Originally Posted by MusicallyInspired
-Only one goal in mind. Everything else you figure out on your own as you discover the world.
-The world has to be big and full of life and obstacles to get in your way to block you from that goal. Don't give the WHOLE world away all at once, but a lot of it. There has to be some excitement to see new areas, which is what puzzles like getting rid of the snake and fixing the boat in KQ5 were all about. Getting to that new area at last!
-The game has to be dangerous and cause real feelings of suspense, thrill, and excitement. There has to be a possibility of utter failure in the gaming experience if this is to work.
I'm skeptical of any large post that people say is "required reading," but... yeah. This sums it up really well.
This gives me the idea that in order to work episodically and maintain that KQ feel, red herrings have to be set up in earlier episodes. Say in "Episode 1," you come across an angry beaver troll that's preventing you from entering a jungle - you're going to think that this is a puzzle to solve. The catch would be that you don't even get the item you need to get past this beaver troll until Episode 3.