xnightshadyx: Yeah, I'm still not sure I agree with you. For one, most PC games back then had huge manuals. In fact, most of them pre-CDs REQUIRED you to look at something in the manual as a form of copy protection. A lot of PC games even came with a little "this is what the buttons on the keyboard do" insert that was seperate from the manual, I remember having X-Wing's propped up in front of my computer screen.
Must have been nice to have a lot of money. For those of us that didn't, we had to play those games without the advantages of a manual, and we did just fine. I remember memorizing the advancement requirements from civilization so that I didn't need the manual. And taking random stabs at the protection questions from other games as well.
Perhaps it's because of my intellect, but I rarely if ever found that game of that vintage was so complex as to require a lot of manual reading. In fact, even in cases where I did have a manual, I can't recall ever consulting it on a regular basis.
But, there was also a different culture, a lot of what's done in tutorials these days is mainly focused on the mentally feeble and goes into show people how to do things which when I first started gaming people were expected to pick up on their own. Just look at the C&C3:TW tutorial for a good example. With the possible exception of the jump jets, the rest of it is easily discoverable with a few clicks of the mouse.
These days are different, a lot of games are frustrating due to the pacing and the poor interface design choices and really if a game requires a tutorial and a manual, the designers ought to be asking themselves whether or not they have created an interface that adds to the gameplay experience or distracts. Players should not have to be thinking about the interface during most of the game.
But that's my view, feel free to disagree.
sethsez: I kind of have to question the idea that old PC games were playable without reading the manual. I mean, I guess that applies to something like Doom or Commander Keen, but strategy games? RPGs? Simulations? Those were pretty damn impenetrable without written instructions.
Console games were another matter, but I'm working on the assumption that we're talking about the PC here, given this site's focus.
If you've designed the game well, you'd be surprised what players can figure out without a lot of handholding. I remember playing Civilzation without a manual, because I was pirating most of my games at that age, due to a lack of money and enforcement.
But, you can get some really deep and complex games which don't really require much if any explanation for you to play. The trick is that you have to create the paradigm in a straightforward way. One of the more interesting games in that respect was the Settlers II, you don't need a manual for that game, even though there is quite a bit of complexity. The complexities can be slowly introduced in the campaign mode, or for things like donkeys, give the player a couple of them and let them make the connection when it comes up.
Handholding for things like bejeweled is just utter bullshit.