The loss of videogame manuals permanently changed game design.

Now without exception every game must include a tutorial, lest the player be unable to figure out how to crouch. Mechanical complexity is gimped because everything has to be easily construed through a short tutorial.
This is ignoring the loss of all that world building and art that is now never even made/even if it is it's never seen.

Worst of all is that YouTube videos are a very poor replacement for manuals when taking a shit.

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  1. 7 months ago
    Anonymous

    >game has a digital manual
    >it sucks

    • 7 months ago
      Anonymous

      >game has no manual
      >tutorial is glitched at launch and won't run

    • 7 months ago
      Anonymous

      >game has digital manual
      >doesn't use this to give some backstory information beyond the fricking nothing the game gives you
      there's 5 major fractions and I know nothing about them unless I read through those backlog of news posts you get at the start of the game

  2. 7 months ago
    Anonymous

    Complex mechanics can be explained in-game without needing a separate document for it and the same goes for world-buidling. Even if a separate document is the best way to get the information across, you can just put it in the game. You're mad at the wrong thing.

    • 7 months ago
      Anonymous

      Stop it. Telling you how to dash isn't a complex mechanic.

      • 7 months ago
        Anonymous

        The point is that any information you could put on printed paper you can include in the game itself. Good job intentionally missing it.

        • 7 months ago
          Anonymous

          Except it often isn't.
          Wish in one hand, shit in the other. Which one filled up first?

    • 7 months ago
      Anonymous

      Manuals contained more than just tutorials printed on the page. They often contained some insight of the game's world, like lore or character introductions, or, famously in Arcanum, a recipe for banana bread.
      I still have my pokemon blue manual. It has a short guide to the first few areas, info on several pokemon, a list of gym leaders, an introduction to stores and how they function. All sorts of shit. There was cool stuff in manuals that really delighted me as a kid and it's all lost now

      • 7 months ago
        Anonymous

        All of which you can just put in the video game itself. Shit, Helltaker had that pancake recipe.

        Except it often isn't.
        Wish in one hand, shit in the other. Which one filled up first?

        Correct. Which means the problem isn't the lack of manuals, is it?

        • 7 months ago
          Anonymous

          Simply digitizing it loses the overall feel and makes the experience worse overall.

        • 7 months ago
          Anonymous

          Yes, it is the problem. Because if we still had manuals they'd have to fill them with something. Give a dev the option to be extra lazy and they're going to usually take that option.

      • 7 months ago
        Anonymous

        I remember King's Quest 6 had the answer to a puzzle in the manual. Pretty creative antipiracy in a way

      • 7 months ago
        Anonymous

        >or, famously in Arcanum, a recipe for banana bread.
        You don't need a printed manual for that. Deus Ex had two recipes in the game.
        https://deusex.fandom.com/wiki/Coq_au_Vin
        https://deusex.fandom.com/wiki/Chinese_Silver_Loaves_recipe

      • 7 months ago
        Anonymous

        Manuals had to be printed independently of the game, and sometimes are written by people quite disconnected from the actual developers. What ends up happening in quite a few cases is that the manual just contains total fricking lies. It's worse than useless.

  3. 7 months ago
    Anonymous

    The manuals are still there. They’re just in the game rather than in a booklet.

  4. 7 months ago
    Anonymous

    I'm hellbent on releasing my magnum opus with a manual specifically designed to be printed as a physical booklet and a tutorial on the main menu because god damn it video games gave up on that style of presentation much earlier than they should have

    • 7 months ago
      Anonymous

      Zachtronics? Is that you? You already released Opus Magnum.

      • 7 months ago
        Anonymous

        No, I'm not zachtronics you big dork

  5. 7 months ago
    Anonymous

    You wouldn't need either one if the average gamer wasn't completely moronic. If you've ever seen streamers playtest a game in development, or qa testers, you know what I mean. Instead of bringing back instruction booklets, we have to make gamers more intelligent.

    • 7 months ago
      Anonymous

      If you weren't a zoomer you'd know that not having a page telling you how to jump isn't the pain of losing manuals.

      • 7 months ago
        Anonymous

        You don't seem to really understand the appeal of manuals. The majority of space in old manuals was ironically not devoted to cut and dry keybindings and tutorials but had a lot of nice artwork and stuff related to the game that was worth reading. A lot of games specifically included both a manual and a quick reference card for this reason.

        No, I understand. Gazing upon physical portraits of your characters to run your thumb over, letting the lore pass through your lips as you thumb through each page. It's an intoxicating, sensual experience. That's what gamers truly wanted all along. Sensuality.

        • 7 months ago
          Anonymous

          have a nice day

    • 7 months ago
      Anonymous

      You say this as if we don't come to that realization ourselves just playing with people online.

    • 7 months ago
      Anonymous

      You don't seem to really understand the appeal of manuals. The majority of space in old manuals was ironically not devoted to cut and dry keybindings and tutorials but had a lot of nice artwork and stuff related to the game that was worth reading. A lot of games specifically included both a manual and a quick reference card for this reason.

  6. 7 months ago
    Anonymous

    Xenoblade 2 has a tutorial for the final boss fight.

  7. 7 months ago
    Anonymous

    >Demons
    I don't even know if these things can deal damage

  8. 7 months ago
    Anonymous

    100% agree. There was just a thread about yellow paint in RE4R and a lot of apologists saying that due to graphics getting more realistic, players need some kind of guidelines to determine what's interactible vs. part of the environment. If there was a manual that just said "you can break barrels and boxes" it wouldn't matter. But there are no manuals anymore, so their solution is neon yellow paint everywhere killing the immersion.

    • 7 months ago
      Anonymous

      God, you're so right. A simple manual with a screenshot of what a breakable object looks like would have erased the need for the yellow paint.
      Manuals are so dead that when I participated in one of those threads I didn't even consider that you could just literally spell it out for a player in a resource that's outside the game.

      • 7 months ago
        Anonymous

        Hell, it doesn't even have to be outside the game. You could put a nicely formatted digital manual inside the game in the options menu or something. 3DS games all had digital manuals accessed via the home menu that were pretty well done. Not sure why it was all abandoned in favor of popups and shit. The worst is when the gameplay constantly gets interrupted with a little pop up window with a paragraph explaining some mechanic. All that info should be available in a menu to read at your leisure, not constantly breaking the flow of gameplay.

        • 7 months ago
          Anonymous

          The worst is when it's in an easily missable popup in the corner that you don't have to click away from or anything, I restarted necromunda underhive wars like 3 times realizing I had missed some information

  9. 7 months ago
    Anonymous

    SOUL

  10. 7 months ago
    Anonymous

    Nah it's so publishers could shit out more games and make more money BC the masses have no time to process server miniscule detail of an imaginary world supposedly.

  11. 7 months ago
    Anonymous

    >manuals disappearing caused design changes
    The design changes happened before the manuals went away though. As soon as storage space got big enough that you could include the story and the tutorial inside the game itself of course devs did that because it's what they wanted to do from the beginning. They only ever printed it on paper because filesize constraints were so goddamn tight early on. And manuals stuck around for more than a decade after they became completely vestigial.

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