← All Essays
Culture 11 min read

The Game Manual

When game documentation was an art form, a world-building tool, and sometimes the game itself — and what its disappearance says about how games changed

What early manuals were

The earliest personal computer game manuals were technical documents. They listed commands, explained the interface, described the scoring system, and provided the information required to operate software that assumed no prior knowledge of either computers or games. Adventure (1980) on Atari 2600 had a two-page insert. The manual for Zork I (1980), the Infocom text adventure, was a folded sheet that listed verb syntax. The function of documentation was to explain what the player needed to know to make the software do what it was supposed to do, and no more.

The shift from technical documentation to creative document happened gradually and unevenly. Infocom, the text adventure company, understood from their earliest products that the manual and its accompanying materials — called "feelies" — were part of the game experience rather than external to it. Deadline (1982) included a physical evidence bag with a police autopsy report, a brochure, and handwritten notes: physical objects that contained information necessary to solve the mystery and that placed the player in the position of a detective who had received a case file. The Hitchhiker's Guide to the Galaxy (1984), co-written by Douglas Adams, came with a "Don't Panic" button, a cardboard Microscopic Space Fleet, a fluff-filled "bag of pocket fluff," and an order to destroy the universe — objects that were both gag gifts coherent with the novel's absurdist tone and game components that the text adventure referenced.

The elaborate manual as worldbuilding

Ultima IV: Quest of the Avatar (1985) shipped with a cloth map of Britannia — the game's world — and a metal ankh. The map was not a convenience for navigating the game; it was a physical object that existed in the game's world, a representation of Britannia that the player was supposed to use as an inhabitant of that world would use a map rather than as a player using a reference document. The ankh referenced the game's spiritual system. These were physical artefacts that made the game's world material in the player's space — that placed objects from the fiction in the hands of the person experiencing the fiction.

Wasteland (1988) included a separate 112-page novella: "Paragraphs," a collection of numbered story excerpts that the game would instruct the player to read at specific moments. "Read paragraph 47," the game would say, and the player opened the book to paragraph 47 and read a section of fiction that continued the narrative. The mechanic served two purposes: it allowed the game to include far more text than the software could store, and it functioned as crude copy protection — a pirate who copied the disk would need the book to experience the complete story. The Wasteland paragraphs book was a copy protection mechanism that was also genuine fiction written by Alan Pavlish and Brian Fargo, engaging as writing independent of its protective function.

Civilization (1991) shipped with a 200-page manual that included a history of human civilisation from prehistory through the contemporary era — not a game manual in any conventional sense but a reference document about the subject matter that the game was simulating. A player who read it before playing Civilization would understand why certain technologies unlocked certain other technologies, why certain governments had certain advantages, why certain wonders had the historical significance the game assigned them. The manual transformed the game from a strategy simulation into an educational experience about history.

The CD-ROM and the manual's decline

The transition to CD-ROM in the early 1990s changed the economics of game manuals. Cartridge games shipped in boxes sized to accommodate large manuals; the box needed to be large enough to look like a product on a retail shelf, and the manual filled the space the box required. CD-ROM games shipped in smaller jewel cases that could accommodate only slim booklets. Publishers who had been producing thirty- and forty-page manuals reduced them to twelve and eight pages because the format constraint made larger manuals impractical without additional packaging cost.

The simultaneous shift toward in-game tutorials also reduced the functional necessity of the manual. A game that taught its mechanics through the first level's design needed to document them less thoroughly in print. The tutorial design philosophy that Miyamoto's Super Mario Bros. had established — teach through play rather than through documentation — had propagated through the industry by the mid-1990s, and games that opened with a tutorial implied that the manual's instructional content was at best supplementary. Players who learned from tutorials didn't develop the manual-reading habit; games that assumed tutorial-trained players didn't invest in detailed manual content.

By the early 2000s, game manuals had shrunk to four-page safety and warranty inserts on glossy paper with minimal game-specific content. By the late 2000s, digital distribution and environmental printing concerns had eliminated physical manuals entirely for many releases. Contemporary games distributed digitally include no physical documentation whatsoever; console releases may include a QR code linking to a digital support page. The physical artefact that had been, at its best, a creative document extending the game's world has been replaced by in-game help systems and online wikis that are more comprehensive and less carefully authored.

What the manual told us about the player

The elaborate game manual assumed a player who would engage with documentation before playing — who considered the world of the game important enough to read about it before experiencing it, who valued context and background, who treated the package as a total object rather than as packaging to be discarded. This assumption was characteristic of a specific moment in the relationship between games and their audiences: a period when games were purchased with considered intent by players who had decided in advance to invest in the experience, not discovered by algorithmic recommendation and downloaded in thirty seconds.

The manual's decline reflects a change in who plays games and how they find them. A digital storefront selling to an impulse buyer who discovered a game through an ad or a recommendation feed is selling to someone with no investment in the game's world prior to playing it. An elaborate cloth map or a 200-page history of civilisation is not an asset to that player; it is a friction cost between the purchase and the play. The games that maintained elaborate physical documentation into the 2000s and beyond — collector's editions with art books, strategy guides, physical maps — did so as premium tier purchases that self-selected for the player who wanted the full package experience.

Some games internalised the manual's worldbuilding function: Mass Effect's in-game codex, Pillars of Eternity's lore entries, Dark Souls's item descriptions all provide the kind of contextual depth that the Ultima IV cloth map provided externally. The world-building impulse didn't disappear with the manual; it moved inside the software, where it reaches more players more conveniently but without the physical presence that made the Ultimia IV ankh or the Wasteland paragraphs book objects worth keeping independent of the game they accompanied.