Another crash is imminent. The stock market system is a failed ancient system that leads to the desctruction of businesses and is horrible for commerce. I do sincerely hope Capcom falls in the Crash, along with some other companies, and I hope Nintendo hangs on over the years (especially since they own the Seattle Mariners and I remember how happy I was seeing Nintendo ads behind home plate whenever I'd watch a game on TV) even though they seem to be behind the push to stop making game manuals. I was reading about some hacker of the E.T. game and noticed this line in the article:
The instructions did provide answers, but much as they would today, gamers in 1982 expected to hit Start and begin figuring out gameplay in real time.
I am one of those gamers. I rarely read instruction manuals. However, that doesn't mean they are useless. In fact, that article covered also the very reason why game manuals are a
necessity:
Unfortunately, the instructions were also long and complicated, and about as likely to serve as reading material for a kid on Christmas morning—or really any time—as a terms-of-service agreement.
It's not about reading the manuals. I don't know how many of my friends actually read the instruction manuals that came with our games, nor do I know how many of us here have actually read instruction manuals, but I do know many of us have opened at least one. Why is a game worth 3x or 4x as much in an auction if it has the manual if manuals are so unnecessary?
More than anything though, the manuals gave the kids something to look at, to whet their appetites while they sat in the living room waiting for grandma and grandpa to fall asleep, waiting for mom/dad to say it's time to go home, waiting for that fateful moment when they finally get to plug the game into the console. No, the best video game instruction manuals weren't about telling you how to play the game, they were intended to make you salivate and gnaw at your parents' patience until you could play it. If you learned something about the game in the meantime, even better.
Now they view it as something that cuts into profits. Developers are starting to rush things more and more. They get an idea and then just put off doing anything about it until finally someone says, "We have to get a new game out by Christmas; let's go ahead with that [insert franchise] game, but you have 4 months to do it." Then they pump all their money into extraneous hires. I don't think games have larger staff these days because the technology requires it, but because companies are too focus-driven on getting something dished out in the shortest time possible and to do so requires large teams of people. In the golden era, games were made by 4 to 8 people and the staff roll was just the same names over and over. Now they have staff rolls with a different name for each department and 20 or 30 departments. That requires even more funding to be wasted on staff meetings to get everything together.
Enter the indie game developers with small staff again.
Personally, I don't think video companies will ever truly succeed until capitalism falls to socialism. I just don't see video gaming as an industry that can succeed in a capitalist society. In fact most industries can't function in a capitalist society, but we won't go into that.