There's no doubt that deaths are mandatory, that seems nearly unanimous on these boards. Any Sierra game with Quest in the title needs at least 100 ways to bite it; bloody violent ways via death traps and monsters, accidental ways, humerus ways and just plain careless ways. For the most part, I think they should be avoidable if the players are careful; they will see signs of an undertow if they look at the ocean and a vast dangerous place like a desert or mountain range will need a certain amount of equipment and advice gathered before they're ventured. There's a place for unexpected or unpredictable danger and death as well, used more sparingly like in KQ3: you know the wizard will return to check on you soon, but maybe there's a little more time. Stuff like the KQ5 scorpion that just always appears on the one screen, and boom, your dead, I'm less of a fan of, but I guess it has it's place. Better if there's *some* survival option whether it's fight, flight or fright.
Quote:
Originally Posted by Emily
(A "try again" option is an okay compromise. But when you get into sequences where the death happens quickly and you can't figure out in time how to avoid it, that gets tiresome. I'm thinking of some of the scenes in KQ7, like the one with that giant beetle/scorpion thing... my god, Valanice, STOP SCREAMING AND DO SOMETHING!)
|
I do agree that Val's screems got tiresome, but then she's not used to this adventuring crap.
In my case though, I love being caught of guard and having a short amount of time to figure out how to survive. However, we usually have all the time we could need in these games, especially when opening the inventory pauses the action and gives the player time to think. I know that's not strictly the case in the example you gave, but that scorpion was posturing for
15 seconds or so, and as with most KQ7 encounters you have the option of retreating until you have a plan. This sort of thing I see as a tension killer, KQ7 is the worst, but only KQ1-4 had the charm of randomness; where baddies just show up and you must then do what you can to survive. This wasn't perfect either though, simply running to (or hovering near) the edge of the screen to escape is not realistic unless it's out of the monster's territory, like a Troll would not enter the light, nor a shark come up on land.
I think the new game should bring back these random encounters, only make them creatures not as central to the plot, which can be dealt with non-essential inventory items. Then we can still have the scripted encounters; the minotaurs and ice wolves and nightmares, with all the story and drama attached, maybe just a bit more deadly then in KQ7.
Why do so many of us want to die?
I keep reading about consequences and a sense of danger, the feeling that only your wits can save you in a unpredictable world. I'd have to agree that these were something made King's Quest memorable and replayable. But what consequence is enough?
For some I think it's enough that they feel sympathy and guilt for letting the character down, or the trauma of feeling that they themselves are being devoured, drown or locked up by an greasy innkeeper. I dig that to, but for me, more is needed. I have a problem with the instant restore function used in KQ7/TSL/SQ6 etc. I see that many people here see this fuction as a fair compromise between the old way and the new, therefore it should be kept. Just please make it optional from the start, cause if the choice is there every time I die, I'm probably going to use it. I'll do this because I do want to get right back on with the game, but I'll do so with a sigh because it feels so easy now. It's like how I want to figure out a game without a walkthrough, but they are hard to resist temptation when they are so close to hand.
So the classic manual saving, though primitive, to me represents the best consequence that make you want to avoid death, to avoid loosing at least a little bit of
time. Maybe you will loose more time, if you didn't see the danger, but again, warning signs should be there if you make a point of looking for them. Then it becomes less about saving obsessively, and more about saving prudently.
I've tried to think of some other way, some other consequence; perhaps it could lower the score, although the score is a bit arbitrary to me, more of an indicator of how much game is left, and if there were parts of the game I missed. I would not mind terribly if it was removed as a feature.
Maybe a bonus extended ending for those who can make it through without dying?
But still, that's not as impactful as loosing time combined with some twisted animation that makes you feel the death in a host of different ways.