- Joined
- Jun 13, 2016
My favorites were the Maxis games. SimAnt/SimCity/SimLife/ElFish etc all came with 200+ page manuals that doubled as miniature biology courses on whatever the game's topic was. Those got me interested in biology and research sims in a big way as a kid.
I scored a copy of the hitchhiker's guide text adventure at one point in the last decade and was amazed at the sheer volume of feelies. There were a ton of manuals/pamphlets in alien languages, a subatomic space fleet (empty ziploc bag) and a real life replica of the game's most important item: no tea.
I had SimIsle and it came with a manual, in the back of which was a whole chapter on how they based the ecology and culture off the Dayak peoples of South East Asia.
The in-game codex was hilariously blackly written and made it quite clear that you were exploiting the fuck out the place, right down to referring to "native worker-units" and how all your agents were a bit dodgy.
Oh, and the game of Shannara, despite being designed by Lori and Corey Cole (of QFG fame) was a real step down in quality from Legend Entertainment's other offerings IMO. A lot of it felt like corners were cut and was excessively linear. Their Companions of Xanth (which was designed alongside Piers Anthony writing "Demons Don't Dream") was pretty cool in a suitably whacked out kind of way and thankfully predates Piers Anthony deciding to actually become a "dirty old man" in his words, and their adaptation of Weis & Hickman's Death Gate was pretty damn tasty in fact and arguably their ending to the series makes more sense than the official one (which involves the protagonist being blasted out of existence but inadvertently having transferred his soul to his dog and the big bad losing because of some karmic foreshadowing done four books ago. Ugh. The last volume of Death Gate was a mess and all downhill after the Battle of Abri.)
Dark Reign, a really grimdark RTS, had some nice feelies as well. The front half of the manual was dedicated to the backstory of how Earth died of pollution in the 26th century and how humanity's only hope was convicts on one way starships to habitable worlds, and once they were ready the prison administration took over the place and controlled everything by rationing water - and then genetically modified the convicts into a literal slave race with black eyeballs and who all died at age 25. A couple centuries later, the truth about this comes out and the result is a galaxy-wide civil war between the Imperium, who were the descendants of the prison administration with bionic troopers and sleek black hovertanks with energy weapons, and the Freedom Guard, the aforementioned slave race insurgents and their sympathisers who have jury-rigged but effective looking gear and suicide bombers. The grimdark comes from the fact that both sides are bastards. It was also the first RTS I played where I actually felt like the AI was trying to beat me rather than following a script. The manual also had some nice fluff about various personalities on each side who had wonderful names like Jeb Radec, Gerhard Bantrill, Stiv Baator (one of the bad guys, ya think?), etc.