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Originally Posted by Sinaz20
This is a disheartening diatribe.
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I'm not sure if you are going to continue reading this thread, but I'm going to take a moment to respond to this post. Hopefully in a level-headed manner, with complete respect for you and the team as people.
First and foremost,
I don't believe you can make this work. As a huge fan of Sierra and their games,
I do not believe that this company wants to continue that legacy. I am not against being proven wrong, but from the get-go, my reaction to this is(to put it lightly)
not good.
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I, for one, grew up with all the quest series. I have fantastic memories of playing through them with my best friend.
Now I have the chance to continue the series-- it's some sort of inadvertent dream job that I can't believe I landed in.
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As the first concern, this is nice to see in comparison to(for example)
Dave Grossman's disdain for Sierra's entire output.
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I want to do this series justice. But I also want to make it fun and accessible to a wide range of players- introduce a new generation to them.
Maybe that means incorporating puzzle complexity into the actual difficulty settings so that our hardcore Sierra ex-pats will have the option to play it old school. Maybe it means finding a new strategy to art and production so we can deliver huge environments like the original games. Maybe it means toggling fail events for the casual gamers.
Whatever the case, I wouldn't want to compromise the series. That said, I also have to play for the home team-- Telltale has vision, goals, and missions that I have to consider.
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And this is the clinching point, right here.
I don't believe Telltale won't compromise anything. I don't believe that
you won't compromise anything. I don't believe that
none of the episode directors will compromise anything. I have played every game this company has put out, and I have become increasingly disheartened with the output, with the most recent project feeling like a slap in the face. When it comes to accessibility, Telltale projects have always taken the easy way out, by making a game accessible through a complete gutting of challenge, puzzle design, and anything that might make the path from start to finish something less than a straight line on an easy path.
This isn't what the King's Quest series is about, and never was what the King's Quest series is about. The games always had challenges that required a lot of exploration and experimentation before you even really knew exactly what you had to do, let alone how you were going to go through this. Telltale's products are, until now, very heavily directed, and "story games with puzzles rather than puzzle games with story", as Grossman so quaintly puts it.
As a fan,
I am upset that the company and people put in charge of this project have yet to show a strong commitment to the format of exploration and puzzle-solving that made the original games fun. I don't expect the end product to blend accessibility into the game in an organic way. If it is treated the way it is in
Back to the Future, the "accessibility" of any new King's Quest adaptation will come off as a ham-fisted appeal to the lowest-common-denominator, a means of
accommodating those who don't want to solve or be engaged by puzzles rather than
teaching them to play the game properly. I think that being a good teacher, that showing people how to play a game without patronizing or enabling them is a very difficult balance to strike, and I don't think everyone is up to the challenge. But to take the easy route to accessibility for one of the most iconic and classic adventure series, whose bread and butter lies within the Sierra puzzle era would be a
travesty. As it stands, that's what I expect.
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Ultimately, something I really fight for since being hired at Telltale is integrity of vision. And trust me, I am a demanding fan of this license.
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To me, "Integrity of Vision" doesn't mean anything without a vision. I don't feel like I understand an intended direction.
I'm still entirely cynical, but if you're willing to level with me and other fans with my viewpoint intellectually, I'm willing to listen(and I'm certain many others are as well). What are the pertinent visions, goals, and overall missions? What constitutes integrity of the vision, or integrity of the series?
You have to understand, I'm a fan. I'm not an investor, a marketing guy, or even some person on the street who has never heard of these things before. To me, King's Quest is a thing with a real feel, weight, and value. "Vision", goals", "missions", and "integrity" come off as empty marketing-speak.
I don't like marketing speak.
I'm cynical, doubtful, and eager to listen but not eager to be convinced.
What is your design philosophy, what do you hope to do with this series, who do you want to play this game, and
why I should trust you? I understand that, extremely early on, not all questions can be answered, but if you wanted to uplift my spirits and enliven my hopes for the continuation of the franchise, you haven't done that. You
have impressed me by reaching out to the community, even in a small way, and that's definitely a step. But if you could dispense with the nonsense and say something with weight, meaning, and that makes a fan feel like somebody actually
gets it, that would be indispensable, though it is probably asking far too much from a company that has long since lost its desire to reach out to people like me, with my interests. After all, at a certain point, a company has to "
carefully evaluate current marketplace realities and underlying economic considerations."