Mallefunction said:
dogstile said:
nikki191 said:
Anyone remember the days of getting a back injury frombuying a game in store and the manual was the size of an encyclopaedia?
I fail to see how this is a good point. The only games this is ever needed in is an RTS, war sims, 4x games, etc. For the average game player nowadays, people who have jobs and other commitments, this really isn't a plus point.
Hell, most games I played like that were so hopelessly bloated with features I never used because they were horribly implemented.
Not just that, but reading a manual takes away from both the fun and immersion of a game. I'm sorry that I want a tutorial rather than a fucking brick. I expect more from developers at this point.
So far 'more' means over simplification and difficulty curves are out. As much as I hate to admit it, manuals for olden tyme games were ALL about the gameplay, and since you couldn't have prettay prettay looks and top notch story telling, they were forced to ONLY focus on it. You see, since they were constrainted to the game, they were made better and better per game.
The point of the manual back in the day was to set the mood with story tid bits, hints and general controls, now in day they are "PLAY THE GAME, YOU STUPID SHIT!" Manuals were meant as just general background to help immerse you. If it was a brick, a large percent was dedicated to background, not to gameplay.
Personally, I spend more hours on games with difficulty curves then new AAA games that have a fetish with war.
*I may have quoted the wrong guy....*
My problem with gaming as a WHOLE is that a large amount of games that SELL is a War fetish game. Alright, my problem with new schools is the people that are enlisted in them, and as such, their supporting generic IPs instead of good, unique ones.