Long before a torrent of news, reviews, and FAQs made the Internet the go-to repository for information on a particular title, the manual packaged inside the box was our essential primer. They offered a wealth of knowledge on a game's characters, backstory, system requirements and control schemes -- helpful hints to successfully navigating a brand-new experience.
For PC gamers, they once doubled as the game's only source of copy protection, with instructions like “Turn to page 97, and type in the fifth word on the third paragraph” being a recurring annoyance in many titles. If I'd seen things like SecuRom coming, I probably would've complained a lot less.
From Game Career Guide comes an interview with Belinda Van Sickle, president of GameDocs Inc, a professional manual designer with 12 years of experience in the field. It's an interesting look at the ins and outs of an important part of a game-package, and one that's frequently overlooked.
Baldur's Gate 2's manual was 266 pages long. Empire Earth clocked in at 239. Even World of Warcraft's manual had 114 pages. I imagine that scaling back some of these tomes saved quite a few trees, not to mention production costs. But in the age of digital distribution, it's been quite some time since I've had the chance to kick back with a physical introduction to a game... kind of a sad development.
The Professional Game Manual Maker [Game Career Guide]