4 ms·
I fondly remember the manuals for Homeworld 1 and Homeworld Cataclysm. More than a hundred pages each, the second contains extensive in-universe descriptions of
by sbierwagen 3y ago
I fondly remember the manuals for Homeworld 1 and Homeworld Cataclysm. More than a hundred pages each, the second contains extensive in-universe descriptions of the units, talking about dispenser jamming issues in the minelayer corvettes and the odd center of gravity on the interceptor fighter due to its offset gun. Complete fluff, of course, with zero impact on gameplay. Perfect nerd bait, like those giant books of exploded diagrams of Star Wars ships that specified the wattage and manufacturer of each turbolaser battery on the Death Star. https://www.moddb.com/games/homeworld-cataclysm/downloads/homeworld-cataclysm-manual https://www.moddb.com/games/homeworld-cataclysm/downloads/ho...
More interesting in retrospect, the first manual contained extensive descriptions of kiith clans. They go on for dozens of pages, and don't show up in the game's actual story at all. Someone spent serious effort writing them. Why? Left over from an earlier version of the game pitch where the player would have to manage relations between competing groups on the mothership? https://sierrachest.com/gfx/games/Homeworld/box/manual.pdf https://sierrachest.com/gfx/games/Homeworld/box/manual.pdf
- TeMPOraL 3y agoThanks for the link; I played the OG Homeworld a bit, but got it IIRC from one of those game magazines with CDs, and if there was a copy of the manual there, it must have been digital, and I didn't notice. Skimming from the dozens of pages I would love to have read back then, I think this may be the case of writers creating a detailed setting for the game early on - only fraction of it could become part of the gameplay, but presumably designers and writers were using it as a reference. And, come release time, it didn't hurt to include the world-building bits - it might just get some players to enjoy the game more (I know it would've had this effect on me), while the alternative, back then, was for those details to never see the light of day. And/or maybe they hoped to make some follow-up games, or tie-in novels, etc. - then including those details was both important to solidify the fictional universe, and would drive some secondary sales for the game itself.