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Derek Karlavaegen

posted by BagginsKQ on - last edited - Viewed by 661 users

This is more of an extension to this topic here but a little more specific.

Who would like to see a new guidebook by Derek Karlavaegen as a PDF or bonus item included with the boxed set of Telltale's new King's Quest game?

If anyone doesn't know who Derek is, he is an old explorer and wanderer who landed the Green Isles, nearly twenty years before KQ6. He wrote the Guidebook to the Land of the Green Isles, the manual and pack-in copyright protection for KQ6. This is the thing I wonder if they should create for telltale's KQ to have the feel of the early KQ games that had such manuals, with stories, etc.

He was in his Mid 30s to 40s at the time of Guidebook, and somewhere in his 50 to 60s around the time of KQ6.

Karlavaegen.PNG

I have put together a very detailed biography of him on the KQ wiki (including everything there is to know about his history, personality, and interactions with other KQ characters, and others);

Derek Karlavaegen's biography

The short version (but do please read the long version) is he wrote the Guidebook to the Land of the Green Isles, and decades later, went on to record the events of King's Quest 3, in an interview with Alexander. He moved into Manannan's house, a few weeks later, where he discovered the Eye Between the Worlds.

Prince Alexander's Own Story! Exclusive Interview

Eye Between the Worlds

The eye is a mechanical computer (perhaps built by Pope Sylvester or Manannan) that allowed him to send messages one way to 20th century Earth (he called it the Other World), in hopes that someone would discover them. The Eye was discovered in the bookshelves near Manannan's desk, and can be seen in the game, KQ3.

EBTW.png

Later he recorded the events of KQ5, after visiting and interviewing King Graham. He gave Alexander a copy of the Guidebook to the Land of the Green Isles to help him learn about the kingdom before he got there (Alex lost the copy in the shipreck, but had memorized the Ancient Ones language and myths, allowing him to scale the cliffs, and make his way through the traps of the catacombs).

He was later invited to Alexander's wedding, and wrote the chronicle of KQ6 events to be placed in the archives of both kingdoms.

He is one of Alexander's closest friends (whom he respects and trusts deeply), and had been for a long time. He has spent much time hobnobing around in the royal courts of both kingdoms, and has deep respect for King Graham as well.

54 Comments - Linear Discussion: Classic Style
  • Probably because he has no bearing on the actual games whatsoever.

  • Getting radical. First Roberta's involvement in KQ is questioned/George Lucas-ized (IE that she had nothing to do with the series after II), now the KQ Companion is repudiated. Interesting.

  • The King's Quest Companion is an official guide created in part through the help and input by many Sierra employees, and as such referenced by some of the later material produced by Sierra.

    Roberta Williams is acknowledge for being of help in writing the books.KQC1E, pg According to Peter Spear, he would call Roberta Williams in order to develop chapters for the book. If she wasn't around or was too busy, he would contact other colleagues working on the games including Jane Jensen.KQC3E, 233 The books were officially endorsed by [[Roberta Williams]] and she believed it brought the games to life in an exciting new way. She said it added another fascinating dimension to the entire King's Quest experience. She felt it was a pleasure to read, and a must have for anyone wanting to explore the series in greater depth and detail."The King's Quest Companion is an interesting blend of fiction and helpful information for playing my games. Anyone interested in reading the story behind King's Quest or who just needs to be 'unstuck' while playing the game will find this book invaluable."-Roberta Williams, 1st Edition back cover"...a wonderful blend of fact and fiction that brings my games to life in an exciting new way. It add's another fascinating dimension to the entire King's Quest experience. It is truly a pleasure to read and a must have for anyone hoping to explore the series in greater depth and detail."-Roberta Williams, 3rd Edition back cover She provided Peter Spear with encouragement, support, and access to work in progressKQC2E, KQC3E, Acknowledgements.

