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King's Quest Discussion (closed to new posts) This is the spot to speak your mind on King's Quest.

 
 
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Old 01/22/2012, 04:16 pm   #281
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I find KQ7 to be marginally worse than KQ8...
As far as the majority is concerned, I mean. Though, that still probably won't happen.

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Well, I certainly hope they don't go the QTE way on King's Quest. In fact, I hope - for this company - that King's Quest is the game that breaks their current mold and trend, and actually is a positive title for the company.
Hopefully.
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Old 01/22/2012, 09:10 pm   #282
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I think we can say within relative safety margins that KQ won't have QTE, but that doesn't mean they're not going to fail to deliver a satisfying puzzle experience with the same lazy puzzle design mentality they've put into the past two titles (and looks like a third is upcoming).
I would agree with this, at least I can't imagine Telltale would use QTEs as the predominant gameplay mechanism in KQ.

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Presumably because they know their games are atrocious messes that no one would buy with any knowledge of what the game is actually like?
The thing is, lots of people don't consider them atrocious messes. Whether we like it or not, there is a market for trivially interactive content-delivery systems masquerading as games.

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Look at it this way, if it sucks it sucks. It'll die quickly and nobody will remember it. KQ will find a new home one day. It doesn't really matter in the end.
See previous comment. There is a worst-case scenario for which you haven't accounted. BTTF might have sucked in all possible ways of assessing it as a game; nobody is going to remember it twenty-five years from now, unlike KQ and other Sierra titles that are still regarded fondly by so many gamers. But given the financial success of BTTF, it wouldn't surprise me a bit if TTG gets the rights and makes a second season.
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Old 01/23/2012, 06:35 am   #283
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We continued the 'items that would've been useful in previous KQ games' thing in the pawnshop in TSL, as well. If you look at the shelves directly behind Hakim, you'll get a few references. (Actually one of them, web-be-gone, we turned into an in-game item eventually!)
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Old 01/25/2012, 12:36 pm   #284
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I've played through kq6 over 10 times and never seen those descriptions. I suck at exploring apparently.
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Old 02/20/2012, 10:47 pm   #285
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Gods, the more I read this thread, the less interested I think I am becoming in the game. Largely because of the way many people in here are reacting to ideas or simply stating how they feel about things in the previous games.

Puzzles so difficult they take days to figure out? No thanks, I did that in the 80's and 90's. I'm all up for looking at things in a different way, but "Moon Logic" as a trope was created for a reason, and early adventure games had a lot of that. Don't get me started on many of the games which had seemingly unwinnable scenarios because you literally would have to call up for help before you even conceived of what might be the right solution.

Games are too easy? Easy games aren't fun? It's easier to make games easy than it is hard? Wow, talking out your asses much? I'm not trying to be rude, but gods-damn, that sounds so freaking wrong. I've been playing games for going on 30 years, and if anything, pulling back the "difficulty" in general has been a blessing. Not because it allows more "casual" gamers to play, but because it means that people who don't have time to master a game are actually able to beat it. You know, those of us with lives, outside interests, and less-than-perfect reflexes. It's also ridiculously easy for games to be made hard, as many games these days have quite a lot of instances of unbalanced gameplay where you hit brick walls of difficulty, or the gameplay can't make up its mind, or developers thing Easy and Normal are just enemies with less HP.

I'm sorry, but that really strikes a nerve with me when people bitch about how easy games are getting, when in many cases I think games are getting harder. Just not for the same reasons they were hard in the old days.


Anyways, back to King's Quest. I see some of you guys condemn those who thought KQ7 was fun and enjoyable, and that honestly makes me sick. You praise a game for giving the player a hefty penalty upon making a mistake, when it's crap like that which was driving people away from the genre. I know some of you guys aren't gonna like this, but it was the lack of constant death hanging over your head that made a lot of people like the LucasArts style of adventure gaming.

Sure, saving constantly is a good idea, but why should I have to have tons of save slots just cause every screen can potentially kill me? That's not only bothersome, but it breaks the illusion of actually being there. I don't know what kind of rose-tinted glasses some of you are wearing, but the fact is that many people did NOT enjoy unwinnable scenarios. Heck, I was very glad when we stopped having to constantly rely on the keyboard for everything. I did rather miss the typing and such, but I sure didn't miss dying cause I couldn't type fast enough.

