Production
It
is well beyond the scope of this essay to discuss game booklet
production. Ideally, an experienced graphic design professional
should be involved in the conceptual design of every manual. Unfortunately,
there are many people who know desktop publishing software, or
have a passing acquaintance with HTML, but know nothing about
graphic design. A reasonably trained professional knows the difference
between sans serif and serif type (Helvetica or Arial are sans
serif, Times is serif), how many points in a pica (twelve), how
many picas in an inch (six in the computer age, slightly more
in pre-computer typesetting), the difference between a gutter
and a fly (the edge of the page along the binding is the gutter,
the opposite edge is the fly), and can discuss intelligently the
value and uses of negative space on a page.
Hopefully
graphic professionals will also protect the printed materials
from disastrous gaffs like the ink and paper choices that made
the Baldur's Gate manual, reference sheet, and city map at best
taxing, and at worst totally illegible.
Authoring Mechanics
Word
Processors vs. Desktop Publishing vs. HTML Editors: Some writers
prefer to write directly with desktop publishing software, or
even using HTML editors, rather than a word processor.
Using
a desktop publishing program for writing is never a good idea.
Any author with sufficient training to do a good job in both fields
should understand the value of doing the asks separately. Keeping
the manuscript within a word processor has the added advantage
that a graphics professional can "import" the file into various
templates, experimenting quickly and easily with various designs.
It is rarely as easy to reformat a document already set to a specific
format.
HTML
editors are more problematic, but many desktop publisher programs
still have trouble importing or exporting HTML. Even if they can,
style information is often lost, making the desktop publishing
job much harder. The only reason to use an HTML editor is a manual
that doubles as on-line help with hot-linked references. In this
case the simplification of help file construction is balance against
the increased difficulty in desktop publication.
Screen
Shots: Whenever possible an author should provide screen shots,
and in two forms. The first file is just the screen shot, nothing
more. The second is the screen shot with call-outs attached. Any
art or photo editing program allows this level of editing, as
well as most word processors. The call-out version is purely a
guide to the graphics people, telling them which call-out goes
with which on-screen object. Beauty is not important here, merely
clarity. To avoid accidents where a rushed graphics staff uses
your call-out version, put a big, fat strongly-colored "FPO" (For
Position Only) in the middle of the call-out version. A garish
lavender is a useful color for this purpose.
Production
Procedures
Desktop publishing software remains the best way to set up manuals
for publication. The "industrial strength" versions are capable
of outputting not only files acceptable to a printer, abut also
Adobe Acrobat .pdf files, or web-browser-readable HTML files.
When the game transitions from full-priced boxed product to the
$10 bargain bin, then goes onto a compilation CD, or is licensed
to an OEM, everything is faster, easier and cheaper if an electronic
version of the manual can be put onto the CD-ROM.
Electronic
Formats: Acrobat was a convenient standard in the mid 90s,
but eventually HTML and ultimately XML will supplant it. Another
advantage of HTML and (hopefully) XML is that users won't need
special readers - a web browser will suffice. Best of all, instead
of building a custom help file, HTML manuals could double as help
files. In this scenario, clicking on the "Help" menu fires up
the browser and loads the HTML/XML manual into a window on your
screen. With some modest effort the contents and/or index could
act as frame navigation tools.
Production Timetables
Time
Estimates: It is impossible to write a manual at the perfect
time. A decent manual writer needs about one week, plus one additional
week for every 25 pages, plus a couple weeks for editorial and
publisher changes. Then the desktop publishing people need time
for their job, which should go four to five times faster than
the writing. Thus a 200-page tome might take 11 weeks to write
and edit, then need three (3) more weeks for desktop production.
An ace writer who is familiar with the genre, has played alphas
and early beta, and has acquired any reference data might be 20
to 25% faster, saving only 2 or 3 weeks out of the 14.
Blueline Fixes: Some producers skip the manuscript editing
stage, then make extensive changes in the bluelines that come
from the finished desktop production. These changes are invariably
more complicated to make, and usually slow down the process more
than they speed it up. Wise producers don't plan on any changes
in the bluelines, reserving this review for last minute emergencies.
Timelines:
Most games are far from finished 14 weeks before the master date.
Manual writers complain that they can't do a good manual if the
software is constantly changing. The author must either guess
how the software might work, or write something uselessly ambiguous
and vague. On the other hand, manuals done too late are written
in such haste that important things are forgotten or poorly explained.
Furthermore, language itself suffers when revision and editing
is hasty to non-existent.
The
only real solution is to write the manual at least 16-20 weeks
in advance of the finish date, including the revision and editing.
In fact, some background, hint and data material can be started
even earlier. Then, as new betas appear, the author rewrites appropriate
sections to keep the manual "current" with new versions of the
game. The bug lists and new features lists are invaluable aids
here. This allows manual adjustments to match the software, reducing
lead time just 3-4 weeks, for a final edit (a few days) and the
desktop publishing work.
Of
course, this method requires producers with nerves of steel. After
all, the producer must refuse to send the manual into "completion"
until the game is 3 to 4 weeks from gold master. Many producers
give in to pressure or optimism. They send the manual into finalization
too early. This means they paid the extra cost (in author time)
for the early start strategy, then squandered most of the advantage
when the game drags on large, costly blueline changes are made.
Dual
Computers: The most effective way to write the operating instructions
is to have two computers. One computer has the game running, while
the other is used for writing. Given the crash-prone nature of
software during manual writing, no experienced author wants to
run buggy or destructive software on their "work" machine. Writers
unwilling or unable to use this "trick" frequently work at a slower
pace or produce work of lower quality.
Blind
Testing: If manuals and software are ready well before release,
blind testing the manual can be very helpful. This test works
like a marketing focus group. The manual author is required to
sit in silence while a representative sample of users try to figure
out the game, using nothing but the software and the manual -
just like the final customer. Upon pain of death, the author cannot
provide one word of help. Instead, the writer notes how people
used the manual, what frustrated them, and what they failed to
find. This frequently inspires improvements ranging from more
index entries to minor rewrites.
There
is no one, perfect way to use the English language. Good writers
always seek better ways to communicate.
Arnold
Hendrick's first published game (some WWII naval miniatures rules)
was in 1968. he worked extensively in paper wargames, RPGs and
miniatures rules until computer gaming arrived. Beginning in 1982
he has worked as designer and producer at Coleco, MicroProse,
Interactive Magic, and currently Kesmai. With rare exception,
he has written the manual for every game he designed or produced,
from straightforward console cartridges to 200+ page military
sim tomes.
He
is currently designing and producing Jet Warrior: Vietnam,
Kesmai's new flight simulator. The next generagion design
is simultaneously played solo from a box, and massively multiplayer
when online. He plans to write the manual himself, since despite
more game development experience than the entire staff of some
companies, moneymen just aren't burning up his phoneline with
megabuck invitations to mastermind their product lines. If you
need to make a megabucks investment in gaming, or just want more
information on game design, production or manuals, his permanent
email address is ajhendrick@aol.com
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