It’s not necessarily a bad thing. Manuals were needed because they contained information that was missing from the games. Since that time, game design principles have evolved, and most of what used to be in game manuals was eventually included in the games themselves in a semi-diegetic manner. For example, the Codex in Mass Effect, or the books in various Larian games.
Player training is another aspect that has evolved beyond needing a written summary. Half-Life 2 is an excellent example. The player’s attention is drawn to a demonstration of a mechanic, then they are gated until they solve a simple puzzle involving that mechanic, then a more complex puzzle involving previously learned mechanics. For example: the player sees an energy ball in a socket activating a bridge; then the player has to launch an energy ball into an empty socket; then the player has to bounce an energy ball off a wall to reach an empty socket. Other great examples are Soul Reaver 1, Dishonored, and obviously, Portal.
I’m not against the idea of supplementary printed material, as long as it remains supplementary. If printed material is required* to make a game playable, then it’s a failure of game design.
* obviously excludes the other extreme end of the spectrum where reading printed material is an integral part of the gameplay, like various Zachtronics games.
It’s not necessarily a bad thing. Manuals were needed because they contained information that was missing from the games. Since that time, game design principles have evolved, and most of what used to be in game manuals was eventually included in the games themselves in a semi-diegetic manner. For example, the Codex in Mass Effect, or the books in various Larian games.
Player training is another aspect that has evolved beyond needing a written summary. Half-Life 2 is an excellent example. The player’s attention is drawn to a demonstration of a mechanic, then they are gated until they solve a simple puzzle involving that mechanic, then a more complex puzzle involving previously learned mechanics. For example: the player sees an energy ball in a socket activating a bridge; then the player has to launch an energy ball into an empty socket; then the player has to bounce an energy ball off a wall to reach an empty socket. Other great examples are Soul Reaver 1, Dishonored, and obviously, Portal.
I’m not against the idea of supplementary printed material, as long as it remains supplementary. If printed material is required* to make a game playable, then it’s a failure of game design.
* obviously excludes the other extreme end of the spectrum where reading printed material is an integral part of the gameplay, like various Zachtronics games.