    Ken Williams (the former owner of [[Sierra On-line]]) supported the book from day one. He and his brother John Willams were extremely helpful and supportive of the book through the years, and without their support the book might not have existed. Peter Spear worked directly with Jane Jensen while editing and writing material for KQ6 portions (the main novelization was written by the professional novelist [[eluki bes shahar]]), and he worked with [[Lorelei Shannon]] on the material published in the 4th Edition and [[King's Quest VII: Authorized Guide]]. Other people at Sierra that assisted with Peter Spear in developing the book through the years include [[Bill Davis]], Dennis Jonathan, Kirk Green, Anita Greene, Liz Jacobs, Mark Siebart, Marc Hudgins, Jonk Meek, Dan Rogers, Jerry Bowerman, and Joe Escalle.

    The author directly worked with designers and the game publisher to receive behind the scenes information, and influenced material in the games ([[About King's Quest I-V]]), the manuals and even other official Hint Books on occasion (see KQ6 and KQ7 hintbooks by Lorelei Shannon, KQ5 Manual (computer and NES versions), the [[Guidebook to the Land of the Green Isles]], and [[King's Questions]] (a computer game), and other material in the [[King's Quest Collection]] (15th Anniversery Collector's Edition)) ([[The Royal Scribe]]). Sierra's [[Interaction Magazine]], and King's Quest Collection reprinted portions of the book on occasion to advertise them, give background story to the King's Quest World, and give hints to players (Sierra Magazine, Autumn 1989, Interaction, Fall 1994). The former article was included in the [[Inside the Chest]] archive included in several editions of the [[King's Quest Collection]].



    It's interesting to note, that what started out as a brief interview with John Williams in 1984, and later an interview with Roberta Williams about KQ back in 1988, and another in 1989 created a long term friendship between Peter Spear and Williamses. It was Ken Williams with Roberta apparently that came up with the suggestion that Peter Spear be brought in the first place to write the books.

  • @Anakin Skywalker said: Getting radical. First Roberta's involvement in KQ is questioned/George Lucas-ized (IE that she had nothing to do with the series after II), now the KQ Companion is repudiated. Interesting.


    He didn't say that Derek and the KQ Companion are not valid (nor did I). He said Derek's inclusion in the franchise is whimsy.

  • Ironic, considering that almost everything included in KQ is for purpose of whimsy... It is made up of a hodgepodge of random fairy tales, and myths thrown into a blender, don't you know?

    To those who may someday follow in my footsteps, I say this; Be kind to this gentle land, be open-hearted to her whimsy and protect her, if you can, from the harsh winds which might wish to blow in from the sea to steal her soul. She is unlike any place I have ever seen and she has stolen my heart.-Derek Karlavaegen, Guidebook to the Land of Green Isles, Jane Jensen, pg

    Derek Karlavaegen btw, is style of such works as Dracula (in which different characters, or newspaper clippings tell different parts of the story), and put together and edited by fictional character.

    Or Eriol/AElfwine, a British Saxon who was part of the original cover stories of Tolkien's Middle-Earth legenderium, as a kind of visitor to early versions of Middle-Earth who recorded what he saw, and then took it back England to tell others.
    http://tolkiengateway.net/wiki/%C3%86lfwine

    The released Hobbit, Lord of the Rings, and Adventures of Tom Bombadil modified this to be various writers (mainly hobbits, but perhaps others including input from the elves) adding to the Red Book of Westmarch, which was a tome of history and legends and poetry of the world.

    https://en.wikipedia.org/wiki/Red_Book_of_Westmarch

    There is also a sense that its in the style of the Pendragon Cycle by Stephen Lawhead as well, where each chapter was written by another character, from their perspective.

    It's actually a classic literary device, for a 2nd Person narrative.

  • @Chyron8472 said: He didn't say that Derek and the KQ Companion are not valid (nor did I). He said Derek's inclusion in the franchise is whimsy.



    Bingo.


    The eye to the other world? Where he talks directly to Peter Spear? That's Spear writing himself into the games.

    The games are the games. Derek Wahtshisnutts is just a bit of outside fun, but he has no bearing on the games what-so-ever.

    I don't consider the fan-games part of canon, either, just so we're clear. The whole character of Derek K. is just badly written fan-fiction that got sanctioned, and the KQ Companion, as lovely as it is, when it was produced was just another product to generate more KQ income.

