I don't think that's necessarily a bad thing, the devil is in the details. Some few initial pointers to get you accustomed with the controls and mechanics, why not. They could be in a manual, but I don't mind them being in-game, as long as the implementation is tactful. However. Take something like Xenoblade Chronicles 2 - you're still getting tutorials for new mechanics 10+ hours into the game. I know JRPGs can be excessive and bloated, but come on.Looks like tutorials won.
The discussion in this thread can be improved by clearing up a huge misconception: that one needs super high apm to either enjoy or be good a RTS.
The real truth is that an APM between 80 and 180 already is "super high". And no, not anybody can do that. Not without a lot of devotion to learning it, and even then I'd argue that most would likely give up before they get anywhere.The truth is, with much lower APM like 80 to 180 (which anybody can do) you can have fun and be good at the game.
I definitely relate to this. I have many strategy guides, some I have never used but bought none the less just for the art and maybe a quick browse, and some I have used as they give meaningful build guides. I also love when certain publishers give out a base copy of a game with a strategy guide with it or art book. Usually this is Japanese devs. Atlus, Xseed, NIS, and Falcom are notorious for this. I bought the Skyrim bible sized Strat guide just for this reason and never really used. Same with fallout 3. Got the FF13 one for the art and wound up using it for the synergizes it presented.It's cool, always has been, always will be. But only cool to those of us who remember that bygone era.
For me I couldn't wait to unbox FF1 or say Zelda and going over all the wonderful artwork and maps, it really added to the imagination and made your purchase feel like a great investment as Nintendo and Square seemed to put a lot of effort into your enjoyment, and that was even before putting the cartridge in! It felt complete.
That's why to this day I'll buy certain strategy guides, not because I'm actively using them to complete the game but because they take the place of those awesome manuals we don't see anymore. Nostalgia.
These days, while the games are still amazing, there's very little excitement in opening the package. There's a disc, or Switch cart... maybe a safety manual... and nothing. Feels cheap to me. Just pump out that content and dump at Walmart, Best buy or whatever.
God bless art books and guides though for all that artwork and lore. I don't have many but I keep buying Zelda guides and art books, Monster Hunter, bought the Bayonetta one, whatever I'm playing that I love I'll order something as a companion. They look good on my gaming bookshelf or coffee table and are fun to go through with my fiancee when I'm giving her some background on a game I've got her addicted to lol.
Packaging, presentation, etc. are all considered things of the past. The future of media is all subscription services where you don't own anything and people quickly consume a game, movie, song, etc. and then a few days later move on to the next thing. Most people look at media as disposable now and this is just a side effect of that how physical modern games are presented - boring cover art, no full color manuals with interesting information and pictures that we used to get, flimsy cases that break in the mail, etc. They're just preparing us for when physical games are gone completely and most people don't really seem to care. If you actually want this stuff you have to pay way too much money for a oversized, gaudy limited collector's edition that sells out immediately now.
Not all of them have indepth tutorials but I'm fairly certain every modern fighting game has a command list that shows you the inputs, it's almost always accessible in the first menu upon pausing.It still kills me that they release fighters today and never bother to tell you the combinations for the special moves. I guess they figure that's what the internet is for.
LOL...I hated that. Computer games were the best in the 8 & 16-bit era, where the boxes were medium sized and packed full of useful stuff. By the late 90's though, the Uber big box with a jewel CD case and a small manual inside the jewel case was just stupid and a let down when you opened the box.one of the downfalls were cynical publishers who gave you a HUGE box and just the single disc insidef
I do remember.
I also remember maybe opening and looking at that stuff once and never giving a single fuck after that.
So them going away never bothered me.
PC military flight sims at the time were basically the heavyweight class when it came to manuals, I always lifted up those boxes in awe but never bought them because I knew I wouldn't play them in the end.F16 Falcon came with a huge manual that was a master class in flying a jet
Yes I miss those days (Crying in all corners of my room)**Nostalgia Warning**
Does anyone miss that time in gaming where you would get your game in a box and it would have so much goodies, eldritch tomes and maps, maybe even a unique box or case?
This wasn't just computer games either. Early console games had goodies, Zelda, Simons quest Dragon Warrior, FF1 all had maps and goodies.
Then there were unique packaging. All this stuff added to the allure of many games. This is missing today in the digital age. Nothing is mysterious anymore. Back then practically every pc game had a ton of stuff. And console games had well put together manuals up to the ps2. Many explained plot and had illustrations. All this started to go away with steam, ps360 generation. Now it's completely dead in the digital era. Now we have no more expansion paks of substance either, but micro transactions, pay2win, loot boxes and in game real money auction houses and other nefarious schemes. I really miss a lot of this.
Do any of you miss it?
Share some of your favorite weird box designs, maps or goodies that came in games that you just don't find anymore.
Here are a few that i remember fondly:
Baldurs Gate 1 - 5 discs folder , cloth map, manual with Ad&D stats and figures, quick setup guide,
Some might and magic/Homm love:
Gold box AD&D, complete with translation wheel (piracy wheel ) and journal to get by the low ram and disk space of the time:
The Witcher 1 (i imported my enhanced edition copy from the UK as the US version had censored sex cards at the time):
Sim Earth and it's text book sized manual:
Zelda and Simons Quest maps:
it tells you on it but it's a chart to find what types are effective against other types of pokemonI have no idea how I'm supposed to read that chart and what kind of info it provides.