At this point in our game design process, we are very satisfied with our game mechanic and flow, and are moving on to articulating the game board and player manual. As I discussed earlier this semester, I believe that (electronic game) manuals should be considered a very important aspect of any games package. I think that this should also hold true for our game, given that it has been carefully designed.
Our game has a strong military theme, particularly relating to tactical hand-to-hand combat between the highly primitive days of sheer brutality and today’s technologically facilitated warfare. The best example of a manual I can think of whose design compliments this theme is that of Age of Empires II: The Age of Kings (Win). I commented earlier on how the comprehensive manual is a core element in the beautifully realised games package. Gothic typefaces are used as headings and backgrounds are printed to resemble the parchment used by authorities in those medieval times.
Another game manual I should point out is that of Railroad Tycoon 3 (Win). While it’s not as grand as the Age of Empires offering, the manual has features some nice finishing touches. The cover resembles a formal notebook or diary, with a leather texture and metal corner protectors printed to look convincing. Inside, the different aspects of the game are split up into appropriate sections, with each featuring a relevant quote from an original railroad tycoon, tips on game play and appropriate screenshots. Railroad Tycoon certainly isn’t the blockbuster series that Empires is, but the effort put into something as seemingly trivial as the manual is something I for one appreciate.
Our game will not need a particularly large manual; the game idea is easy enough to pick up. It will however need to contain a comprehensive detailing of the game’s major mechanics, particularly movement, use of power-ups, and most definitely, engaging in battle. In terms of presentation, I think we should create something similar to the worn tome appearance of the Age of Empires II manual/reference. The cover could be made of thicker material, like card, and resemble a cover material such as leather. We should use gothic fonts and illustrations instead of photographs to maintain the narrative and look-and-feel of the game.

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