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Old 04/07/2012, 10:22 am   #461
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What about a satirical adventure game where you play as a lonely and lowly new initiate member of the club? Just starting to try to develop your own plan to conquer a kingdom? But what ends up happening, is you end up helping everyone else (the other members) with their plans instead! Just to get a little advice from them!

Wizard's Quest I: Rise of the Black Cloak!

The sequel could actually lead to your character finally having enough information to put his own plan into fruition!

Haha. That would be funny! We(as in the tt forum community) should make that game! We can even avoid all the copyright mumble jumbo by not mentioning any of the existing wizards by name. For example, Mananann can be Manny and Shadrack can be referred to his nickname "Shade."

The end twist could be that the main protagonist is really a long lost member of the Royal family. Haha.
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Old 04/07/2012, 10:56 am   #462
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Made a few more edits, and observations, and comparisons between the game and novelized versions of the green isles conspiracy.

Primarily the differences in who is involved.

The game making it primarily Alhazred's plan. It is "My" (from Alhazred's prespective); "My long preparations", "my power and my crown" (from Alhazred's) and "yours" (from Shadrack's POV); "your way", "your crown", "kingdom of yours"). Whereas the companion makes it both of their plans, "Our plans", though Shadrack acknowledges that Alhazred is doing most of the work!

I think one thing to take note, in the game, that Shadrack seems to acknowledge Mordack of being at least an equal to him, if not more (all though not so much in chess), as he calls him the 'great Mordack'.

From the Companion perspective he seems to treat Alhazred as a lesser to him. Noting that while he does compliment Alhazred a bit, at the same time he ribs him a bit by pointing out Alhazred's success at causing the islands to turn on each other, and eliminating the parents is a 'strategem worthy of even himself'.

I'm still not sure how much Mordack was involved in the plans... Was he fully in on it? Or did Alhazred (and/or Shadrack) just take advantage of Alhazred's friendship/insubordination to Mordack, in an attempt to get rid of a loose end. We know in both versions of the letter, the idea was at least Shadrack's idea to get rid of Cassima (...i.e. "recommended/advised").

Also Shadrack seems to see cassima as actively 'meddling' into his own plans in the Companion (whereas in the game, he seems to just warn that she could pose a threat to Alhazred if not dealt with).

Quote:
The end twist could be that the main protagonist is really a long lost member of the Royal family. Haha
Cousin (or evil Uncle) Ralphy, everyone calls him Bob... He could be Graham's long lost brother?

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Old 04/07/2012, 04:18 pm   #463
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Originally Posted by BagginsKQ View Post
Made a few more edits, and observations, and comparisons between the game and novelized versions of the green isles conspiracy.

Primarily the differences in who is involved.

The game making it primarily Alhazred's plan. It is "My" (from Alhazred's prespective); "My long preparations", "my power and my crown" (from Alhazred's) and "yours" (from Shadrack's POV); "your way", "your crown", "kingdom of yours"). Whereas the companion makes it both of their plans, "Our plans", though Shadrack acknowledges that Alhazred is doing most of the work!

I think one thing to take note, in the game, that Shadrack seems to acknowledge Mordack of being at least an equal to him, if not more (all though not so much in chess), as he calls him the 'great Mordack'.

From the Companion perspective he seems to treat Alhazred as a lesser to him. Noting that while he does compliment Alhazred a bit, at the same time he ribs him a bit by pointing out Alhazred's success at causing the islands to turn on each other, and eliminating the parents is a 'strategem worthy of even himself'.

I'm still not sure how much Mordack was involved in the plans... Was he fully in on it? Or did Alhazred (and/or Shadrack) just take advantage of Alhazred's friendship/insubordination to Mordack, in an attempt to get rid of a loose end. We know in both versions of the letter, the idea was at least Shadrack's idea to get rid of Cassima (...i.e. "recommended/adviced").

Also Shadrack seems to see cassima as actively 'meddling' into his own plans in the Companion (whereas in the game, he seems to just warn that she could pose a threat to Alhazred if not dealt with).