I'm sorry if I've stepped on some toes, it's just.. the topic of difficulty in modern gaming, and the way some people cling to the notion that everyone loves ridiculous challenges or inane logic puzzles kind of gets to me. It tends to make me kind of upset. Probably cause I lived through that era and didn't enjoy it much then, either. Sure, I enjoy older games far more than most modern ones and will replay NES, SNES, and Genesis games quite often. I wish I could enjoy more older PC games, though GOG is helping fix that.. but I don't miss how hair-pullingly frustrating a lot of older games could be. I don't miss scouring magazines for clues, wasting money on hints, relying on trial-and-error or pixel perfect precision to get the job done.


As per the topic itself: What I want from TTG's King's Quest is for a fun and engrossing entry to the series that both makes me think back fondly to older games, while giving me a new story/adventure either with characters I love or set in a world I enjoyed living in for a while. I don't want something like KQ1-4, but I could do without KQ8. I sincerely doubt we'd get something like it, but if they wanted an actiony game, they could do worse than getting inspiration for the gameplay style of something like Soul Reaver. But what I enjoy most about TTG's entries is the gameplay they already provide, so I won't be complaining if we get something like Monkey Island or Sam & Max.

Honestly, I think we should all just quit speculating and let them surprise us. The more we debate or hype ourselves up, the more we'll be disappointed if it isn't what we are imagining. It's one of the reasons I largely avoid learning about games I'm interested in. I'd certainly rather be pleasently surprised or nonplussed than let down.
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Old 02/21/2012, 07:33 am   #286
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whole post
I think you're very much missing the point of the "too easy" argument.

First of all, there's a big difference between games in general getting easier (as in, taking less time to master a set of skills needed in order to beat certain enemies or bosses, etc.) and point-and-click adventure games getting so dumbed down that they might as well be movies where the player periodically has to click "unpause" to keep the story going.

Did you play Back to the Future? Because that's pretty much all that game was. The amount of hotspots in a given area was usually countable on one hand. Did you play Jurassic Park? Watch an LP sometime if you haven't, because that's the same experience you'd get playing it. Telltale's last few games have been increasingly like extended cutscenes with small points of interaction in between.

That's NOT what we want from King's Quest. Can you honestly say that's what you'd want out of a new KQ game? We want to be able to explore a world that feels interactive, where nearly everything in a given area is clickable. We want that world to be more than a few rooms strung together by cutscenes that outnumber gameplay sequences. And we want puzzles that make us think--that require us to consider all the items in our inventory and how they might be combined and used on various areas of the environment.

In Telltale's last true point-and-click game (Back to the Future,) the player rarely had more than three things in his inventory at a given time, and rarely had to deal with any puzzles whose solutions weren't "click one of your three items on one of the three hotspots in the room" or "exhaust all dialog options." Seriously, those aren't even puzzles. What critical thought do they require AT ALL??

Nobody really honestly expects Telltale to create a game with moon logic and dead-ends. Most of the arguments in this thread have been about whether or not certain notorious puzzles in the old games REALLY were illogical, or whether or not dead ends could be justified BACK THEN. Nobody is seriously saying "Please, Telltale, give us a game where I can miss something at the beginning, play the rest of the game, and then not be able to finish it because of that thing I missed at the beginning."

What we are saying, is "Please, Telltale, give us a game that captures the feel of open-ended exploration, world interactivity, and satisfying puzzle-solving of the original games, with familiar, well-written characters that we know and love." We're even okay with them expanding on the story elements, as long as it doesn't come at the sacrifice of all the things that made the old King's Quest games great (see my previous sentence.)

So please, get off your high horse. We've all been playing games just as long as you have, and have just as much a right to our opinions on things as you do. If you take the time to read our opinions carefully, you might even find that our ideas about what made a King's Quest game awesome aren't all that different in the first place.

