The Warp Pipe - 05/04/09
By Matt Keller - Sun Apr 5, 2009 9:02am
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This week, The Warp Pipe takes a look at the progression and usage of video game play guides.
We hardcore gamers are a proud breed and have conquered many challenges in our time. Mech-clad Hitler? Chaingun fodder. Zombies? 53,594 in one sitting. Master computers? Assisted suicide. Sometimes even the best of us need help with a maniac boss or a completely obtuse puzzle. Some choose to take it out on themselves, tearing their hair out. Others choose to take it out on the game or something nearby, cursing its name or launching peripherals at equipment/loved ones. The other option is to swallow your pride and turn to a video game play guide.A Guiding Light
![]() Earning the Infinite Magnum ammo unlock makes life easy |
Sometimes a gigantic wall of text just doesn’t cut it, and while we appreciate the efforts of the few who sacrifice their time to write guides, sometimes they’re not quite as clear as you need. Random House and Dorling Kindersley have made a name of their respective Prima/Piggyback Interactive and Bradygames divisions by producing full colour, illustrated guides for the majority of new release games. These guides are usually pretty good, but sometimes they too fail the gamer with baffling instructions and major omissions – anyone who bought the official Halo 3 guide can testify to the absence of information regarding the skulls (done at Bungie’s behest, apparently).
![]() These hardcover strategy guides are ridiculously good |
With print media on the decline, the format for play guides in the future is going to change. Currently the major play guide publishers offer eBook versions of their guides, but the price isn’t very competitive. One future possibility was raised in a recent patent filing by Nintendo, where the game would basically roll a video of what to do when a player got stuck. I could see Microsoft and Sony selling play guides through their respective online stores, maybe even with embedded video walkthroughs for the trickier parts. Perhaps that’s something for the next generation of consoles.
Required Assistance
![]() Twilight Princess would only take about 25 hours with a guide |
Guides are pretty helpful to the working gamer crowd – not everyone can spare 40 hours to play through the latest Zelda epic, and having an accompanying tome can cut that time down considerably, not to mention prevent players from getting lost when they’ve taken extensive breaks between play sessions. Folks with extremely large backlogs can power through games with guide assistance.
![]() Good luck getting the best stuff without a guide |
Many gamers use guides to help them find the best equipment and secret stuff in a game. You could argue that the secret items and ultimate weapons are put into games to reward the players who were prepared to spend the time looking to find them or discovering how to earn them. On the flipside, modern Japanese RPGs have ridiculously long Xanados Gauntlet-style quests to get these items that it’s impossible to discover them without a guide. Just ask any Final Fantasy XII player about the Zodiac Spear.
It’s unreasonable to suggest that usage of play guides is cheating, but I do think that a lot of gamers would do well to only rely on them when they’ve exhausted all other avenues. Does it really matter if you don’t get every single awesome weapon on your first time through? We should play games to enjoy them, not to turn them into laborious tasks of obsessive completion.





