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Will Mask of Eternity be Canon?

posted by Beacon80 on - last edited - Viewed by 714 users

I try not to be the guy crying "This game sucks! It shouldn't be canon!" I only bring this up because Roberta Williams left Sierra in frustration after she made this game, so she might not consider it canon, and if anyone could say "This didn't happen" and have it stick on an official level, it's her.

I tried playing the game when it came out, and I never made it through. It's not a King's Quest game at all, but rather a First Person Shooter, and, IMO, not a good one.

I'm playing through the games again in preparation for TTG's new entry, and I'm curious to know if I should force myself through Mask of Eternity, just to get the full story.

23 Comments - Linear Discussion: Classic Style
  • Yes, the jumping over lava fields etc. was my least favourite part of the game. I felt the control method was not precise enough to allow for much accuracy.

  • Ya I suppose some of the puzzles are fetch quest like. More so than the fetch quests in earlier KQ games.

    I think one of my problems with KQ7: TPB was a similar issue, were puzzles that felt like simplified fetch quests (you are given requests to find something by another character). MOE may have drawn on that (it also has a similar single icon interface). For example the spells, where you have to find three ingredients in order cast the spell.

    My least favorite were the box and box jumping puzzles.

    I like some of the physics based puzzles though, where you literally got to interact with the environment like cutting a tree down, or freeze water with ice arrows to make a rod/switch.

  • Ken Williams has discussed Mask of Eternity a few times on the various Sierra community forums--most recently on the Pheonix Online Studios board here: http://www.postudios.com/blog/forum/index.php?topic=9190.120 (scroll down--user name is kenwilliams).

  • The official King's Quest games have never been extremely continuity-heavy. They probably won't bring it up much one way or the other, much like TOMI didn't bring up "Escape" much.

  • The only thing I'd 'expect' to see if Roberta had continued it, would be that Connor would become a reoccuring character. Probably a full time knight of Daventry, in the vein of young Sir Graham (there are already allusions to him being a knight of Daventry in KQ8 already).

    But he'd just be another hero, to be cycled around around 'every other game', like Alexander, Rosella, and Graham were used. According to Roberta, in one interview, Connor kinda became the replacement for Alexander, since his story had essentially been told (he got his girl, and moved to another country). Graham had already received quite a few stories already. Rosella (and Valanice) had a story in the previous game.

    Future games wouldn't have been reference heavy, much in the same as previous games weren't reference heavy. Except for the occasional nod to a previous adventures. But 'current' adventure would probably have been stand alone.

  • @doggans said: The official King's Quest games have never been extremely continuity-heavy. They probably won't bring it up much one way or the other, much like TOMI didn't bring up "Escape" much.


    This.

  • I haven't heard any reason why MoE shouldn't be considered as part of canon. Neither Roberta nor Sierra has ever claimed that it's uncanonical, so therefore it must be part of official canon.

    And when it comes to action elements, also the first 4 games have those. Although in first 4 you can't defeat your opponents, but you must run to the nearest edge of the screen. Very annoying if you happen to be at the middle of the screen when monster appears.

    @Valiento said: Ya I suppose some of the puzzles are fetch quest like. More so than the fetch quests in earlier KQ games.

    I think one of my problems with KQ7: TPB was a similar issue, were puzzles that felt like simplified fetch quests (you are given requests to find something by another character). MOE may have drawn on that (it also has a similar single icon interface). For example the spells, where you have to find three ingredients in order cast the spell.

    My least favorite were the box and box jumping puzzles.

    I like some of the physics based puzzles though, where you literally got to interact with the environment like cutting a tree down, or freeze water with ice arrows to make a rod/switch.

    Personally I thought that some of those puzzles, like the one with ice arrows, were much better than puzzles of KQ7, which IMO was way too easy compared to rest of the series. My biggest issue with MoE wasn't fighting, but that it had too few puzzles compared to time which you spend running around. But then again it's a rather common problem with early 3D adventures, the maps are simply too big and too empty.

  • And when it comes to action elements, also the first 4 games have those. Although in first 4 you can't defeat your opponents, but you must run to the nearest edge of the screen. Very annoying if you happen to be at the middle of the screen when monster appears.


    There were also timer puzzles... Where you had to do an action fast enough, or you would die... These were bad on faster machines.

    My biggest issue with MoE wasn't fighting, but that it had too few puzzles compared to time which you spend running around. But then again it's a rather common problem with early 3D adventures, the maps are simply too big and too empty.


    Reminds me of this;

    When we started working on the project, we first started by designing Daventry, and ended up with this huge map, and Connor wandering around this big area, with pretty much nothing to do in between the puzzles, and that in connection with Roberta's story, I started recommending lets add things like combat, and health items, and things like that, to give us more things to fill out the world, and to keep the player involved in between the puzzles. ...and so we came up with this very simplistic combat system that I don't think gets in the way of the story, its a very easy to grasp, click on the guys, until he is dead, diablo-like combat. I felt it really added to the system."


    -Mark Seibert, Talkspot part 2, December 1998.

  • I don't think eight should be canon, but neither should seven.

  • @AdventureGamer said: I don't think eight should be canon, but neither should seven.

    Why not? KQ7 is a point-and-click adventure game, which stars characters from the royal family. The animation style may be different, and the cursor interface may be simplified, but it's still undeniably an adventure game.


    MoE is a 3D-action-platformer with RPG-style upgrades and some adventure-game-style puzzles. It has a totally different interface with a totally different camera perspective, real-time combat, and stars an obscure character who was not a member of the royal family.

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