Old School Manuals versus In-Game Tutorials: How About Neither?

Many people remember fondly the golden age of gaming manuals. Nowadays, developers often take the easier, cheaper approach of an in-game tutorial. But, from a pure game-design perspective, there is a way of introducing gamers to game mechanics in a much more organic, natural way. Developers have to believe in gamers more and use a bit of intuitive level-design and watch how gamers will discover on their very own the tools necessary for mastering the game, from novice to expert. Dark Souls does it. Super Mario 3D Land does it. And they are better games because of it.

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Sharingan_no_Kakashi2378d ago

I can honestly see in game manuals being added only to collector's editions as a novelty accessory in the future.

juegosmajicos2377d ago

I was thinking about that. The reason we used to love manuals was mostly because of the art and the character profiles and such, so they were always basically miniature editions of the concept art handbooks that sometimes come with Collector's Edition games.

The only problem with this being missing from modern booklets, thuogh, is that you need to pay the extra price if you want all that goodness.

bobrea2378d ago ShowReplies(1)
Logan8322378d ago

What! Speak for yourself.
The memories. Flipping through a 20+ colored page manual during the car ride back home, after getting a FREE game.

HeavenlySnipes2378d ago

I don't like in game tutorials. They NEVER cover everything you can do in the game. Manuals used to give backstories on characters, a list of all the moves and stuff that you can do etc..

Ingame tutorials just tell you simple stuff like:

Press Square to attack
Press R1 to block

Tdmd2378d ago (Edited 2378d ago )

Yes, how do I miss game cases being heavy 'cause of it's manuals. Or read a character/faction profile on it. Warcraft 3 was the last game I got with a rich manual inside and it was a beutiful thing to see!

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