Cousin (or evil Uncle) Ralphy, everyone calls him Bob... He could be Graham's long lost brother?
Ralphy is actually Larry Loveage's counterpart - I was looking for info on a street fighter porn parody after reading about it on one of the comments at Kotaku. However, i ended up finding info on a new LSL porn parody entitled "Leisure Suit Ralphy.".

Anyway, what goes with well with graham crackers? That should be Graham's long lost brother or sister's (to mirror Prince Alexander's and Princess Rosella's origin) name.
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Old 04/07/2012, 04:49 pm   #464
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Saltine? Cookie? Biscuit? Weetabix? Wafer? Cracker? Ritz? Ryvita? Triscuit? Nips? Goldfish? Krisp? Chip? Toast?

Smore? Marshmellow? Chocolate?

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Old 04/07/2012, 06:40 pm   #465
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Saltine? Cookie? Biscuit? Weetabix? Wafer? Cracker? Ritz? Ryvita? Triscuit? Nips? Goldfish? Krisp? Chip? Toast?

Smore? Marshmellow? Chocolate?
Saltine sounds good
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Old 04/07/2012, 07:28 pm   #466
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In Wizard's Quest 3, he can join some pirates...

He becomes the Captain known as Salty Bob...
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Old 04/08/2012, 12:13 am   #467
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In Wizard's Quest 3, he can join some pirates...

He becomes the Captain known as Salty Bob...
In part 4, he is wisked away to another land where he has to aid a wicked witch in getting a unicorn. He is known as the salty horse.
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Old 04/10/2012, 10:54 am   #468
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I was messing around with ScummVM and DOSBox earlier, and subsequently farting around in King's Quest VI... and I realize just how many hotspots the game has. I'm not sure TTG would do their KQ game justice if they don't have a bazillion unnecessary hotspots.

Take this screen for example:


What's it's purpose? It's a crossroads between four other screens (2 outside, and 2 shops), and one NPC to talk to. Yet there are a ton of things which the examine cursor gives separate and unique responses for. Among some I may have missed, there are:

  • the northern archway,
  • the door of the bookstore,
  • the door of the pawn shop,
  • the bookstore sign,
  • the pawn shop sign,
  • the bookstore window,
  • the pawn shop window,
  • the bookstore building,
  • the pawn shop building
  • the shutters,
  • the trees,
  • the bookstore's second floor windows,
  • the hanging red pants ,
  • a villager when seen at a second floor window,
  • the short fat pot,
  • the tall thin vase,
  • the short round pot on the box,
  • the big box which has the pot on it,
  • the gourd-shaped jugs,
  • the lamp peddler,
  • the lamp peddler's pole of lamps,
  • the general vicinity,
  • and Alexander, himself.
Now, I could have chosen to use the inside of the pawn shop as an example (as it surely has more to look at) but this particular screen--aside from having the lamp peddler and (eventually) the invisible ink bottle--is of no real consequence besides to get from one screen to another. The fact that it still has a bunch of different stuff to click on says something about the quality of Sierra's games, imo... and I've only listed what you can examine, and have not included what you can interact with using the other cursors.
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Old 04/10/2012, 12:56 pm   #469
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Quote:
Originally Posted by Chyron8472 View Post
I was messing around with ScummVM and DOSBox earlier, and subsequently farting around in King's Quest VI... and I realize just how many hotspots the game has. I'm not sure TTG would do their KQ game justice if they don't have a bazillion unnecessary hotspots.

Take this screen for example:


What's it's purpose? It's a crossroads between four other screens (2 outside, and 2 shops), and one NPC to talk to. Yet there are a ton of things which the examine cursor gives separate and unique responses for. Among some I may have missed, there are:

