Aside from my skill (or lack thereof), another thing struck me while thumbing through these old manuals. They were thick, substantial, and definitely not an afterthought. They all have several aspects that set them apart from modern manuals. They are relatively physically large, and contain mountains of reference material, a touch of personality, and some (substantial) sort of 'added-value'- a backstory or real-world tie-ins. Well-written manuals give you a sense of pride and ownership in the game you are about to play. Oh how I long for the days of the substantial, thought-out manual! It tells you that this game is someone's baby, someone's life-long quest, and that you now have the privilege and pleasure of playing it.
One of the most visible indications of an old-school manual is it's size. They are large- both in terms of dimensions and in terms of number of pages. The SimCity 2000 manual is 140 pages long, all relatively full. Perhaps the most jam-packed manual I know of is the original Civilization 2 manual. I don't have my original, but a pdf copy is just a google search away. It's over 200 pages filled to the brim with strategies, references, instruction, and historical vignettes. Not only did the game ship with the manual, but with a terrain/technology/unit poster (we're talking serious tack-on-wall size here) that helped you figure out how to get from Archery to Nuclear Fusion, what terrain yielded the best production, and just how bad your howitzer was going to blow away those defending musketeers. The SimCity 3000 Unlimited manual is over 200 pages long, with information on the game, the included Building Architect Tool, and the Scenario Editor. All three of these manuals measure ~7 inches by ~8.5 inches. Yeah, I know, Save The Trees and all that, but manuals this size indicate that this is a game someone (or more likely a whole lot of someones) has put a lot of time and effort into. They whet your appetite to get into the game and play it to death.
The large amounts of reference material contained in these old manuals is another differentiator from their modern counterparts. The SimCity manuals describe in detail every button, every tool, and every window. Need to know what that weird hat-looking button does? Look it up, it's there in the manual. Dark Reign's manual included unit/building descriptions along with several tables indicating each units speed, armor, attack values against various targets, strengths, weaknesses, etc. Starcraft gives you similar data, with detailed unit/building descriptions and a seperate fold-out chart with each race's tech tree- what you had to build to get each unit. Civilization 2 is a complicated game, and the manual explains just about everything in adequate detail. It even includes a screen-by-screen reference guide. I've already discussed the extras that you get along with the manual that are chocked full of info. Dark Forces is perhaps the laggard here, but in it's defense it's not a very complicated game- you've got 10 weapons, a dozen enemies, and limited controls. Providing reference material is one of the main reasons to have a manual, and the manuals of yester-year perform this duty admirably.
One of my favorite manuals (I think I need help- I have favorite computer manuals!) is the SimCity 2000 manual because of it's great sense of personality and humor. The writers accept the fact that the game isn't 100% perfect, and let you know this with a subtle humor, a wink of the eye if you will, that makes accepting the games short comings manageable. For example, when explaining about power plants and why the earliest starting date is 1900, it says "Yes, cities existed before electricity, but not in SimCity 2000. Sims are electronic life-forms and can't exist without it." This subtle nod of the head to the limitations of the game, specifically that of being a simulation of 'modern' cities without the complexity or depth of cities back to the beginning like Civ 2, makes it a whole lot easier to accept. The manual (and those of the sequels) also show's it's personality in it's manner of addressing the reader. The writers talk to you as if you were a new mayor, complete with a great sense of humor. The SimCity 4 manual, in describing Disasters, has this advice: "Joe Bob Sim been a little whiny lately? Aim a lightning bolt at his garage. Who said civic leaders had to be polite?" Dark Reign's manual has a slightly darker sense of humor. It describes a unit that captures enemy soldiers and turns them into suicide bombers to your cause, "with a high-powered explosive strapped to [their] back. Enjoy." Humor plus personality equals a great experience (take note, Novell!).
The last feature I'd like to ruminate on is the thing that elevates games from 'good' to 'great.' It's the reason Half-Life was so addictive. It's one of the reasons Starcraft is still being actively played over 10 years after it came out. Yep, I'm talking about a storyline or plot, something sadly lacking in today's compost heap of MMORPG's and FPS's. Both Dark Reign and Starcraft provide back stories- why you're fighting the battles, why certain units have certain attributtes, and why certain civilizations do things differently. Reading through the Dark Reign backstory, you can't help but have sympathy for the Freedom Gaurd in their fight against the maniacally dictatorial Imperium (it does smack of Star Wars, however). It helps you understand just why they have Martyr units that are willing and eager to charge the enemy with a plasma bomb on their back. Starcraft's manual gives you a great history of the conflict between Terran, Zerg, and Protoss that leaves you with great empathy for the rebellious Jim Raynor or the proud yet fallen Protoss at the end of the game. It provides a sense of "what's going to happen next?" that propels you through the game. Dark Forces' manual gives you all it's information in the form of a series of messages between two of the game's characters, similar to the original X-Wing manuals. It really helps to draw you into the game.
Sci-fi strategy game manuals aren't the only to benefit from back stories. The SimCity 2000 manual includes vignettes from a real city architect on real-world strategies and histories. At the end of the manual they includes several paintings, photographs, and poems about cities. Does any of this have anything to do with the gameplay? No, but it gives you a sense that you are part of something much bigger than a computer game. The Civilization 2 manual provides similar vignettes that explain why the implemented certain concepts, what they're based on, etc. At the end of the manual there is a 'Developer's Notes' section, with a few words (5 pages worth) from the developers. You've heard the old phrase "Don't judge a man until you've walked a mile in his shoes?" Well, this is just that. Reading about a developer's struggles and successes gives you a sympathy for what they've done and a willingness to accept their shortcomings (after reading a book about the developers of Windows 95 I had my whole outlook on Windows changed and was very sympathetic to their cause!). These little add-ons, not added as mere afterthoughts but as quality additions, really help 'sell' the reality of the game to the player.
Some may say that in this day of game review websites, walk-throughs, FAQs, and Google that manuals are not needed anymore. While a walkthrough may make a game easier, it never makes it more enjoyable. Nothing beats the feel of paper in your hand. I don't mean to say that ALL old manuals are good and ALL new manuals are bad. The SimCity 4 manual packs 92 pages of information into a booklet that fits inside a DVD case. However, a well-written manual does more than a Google search can ever do- it tells you that this game is someone's baby, someone's life-long quest, and that you now have the privilege and pleasure of playing it. Few and far between are the games that take the time to make a good manual. So Game On, and I'll see you in the manual.