Manuals:
They Can Be Good
Editor's
note: This paper was originally published in the 1999 Game
Developer's Conference proceedings.
In
a study conducted some years ago among business software firms,
it was reported that the only Silicon Valley employee with lower
pay and status than a secretary was the documentation writer.
Those responsible for game manuals often feel the same way.
Game
publishing veterans know that no game is self-explanatory, no
matter how what the programmers say. In-game help, tutorials,
and programmed learning are all useful, but nothing beats pausing
the game to flip through the manual quickly to find the meaning
of an icon, a strange symbol, or just how to save the game! Most
games take over a computer and its screen so completely that the
game must disappear before a help file can appear. Furthermore,
during those hopefully rare food breaks, a manual is more portable
than a surround-sound, subwoofed, heavily peripheraled gaming
machine.
Manuals
are frequently reviled as overblown, badly worded, uninformative
dross that provide little or no help. Unfortunately this is sometimes
true. Manuals written too early describe half-implemented software
that is later changed or removed in the final rush to production.
Conversely, if the manual is written too late, writers madly write,
cut and paste together whatever they can find in a desperate attempt
to cover most issues, somehow. Publishers assign writers whose
longest prior effort was a ten page college paper, then profess
surprise at their inability to handle a 100-page manual job. Then
there are those manuals who actually believe the programmers'
claims about self-explanatory software, allowing them to take
the easy way out with a manual that contains nothing more than
"background" and "color" (i.e., bad fiction).
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Good
manuals instruct the player, enhance the gaming experience,
and explain away problems.
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Every
publisher bemoans the extra cost imposed by manuals. For a brief
period some years ago Sierra (then Sierra On-Line) refused to
include printed manuals in game boxes. Instead, the gamer just
got a CD and some advertising leaflets inside a big box. The manual
was in files on the CD, which could be read or printed out from
your screen. This was a sales disaster. Gamers weighed and rattled
the box, and judged the product wanting. Reviewers excoriated
Sierra. None of these people just wanted heavier cardboard. For
many, the mere presence of a weighty manual was an important feature,
especially for complicated strategy, simulation or RPG games.
In
other words, despite their moaning and groaning, certain gamers
actually want a weighty manual, even if they don't read it first.
The
Two Types of Manuals
There
are two basic types of manuals.
1.
The compact. Typically found in console-style action games,
these manuals are designed to slip into the top of a CD jewel
case. Compact manuals work well if the game has just one or two
main screens, and one or two simple control sets - usually based
on the buttons of a game controller. Compact manuals can appear
in PC games. The Tomb Raider series is one famous example: these
manuals can easily fit a 16-24 page format.
2.
The tome. Normally found in complicated PC games, these
manuals help the user understand a variety of cluttered screens
with numerous controls. Talonsoft wargames, Interplay RPGs, or
EA Jane's simulators are classic examples that all demand and
receive tomes. Such complicated games require 50-100 pages just
to explain all the screen graphics, controls, plus title, contents,
boilerplate and an index.
Compact
manuals can be expanded to greater size by adding background material
such as hints, strategies, or storylines. This can quickly produce
a 40-80+ page booklet -- what I call a "mid-range manual".
Similarly, some games are too big for a "in the CD case" size
and form factor. In both cases, the extreme brevity of the compact
no longer applies. Therefore the greater rigor of a tome is used.
It is not uncommon to hope that a game's simple concept means
a "compact" manual is possible. Later, of course, the multitude
of controls, modes, and screens ruin these dreams. The person
who decides how big a manual is necessary, and what's too much,
should have written at least two compact and two tome manuals
in their career. I believe that nothing matches real experience
when making these decisions. Writers with experience in only one
area can seriously misjudge the needs of the other. As for producers,
those without the experience should seek advice from those who
do have it.
Manuals
& Product Sales
Most games are sold by word-of-mouth. The more people like a game,
the more they "talk it up" to co-workers, on the Internet, and
so on. Strong marketing may get a game into the stores, but only
a good game zooms off the shelves and into customer hands.
Good
manuals contribute to this success in three ways. First, they
ensure that gamers can actually play the game. After all, you're
never going to enjoy something you can't play! Second, a good
manual can actually enhance the person's gaming experience. Third,
a foresightful manual can pre-empt problems by explaining them
away.
Goals
of the Manual
1.
Instruction. First and foremost, a manual tells the gamer
how to operate the game. This is best done by designing the manual
as a reference work. See "Manual as Reference" below for details.
2.
Enhance the gaming experience. Manuals can illustrate and
expand the player's gaming experience. A classic example was MicroProse
simulations of the late 1980s. Those manuals included tons of
detailed reference information about the various planes, tanks
and weaponry appearing in the game. They also described real-world
tactical tricks that could be used in the game to good effect.
This
made gamers feel like insiders with special insights unavailable
to "average" people. They learned the special tricks and appreciated
the hints or strategies that helped them past difficult spots.
The game made the gamers feel good about themselves. The manual
played a large role in this. Compared to the difficulties of game
programming and balancing, manuals are a remarkably cheap and
easy way to improve the image of both a game and its publisher.
3.
Explain away problems. More than once, a development team
realizes that a certain feature or capability would be very nice,
but there isn't enough time or money left to implement it! Almost
anything beta testers demand, but can't be provided, falls in
this category. A good manual will "explain" why the sensible and
desirable features really aren't appropriate for the game. This
can frequently minimize or even avoid bad press and internet flames.
For example, a flight simulator might reduce high-altitude visibility
to maintain the frame-rate. Invoking "atmospheric haze" as an
explanation sounds better than admitting the 3D hardware/software
system with realistic visibility is unplayably slow.
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The
Manual as Reference