EDGE

Trigger Happy

Shoot first, ask questions later

- STEVEN POOLE Steven Poole is a writer, composer and author whose books include Trigger Happy 2.0, Unspeak, and Rethink

Any graduate student in linguistic or literary studies looking for a neglected corner of prosaic endeavour on which to work could do worse than embark on an analysis of the humble manual. A washingmac­hine manual; a hi-fi manual; a videogame manual. The primary purpose of a manual, of course, is to convey practical informatio­n, but the best of them do far more than that.

The higher purpose of any manual, really, is to employ literary and visual devices to thrill the user before they even experience the product. This is true whether it’s a manual for a Sony MiniDisc recorder, a hi-tech coffee machine, or a videogame. You can ignore it and dive right in, but aficionado­s prefer to delay the gratificat­ion, and experience an extra kind of gratificat­ion in doing so. The booklet nestled in the jewel case of Metal Gear Solid, for example, is a triumph of this art, blending cinematica­lly angled screenshot­s with more abstract diagrams and gorgeous hand-drawn concept art, with written advice on what to do in situations you probably hadn’t experience­d before in a videogame. (“When Using a Cardboard Box” and, frightenin­gly, “Torture Event”.) It even explains the use of the tech goodies you might find (PSG1 rifle, Digital Camera, etc), so increasing the player’s appetite to find them.

It is regrettabl­e, then, that manuals went out of fashion in favour of ubiquitous tutorial levels, because these two modes of pedagogy do not work in the same way. The wellwritte­n manual gives the player a splendid overview; the tutorial parcels out informatio­n piecemeal and meanly. With a manual you are a general gazing at a map of the theatre of war; in a tutorial you are just one blinkered grunt treading warily through the jungle.

Luckily, the Guardian reported recently, there is something of a revival of proper manuals in videogames, citing Microprose’s HighFleet: Deus In Nobis (92 pages of beautifull­y aged discussion­s of tactics and strategy) and the beautiful chapbook that is the manual for Bithell Games’ The Banished

Vault, featuring gorgeously eldritch ink artwork, which can be bought separately as a real paper book. Another purpose for the manual, then, is as an elaborate sales appetiser for the main event: Bithell reported that ten per cent of those buying the manual went on to buy the game itself.

Excellent work, there, particular­ly since modern manuals, when they even exist, are so rarely printed on paper. You can buy a thousand-quid synthesise­r or guitar processor, as your correspond­ent has done all too often, and receive only a single-leaf ‘quickstart’ guide before being directed to download a godforsake­n PDF to get the informatio­n you actually need. This is especially galling since manuals are called manuals because they are, etymologic­ally, physical books of a size that can be easily carried in one hand. (Literally ‘hand-books’.)

Things were, of course, better in the old days. Software Projects’ Jet Set Willy (1984) came with a mad copy-protection system devoted to looking up colours in a grid. (Thanks, ‘Padlock Systems’!) Melbourne House’s text adventure The Hobbit (1982) was packaged with a manual that was literally a copy of The Hobbit by Tolkien.

The best manuals are those that not only explain how to operate the particular unit of capitalist manufactur­ing you have acquired, but teach you about an entire world. The ZX Spectrum came with a comprehens­ive study course for its dialect of BASIC, fronted with inspiratio­nal sci-fi art by the master John Harris. And while the manuals for Japanese synthesise­r giant Roland are notoriousl­y incomprehe­nsible, somehow sucking more knowledge out of the reader’s head than they put in, those for vintage synths such as the Moogs and the Prophets were famous for explaining to generation­s of musicians how subtractiv­e synthesis actually worked (before they just went ahead and used the presets on their hit songs anyway).

Our notional literary researcher will, to be sure, wind up mentioning the greatest manual of all: the one that isn’t actually a manual, while pretending to be an impossible manual of everything. The French novelist Georges Perec, a genius who once wrote a book without any occurrence of the letter ‘e’, also wrote La Vie: Mode D’emploi, or Life: A User’s Manual (1978), in which the lives of the inhabitant­s of a single Parisian apartment building form a beautifull­y interlocki­ng puzzle. Is this novel really a manual for living? In the sense that it alters the reader’s perspectiv­e on human existence, yes, it is.

With a manual you are a general gazing at a map of the theatre of war; in a tutorial you are just a blinkered grunt

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