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ciccia22: Manuals were valuable source of info back in the day.
I still have some old ones... do you remember Caesar III manual? It was a book!
Now they are not necessary, but it's still something nice to read. Am I the only one who reads them? :(
Some game manuals were great for reading, I remember some game manuals had plot info that wasn't in the game itself.
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ciccia22: Manuals were valuable source of info back in the day.
I still have some old ones... do you remember Caesar III manual? It was a book!
Now they are not necessary, but it's still something nice to read. Am I the only one who reads them? :(
I used to enjoy reading manuals - often they would give nice tidbits of story to add to the game. I also liked how the old RPG's would give skill and spell information.

Unfortunately manuals were one of the first things to be cut when costs started to rise (at least I hope it was due to costs rising) and we started getting those cheesy 3 page manuals with basic controls and credits :/

Now most games come with in game tutorials (remember, early games didn't really have this convention) - but I have often come across games where the in game tutorials were seriously lacking in detail (or completely missing) and a manual would have been nice. WIth digital distribution it is easier to distribute a manual (just add a PDF file) but I find myself less willing to read a PDF manual because I generally don't want to tab out of a game to read it.
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Smannesman: I don't really get it either, flight simulators were always more fun to play without manuals.
I think I was able to take off once in TFX as a kid :D
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babark: I think I was able to take off once in TFX as a kid :D
I used to only play Zulu Alert in F-29 Retaliator because you started out in the air.
@NoNewTaleToTell
True, one of the main reason to read a manual: plot info! Woodruff and the Schnibble of Azimuth is the first game that comes to my mind.

@carlosjuero
"but I have often come across games where the in game tutorials were seriously lacking in detail (or completely missing) and a manual would have been nice."

You're absolutely right! Do you remember Two Worlds 2? Dat tutorial...
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ciccia22: @NoNewTaleToTell
True, one of the main reason to read a manual: plot info! Woodruff and the Schnibble of Azimuth is the first game that comes to my mind.

@carlosjuero
"but I have often come across games where the in game tutorials were seriously lacking in detail (or completely missing) and a manual would have been nice."

You're absolutely right! Do you remember Two Worlds 2? Dat tutorial...
Two Worlds 2? I forgot all the mage controls I had learned five seconds after the mage tutorial. To be fair I didn't know the mage controls when i was doing the mage tutorial and I simply got lucky and passed it. I'm still not sure if that was my fault or the game's fault.
Basically, due to consolisation and dumbing down, games are a lot easier these days and a lot less detailed.

Try playing (as discussed above), TFX, Battlecruiser, Tornado, Microprose strategy games and simulators, without ever reading a manual.

I like them because they explain game mechanics; think Scrabble - yes, it's pretty easy to pick up and play, but unless you read the instructions, you might be upset when people tell you that you can't do things.
Some manuals were good for reading lore and backstory, but if a game is frustrating to play without a manual - I say it is poorly designed.

It was different before, when games were severely limited by how much you could actually have room for, but today (much larger storage devices and 100% digital downloads) this is no longer an excuse and all information needed should be self contained within the game.
Nowadays a quick glance at the key bindings list is all you need in terms of a manual/tutorial. These bindings not only tell you how to play, they reveal much about the nature of the game. Say a first-person shooter has a "creep" button in addition to "crouch", you know there's a stealth element in it. But with the key layout being pretty much standard WASD fare, five minutes spent at the beginning of the game to get your bearings is all you need to get started. Forced tutorials are a nuisance, especially those in some of the earlier games that wanted to teach you how to move forwards and backwards and look around.

I only read entertaining manual, and even then I don't bother in most cases.
Manuals are needed because games are systems with their own rules and lore, so you need a manual to learn about those rules and lore. At least that's true for older games, 'cause newer games aren't rules or lores but mostly some fucking and badly told jokes....

[/rant]
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KingofGnG: Manuals are needed because games are systems with their own rules and lore, so you need a manual to learn about those rules and lore. At least that's true for older games, 'cause newer games aren't rules or lores but mostly some fucking and badly told jokes....

[/rant]
A well designed game explains those rules and lore without relying on any external agency (i.e. manuals ) :)
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amok: A well designed game explains those rules and lore without relying on any external agency (i.e. manuals ) :)
Not necessarily. I fucking hate 3-hour long tutorials. Or a too-simple control system.
This simple volume, in painting a clear picture of the past, might also shed some light on what we can expect in the years to come. A wise man once said that those who do not study history are doomed to repeat it; to this I will add that Today’s "future" is simply Tomorrow’s "history" waiting to be born. I also believe that if we are to have any clear notion of where we are going, we must know from whence we have come, and what has gone before us. It is to this end that I have condensed all I know of Arcanum into a single volume, which I hope will find favor with readers from all walks of life.

~ Foreword to A Brief History of Arcanum
Dr. Julius M. Crenshaw
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KingofGnG: Not necessarily. I fucking hate 3-hour long tutorials. Or a too-simple control system.
Or intuitive UI, apparently :-P
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ExiL0n: I never read manuals to learn how to play a game, nevertheless I loved the bulky ones we had in the past.
In some cases they contribute to the lore of the game (descriptions of races, abilities, history...) and illustrations might be really cool, too.

So they're not *necessary*, but make a pretty good addition, if well made.
Ever tried playing some of the more realistic fligh sims on max relasim settings without reading the two 500 page manuals that come with them. ;-p
Post edited March 19, 2014 by Petrell