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how786 Offline OP
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The trend nowadays seems to be tiny black fonts on dark gray paper.
For some of us this is VERY hard to read. I see 2 options that are easy to implement:

1-Put a .pdf manual on the CD.
2-Use white paper rather than dark gray.

Thanks,
Howard

PS-I also would like to see a turn-based combat option.

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Agreed -- I've never seen the point of textured backgrounds in manuals, even in those happy days when manuals were bigger. Now that they're forced to be tiny by the new box sizes, they really need to be printed as clearly as possible. PDF is good, but don't put the background graphic in the PDF either please!

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how786 Offline OP
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Yes. You make a good point about the PDF.
BTW, one of the more legible and clear new-style manuals is found
with Sacred.
I cannot figure out who came up with the idea of switching to dark gray
paper to print text on. Or, why the need for all kinds of background graphics to further confuse my eyes! Yet, so many companies do it....
<smile>
Howie

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I think the problem is that you have marketing people and practical people.

Marketing people want the manual to look great but assume that people don't read it. The manual is just filled with random text designed to sell the game.

Hence, the marketing people must make decisions like how wordy a manual should appear for the desired audience. If the game is for hard core people who like a story, the manual should be very thick and cryptic. It should be filled with tons of amature fiction which the marketing people have scoured off the internet. This fiction should be modified to substitute game ideas for the original terms but otherwise be left in tact. If the game is for light hearted gamers who just want a hack and slash, it should be relatively thin and consist mainly of illustrations and have little if any text content.

A manual is just a selling tool and is meant to create an impression. If the manual is cool looking, maybe the game is cool too..

Practical people on the other hand see the manual as part of the game. Any content in the manual is meant to help improve their gaming experience and the manual is meant to be read. It is not meant to deliver technical details which the author may not care for (readmes are writen so game devs can boast these). It is purely meant to show a player how to get the most out of the game. It may contain backstory but it should not be dull or boring. It should be written like people will read it with good artistic style and wit.

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I'm looking at a coloured manual right now (UK version), where the background is light brownish and the forground is dark brown. It reads very well actually.


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Quote
the marketing people must make decisions like how wordy a manual should appear for the desired audience


But above All, i believe the manual should appear "readable" .... <img src="/ubbthreads/images/graemlins/stupid.gif" alt="" />

maybe i'm wrong. <img src="/ubbthreads/images/graemlins/ouch.gif" alt="" />


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The manual I have for the US version is fine. Except for a bit lacking in some details (Divine games tend to force you to figure out the logistics of some things by yourself - ie. how to make potions in Divine Divinity). The text is black on a light gray. I don't see how it is very hard to read unless you have very bad lighting.


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I don't see how it is very hard to read unless you have very bad lighting.

A number of people playing this game are in their 50s and their vision is on the decline (though it can happen at any age). Also, the font is very small. While I had no problem reading it, I can see how other would have problems.

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[color:"#33cc3"]Jurak'sRunDownShack!
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