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Originally Posted by doom saber
Not as overrated as Roberta Williams. ;P
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This. I respect Roberta Williams for creating the entire damn graphic adventure genre in the first place. But I have serious issues with her game design style, which quite often delighted in being needlessly cruel to players.
Let's elaborate:
-Dead ends. I hope you grabbed that pie at the beginning of the game, or you can't kill the yeti. Want to go back and get it? Too bad, you'll die if you try!
-Ridiculous (and quite easy) ways to die. Death itself is not necessarily bad; but stupid, arbitrary, easy-to-find death most certainly is. I should not die because I fell into a two-foot-deep stream.
Roberta LOVED this trope. Witness the absurd number of spiral staircases and twisty paths, all of which it was stupidly easy to fall from and die, in KQ2 through KQ4. And the arrow-key control mechanism only made it worse.
-Complete puzzle illogic. Should you kill the snake with your sword? No, otherwise you'll miss out on an item key to survival later in the game. Instead throw a bridle at it so that it magically and totally unexpectedly transforms into a winged horse!
(And don't get me started on the pie and the yeti again.)
-Get it right the first time or die/get locked into unwinnable limbo. I hope you haven't crossed that rickety bridge in KQ2 even one more time than you need to! Or you die! And in KQ4, you need to dig up five graves in a cemetery, and can dig up ONLY five graves before the shovel breaks. Dug up a wrong grave by mistake? Unwinnable game!
(And it occurs again in KQ4. You have Cupid's bow and two arrows. You need each arrow to hit a target, one early in the game, one much later. Waste an arrow while hitting the first target and you're screwed--but you won't know it until much later.)
-Random encounters that kill you/make the game unwinnable. A constant fear in KQ1 through KQ5 is that you might suddenly walk onto a screen and be killed by a randomly appearing monster. The only solution is to save often and reload when it appears, hoping it won't show up next time.
KQ1's random dwarf encounters (which robbed you of a crucial treasure, making the game unwinnable); KQ4's random instant-death troll caves; and KQ5's sneaking around in Mordack's castle (where if the cat randomly appeared, you'd be inevitably killed a few screens later) were particularly egregious in this regard.
I credit Jane Jensen with removing many of these terrible design flaws from KQ6. She may not be the best adventure game creator ever (as some would have you believe), but she's miles more merciful as a designer than Roberta Williams ever was. Personally, I don't think we need to bring Roberta back.
And for those of you doubting how much influence Jensen had on KQ6: apparently she wrote most of the story while Roberta was on a two-month holiday in France. Roberta wasn't altogether satisfied with Jensen's dark take on the KQ6 Realm of the Dead, which is why she did something entirely different in
Mask of Eternity.