Quote:
Originally Posted by blueskirt
I know but since Jurassic Park, these kind of convos somewhat turned into "Don't make King's Quest an interactive movie". And realistically, I think Tales is most likely where Telltale will start when they'll design the gameplay of King's Quest.
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They've turned into that because not everybody agrees with your delineation of what's realistic. I have a different opinion on that. I can't just accept someone imposing an arbitrary assumption and suggesting that conversation has to be confined to what follows from it when I believe there are important issues arising from debate on the assumption itself. It's hard to avoid these kinds of problems in forums when people think what's self-obvious to them should be self-obvious to everyone else. No matter
how self-obvious it is.
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Back to the current sub-topic...
First and foremost, I want multiple modes of interaction -- look, touch, talk, etc. I don't really care how it's implemented, a row of icons at the top, cursor-cycling, a popup menu, whatever.
I agree with most everything Anakin said. Except I would not say I want the plot to be "simplistic". I would rather say simple, as in non-convoluted, but I have no problem with the idea that a KQ plot could be as detailed as KQ6's. Not only should the gameplay genre be adventure but so should the fictional genre -- as others have said, a journey or quest, with no psychological drama.
I agree with Chyron that cheesiness taken too far is not a good thing.
Quote:
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Originally Posted by MusicallyInspired
Not enough wide shots to explore everything in a given game "room"/Too much "cinematic camera angles"
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This is an interesting issue I'd like to talk about more, except I'm not exactly sure what I want to say

. If I could untangle my own thinking on it and write something coherent, maybe I'll do it as a new thread.