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What era were you doing this in? I love looking at these old manuals but every era was different.

I think the decline is kinda obvious… the manual is an expense, most people don’t want to read it, and it’s better to make the game explain its own story and gameplay. 1980s manuals had walkthroughs and explained the story because that kind of functionality was difficult to put in software. Today, games frequently have catalogs and encyclopedias you can access in-game, extensive cutscenes that give you the story, and tutorials for every important game mechanic.

It’s wild to look at the Final Fantasy II (you know, FF4) manual from 1991. It has half the story laid out with maps of towns and dungeons, followed by tables of the items and abilities in the game. Meanwhile, you look at Xenoblade Chronicles 3 from 2022. XC3 is absurdly complicated by comparison and has a much larger story, but it is playable without a manual because the game explains how to play as you play it. Somewhere in the middle, in the 2000s, you have the middle option—manuals that give you a list of characters in the story and tell you what all the buttons do.

Archive.org is great for these old manuals.

Worth mentioning is how games like Legend of Zelda were not anticipated to be beatable by ordinary players without help (help beyond what the manual provided). Phantasy Star 2 is in a similar category and I think you were expected to have the strategy guide.

Also worth mentioning is games like SimLife, where the manual is a proper software manual. It also has those weird cartoons about a family playing around with a gene splicer.




Not OP, but I had a similar experience growing up in the '90s. StarCraft in '98 is probably the best example; the original manual is the only source with the backstory explaining how the humans in the game left earth in giant colony ships, got lost, and ended up colonizing the koprulu sector. Without that backstory, the game's story - and especially Brood War's story - are pretty hard to follow.

> Today, games frequently have catalogs and encyclopedias you can access in-game, extensive cutscenes that give you the story, and tutorials for every important game mechanic.

I was able to read the StarCraft manual on the bus to school, car rides, waiting rooms. If the info had been locked in the game itself, in some kind of sub-menu, I never would have read through it, because I was playing the game.


> I was able to read the StarCraft manual on the bus to school, car rides, waiting rooms. If the info had been locked in the game itself, in some kind of sub-menu, I never would have read through it, because I was playing the game.

Kind of a fun exercise to think how a modern game would be different. I haven’t played StarCraft II so this is just my take on a modern version of this.

Put some more info into cutscenes and really hammer the important stuff home (repeat it), taking advantage of the higher-quality cutscenes we can make these days. Other info goes in the encyclopedia. Make an encyclopedia mechanic—each entry for a unit is unlocked once you destroy a certain number of those units in-game. Unlocking the entry gives you some slight mechanical advantage, like the ability to see which upgrades the unit has or the exact HP values. Once or twice during the game, design a segment of gameplay that requires you to complete an encyclopedia entry in order to pass.

I’m sure the kids in the 2000s could just play games on the bus.


> I’m sure the kids in the 2000s could just play games on the bus.

I certainly played gameboy in the car, until I inevitably got carsick and had to vomit somewhere. Pokemon vs nausea was a tough tradeoff.


As much as I love StarCraft, they really could have explained this part of the story in a better way inside the game.


Manuals served another purpose in the 1980s: pirates rarely copied the manual with the game and so someone who bought the real game could learn how to play it while the pirates had a large collection of games that were no fun because without the manual they spent a lot of time trying different buttons just to see what worked - often they never did figure out the secret moves and so the game wasn't even winnable even though they could make progress and it seemed like they just needed to get better.


Also the manual contained the copy protection "proof of analog information" challenge answers.


Yep, LHX Attack Chopper had all the specs of the helicopters and weapon systems and would ask you random questions about those on start.


That was late 80's and early 90's


Late 80s early 90s. And yes I played all the games you mentioned when the games came out. I especially loved simlife, but it didn't age, at all.


Living rent-free in my head for 30 years:

"The family that transmogrifies together eats flies together!"




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