    When it comes to King's Quest, I pay attention to the games, and not the periphery. I don't consider Kingdom of Sorrow, See No Weevil or The Floating Castle to have any bearing on the games, either.

    I don't need all kinds of information, back stories or nunsuch to let me enjoy the games. Some people dig it; I never give it a thought when I'm playing.


    Bt

  • The eye to the other world? Where he talks directly to Peter Spear? That's Spear writing himself into the games.

    The games are the games. Derek Wahtshisnutts is just a bit of outside fun, but he has no bearing on the games what-so-ever.



    You obviously haven't played KQ6...

    Ferryman (KQ6 script): "The island's currents keep us pretty isolated. I can only recall three visitors in my lifetime. When I was a boy a wanderer came, Alhazred himself arrived many years ago, and now you. We have almost no contact with the outside world, but we're content with our little kingdom. At least, we always were in the past."

    Guidebook to the Land of the Green Isles

    Foreward

    Herein lies the account of my travels in that mysterious kingdom known as the Land of the Green Isles. Lest this record be put down to the fevered imagination of a madman or the fiction of a notorious liar, let me assure you, dear Reader, that the Land of the Green Isles does indeed exist. One can hear the name of the Land whispered in roadside inns off dusty roads from the hills of Daventry to the sea of Tamir - especially on nights when the wind howls and the rain plays havoc on the window panes. The storytellers inevitably take on that same tone of voice they use when speaking of the Fairy Kingdom. I cannot vouch for the Fairy Kingdom since I have yet to get a leprechaun in a position of compromise, yet, the Land of the Green Isles... Ah...that is a place where the feet of a man can find solid ground and his eyes feast on such wonders!



    My tale begins with a broken compass. I had taken passage on a ship bound east from Llewdor. Our destination was Serenia, yet in the second week out we encountered a terrible electrical storm. Waves crashed upon the deck of our little ship, the Round About, and lightning struck the sea all around her. At one point it even struck our secondary mast and we were saved from a fiery death only by the lashing rain which quickly put out the fire. We felt sure that we were all dead men, yet on we bailed and strove throughout the night. After long hours of terrifying labour, we found ourselves still afloat on the other side of the storm. At first light, the damage seemed minimal despite the lightning that had struck the ship, but by sunset the Captain was forced to announce that the instruments of navigation had been magnetized by the storm - the compass spoke east, yet the sun sank low over the right of our prow.
    The Captain did his best to sail by older methods, by the sun and the stars. He assured the voyagers that there was nothing to fear. Yet we seemed cursed, for a dense cloud cover settled over the sky far into the horizon - and stayed. The Round About sailed like a blind man groping in a vast unfamiliar room.

    After a week, the Captain had to admit that we had missed out destination. There was no land to be seen anywhere. It was as if the storm had been another flood that had wiped civilization from the face of the Earth. With naught else to do we sailed on, by now so lost that turning around seemed futile. Who was to say that we were not turned around already?

    A month later, I lay in a fitful sleep on my bunk - throat parched and skin stretched from the scant provisions allotted all hands from the near-empty hold below - when I heard the cry on deck "Land Ho!" Startled from my sleep and exhilarated with hope, I sprang to the deck. The sky had cleared and its blue seemed a hue I had never seen. A sailor was wildly pointing off the prow where the bright green of a small body of land was dimly visible. The Round About responded as though leaping from the sea towards that remote shore.

    Yet within the hour, the curse upon our ship took its final vengeance. As though enraged to see us within view of escape, the sea came alive and swirled around us. Currents and whirlpools materialized and sucked at the beaten planks of the ship - turning her first one way and then another! I was thrown against the deck and rolled uncontrollably against the cables and the lifeboats. The last thing I heard before my head was struck and blackness descended was the mate screaming "She's going Down!!!"

    Who can judge providence? I am not a hero, I am a wanderer - neither as strong nor as brave as the Captain] of the good ship. Yet with no effort on my part - none greater, in any event, than the skill of getting myself knocked on the head - I awoke the following morning, not among the bones at the bottom of the sea, but on a beach. Of the crew and passengers of the good ship, there was not a trace.

