The console is loaded, the controllers untangled, and the lights
dimmed. The music fades on, the logo disappears, and I, game two, begin on my quest. It is
my job as Link to do something, by going somewhere, and finding something in order to
beat the game. But almost as quickly as I can run my character in a circle,
reality hits me: I have no idea what to do, where to go, or what to collect. Sure, years
of watching other people play older versions of The Legend of Zelda has prepared me for my
quest, but the exact goals for this particular game are unknown to me and though the game
itself provides clues, I do not know where to start from, let alone where to finish.
Perhaps this is because of my lack of video game knowledge and experience, but maybe it
has to do with the game itself. The narrative created by the game is essentially a folk
tale, and because I am not familiar with the culture, I am unfamiliar with the story. And
without knowing the story, I cannot become the character named after me.
So is this a problem that can be solved? Can a beginning gamer learn the story well
enough to navigate within it? Can it be done alone, or is there background information
that must be aquired away from the television set the Nintendo 64 is connected to? The
answer to my questions can be found in one simple, relatively cheap bound copy of
BradyGAMES The Legend of Zelda Majoras Mask Official Strategy Guide.
When my mother loaned me the game, she loaned me the guide. And without it, this
first-time player would have been completely lost.
What is a strategy guide you ask? A strategy guide (at least those published by
BradyGAMES and the like) is an in-depth look at the game you are trying to play and need
help (or hints, or tips, depending on your self-esteem) with. These books usually come in
paperback, and boast "3-D maps" or "multiplayer strategy" or
"secrets and bonuses," or all-of-the-above. Yes, it is a gamers dream come
true, or is it? Do these guides take away the "point" of the
gamesexplaining the narrative away from the game itself? After the necessity of
exploration is removed, all that remains is a test of hand-eye coordination. The narrative
is gone; or do the guides published by BradyGAMES actually do what they advertise:
"take your game further"? Do the guides actually make the story more
complex? Do they provide enough information to stand on their own as narratives?
Recently I decided to test the idea that strategy guides could stand on their own as
pieces of literature. I read the guide for Resident Evil 3: Nemesis, a game that I
have never played (or heard of, for that matter). The guide began with a description of
the history of the game itself, letting readers know that it was the third in the series
of three (so far, at the time of writing) Resident Evil games. The history of the story
line, however, is very detailed and lets the player know exactly what had happened in the
past five months, leading up to the present of the game (October 1998).
In the second chapter of the guide, I found descriptions and pictures of all of the
characters, weapons, and enemies found in the game. This "list of characters"
made it possible to read the remainder of the guide without feeling like I was missing
something (I am assuming that these characters were also found in the first two games).
After twenty-some pages of character-type description, I was given five pages entitled
"Strategies." This chapter did not relate to the story line as much as the
introduction to the characters; it focused on the physical aspects of playing the game
itself. Without this chapter, the guide would not do its job of helping the player through
the game.
The next eighty-nine pages of the guide focus on the missions that take place
throughout the game. The beginning of each mission highlight contains a list of the items
in the area the character is supposed to pick up while playing the game. The remainder of
the section is a brief outline of the story in which your character is acting. Using first
names and explicit details, this section of the mission description contains the actual
story that takes place in the game. Mixed in with instructions (i.e.: "head to the
area under the platform to the northwest . . . go to the locker with the green lighter at
the back and search . . .") and pictures taken from the game itself is the actual
plot of the game.
After this detailed narrative section, the guide once again shows its true colors: the
strategy behind the story. Two chapters of the guide remain: "Secrets and
Bonuses," and "Items and Files." Neither really affected the way in which I
interpreted what happened in the plot driven chapters of the guide, but as a gamer I can
understand why these chapters would be important to the narrative of the game. The
"Secrets and Bonuses" chapter almost provided me with another narrative, but
this time it was like watching a DVD with the directors commentary turned on. I had
already "seen" all of the scenes this chapter was describing for me, but I had
failed to see them in the same light without the walkthrough instructions. I got another
meaning altogether from this chapter of the guide.
Without any knowledge of the game before reading this guide, I feel like I understand
the story that is taking place. Dan Birlew, the author of the strategy guide, uses clear,
concise sentence structure that is both easy to understand (important for those reading
while playing) and in-depth enough to convey the plot to a person without the game in
front of her. Reading this guide was similar to listening to a television show without
watching the screenI knew I was missing some things, but not enough to keep me from
understanding the show.
Relating to the games they represent is one of the goals that BradyGAMES strives to
meet. According to their web site (www.bradygames.com)
their "guides are created for the most anticipated games and each takes on the unique
look and feel of the game it supports while providing every piece of essential
information." I feel that this goal is met in the guides that I have used to play
games. This is important to the user because it makes the transition form printed text to
action narrative easier and quicker to make. If the written guide was prepared in a
"language" that the game was not using, the jump between media would be
difficult and risky. It is because the transition is so smooth that the guides are so
helpful.
So can a strategy guide stand on its own as a piece of literature? I would say not only
can it, but it does. The purpose behind the guides is to help the player to better
understand the game he/she is becoming a character in. BradyGAMES states that its
"talented team of authors and editors cover every aspect of the game to provide the
most detailed information possible," thus allowing the player to completely
understand the world he/she is entering. Each guide retells the story originated in the
game, but adds to it in order to make it clearer. Therefore, I conclude that the story
found in the guide is more detailed and better written than the original game narrative.
For more on the art of strategy guide writing, check out the GamesFirst!
Interview with Dan Birlew.