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Game Flavortext in Manual


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#1 theloon OFFLINE  

theloon

    Stargunner

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Posted Tue Sep 14, 2010 10:36 AM

I remember games like Dragon Wars for the PC had story text in the manual. I suppose this was for 2 reasons:

1. Storage space constraints.

2. Pirated copies don't come with manual.

With homebrew the second concern doesn't really count. Although a real manual with a function besides instructions may add value to the game.

Any thoughts regarding in-manual flavortext? Is it a valid technique for storage/graphics limited systems?

#2 Nostalgic OFFLINE  

Nostalgic

    Moonsweeper

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Posted Tue Sep 14, 2010 6:23 PM

View Posttheloon, on Tue Sep 14, 2010 10:36 AM, said:

I remember games like Dragon Wars for the PC had story text in the manual. I suppose this was for 2 reasons:

1. Storage space constraints.

2. Pirated copies don't come with manual.

With homebrew the second concern doesn't really count. Although a real manual with a function besides instructions may add value to the game.

Any thoughts regarding in-manual flavortext? Is it a valid technique for storage/graphics limited systems?
I am one of those rare people that likes reading game manuals, not just to learn how to play the game, but to get a better appreciation of the atmosphere and story.

I recently started playing Ultima IV again. I felt that the detailed descriptions of classes, weapons, monsters, magic, and virtues all contributed well toward the experience of playing the game. (Don't forget about the nice cloth map...) Not to mention that certain information was essential, such as how to mix reagents.

Even the introductions common in manuals for Atari's 2600 games, usually just a few paragraphs, were nice for establishing a setting.

So, IMHO, flavor text is definitely valid.

#3 theloon OFFLINE  

theloon

    Stargunner

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Posted Tue Sep 21, 2010 11:32 AM

The Swordquest series was practically unplayable without all the documentation/comic books. I wonder if in-manual flavortext would cripple online downloads of a homebrew game that relied on the manual.

Ultima really is an example of a game that REQUIRED the manual because of those funky runes.

#4 Bentley Bear! OFFLINE  

Bentley Bear!

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Posted Tue Sep 21, 2010 12:18 PM

I think it's great personally, as I always enjoyed it when I was growing up with the Atari 2600. Games like Star Raiders, Galaxian, Berzerk and Phoenix that had the awesome DC comics Atari Force issue packed in it with it was definitely a plus to me! Even some of the latter Atari games had interesting write-ups before it got to the technical explanations.

#5 KevinMos3 OFFLINE  

KevinMos3

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Posted Tue Sep 21, 2010 6:16 PM

I think a background story in the manual is almost essential. I always enjoyed reading the story of a game. It added a lot -- and since the graphics were usually so abstract, the games really needed the added background info for a proper imagined setting. I never really thought about it before, but I'd say not having a manual was part of the reason I didn't enjoy certain games as much.




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