    Perhaps I was chosen for some destiny here. Perhaps the sea simply found me too sour an old dog for the swallowing. In any case, that is the tale of how I found the Land of the Green Isles, or should I say, how it found me. Being but a poor traveller with feet that itch and a spirit that cannot rest, I have naught to leave this world but a record of the things these eyes have seen. Being not nearly as clever as a ballader, I set this down in humble prose.

    May this account someday find its way back to the land of my youth, though I fear I myself shall die on this distant shore.
    Derek Karlavaegen
    [edit] PART I The Land of the Green Isles





    The land of the Green Isles is an ancient kingdom ruled by a royal family designated simply as the "Crown". Its location so far from the rest of the known world, combined with the dangers of the surrounding sea, have effectively isolated it from the influence of other lands. This small kingdom might as well exist on a distant star as on the other side of an inhospitable sea.

    Because of this isolation, the citizens of the kingdom have a unique flavour and a quaint naivete. If one asks about the history of the Land, they are eager to speak. Yet of true answers, little can be found. They can recite the names of the holders of the Crown spanning back hundreds if years, can speak each dwelling's origin, of practically every citizen's lineage yet when I asked how the kingdom began, bewilderment is the response. "The kingdom has always been." they say, "There has always been a royal family." It is as if this place has existed, unaltered since the dawn of time.

    But there is some basis for a different picture: that these islands have actually held a succession of kingdoms, each bleeding into the next, new civilizations building on ruins scarcely cold. I base this opinion on the traces and legends of an ancient civilization to be found on one of the islands--but more of that later.

    The kingdom as it stands today, has remained relatively unchanged for hundreds of years. Fours islands make up the bulk of the Land. The Isle of the Crown is the centre of the kingdom. There on a magnificent rise stands the Castle of the Crown, the seat of the royal family of the kingdom and the heart of the Land. A village and docks comprise the rest of the island and run most of the kingdom's daily commerce, such as it is.

    Across a short distance of sea is the Isle of Wonder, an aptly-named place of sheer delight ruled by a pair of rival queens who are, despite their own internal strife, unalterably loyal to the Crown.

    The Isle of the Beast is the least hospitable of the islands. Seemingly deserted, I did not see much of the place since obstacles made it impossible to travel far inland. Nevertheless, the place has its own history and is listed among the kingdom's holdings.

    The fourth island is the Isle of the Sacred Mountain, so called for the soaring peak that rises from the base of the island into the clouds, and around which that community--both literally and philosophically--is built. The Isle of the Sacred Mountain has its own rulers who are also subservient to the Crown.

    A more dissimilar set cultures can scarce be imagined than those on these four islands, yet they seem to exist in harmony and function as a whole. The uniting factor is the Crown, which maintains loyalty both by means of its undisputed heritage as the seat of all government and by the grace of its goodly royal family.

    Peace has reigned for centuries in this idyllic kingdom and seems likely to continue. That is, as long as the Land remains hidden from the evil that we know exists in the world. Though I am a stranger here, I hope not to influence this place overly much. Who would wish to change such a paradise?

    [edit] PART II The Isle of the Crown

    Of the four islands, the Isle of the Crown is the one which will seem the most conventional to travellers from distant lands. It is largely inhabited by members of the human race, men and women of pleasant disposition and generous hospitality. As stated earlier, the Isle of the Crown is comprised of the Castle of the Crown, a quaint village, and the docks from which travel among the islands is commenced.

    [edit] The Village




    The village on the Isle of the Crown is a small one. Its stucco walls gleam in the hot sun, its dirt paths are clean and well-maintained, its vegetation is lush. The shop merchants are friendly and seem to delight in unusual trades, Though little of mine survived the shipwreck, the few trinkets that I'd had on my person or managed to salvage from the shore were deemed unusual enough in that distant realm to obtain a few necessities. I also found the villagers eager too share what they had in return for honest work, so I have survived quite comfortably here.