Last edited by Lambonius; 02/21/2012 at 07:42 am.
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Old 02/21/2012, 09:02 am   #287
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Hiroshi - you've just pulled a switcharoo and taken a debate about puzzle difficulty and switched that out into an attack on game difficulty overall.

There is a huge difference between saying, 'I want this game to be harder than the current crop of Tell tale games" and "I want this game to be as hard as possible".

As Lambonius pointed out, TT's latest games have been ridiculously easy. there is a huge difference between moon logic and having to actually think and not just clikc on one of 5 spots on the screen.

The entire point of most of the threads here is that TT has gotten away from adventure games in general and started creating quicktime event movies. The thread over on the walking dead game is showing signs of the same issues that plagued BttF. Many of us have hoped for years for a new official entry in the series, and many of us would rather not have one at all then see a light weight cartoon fantasy slideshow that we just click through.
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Old 02/21/2012, 01:45 pm   #288
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A simple question deserves a simple answer.
Quote:
Originally Posted by Hiroshi Mishima View Post
Wow, talking out your asses much?
No, I'm not talking out of my ass, and I really don't see any justification for accusing me of doing so because I'm of the opinion that adventure games are getting too easy and that I find easy games boring.

The gist of my posts and similar ones is a simple request that TTG's game be made so that it can be enjoyed by those of us who like challenging Sierra-style gameplay, and that it not cater solely to those who played Sierra games in spite of the difficult puzzles or new audiences unused to such gameplay.

I might actually start to worry that this request is unreasonable if someone ever came and presented an argument that doesn't include...

Quote:
Originally Posted by Hiroshi Mishima View Post
...because it means that people who don't have time to master a game are actually able to beat it. You know, those of us with lives, outside interests, and less-than-perfect reflexes.
false dichotomies...

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I see some of you guys condemn those who thought KQ7 was fun and enjoyable, and that honestly makes me sick.
delusions of persecution...

Quote:
Originally Posted by Hiroshi Mishima View Post
You praise a game for giving the player a hefty penalty upon making a mistake, when it's crap like that which was driving people away from the genre. I know some of you guys aren't gonna like this, but it was the lack of constant death hanging over your head that made a lot of people like the LucasArts style of adventure gaming.
single-cause hypotheses to explain complex phenomena...

Quote:
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...some people cling to the notion that everyone loves ridiculous challenges or inane logic puzzles...
and imaginary strawmen.
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Old 02/22/2012, 07:48 am   #289
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In other news, over in the walking dead forum they released some info the other day in regards to the first episode that boils down to:
"2 hours"
"It doesn't have a lot of barriers"
"We want you to finish it."

Sounds a lot like a movie to me..... and makes me worry that TellTale is only going further down the rabbit hole.
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Old 02/22/2012, 08:59 am   #290
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That's part of my problem with the chapters in KQ7 they often took less than 2 hours... Most puzzles were pointed out to you in some fashion... Either characters that ask for a specific item (from a specific location), or flat out obvious solutions... Most characters only appear when they are related to a particular puzzle solution...

Granted most of KQ games can be finished in less than few hours... But most had good puzzles (the main time sink)...

KQ3 (probably the worst puzzle design in the entire series, or lack of true in inventory puzzles) takes place in real time (minus timer pausing during spell cast typing). I generally complete it with no more than two hours on the timer.... KQ4 (some of the best puzzle design of the series) also works in real time (with one event pushing time foreward after you complete certain conditions). I've never actually timed the timer but I suspect it takes no more than 3-4 hours for the 24 hour period to elapse... Typing pauses the timer I think.

Although on he one hand that's an arguement that in some ways total play time for four or five episodes last longer than the actual total content of early games... But unfortunately including cases of dumbed down and/or overused/unoriginal rehashed/recycled puzzle design.

Though also take into account the early games had less cutscenes/conversations/exposition and spent more of that time on puzzles... So in someways 'more actual gameplay' in the same amount of time. So a three hour game was more puzzle solving than the story itself. Whereas in modern games a single episode maybe 3 hours but contain more exposition than gameplay...

