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The Royal Archives => TSL General Archives => Topic started by: The Hero on August 05, 2010, 06:33:23 AM

Title: after all five
Post by: The Hero on August 05, 2010, 06:33:23 AM
will there be a  option to download ep 1-5 in one package? also will te game flow will it go straight to ep 2 after 1  or will we have to select each ep
Title: Re: after all five
Post by: Fierce Deity on August 05, 2010, 10:11:37 AM
I think the games will only come out in episodic form. There's really no point in bundling them together, because all 5 episodes are free and you download them straight to your computer. Also, we'll have to select each episode individually. That's what the main menu's layout suggests at least.
Title: Re: after all five
Post by: KatieHal on August 05, 2010, 10:18:47 AM
I think what we're trying to do is set it up so that the later episodes are added onto your initial download like updates or something. So yes, if you've got both Eps 1 and 2, it would go right from the ending of 1 to the beginning of 2 (and carry your saved games with it). I think!

As for bundling them all together, we have talked about wanting to do that once they're all done, but I'm not sure if we will be or not.
Title: Re: after all five
Post by: wilco64256 on August 05, 2010, 10:46:11 AM
Because we have different people working on different episodes, each one will play by itself so that appropriate credits can play.  Each episode also has a definite beginning and ending.  Releasing them all as one big bundle would be quite a big single download, but it's certainly possible we may do that once everything else is done.
Title: Re: after all five
Post by: crayauchtin on August 05, 2010, 01:30:41 PM
Wait, there's gonna be a credits reel at the end of each episode? :\

Can't you specify which episode's were worked on by whom in the credits and just roll them at the end of whatever the last chapter was? If it's going to be working as an update to what we've already downloaded (as Katie suggested) how difficult would that be?

I mean, I'm only asking because the credits were kind of long for just Episode 1 already, y'know what I mean? That's not a problem and I knew they'd get longer, I just assumed they'd only happen once though.
Title: Re: after all five
Post by: Lambonius on August 05, 2010, 02:19:51 PM
Quote from: crayauchtin on August 05, 2010, 01:30:41 PM
Wait, there's gonna be a credits reel at the end of each episode? :\

Can't you specify which episode's were worked on by whom in the credits and just roll them at the end of whatever the last chapter was? If it's going to be working as an update to what we've already downloaded (as Katie suggested) how difficult would that be?

I mean, I'm only asking because the credits were kind of long for just Episode 1 already, y'know what I mean? That's not a problem and I knew they'd get longer, I just assumed they'd only happen once though.

I second this notion--the biggest annoyance of Telltale's episodic gaming is having to manually back out and select the next episode from the desktop when you want to play the whole series in sequence.  Having an in-game episode select screen like TSL does is a good step in the right direction, but sitting through a mandatory credit reel at the end of each chapter seems like it completely contradicts the whole point of linking them together like that.  Very counterproductive, you know?  If you're going to include the credit reels after each chapter, at least PLEASE make them skippable.  Having different sections for each episode in one long end-credits reel after episode 5 makes a lot more sense to me, at least.  :)
Title: Re: after all five
Post by: Cez on August 05, 2010, 02:26:42 PM
We are talking about being able to skip the last episode's credits as a new one is released. (So for example, you'll be able to skip the credits of 1 when we release 2) -- and I think we were talking that if you do so, it takes you straight to the beginning of 2. Or maybe back to the menu, or something.

We'll see. In any case, yes, there'll be something, but every episode will keep their own credits.
Title: Re: after all five
Post by: KQ5Fan on August 05, 2010, 04:10:31 PM
I'm confused. You said the next episode will continue off your last saved game.. but how is that possible if we can't save after we beat the episode?

Especially once we start accumulating more items.. will we just start each episode with all the items we're supposed to have?
Title: Re: after all five
Post by: kindofdoon on August 05, 2010, 04:16:25 PM
It would probably autosave after every episode.
Title: Re: after all five
Post by: KatieHal on August 05, 2010, 05:42:45 PM
Quote from: kindofdoon on August 05, 2010, 04:16:25 PM
It would probably autosave after every episode.

This! (is correct) :)
Title: Re: after all five
Post by: sahara on August 07, 2010, 06:56:12 AM
Maybe this was covered elsewhere, but what is the point of autosaving after each episode?  I mean, I have no problem with it, and I think it's a good idea, but... is it even possible to beat an episode without accumulating all the items that you could have?  Similarly, is it possible to pick up more items in an episode than is absolutely needed to progress to the next episode?  Why would someone want to continue a previous saved game from previous TSL episodes if there are no stats like in QFG games?
Title: Re: after all five
Post by: wilco64256 on August 07, 2010, 08:19:01 AM
Quote from: sahara on August 07, 2010, 06:56:12 AM
Maybe this was covered elsewhere, but what is the point of autosaving after each episode?  I mean, I have no problem with it, and I think it's a good idea, but... is it even possible to beat an episode without accumulating all the items that you could have?  Similarly, is it possible to pick up more items in an episode than is absolutely needed to progress to the next episode?  Why would someone want to continue a previous saved game from previous TSL episodes if there are no stats like in QFG games?

You're right that there won't be stats to keep track of or anything like that in these games, but there are specific benefits to loading from your previous episode's autosave.
Title: Re: after all five
Post by: Fierce Deity on August 07, 2010, 02:31:16 PM
Quote from: wilco64256 on August 07, 2010, 08:19:01 AM
Quote from: sahara on August 07, 2010, 06:56:12 AM
Maybe this was covered elsewhere, but what is the point of autosaving after each episode?  I mean, I have no problem with it, and I think it's a good idea, but... is it even possible to beat an episode without accumulating all the items that you could have?  Similarly, is it possible to pick up more items in an episode than is absolutely needed to progress to the next episode?  Why would someone want to continue a previous saved game from previous TSL episodes if there are no stats like in QFG games?