    Village life is one of cheerful routine. The villagers rise at first light to do their chores before the tropical sun reaches its peak. Then a light midday meal is served. The bulk of the afternoon is reserved for indoor activities:

    Reading and scholastics for the younger population and naps for their elders. Everyone seems to prize this quiet time. When the sun goes down, communal activities are frequent. If there are no weddings or other festivities (I must admit that I am quite fond of these local celebrations), the families often gather informally for a plain but plentiful supper, music, and conversation.

    Though most families are modest, none are in want. Servants are used in the more affluent households, but most of the citizens cheerfully rely on their own strong hands for the work of daily life. What serving class exists is generally well-treated, though even in this gentle civilization, I did note a few exceptions.

    [edit] The Docks





    Beyond the village lie the docks, a place of bustle and excitement, Even the humblest citizen of the Isle of the Crown frequently enjoys visiting the other islands in the kingdom. In return, it is not uncommon to see all manner of strange creatures frequenting the village shops from the kingdom`s other islands.

    All travel between the Islands is focused at the docks and, indeed at a single vessel, That vessel is simply called "the Ferry" and it is a pleasant enough little ship, well- maintained as befits its value to the kingdom. The ferryman is a jolly fellow, patient even with the youngest of his passengers. His young son helps manage the vessel and helps keep her shipshape.

    The story of the ferry is an interesting one, particularly if you recall the fate of my own ship. The islands, it seems, have always been surrounded by terrible eddies and currents that make seagoing nearly impossible. The family that runs the ferry has done so for generations, each father passing on to his son the secret of the tricky navigation. Many believe that the ferryman`s family line has an uncanny instinct for the sea around the isles. It is said that they sail " by the blood in their veins". One thing is certain: I would not venture to sail a ship in these waters, so whatever the secrets of the ferryman`s family - thank the stars for it!

    [edit] The Castle of the Crown





    The castle of the crown is a stunning palace, giving testimony to the skill of the kingdom`s architects and the richness of its treasury. The castle is a monument of marble, gold and precious gems, with tall arched ceilings and artistic fittings. I am told that it was built one hundred years ago by King Aliphid as a present to his bride, Queen Astar. The previous castle, also called the Castle of the Crown, was large and drafty and had been the seat of the royal family for over three hundred years. It is said that King Aliphid was cautious over his new brides fragile health and built the new palace with thick walls for protection from the high winds with cool hallways for respite from the blazing tropical sun.

    The palace is made even more exotic by the race of guard dogs that serve and protect the palace. These wondrous creatures seem to combine the best qualities of canine and human. Speaking in gruff voices and armed with swords or pikes, the guard dogs are strong and intelligent, and have loyally served the crown through the centuries.

    Despite my status as a stranger I was granted a visit with the reigning king and queen. Their openness and accessibility, added to the lack of drawbridges, moats, or battlements of any kind, make clear to me the innocence of this kingdom that had never known war or treachery. Had I been a viper in disguise, I would have been granted an intimate audience just as readily! As a citizen of the larger, more dangerous world, it made me feel a little nervous and honor bound not to betray such trust in me.

    I met the king and queen in the castle's throne room. The throne room is a vast hall more ornate then anything these poor eyes have ever seen. Standing before the two thrones in that cavern of gold, it felt as though I stood before fabled Olympus itself. Yet, raising my eyes up slowly to those noble faces, I saw nothing of judgment in their eyes, nothing of disdain, indeed, their faces were full of kindness, welcome and kindness.

    As for the rulers of this kingdom themselves, King Caliphim, though not a large man, has an air of strength and self assurance about him. He has the face of a scholar and the eyes of a gentle benefactor. Of Queen Allaria, his beautiful wife , my first impression was of hair the color of night and skin as pale as dawn. She smiled at me graciously and I could see the sadness there. For despite the glory of the palace around them, the halls seem to weigh on the couple with their emptiness. Having met the royal couple and recovered sufficently from my ordeal at sea, I began to feel right curious about the other islands in the kingdom, and so I put my itching feet in the care of the jolly ferryman.

