increasingly vocal about piracy, the need to add value to original games is important. If all we get with a game is a pretty box and flyers for upcoming titles, then this just pushes more and more people away from legitimate sellers to car-boot pirates.
A decent manual wouldn't just increase enjoyment of a game but might also boost its sales.
The Sim City instruction book is one of the few examples of a manual that desrves the name. It went beyond the 'Click X to do Y' structure that is the norm in the industry - even for complex strategy games that might warrant further explanation. So not only did you learn how to build roads but also how this infrastructure would affect traffic flows, property prices, commercial development, the environment and (naturally) the attractiveness of your city. In effect the manual functioned as a primer on urban development: and, dull as this might sound, it made the game infinitely more enjoyable.
Part of the attraction of games is a feeling of being in control, but in order for this to be achieved the player needs some understanding of the reasoning behind the game. Such an understanding comes naturally in a platform game of course, but if a developer were to produce a platformer based in a universe with different physical laws (where, for instance, something going up did not necessarily have to come down) then it would be reasonable to expect an explanation as to what on earth was going on before attempting to play it. Hopefully all would be revealed in the manual.
But in today's climate it is more likely that you would have to buy the increasingly ubiquitous 'strategy guide'. Or, as I like to call it, the instruction book that wouldn't fit in the box.
I don't expect to be given a hefty tome just to play Quake III but there are cases where a decent manual is essential to properly enjoy a game. The various Sid Meier games have excellent manuals - allowing the gameplay to become a matter of skill rather than luck. But other strategy titles, notably the spate of Sim X and Y Tycoon games, are not so well catered for. Of course it's possible to find strategy guides for free on the internet but, the question is, should we have to print up an ugly ASCII document at our own cost just to get a handle on a game that we have already paid good money for?
An objection that might be raised to my point is that games are played as an escape from school or work or university and that it shouldn't be necessary to do a lot of reading just to play a game. I agree, and console action games have in large part dispensed with the need for manuals all together, relying instead on in-game tutorials. For the simpler kind of game nothing else is needed.
But what about a game such as Gran Turismo 3? This can certainly be played as an arcade-style racer but the best of the game is in its simulation mode. Success here depends not only on good driving skills (in various kinds of car) but on tuning gears, suspension and so on. The trouble is that that the manual only runs to a few pages and so the information on these sorts of things is limited. It would be unthinkable to let a driver enter a real life race without some understanding of the physics of the car - so why do it in a game? It's impossible to win GT3 at higher difficulty levels without knowing something about drag, traction and so on; not to mention the difference between FF, FR, 4WD etc. Apart from practical experience (limited by the speeds you need to race at!) this kind of knowledge isn't easily acquired. Why then is it neccessary to buy a strategy guide to find this all out? Why not just put it in the manual? I don't want an engineering textbook on the subject but a few pages making the fundamentals clear would be sufficient.
The obvious objection is cost. But, at a time when the industry is getting increasingly vocal about piracy, the need to add value to original games is important. If all we get with a game is a pretty box and flyers for upcoming titles, then this just pushes more and more people away from legitimate sellers to car-boot pirates.
A decent manual wouldn't just increase enjoyment of a game but might also boost its sales.