  • the northern archway,
  • the door of the bookstore,
  • the door of the pawn shop,
  • the bookstore sign,
  • the pawn shop sign,
  • the bookstore window,
  • the pawn shop window,
  • the bookstore building,
  • the pawn shop building
  • the shutters,
  • the trees,
  • the bookstore's second floor windows,
  • the hanging red pants ,
  • a villager when seen at a second floor window,
  • the short fat pot,
  • the tall thin vase,
  • the short round pot on the box,
  • the big box which has the pot on it,
  • the gourd-shaped jugs,
  • the lamp peddler,
  • the lamp peddler's pole of lamps,
  • the general vicinity,
  • and Alexander, himself.
Now, I could have chosen to use the inside of the pawn shop as an example (as it surely has more to look at) but this particular screen--aside from having the lamp peddler and (eventually) the invisible ink bottle--is of no real consequence besides to get from one screen to another. The fact that it still has a bunch of different stuff to click on says something about the quality of Sierra's games, imo... and I've only listed what you can examine, and have not included what you can interact with using the other cursors.
Yeah having a lot to look at, do, examine, etc was one of the best points of the KQ series. It adds replayability to the first 6 games, to go back and look at and listen to descriptions of stuff you never bothered with your first time around. I'd argue SQ did it better, though, at least SQ4.
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Old 04/10/2012, 01:06 pm   #470
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Although KQ6 is actually somewhat of the exception to most KQ games. Most hardly contain as much extra narrative stuff.

KQ5 had nearly the same (5 or more things to look at, and a generic screen description ) it just wasn't implemented as nicely (don't look at the exact spot you might get a red x instead).

KQ1 remake also was the last of the KQ games with good amount of extra narration. Right clicking was similar to using eye cursor in that game. Though like KQ5 there are blank spots.

SQ4 unfortunately also has the same issue as in KQ5 with blank spots and red X.
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Old 04/10/2012, 01:19 pm   #471
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Although KQ6 is actually somewhat of the exception to most KQ games. Most hardly contain as much extra narrative stuff.

KQ5 had nearly the same (5 or more things to look at, and a generic screen description ) it just wasn't implemented as nicely (don't look at the exact spot you might get a red x instead).

KQ1 remake also was the last of the KQ games with good amount of extra narration. Right clicking was similar to using eye cursor in that game. Though like KQ5 there are blank spots.

SQ4 unfortunately also has the same issue as in KQ5 with blank spots and red X.
Yes but with SQ4 you had the extra options of being able to taste and smell tons of things on any particular screen.

How was KQ1SCI the last to have a good amount of extra narration?

I actually don't mind the lack of a narrator in KQ7 btw. I consider the narrator a bonus, and as graphics were becoming more and more detailed, a narrator was becoming vestigial. I mean in 1984 when "graphics" were simple pixels, a narrator was a necessity because it gave you an idea of what these tiny pixels were supposed to be. But in 1994 when they were using SVGA graphics, a narrator really wasn't necessary and probably seemed a bit archaic.

I think the use of a narrator (along with the lack of action) would turn off potential new players who are used to modern games.

Last edited by Anakin Skywalker; 04/10/2012 at 01:22 pm.
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Old 04/10/2012, 02:28 pm   #472
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KQ1 remake is a smaller game than KQ5. It has more dialogue than the original, but less than KQ5 in general.

Both have less than KQ6.

KQ4 and earlier KQ titles have even less narrative.
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Old 04/10/2012, 03:49 pm   #473
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KQ1 remake is a smaller game than KQ5. It has more dialogue than the original, but less than KQ5 in general.

Both have less than KQ6.

KQ4 and earlier KQ titles have even less narrative.
The increased narration is a perk of KQ6. KQ5's world was more wider and more interesting and I'd have enjoyed more narrative boxes describing it.
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Old 04/10/2012, 04:43 pm   #474
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I would have liked more detailed narrative in KQ5 in places as well... Like ability to get a description of the little village the Roc takes you over etc...
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Old 04/10/2012, 06:59 pm   #475
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I consider the narrator a bonus, and as graphics were becoming more and more detailed, a narrator was becoming vestigial. I mean in 1984 when "graphics" were simple pixels, a narrator was a necessity because it gave you an idea of what these tiny pixels were supposed to be. But in 1994 when they were using SVGA graphics, a narrator really wasn't necessary and probably seemed a bit archaic.

