Quote:
Originally Posted by Chyron8472
indeed.
ahem... ON TOPIC:
I'm not really sure. I know what you're trying to do is foster mature conversation about it, and I'm trying to think of what else to talk about that hasn't been already mentioned. For right now, nothing occurs to me.
EDIT: Okay, I thought of something. Given the arguments that have gone on about the direction of KQ7 and MoE which mention Roberta's involvement/opinions for the future of adventure games, I'm not certain that I would (hypothetically) want her to be involved in this project . Suffice it to say that I'm not sure she understands what makes KQ5 and KQ6 the most popular of the franchise, so I wouldn't expect her to be of any help in keeping to the feel of those games. It doesn't matter if she created the franchise; it matters if she's a benefit to the project.
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I wouldn't want her involved because from all accounts, the experience of the sale of Sierra and KQ8 drained her emotionally. Her heart wouldn't be in it, for one, which would just lead to a forced product. Secondly, in her last interview (2006) she said she hadn't played any computer games since 1996 or 1998. Given Ken's more recent comments about how they haven't even gone into a game store in about the same time, I wouldn't want her on the project except perhaps as a consultant because she wouldn't understand games or the gaming industry today.
I do think she'd understand what made people love KQ5; She created that one and designed it herself. KQ6 is just a bit more mature but isn't all THAT different. I think she could make a good KQ game if there wasn't any market pressure on her. If she could just go and make a game without worrying about changing or changed demographics or appealing to shareholders, we'd have games in the same vein as I-V.
The only reason KQVIII turned out as they did is because you had people everywhere--her own husband, even--declaring the adventure genre dead. Or that at the very least, the genre had to become radically different to survive. Add into that all the rapidly changing demographics of the computer game industry in the mid-late 90s. It was sort of desperation. Roberta was both trying to jump on bandwagons (3D, RPG, Action, Myst-style adventures) while also trying to innovate the genre in her own way. Not only that, but, when she made 8, she was under tremendous pressure from at first the shareholders to pump out a hit, and then later less friendly CEOs who weren't so patient with her going overbudget and behind schedule. It was just a toxic soup which really only existed because of a bunch of factors that were around in '96-'98...Not so much now.
Not only that, but she has the benefit of hindsight now. She knows what fans will accept and what fans will not accept when it comes to King's Quest. In the '90s, as each game brought something new to the table, the array of directions to take the series seemed more open. But she has reviews now to rely on, retrospectives about KQ, KQ5, KQ6, what people love about those games, to help her craft a new one, if she did. There's sort of a consensus about why KQ is beloved, what qualities define KQ, etc. Whereas in the '90s I'd imagine such a consensus, while it existed, would've been harder to come to.
I think, if she'd kept up with games, she could make a great KQ. But it'd have to be under circumstances where she didn't feel pressure to pump out a mass market hit. Where she could feel comfortable in just making a KQ game--not pushing the envelope to the extreme to please shareholders.
KQ and Roberta aren't on top of the computer game world anymore, and with that comes less expectations, less hype, and thus, less pressure to make a masterpiece. She doesn't have to redefine the wheel now, as some expected her to do in the mid/late 90s. All she'd have to do is make a KQ game that feels like the old ones and is within certain boundaries, but brings new lands, dangers, experiences, etc to the table.