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Culture 10 min read

The Strategy Guide

How BradyGames, Prima, and Nintendo Power turned game knowledge into a publishing industry — and why the internet ended it in under a decade

Before the guide

Before the commercial strategy guide, game knowledge was transferred through player networks: friends who had gotten further in the game, older siblings who had found the hidden room, classmates who had bought a different game and traded information. This network was effective for players who had access to it — urban players with large social groups and common games had more information available than rural or isolated players who had fewer contacts who played the same games. The knowledge gap between players with good information networks and players without them was a real quality-of-experience gap, and it was partially addressed by commercial publications before it was fully addressed by the internet.

Nintendo Power magazine, which launched in 1988 as Nintendo's official American publication, was the first major commercial game information source for the NES market. The magazine included strategy guides for specific games as features — multi-page walkthroughs with maps, item locations, and boss strategies — alongside reviews, previews, and Nintendo-produced promotional content. The subscription model guaranteed delivery of information relevant to current releases to subscribers who might not have the social network to provide it informally. Nintendo Power's circulation peaked at approximately 1.5 million subscribers in the early 1990s, suggesting a substantial market for formalized game information that the informal player network wasn't fully serving.

BradyGames, Prima, and the commercial guide

BradyGames (a division of MacMillan Publishing) and Prima Games (a division of Random House) were the two dominant commercial strategy guide publishers in the North American market from the early 1990s through the mid-2000s. Both publishers developed relationships with game companies that allowed access to game code and design documents before publication, enabling guides to be ready at or near the game's launch date. The access relationship was partly editorial — guides written with developer access were more accurate than guides written from playthrough alone — and partly commercial: publishers who maintained good relationships with developers received preferred access that competitors didn't have.

Major release strategy guides sold at commercial scale that surprised observers outside the publishing industry. The Final Fantasy VII strategy guide sold approximately 800,000 copies in North America. The Diablo II strategy guide sold over a million copies. A successful guide for a major RPG or action-adventure game could generate revenue comparable to a moderately successful book title in mainstream publishing categories, which made game strategy guides a commercially significant product line for publishers who had relationships with the right development studios.

The guides themselves varied considerably in production quality and accuracy. The best guides — typically the official guides produced with developer access — were genuinely useful reference documents: complete maps, item location databases, strategy sections written with understanding of the game's mechanical depth. The worst were rushed productions written from playthroughs that had been incomplete at the time of writing, with errors in item locations, missing secrets, and strategies that reflected the writer's specific playthrough rather than optimal approaches. Player trust in guide accuracy was calibrated to publisher reputation, and publishers who produced inaccurate guides received visible consumer feedback through the same channels that had, before the internet, been unavailable to publishers: message boards, fan sites, and the Amazon review system that allowed readers to tag specific errors.

The internet and the end

The strategy guide industry's commercial collapse was rapid and complete. GameFAQs (founded 1995) accumulated user-written FAQ documents — text-based walkthroughs and strategy guides contributed by players who had completed games and wanted to document their knowledge — and provided them free to any player with internet access. The quality of GameFAQs content varied, as did the commercial guides, but the best GameFAQs guides for major releases were as comprehensive as any commercial guide and available without purchase or shipping delay. A player who needed a boss strategy at 11pm on a Tuesday could find it on GameFAQs immediately; the commercial guide required a retail visit or a mail-order wait.

The transition from commercial guides to free online documentation happened between approximately 1998 and 2005. The inflection point was broadband internet adoption: players with dial-up connections used online guides inconsistently, because the connection process and page load times made consulting an online guide during play inconvenient. Players with always-on broadband connections could open a browser window and consult GameFAQs or a game-specific wiki without interrupting their session. The convenience comparison between a physical guide on the desk and a browser tab was, for broadband users, decisive in favour of the browser tab.

BradyGames and Prima Games both discontinued operations in 2018 — BradyGames in June, Prima in April. Their parent companies cited the internet's effect on demand for printed game guides as the primary commercial cause. The nearly simultaneous closure of both major publishers within months of each other suggested that neither had found a sustainable adaptation to the changed information environment. The collector's edition guide — a premium physical product sold alongside collector's edition games, emphasising physical quality and artwork over informational utility — had sustained some commercial activity through the 2010s but was not a replacement for the mass-market strategy guide business. The industry that had sold hundreds of thousands of copies of a single guide in the 1990s closed without a viable commercial model for the 2020s.