I think the use of a narrator (along with the lack of action) would turn off potential new players who are used to modern games.
If by narrator you mean a voice distinct from the character you're playing, I would agree. But I think one or the other is usually necessary to give feedback and other information, not always straight-up descriptions but just to add to the game's atmosphere, no matter how "modern" the game is. In fact I believe the idea of the voiceless protagonist works well in some cases, eg. Myst, but was adopted too widely for the good of the genre, as if there was some rule that the playable character in a first-person perspective game had to be silent. A good example is Sierra's Lighthouse, a game in which there is no pretense that you're playing yourself or a purposefully anonymous person -- I think it would have been a much better game if the character was speaking throughout. I guess I played too many Myst-clones I thought would have been a little less boring if I'd just had someone to talk to, LOL.
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Old 04/10/2012, 08:15 pm   #476
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If by narrator you mean a voice distinct from the character you're playing, I would agree. But I think one or the other is usually necessary to give feedback and other information, not always straight-up descriptions but just to add to the game's atmosphere, no matter how "modern" the game is. In fact I believe the idea of the voiceless protagonist works well in some cases, eg. Myst, but was adopted too widely for the good of the genre, as if there was some rule that the playable character in a first-person perspective game had to be silent. A good example is Sierra's Lighthouse, a game in which there is no pretense that you're playing yourself or a purposefully anonymous person -- I think it would have been a much better game if the character was speaking throughout. I guess I played too many Myst-clones I thought would have been a little less boring if I'd just had someone to talk to, LOL.
I suppose narration would work (in a modern game) if done differently. For example instead of a simple description of whatever you're looking at, IE, "Nestled among the woods sits the wizard Crispin's little house", it could be a description sort of from the character's POV--The character's take on what he/she is seeing, IE "Graham thinks that the wizard Crispin's house, while not a castle, is a charming, inviting little cottage." Something like that albeit better written.
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Old 04/10/2012, 08:56 pm   #477
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I suppose narration would work (in a modern game) if done differently. For example instead of a simple description of whatever you're looking at, IE, "Nestled among the woods sits the wizard Crispin's little house", it could be a description sort of from the character's POV--The character's take on what he/she is seeing, IE "Graham thinks that the wizard Crispin's house, while not a castle, is a charming, inviting little cottage." Something like that albeit better written.
Then we could get a nice description of how badly Graham really wants to beat Cedric to death.

EDIT: Ooh. I have another idea. KQ5, narrated by Cedric!
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Old 04/11/2012, 08:35 am   #478
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Cedric often acted as the narrator in KQ5... He was the one who did the general room descriptions in many of the screens he was on (whereas when you left to places he wouldn't follow, the narrator would take up those descriptions instead)...

Some of those include the 'It's a poisonous snake"...



Quote:
sort of from the character's POV--The character's take on what he/she is seeing, IE "Graham thinks that the wizard Crispin's house, while not a castle, is a charming, inviting little cottage." Something like that albeit better written.
That's basically how the original King's Quest games did it, especially the first 3 (although it was more 'you think that blah blah'). Some of the ones in KQ5 (Graham thinks of his missing family as he stares at the little blue bird, blah blah) are also from that perspective...

Actually that's one of the reasons why I wanted KQ7 to have narration, just to give the player more insight from character's perspectives on what they thought they were seeing... You were stuck with just hotspots on what the characters 'found interesting', and that they offer a hint or clue that something else was needed...

Even Connor, tended to offer even more detailed descriptions of things that he saw, than the "I find this interesting' style comments that were all too common in KQ7... Not to mention if you turn on cheats, you could basically get a short description of nearly every item, character, place in the game!

Also narration often gives more insight into the culture, history, and other things in the lands... Without that it makes the story somewhat more dry... Especially if you want to know a little more about what you are seeing... Yes, it might be in greater hi-res detail, and I know what I'm seeing... But what else can we learn from it about local customs, history, etc.

Has anyone played Phoenix Wright/Ace Attorney series? Even that series while looking at things is optional (other than finding evidence), you can look at almost everything in the 'investigation' sequences in the game... There is often some interesting thoughts on what is seen.

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Old 05/03/2012, 12:29 pm   #479
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So Replay Games is talking about how they want to do King's Quest titles. Does ANYONE at Telltale know anything about this? If the game is canceled let us know! It's been so long! :-(
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Old 05/03/2012, 11:57 pm   #480
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I hope we'll see something soon, now that Walking Dead is officially out.
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