Current Events > Why did video game instruction booklets die off?

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Urien
07/09/17 7:19:24 PM
#1:


Those were good.
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Cornmuffins
07/09/17 7:20:04 PM
#2:


To save money
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Monkhood
07/09/17 7:20:16 PM
#3:


The internet
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BLAKUboy
07/09/17 7:20:56 PM
#4:


To make physical copies cheaper to mass-produce.
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Doe
07/09/17 7:20:56 PM
#5:


Cheaper not to make them and now that games have bigger budgets and more memory it is preferred to introduce stuff inside the actual game itself
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Benify
07/09/17 7:21:10 PM
#6:


No more passion.
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Lost_All_Senses
07/09/17 7:21:14 PM
#7:


I don't mind it as long as they have the controls on the insert.
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stone
07/09/17 7:21:17 PM
#8:


Most games have in-game tutorials now.
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__aCEr__
07/09/17 7:21:40 PM
#9:


What am I suppose to read in the bathroom now?
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Cornmuffins
07/09/17 7:22:29 PM
#10:


__aCEr__ posted...
What am I suppose to read in the bathroom now?


The games wiki on your phone
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Sada_Pop
07/09/17 7:22:58 PM
#11:


stone posted...
Most games have in-game tutorials now.

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Returning_CEmen
07/09/17 7:24:14 PM
#12:


Benify posted...
No more passion.

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Strider102
07/09/17 7:25:39 PM
#13:


To save trees
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Seaman_Prime
07/09/17 7:35:41 PM
#14:


just how much money have these companies saved from abandoning booklets?
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DevsBro
07/09/17 7:41:29 PM
#15:


Cornmuffins posted...
To save money

This is pretty much the most incorrect answer possible.

You will never be able to convince me that instruction booklets are more expensive than the tutorials that replaced them. Even if you do have to print a million of them.
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Superlinkbro
07/09/17 7:44:13 PM
#16:


DevsBro posted...
Cornmuffins posted...
To save money

This is pretty much the most incorrect answer possible.

You will never be able to convince me that instruction booklets are more expensive than the tutorials that replaced them. Even if you do have to print a million of them.

This. It probably costs ¢ to produce.
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Antifar
07/09/17 7:47:00 PM
#17:


Cornmuffins posted...
To save money

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FluttershyPony
07/09/17 7:48:33 PM
#18:


I seriously miss those bigass manuals that diablo 2, warcraft 3, wow and FF11 came with.

godamn.
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gmanthebest
07/09/17 7:52:36 PM
#19:


Loved giant booklets with little bios of everything. Miss that smell
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Cornmuffins
07/09/17 7:53:02 PM
#20:


1Superlinkbro posted...
DevsBro posted...
Cornmuffins posted...
To save money

This is pretty much the most incorrect answer possible.

You will never be able to convince me that instruction booklets are more expensive than the tutorials that replaced them. Even if you do have to print a million of them.

This. It probably costs ¢ to produce.


IDK I think it's cheaper to pay a few people to do a tutorial than it is to make a decent manual filled with art, instructions, etc and pay for all that extra weight/resources. Once the tutorial is in game that cost is gone. It seems like companies are trying for more of a digital push and a physical manual just doesn't seem cost effective to me. I did a lazy google search and wasn't able to find a definitive answer so these are just my random ideas
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uwnim
07/09/17 7:58:38 PM
#21:


It probably has more to do with digital distribution being a major thing so they need to include any important information that would normally go into a manual in the game itself anyways.FluttershyPony posted...
I seriously miss those bigass manuals that diablo 2, warcraft 3, wow and FF11 came with.

godamn.

Ah, the book manuals. Those types were great.
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YookaLaylee
07/09/17 7:59:15 PM
#22:


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Zembaphobia
07/09/17 7:59:33 PM
#23:


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glitteringfairy
07/09/17 8:00:33 PM
#24:


For most games now you would need a pretty hefty booklet when an in game tutorial can do the same job
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Solar_Crimson
07/09/17 8:01:12 PM
#25:


-To save money and trees.
-Games have ingame tutorials now.
-Some games have digital manuals.
-Wikis.
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Darmik
07/09/17 8:01:50 PM
#26:


Most games don't even really need an instruction book anymore. I remember studying the controls to prepare myself.

