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Originally Posted by Anakin Skywalker
While I love the fan groups, I do notice with a lot of them there is a trend of putting lots of fan service in their games and tying all the original stories up together in some contrived way... Or an interest in turning the series into some sort of psychological soap opera...
Most of the KQ games are standalone entities; You don't need to know any backstory or play any of the previous games to understand what's going on currently. And that's the way it should be.
Just don't give me an overly complex plot with twists, turns and 1,000 year old prophecies. Don't tie every villain together or pull a "No, I am your father" moment.
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I find this really ironic. I agree with all of it, by the way, but the irony is that these are exactly the kinds of things Telltale is prone to do.
The Devil's Playhouse has an overly complex plot with lots of twists and turns. Every episode ends with a cliffhanger of sorts (well, except the last one). I enjoyed this and many other aspects of TDP, but the final episode, save for one brilliant scene that wrapped up the main plot, just kind of collapsed under its own weight, sloppily brushing off details about things previous episodes suggested were important. The story in Puzzle Agent 2 has similar problems.
And talk about psychological soap opera... Have you met Morgan leFlay? Telltale has said this character was introduced to give players an emotional connection, which I happen to think is the last thing a cartoon comedy needs, at least not as a blatant effort. Not surprisingly, her whiny, self-absorbed ass came across as nothing but cheap sentiment to me, as did the whole shred-of-life (strand-of-life? whatever the hell it was) business. Don't get me wrong -- I enjoyed
Tales very much, and one of the most entertaining side-characters in the entire MI series, The Marquis De Singe, is Telltale at its best.
Backstory, you say. Think about the appearances of the Voodoo Lady in the LucasArts MI games and what she represented. Did you ever say to yourself, Gee I'd really like to meet one of her former lovers. I don't see Telltale's build-up of a deep and longstanding rivalry between Le Chuck and the Voodoo Lady as any different than what the fan games have done with the KQ villains.
Simply put, I do not believe that Telltale is as good at storytelling as they think they are, as the importance of subtlety seems to be totally lost on them. (Anyone who goes around talking about emotional investment in characters as much as they do probably doesn't know how to do it very well.) I'm not saying their stories aren't compelling; they often are but they just go overboard sometimes.
Many of Telltale's fans eat up exactly the kinds of things you say you don't want to see (in fact I'm pretty sure I'd be roasted alive if I tried to diss Morgan in the ToMI forum); Telltale knows it and caters to it, to the point that BTTF is not so much a game as it is a content delivery system. Do you really think a company that describes its game engine as an "interactive storytelling technology" is going to resist the urge to develop the characters far more than anything we've seen in past KQ games and put them into a detailed, complex, emotional plot? I'll be shocked if they don't expand on existing backstory and/or invent new related backstory of their own.
Quote:
Originally Posted by Anakin Skywalker
Myself, I'm fine with toying with gameplay elements, with graphics and the like. I'm fine with experimentation, which is why I love KQ7 and KQ8.
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Everything I said above would be inconsequential --
inconsequential! -- to me were it not for the fact that, starting after
Tales, gameplay has suffered as story and presentation have become paramount. The irony here is that video games have the unique ability to promote character identification through
gameplay -- the fusion of the player and the character to face substantive challenges should constitute a great deal of the story in ways that are simply not possible in other media. Yet Telltale seems now to be focusing more on cinematic devices for consumption rather than taking advantage of the opportunities provided by an interactive medium. Compare
Chariots of the Dogs to any episode of BTTF.
So I don't mind "toying" with gameplay elements either; Telltale did some wonderful things with gameplay in their earlier works. But interactivity made meaningless and trivial for the sake of ensuring I get the cinematic experience the designers intended is unacceptable to me, especially in a KQ game. Telltale's recent titles and
many, many things they have said in recent interviews lead to my conclusion that they are not the right company to revive KQ. (And DO NOT interpret that to mean I am unwilling to give them a shot or that I already hate the game.)
I've never considered whether it would be better for the KQ license to go to one of the fan groups, because I don't see how that was ever a realistic possibility. But there are any number of proven indie game developers who are doing all kinds of interesting things with gameplay, mixing genres, including adventure-like elements, innovative puzzle mechanics, etc. That seems to me a more natural progression from KQ8's evolutionary design than giving the license to a company known for reviving
a different style of adventure game.