    [edit] PART III The Isle of Wonder





    Imagine a place where the very path beneath your feet might complain of your weight, and the trees purposely drop twigs on your head for the sheer merriment of it all, and you`ll have an idea of what it's like to be on the Isle of Wonder. The Isle of Wonder is a comma shaped body of land that might as well resemble a question mark, for confusion and astonishment are sure to be a lot of the unknowing visitor. The island is teeming with life. Vegetation is abundant as are the island's inhabitants. In fact, the two are frequently the one and the same. One can scarcely pick up a grain of sand on that shore without it demanding to be put back... and this instant, if you please. The history of this unusual island is an issue of fervent speculation. That it was an uninteresting deserted island until a wizard enchanted the whole place, bringing everything in it to life, and presented it to his daughter as a birthday present. Others say that the island was once a prison of a beautiful princess, held captive there by a powerful and jealous queen. The maiden was so fair that the very trees and stones themselves could not bear to hear her crying, and came to life to provide her companionship. Still another group claims that the Creator of the Universe simply got tired of serious business of life giving and decided to indulge his or her sense of humour. Whatever the origin, a more delightful spot could scarcely be imagined. But be warned those travellers who like to know, exactly what to expect from life would be well advised to go elsewhere. Whilst most of the islands inhabitants are friendly. some of the thornier natives are capable of being downright rude!, and all are quirky. Visitors are frequent on the Isle of Wonder for it offers a refreshing respite from the ho-hum of everyday life. Even the King and Queen enjoy a picnic or a stroll in the gardens, and they are on occasion to be found relaxing and passing the time of day with the island's natives.

    The rulers of the Isle of Wonder are a pair of queens, rivals in every way, and most frequently to be found arguing over everything from the color of the sky to the consistency of potato hash. Despite their eccentricities, the Isle of Wonder, seems to run smoothly and be a flourishing part of the kingdom, providing many exports and lending the kingdom a lightheartedness to counter the more serious countrymen on the Isle of the Sacred Mountain.

    [edit] PART IV The Isle of the Sacred Mountain






    City of the Winged Ones

    The Isle of the Sacred Mountain, on first impression, appears to be nothing but a great wall of cliffs rising to the sky with no apparent means of scaling it. The visitor is soon met, however, by a pair of "greeters" of the Winged Ones race.

    The Winged Ones are the inhabitants of the Isle of the Sacred Mountain. Towering to a height of six to seven feet, the Winged Ones are by far the most impressive creatures I have ever seen. Each one of them, male and female alike, is surpassingly beautiful. Their bodies are muscled and athletic and gleaming with health. From their broad backs mighty wings emerge like secondary limbs, strong and webbed, and covered with large white feathers. And when they spread those massive wings.. oh!... it is as if the sun itself is eclipsed.

    Two of these creatures, the greeters, meet visitors at the base of the cliffs and so was I met. Gently, they took my arms and flew me upwards. Has there been a man who hasn't dreamed of flying? Are we all not Icarus in our heart of hearts? Imagine then, the thrill of that flight and the glory of the beings who rule the very air around us!

    But as the saw warns, "Beauty is only skin deep." I was flown to the Winged Ones city, a strange and haunting place whose architecture combines the two overriding elements of this culture: aviation and the classical. The city seems built to exclude those poor creatures whose lot it is to crawl like insects upon the ground, for each edifice towers into the sky with no connection to the next or to the ground itself save by flight.

    Thus completely dependent on the greeters to travel about the city or even leave, the visitor is humbled and loathe to much exploration. This appeared to me to be rather the intention, for the culture of the Winged Ones is a private one. On the Isle of Wonder I always felt welcome, despite the sometimes gruff nature of the inhabitants. They had a certain simplicity, an honesty about them. By contrast, although my reception with the Winged Ones was on the surface extremely polite, the formal words of welcome did not ring true. I sensed, in the eyes of that beauteous race, a disdain of common humanity, a haughtiness that made them suddenly irksome in their golden perfection in the eyes of this humble observer.

