Originally Posted by BagginsKQ
Mind you kQ6 artwork is less static because many of the elements are animated sprites over the background. Arms, legs, faces, bodies. Look at those images in the files and you see hat the arwork is incomplete to allow for the animated elements.
KQ5 had less animation, it's more static background.
Thus Kq6 backgrounds are technologically superior, although it came at a cost to visual quality.
That's because KQ6 and Phantas used the same technology. Live actors and green screen, with motion capture for some elements.
So technically in some ways, KQ6 was actually Roberta's first foray into interactive movies....Sort of a testing ground for Phantas. I know in the Making of KQ6 she says she feels that in her games you're basically playing a movie in which you're the director, the actor and the audience all at the same time. You could see the ideas for Phantasmagoria, and for making games a truly cinematic experience were bubbling in her mind around this time and Ken too as early as 1990 or so was pushing more and more for games to become interactive movies.
He was much more optimistic in the late 80s/early-mid 90s. He felt that games would become on par with movies and literature as ART...By the late 90s, around the time of the sale to CUC, he seems sort of dejected, and doesn't refer to games as interactive stories or movies anymore but as simply games; entertainment, not art.