Quote:
Originally Posted by thom-22
How does one decide what is a sine qua non of a venerable franchise, and what's just "nostalgia"? If someone proposed to make another Godfather movie but without the organized crime, would you accuse critics of only wanting the organized crime for the sake of nostalgia?
|
If manual saving in KQ is analogous to their being organised crime in the Godfather then it was a shallow series indeed (I don't believe that to be the case, though).
Quote:
Originally Posted by thom-22
It's one thing to not like dying in adventure games (and I very much agree with you that deaths are not a requirement to make for a good adventure game). But it's quite another to conflate that bias into a claim that meaningful death in an adventure game makes it retro. I accept and even welcome modernization of KQ: I don't expect to see dead ends, 2D graphics, single-screen scenes or dialog portraits in Telltale's game. But it would not be right for them to gut it of the very things that make KQ what it is.
|
This, to me, is the most interesting thing that you've said. There are two overarching points, the first being the differentiation between death and
meaninful death. The second is the willingness to modernise certain aspects of the game.
When you say "meaningful death," I'm guessing you're differentiating it from death without consequence. However, once you remove dead-ends (to modernise it), you essentially remove any possibility of consequence (as defined by others in this thread) in the game. I replied (somewhat sarcastically) to this earlier comment:
Quote:
|
just have a hotkey to open the save window and multiple save slots readily available so it isn't a hassle).
|
If you're going to have a hotkey to open a save window, you might as well have a quicksave key. If you have a quicksave key, the entire act of saving is completely reflexive. "Ok, new screen -I haven't been killed - time to save." "Ok, puzzle done, time to save." It's easy to become like that in modern first person shooters. The only reason you'd need a save window would be if you wanted multiple saves, but why would you need multiple saves if there are no dead-ends which force you to traipse through the game a second time?
I completely understand that saving is good practice but, for me, there is this fundamental disconnect between "it's important to save" and "saving the game is a pivotal part of what makes the game great." I mean, are there really any consequences of death for an experienced King's Quest player?
Quote:
Originally Posted by thom-22
If you don't want death in your adventure games
|
I just want to clarify that this is not my position. I'm totally fine with death in adventure games, though it's not my preference. This isn't about death, per se, but the way to handle those deaths in the game.