    Despite this innate sense of superiority, the Winged Ones are valuable members of the kingdom and provide many important skills. Incredibly intelligent, the Winged Ones are master logicians and mathematicians, precise architects and planners. They disdain magic and the daintier arts, being far too logical for such goings on. Even the palace of the Winged Ones city has a sparseness, a sense of functionality that denotes their contempt for artistic ornamentation.

    The Winged Ones culture is old, and they make frequent references to the "Ancient Ones," their forefathers, whose ruins and great works still abound on the island. The Isle of the Sacred Mountain is ruled by a lord and lady, who exist as monarchs

  • When it comes to King's Quest, I pay attention to the games, and not the periphery. I don't consider Kingdom of Sorrow, See No Weevil or The Floating Castle to have any bearing on the games, either.



    Red herring, unlike Derek Karlavaegen, the (Boulevard Novels) were never incorporated into the games in any manner, or influenced anything really (even the idea of "town of Daventry' as seen in KQ8 preexists those novels back to the KQ1 and KQ2 manuals even). Roberta Williams did not work on those books at all. She may have read them, but that's the limit of her involvement. Other than that Sierra's involvement was 'licensing'.

    In comparison we know Roberta had a large part of writing the Companions, and that Peter Spear and Roberta are friends. We also know that Sierra chose to hire 'eluki bes shahar' a professional novelist to do the KQ6 novelization (Peter Spear, Jane Jensen, and others were only the editors of that chapter).

    You'd only dream to have the respect Peter Spear received from Roberta Williams, Ken Williams, Jane Jensen, John Williams, Lorelei Shannon, and Josh Mandel, and other King's Quest developers who chose to incorporate aspects of his work into the games and the game manuals...

    References made in KQ5 script (see also KQ5 NES, which included an adapted script written by Roberta) and manual ("Cedric turned to stone", the "royal physicians looking over King Graham", etc), references made in KQ6, manual and the inhouse published KQ6 hintbook (Derek Karlavaegen, those royal physicians again, Lake Maylie, etc), references made in King's Questions (more than I'll list in this post), etc. Sierra's continued use of the product in the Kings' Quest collections material and Interaction Magazine... It had more importance than any 'fan fiction' story out there.

    Btw, by definition of fan fiction, those are stories that are both amatuer, unlicensed (although may in some cases have a 'fan license' which should not be confused with a regular IP lisence used for monitary gain), unpublished and unsupported by the owners of the IP. The Companions a higher form/productt, as a form of 'professional fiction' (profic); a form of licensed published work, to be published and sold for monetary gain in most cases.

    Now 'published profic' doesn't necessarily mean canon (as the number of Star Trek novels out there will confirm!), but it certain means they are a step above 'fan fic'. Not that Sierra defined a 'strict canon'. Hell the games themselves often contradict themselves in many places (details are ignored in later games, etc).

    But Sierra certainly had a body of 'official published work' in both games and on paper, thus the opposite of 'fan fiction'. There is more in common with official 3rd party Telltale Games IP license and official published IP licensing for previously published books, than there is anything in common with any form of "fan fiction" (by definition).

    Another important point to understand the difference between a profic and a fanfic... Is that the author who writes a profic, isn't necessarily a fan of the series they are hired to write novels for, but is being paid to write the book... Which is probably the case with the Boulevard novels. Boulevard earned the license and permissions, and then they just hired authors to fullfill the contract with Sierra for three book deal... This also appears to be the case with the use of 'eluki bes shahar' (Rosemary Edgehill) to write the KQ6 novel, as she had no previous experience with the KQ games when she was hired by Jane Jensen et al, to write the novel. Profic authors are basically "freelance" (some may know of the series they are writing, others may not. They may or may not be fans). Again which places them into something very different than a 'fan fic'.

    Also keep in mind not all developers of the official KQ games, were necessarily "KQ fans", but may have been hired to work on the games. ...and through that they put their marks on the games, that doesn't necessarily make them 'fans' of the series. Which brings us back to a Telltale games comparison!

    In comparison, you are a nobody!

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