23rd September 2004, 6:31 PM
Quote:Well unless we talk in person I don't think you ever will. I admit, it's a pretty complicated explanation for what it a relatively simple concept.
You can't try to explain it more understandably? If it's important to your case... and that paragraph really doesn't make much sense.
Quote:Uh, I have to explain an opinion that DJ basically made up because she's not reading my entire posts and makes assumptions based off of a few out-of-context sentences? Right...
I think I had said something similar...
Quote:And speaking of King's Quest, that series had the worst puzzles ever. It really did. They had these things that made no logical sense whatsoever, like putting jell-o on the ground so that a swamp monster will come out and eat it which will then let you read a poem to it so that it falls asleep and leaves behind goggles that allow you entrance into a cave. And then there were times that you would eat something like a pie which you realized was need later on in the game so that you can throw it in a monster's face in order to unlock the secret passage to the bathroom of spells which gave you the magic potion needed to defeat the dragon. But if you ate the damn pie you were screwed! I hate retarded, nonsensical puzzles like that.
Adventure game puzzles and logic do not always connect. Hopefully they do, but just as often they don't make much sense at all... which makes the games hard and irritating at times. Still, I love the genre.
But some simple logic applies. Don't do anything to jeopradize inventory items without saving recently so that if nothing happens you can load because in general there is not a useless inventory item. Similarly don't drop items, if the game allows it. :)
Quote:Aside from having to always remember to introduce yourself and say goodbye (and no, you never have to click on yourself to start a conversation), that about describes the Laura Bow games. Yep, there are a whole lot of conversations trees and many many topics to pick from when talking with someone. Just about every single thing you do becomes a topic heading, as well as every item you pick up.
Click on yourself in the graphical interface games; use 'tell' instead of 'ask' for the text-input ones. And that's just for QFGII-IV; I and V don't have it, really.
It's kind of annoying for a while and takes time to get used to, but you are playing a role so it's really cool that it lets you choose between being polite or not polite. :)
Granted there isn't much benifit, I think, to not being polite, but it's still cool.
Quote:About KQ7. Yes, I remember that part with going through those woods. Indeed, it's hard to imagine how they missed each other. However, Valanice was a weird creature at the time... This brings up something else, both of them have to defeat the same enemy on their own terms. That's a bit odd...
That also was idiotic. It's gone! Valanice would have to pass first because Rosella got rid of the thing... eh, it's not really explainable. As I said, huge plot hole.
Quote:Anyway, about the art style. Roberta always made it clear this was supposed to be a fantasy story, the lighthearted kind. The series isn't a comedy, though it has it's moments (this is why people who judge the game based on how good or bad the jokes are... suck), it's a serious story, especially KQ4 and KQ6, but told in a lighthearted way. KQ7 is the most Disney-like of all of them, and has the art style to match. It is markedly different from KQ5's style though. If you play KQ6, you'll see when the characters talk to each other, the profiles of them that come up showing them talking are in "super VGA". They kept the same art style as those two games. Certainly it was always meant to look animated, but KQ6 picked a different art style. Anyway, yeah, for the technology they had making each game, I'd say the art style fits just fine.
Yes, KQV's cartoonish is different from KQ7's cartoonish, but both have very identifiably cartoonish graphical styles... it's not exactly a surprise in the series so I don't really get why people were so annoyed. As for the song in the intro, KQV has songs in the game as well...
As for the engines, Sierra tended to use engines for many games once they made them. KQV's is also in KQVI, SQV, QFGI (Remake), III, and IV (though for QFG it's heavily modified), several of the LSL games, EcoQuest, the first two Dr. Brain games, etc...
Quote:Anyway, about the text thing, yeah we both discussed that before and agreed. Pretty much, they really could have and should have put a text+speech option in there, but it was early on in making these kinds of games or something so, at the time, they just didn't realize people would want such a thing. KQ7 doesn't have any text at all though. I mean, it's not really NEEDED, unless you happen to be deaf, but it's a nice bonus when you keep thinking someone said "twice the fencepost" and you have to read what they actually said.
No, I didn't agree with that! They definitely realized that it could be good... how else can I explain two of my four CD Sierra games including text and speech? And is it just cooincidence that the two without it are both King's Quest?
On that note, did Torin's Passage have text? I know it used the KQVII engine (SQVI used similar graphics, but had a more traditional Sierra interface with multiple buttons), so I'd be interested to know if it added text boxes or not.
On the topic of Quest for Glory, there are two different collections. There is the QFG Anthology and the QFG Collection. The difference is that the Anthology is older. It does not include the (awesome!) Quest for Glory V Soundtrack CD. It also doesn't have the newer, cooler looking icons for the games... I don't know about content though. But just for the soundtrack CD I'd definitely recommend the Collection.