These days you constantly have button prompts to remind you.
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Kelystic
07/09/17 8:10:24 PM
#27:


senran kagura 2
senran kagura estival versus
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Skye Reynolds
07/09/17 8:16:28 PM
#28:


It's so funny. Back in the day, it was a treat to read an instruction manual or player's guide and get a hint of what a character's personality was supposed to be like. Today, video games have voice acting and a lot of times are more about the stories, good or bad, than the gameplay.
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Skye Reynolds
07/09/17 8:25:31 PM
#29:


In hindsight, I'm kinda surprised we didn't see more in the way of comic book tie-ins back in the day. It seems to me that, if I were in charge of creating a video game world, I'd want players to be able to appreciate the characters that inhabited it.
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Illuminoius
07/09/17 8:31:23 PM
#30:


no need for them
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gatorsPENSbucs
07/09/17 8:34:36 PM
#31:


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Vicious_Dios
07/09/17 8:38:37 PM
#32:


It all started when they began printing them black and white, then those manuals were thinning and then ultimately erased.

It's funny how their excuse was to cut down costs, but when they started releasing their games digitally, the prices remained the same, and we were never truly the owners of those games.
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Ki_cat_
07/09/17 9:08:57 PM
#33:


They're a novelty at best. Everything has a tutorial or is explained somewhere. Your stats? Explained. Biography? In the game. Controls? In the menu.

It's not like they can condense all open world items and skills into a small book, that'd be called a guide.
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HitTheGroundWal
07/09/17 9:17:42 PM
#34:


One of the games I got recently had one and I was so happy.
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#35
Post #35 was unavailable or deleted.
gatorsPENSbucs
07/09/17 10:10:59 PM
#36:


Ki_cat_ posted...
Controls? In the menu.

So, like, right in the middle of something you're supposed to pause the game and then click 5 things to figure out the one button you need?

You pull up the page of controls on the internet and have it just chilling to look whenever it's needed.
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kingdrake2
07/09/17 10:18:38 PM
#37:


gatorsPENSbucs posted...
Because the internet.

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Ki_cat_
07/09/17 11:35:49 PM
#38:


gatorsPENSbucs posted...
Ki_cat_ posted...
Controls? In the menu.

So, like, right in the middle of something you're supposed to pause the game and then click 5 things to figure out the one button you need?

You pull up the page of controls on the internet and have it just chilling to look whenever it's needed.


Your alternative is worse.

You're supposed to just pause the game, always have a web page next to you, open it up and read when you're in the middle of something?

The controls are either explained to you in the first 5 minutes or the menu is really accessible. I've never had to spend more than a few seconds to remember a button prompt.

Which stupid game are you playing where the controls are hidden behind 5 other layers of junk? It's usually:

>Pause
>Options
>Controls

Or something very similar to get a simple layout.
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kirbymuncher
07/09/17 11:37:56 PM
#39:


because games became so simple you don't need instructions to play them
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Urien
07/10/17 3:27:47 PM
#40:


Donkey Kong Country's manual had the whole story in there.
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Skye Reynolds
07/10/17 8:33:45 PM
#41:


Urien posted...
Donkey Kong Country's manual had the whole story in there.


Crocodile capture banana, monkey get it back?
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Ki_cat_
07/10/17 8:35:22 PM
#42:


And Mario's booklets go into depth about the story a little more beyond "rescue Peach!"
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Skye Reynolds
07/10/17 8:36:01 PM
#43:


Actually, I do kinda remember that one. It seemed kinda drawn out and melodramatic, but in an endearing sort of way. The Kremlings stole the bananas on a dark and stormy night, Donkey Kong and Diddy debated over what to do next. That does contradict the game itself though because D.K. discovers Diddy captured and his banana horde missing in the first level.
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Skye Reynolds
07/10/17 8:37:58 PM
#44:


Ki_cat_ posted...
And Mario's booklets go into depth about the story a little more beyond "rescue Peach!"


Yeah. The one for Super Mario Bros. 3 actually made it seem like they were fleshing out an interconnected world.
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Skye Reynolds
07/10/17 8:39:28 PM
#45:


Anyone remember the manual for Super Mario RPG? Luigi didn't get to be in the game, so he was the one doing the walk through of the controls and layout.
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Darmik
07/10/17 8:40:27 PM
#46:


I remember Bubsy manuals had the story in there too. No idea why I remember that lol
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DevsBro
07/11/17 11:51:32 AM
#47:


Crocodile capture banana, monkey get it back?

It's been a long time since I read it, but I think I remember Donkey Kong having actual dialog and wearing a watch.
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