Wow, not being a manual or tutorial person myself I'm starting to wonder if my idea of having fun is somewhat different.
Half the fun of playing a game is to observe and think about how it works. Would a game be fun if you consulted 5 or 10 lists of effects, calculated the outcome of your action? That's why we have computers, to do that for us. Is it realistic for a "ruler" to know exactly what the results of an action will be? No. Trial and error, experience are the keys to a fun and realistic game (unless you play Solitaire or something).
So, in a manual (or in the case of Victoria also in the ingame text-over help) you explain the big picture. The player then have to educate himself in the finer details of the operations available. I don't see how having a 600 page manual with everything explained in detail (as in some board games) would do anything for a computer game.
But I guess there are two schools in this, the all-knowing-omnipotent school which says that only by knowing and calculating everything before taking an action the player gets satisfaction and the school-of-hard-knocks where you're banged untill you have created your own (constantly updated and changing) set of "how the world works" rules by which you enjoy the game.
I'm all for enjoying the journey to enlightenment, but I guess some of you are not. So my final question or observation is this :
Are you, the people who want big and mega-detailed manuals, also very fond of huge detailed board games. Meaning do you want computer games, especially strategic and historical ones to go back and become no more than a computer representation of the old school board games where a single turn could take weeks due to all the calculations? Cuz that's the feeling I get from many of the posts in this thread.
Or perhaps it's simple, you lack the time to delve into a game to discover things and thus prefer the shortcut of reading to skill level 5?
As always, ignore me if I smell of bad cheese..
/F
Half the fun of playing a game is to observe and think about how it works. Would a game be fun if you consulted 5 or 10 lists of effects, calculated the outcome of your action? That's why we have computers, to do that for us. Is it realistic for a "ruler" to know exactly what the results of an action will be? No. Trial and error, experience are the keys to a fun and realistic game (unless you play Solitaire or something).
So, in a manual (or in the case of Victoria also in the ingame text-over help) you explain the big picture. The player then have to educate himself in the finer details of the operations available. I don't see how having a 600 page manual with everything explained in detail (as in some board games) would do anything for a computer game.
But I guess there are two schools in this, the all-knowing-omnipotent school which says that only by knowing and calculating everything before taking an action the player gets satisfaction and the school-of-hard-knocks where you're banged untill you have created your own (constantly updated and changing) set of "how the world works" rules by which you enjoy the game.
I'm all for enjoying the journey to enlightenment, but I guess some of you are not. So my final question or observation is this :
Are you, the people who want big and mega-detailed manuals, also very fond of huge detailed board games. Meaning do you want computer games, especially strategic and historical ones to go back and become no more than a computer representation of the old school board games where a single turn could take weeks due to all the calculations? Cuz that's the feeling I get from many of the posts in this thread.
Or perhaps it's simple, you lack the time to delve into a game to discover things and thus prefer the shortcut of reading to skill level 5?
As always, ignore me if I smell of bad cheese..
/F