LLo everyone.
you guys easily pointed out the most essential element of those adventures and what made em so different from Lucas' ones, because the possibility of errors and deaths(not so much the score itself then) came from text adventures, arcade games, and very probably pen&paper rpgs.
I don't know, we should ask Ken & Roberta, or maybe even someone else, on how they came up with this little gameplay mechanic, i'd really love to know, actually!
Anyway here's my 2 cents: if TTG don't use this mechanic their game won't be a KQ one. If they use it, they should probably make it more accessible, but it takes tremendously careful design skill not to ruin its key feel and the challenge, which is as you said, "the best solution Vs the best one YOU can come up with" among a pool of possible actions(many leading to death). In my opinion they should preserve it as it is(if they but touch it in anyway the balance of challenge WILL collapse like a castle of toothpicks) but create a flashback support system, that'd let the player know something in the past was done wrong, and it just takes you directly there to patch things up.
And for god sake, do NOT let players know the "existance" of the system, this mechanic must be hidden inside the game, not goofily revealed as a "thing", more than often when programmers recycle a mechanic it tends to stick out horrendously. BLEND it with the whole game, that's a type of PURITY that's lost in today's games.
Last edited by Fenriz Quests; 07/21/2011 at 03:59 am.
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