Who knows how much total actual gameplay exists over the course of the entire 4-5 episodes... It might end up having a similar number of puzzles as early adventure games, but most of extra time (as in beyond he time it takes to solve the puzzles) taken up by exposition...

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Old 02/22/2012, 01:31 pm   #291
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Quote:
Originally Posted by exo View Post
In other news, over in the walking dead forum they released some info the other day in regards to the first episode that boils down to:
"2 hours"
"It doesn't have a lot of barriers"
"We want you to finish it."

Sounds a lot like a movie to me..... and makes me worry that TellTale is only going further down the rabbit hole.
This isn't really unexpected, though, is it? I thought it became clear somewhere between the releases of BTTF and JP that Telltale's design philosophy calls for trivially interactive content-delivery systems. I don't see them ever making another adventure game except possibly with properties that have a history as adventure games, and even then I'm not sure what to expect.
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Old 02/22/2012, 02:02 pm   #292
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We won't know what they are going to do, until we know any details... they simply haven't released any information on the new King's Quest game...
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Old 02/23/2012, 05:20 am   #293
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This isn't really unexpected, though, is it? I thought it became clear somewhere between the releases of BTTF and JP that Telltale's design philosophy calls for trivially interactive content-delivery systems. I don't see them ever making another adventure game except possibly with properties that have a history as adventure games, and even then I'm not sure what to expect.
Unexpected? No.

Disappointing? yes.

I happen to be a walking dead fan as well, and I would simply rather read a side story or watch the TV show over guiding some character around a world without "many barriers" (ie: challenge).

They are getting into rats nest by tackling these properties that have cult followings. From JP, to BttF, to Walking Dead, and KQ - what I simply don't get is who they are targeting with these games? How many people are going to play a walking dead game that aren't fans of the series? To the average person it would simply appear to be another zombie game. And both BttF and JP rely on nostalgia from the series to carry them - as neither have any recent movies to highlight the series with a new crowd.

Finally, KQ is very specific property. If you don't design it with the original fans in mind, then who the hell do they expect to play it?
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Old 02/23/2012, 07:18 am   #294
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The problem is there are way too many Telltale fanboys who will accept anything TTG does just because there hasn't been an official King's Quest in years. I can't stand the argument "At least they're doing something with it! We have a new King's Quest game!" What's the point if it's nothing at all like the originals? That's my fear. I'd rather see it stay dead with dignity than be revived as a joke and a hollow shell of what it once was.
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Old 02/23/2012, 08:48 am   #295
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agreed 100%. Those who are happy "something is being done with it" fail to realize that bad games can (and will) damage the series and any chance for future revivals.
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Old 02/23/2012, 09:02 am   #296
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However, on the other end of the spectrum is they end up creating a game that has mainstream appeal, and great success. Which hen continues onto its own sequels. But it may not be loved by the many of the long core fans.

That might be worse for many KQ fans as it might insure that KQ never returns back to the original style. But exists on as something else.

Realize that Telltale games seems to churn out games although not always critically appealing to professional critics, seem to appeal with more mass market casual gaming market... Where they see great success, and it seems to influence designers further than that road. It's quicker, cheaper, and more productive for them. That's how capitalism works, develop for the greater audience... Even if that turns out to be pandering to thr lowest common denominator...

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Old 02/23/2012, 08:12 pm   #297
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In response to some of the questions aimed my way, no I have not played anything by Telltale since Sam & Max season 3 cause my computer cannot handle it, and even that had to be played at a relative's house. I've been interested in playing BttF and JP, but haven't been able to find a way to play them yet, unless I can somehow rent them for the Xbox or something (which I haven't been able to).

So when I hear people talking about how "easy" the games seem, the only games that spring to mind are stuff like Tales and TDP, neither of which seemed too easy although I'll admit they weren't terribly hard; in fact, they were just right in my eyes.

In regards to not wanting KQ to be a "series of flashing lights you click on" or however you described it, I can understand that completely. However, I don't want them to get the kind of idea that.. say.. Capcom had when they made Megaman 9. "Oh, people want old school action, that must mean they want it unbelievably hard, insta-kills everywhere, and pixel perfect reflexes." And then deliver a game that was, for me, a whole lot harder and less enjoyable than the NES games had been. Thankfully they fixed that with 10, but I think you get what I mean.

