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Originally Posted by Hiroshi Mishima
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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.