Thread: Style?
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Old 02/18/2011, 09:45 pm   #13
MusicallyInspired
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They're not all brutal. They're not all that bad. Not even King's Quest 5 is that bad. For most of the puzzles people complain about it just takes some common sense to figure things out.

Like the scene with the cat, the rat, and the boot/stick. I mean come on. You've walked past that screen hundreds of times and only ONCE you see this cat chasing a rat. You can't walk during this sequence but you can use your eye, hand, and inventory objects. Obviously that means SOMETHING. And the fact that the cat catches the rat and runs off to leave you with nothing should automatically dawn the realization that you screwed up here somehow because that obviously wasn't supposed to happen. Honestly, the way I was brought up playing adventure games that's the first thing that would hit my head. I'd immediately restore back and try to figure out a way to stop that cat. And since I can't walk I must obviously have to throw something at the cat to stop it. What's a great inventory object to throw? Hmm a stick...a boot...both of those things work! And if I don't have them yet I'm obviously not ready for that scene and so I'll search around for some other inventory object that might work before I attempt going into that screen again.

This is what I mean about active thinking as far as adventures are concerned. Sure some things are illogical in the real world, but in an adventure game there is a whole new set of logical reasonings that you play with. Half the problems people have with Sierra-style games they have because they don't have this mindset of explore everything, save all the time, leave no stone unturned, take notice of everything. Even the game manuals say these exact words for crying out loud! It's not like they were utterly cruel about it. They presented a game they wanted players to explore and discover and figure out on their own .And that experience is far better than being handed everything.

I realise this isn't popular nowadays because people (obviously) don't have these mindsets anymore and that's sad. But at least take a step towards that with this KQ reboot. I don't want a movie game with a Telltale King's Quest. I want an interactive story that can go in either direction, that has consequences for actions (or inactions), and with dangers around the corner that I don't know exist. That's an adventure game, or more importantly, that's a true King's Quest.
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