I think some of you may have misinterpreted my generalizing for specific people, and I know I shouldn't generalize but it's been hard to break out of that habit once you fall into it. And gods have I fallen into it the last few years, what with unrelenting cynicism and pessimism constantly cropping into my posts.

I didn't mean for the post to be an "all out attack" on people, and I do apologize that it apparently came out that way. Although, Thom-22, instead of simply dissecting what I said with little quips that sound like you're quoting from a dictionary, going into more detail would've been nice. That just made you seem.. pompous.


In regards to difficulty.. well, it IS something I'm really touchy about, and yes I did go off on a tirade about it and I let it start consuming my post which wasn't my original intention, but I never really notice when I'm switching gears/topics in the middle of my writing, I'm afraid.

The fact is, I DO see a lot of people complain about difficulty and games today. So when I heard you guys saying stuff about TTG's being easy, and as I said I hadn't played the last two games so I didn't know you were being specific about them, I thought you were talking about all their games being easy. Which sounded to me like you guys didn't want TTG to make this at all because you didn't like how they make games.

If that's not what you were implying, I apologize.
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Old 02/23/2012, 08:15 pm   #298
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Just because it's too hard and frustrating for you doesn't mean it is for everyone else too. Many of us complain about game difficulty nowadays being to EASY. Between checkpoints, rechargeable health, in-game hints, there's nothing that provides a challenge anymore. A lot of us enjoyed the difficulty of the early games, however difficult to believe that must be to you.

And I don't like how TTG has been making games lately. They're getting worse with each release.
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Old 02/23/2012, 10:30 pm   #299
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I don't know.. I think they are just doing new things... I think they will return to form with Kings Quest... and then hopefully another Sam and Max.. and I dare to wish for a second season of Tales of Monkey Island.
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Old 02/23/2012, 10:42 pm   #300
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Although, Thom-22, instead of simply dissecting what I said with little quips that sound like you're quoting from a dictionary, going into more detail would've been nice. That just made you seem.. pompous.
Funny, your high-handed accusation
Quote:
Originally Posted by Hiroshi Mishima View Post
Wow, talking out your asses much?
gave me the same impression of you.

To elaborate on one of my quips, then...
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... the topic of difficulty in modern gaming, and the way some people cling to the notion that everyone loves ridiculous challenges or inane logic puzzles kind of gets to me.
I don't think anyone has that notion in the first place, let alone clinging to it. In fact, I'm a great believer in variety and think the range of video games -- in terms of genre, ease, length, etc. -- available today is a wonderful thing; there's something for everyone. Do you think every game should be (non-optionally) easy? If so, then aren't you going to the opposite extreme of what you so vigorously denounced in your post? If not, if you allow that some adventure games can be designed to satisfy those who like the challenge, then why not this one?

A new King's Quest game, more than any other prospective title I can think of, deserves to be on the difficult end of the spectrum. (With devices employed, eg. a hint system, to make it optionally easier for those who prefer it.) Because of its pedigree, because its fan base is unbelievably intact after all these years and at least some substantial portion appreciated the challenges offered in the original games. You say that what we say sounds wrong. Well, the idea that a new KQ game would be tailored for people who played the originals in spite of finding the puzzles too difficult, rather than for those who truly enjoyed them, is what sounds totally wrong to me.

You're of course not the first person to describe Sierra-style gameplay using terms like "ridiculous" and "inane". But that doesn't mean those things are objectively quantifiable; they're a matter of opinion and neither of us is qualified to know where any particular puzzle falls except for ourselves. Personally, I always found the vast majority of puzzles in KQ to be perfectly reasonable, and very little that I would call ridiculous or inane. Moreover, I would rather play a game where I might run into the odd ridiculous puzzle than one where I'm led by the hand to self-contained, bland and simplistic puzzles as in Telltale's last two games. You're welcome to disagree with that -- and I know plenty of adventure gamers who would indeed disagree. But if you think I'm talking out of my ass for having that preference, well, I would say that's pretty narrow-minded.
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