You're right that there won't be stats to keep track of or anything like that in these games, but there are specific benefits to loading from your previous episode's autosave.

Like bringing over 'points' from a previous episode? For those of us who want to try and get all of the 'points' in the game, we'd have to play each episode to its fullest. The autosave will keep track of what points we obtained and carry them over, right?
Title: Re: after all five
Post by: wilco64256 on August 07, 2010, 02:43:15 PM
Nope, no points.  There was a system for that at one point (hahahaha) but we've removed it.
Title: Re: after all five
Post by: Fierce Deity on August 07, 2010, 02:57:05 PM
Quote from: wilco64256 on August 07, 2010, 02:43:15 PM
Nope, no points.  There was a system for that at one point (hahahaha) but we've removed it.

Ahh, shucks.  :(

Oh well. Who needs those stupid points anyway?  :P
Title: Re: after all five
Post by: B'rrr on August 07, 2010, 03:29:34 PM
me! especially with optional puzzles!
Title: Re: after all five
Post by: shadyparadox on August 08, 2010, 12:55:55 AM
Quote from: wilco64256 on August 07, 2010, 02:43:15 PM
Nope, no points.  There was a system for that at one point (hahahaha) but we've removed it.

Then what is the meaning of the "ding" sound? It always signaled getting points until KQ7, which only played the sound when you gained inventory items.
Title: Re: after all five
Post by: Jafar on August 08, 2010, 03:14:22 AM
KQ6 Nostalgia? :P
I guess when they took out the point system, they just didn't remove the ding that plays when you solve a puzzle.
Title: Re: after all five
Post by: The Hero on August 08, 2010, 07:17:34 AM
fail no point system bad road man bad road
Title: Re: after all five
Post by: KatieHal on August 08, 2010, 07:49:59 AM
Well, it lets you know you've done something right, so that's nice :)
Title: Re: after all five
Post by: Fierce Deity on August 08, 2010, 08:51:23 AM
Quote from: KatieHal on August 08, 2010, 07:49:59 AM
Well, it lets you know you've done something right, so that's nice :)

If we don't get points, are there some optional tasks that allow us to free ourselves up from a linear path?
Title: Re: after all five
Post by: B'rrr on August 08, 2010, 09:04:59 AM
multiple endings maybe?  *hopefull*
Title: Re: after all five
Post by: KatieHal on August 08, 2010, 09:06:24 AM
There are a few optional things in there, yes.
Title: Re: after all five
Post by: spinz on August 08, 2010, 10:44:18 AM
Has to be an easy call to not use a point system. Either episode 1 would have a point max of 10, or youd get like...40 points for picking up the cloak....30 points just for entering rooms like the sacred mountain and isle of mist.
Title: Re: after all five
Post by: The Hero on August 08, 2010, 06:09:10 PM
 i really want a point system
Title: Re: after all five
Post by: Fierce Deity on August 08, 2010, 06:12:59 PM
The point system was a classic, but if the game can challenge my puzzle-solving skills and allow me to want to go for all of the optional tasks (bonus ending, more gameplay, etc.), then I'll be copacetic.
Title: Re: after all five
Post by: kindofdoon on August 08, 2010, 06:55:06 PM
I'm happy either way, so long as we get to play this great game. Points are good because they give an indication of how far you've progressed, and a lack of points is good because the game plays more like an interactive movie than video game.
Title: Re: after all five
Post by: Lambonius on August 08, 2010, 07:18:31 PM
Well, the main advantage of the point system is replay value.  You have this numerical indicator at the end of the game, and if it's not maxed out, you KNOW you missed something, and it makes you want to go back and play the game again to try and find out what that was.  Without a point system, there's really no way of knowing whether or not you've done everything there was to do, and if you didn't know you missed something, there would be less incentive to go back and replay it.
Title: Re: after all five
Post by: The Hero on August 08, 2010, 07:23:09 PM
Quote from: Lambonius on August 08, 2010, 07:18:31 PM
Well, the main advantage of the point system is replay value.  You have this numerical indicator at the end of the game, and if it's not maxed out, you KNOW you missed something, and it makes you want to go back and play the game again to try and find that was.  Without a point system, there's really no way of knowing whether or not you've done everything there was to do, and if you didn't know you missed something, there would be less incentive to go back and replay it.
well said
Title: Re: after all five
Post by: wilco64256 on August 08, 2010, 07:40:09 PM
We're hoping that people will want to replay the game just to experience the story again and look more into what's going on with the plot, rather than to go back and try to find that one sneaky little item they missed before.
Title: Re: after all five
Post by: Fierce Deity on August 08, 2010, 07:40:36 PM
Quote from: Lambonius on August 08, 2010, 07:18:31 PM
Well, the main advantage of the point system is replay value.  You have this numerical indicator at the end of the game, and if it's not maxed out, you KNOW you missed something, and it makes you want to go back and play the game again to try and find that was.  Without a point system, there's really no way of knowing whether or not you've done everything there was to do, and if you didn't know you missed something, there would be less incentive to go back and replay it.

It's always been my philosophy when it comes to these kinds of games to search every nook and cranny and leave no stone unturned, but I always miss something in the end. That's why I liked the point system. However, it doesn't exactly take away from the actual game. Telltale games don't use a point system for their games, yet gamers will continue to check everything whether it be for a one-liner that makes them fall over laughing or a possible cameo or reference from another game. Obviously, King's Quest isn't really known for the humor that Telltale uses in their games.

Adventure games were never really known for their replay value, but more for their enjoyment. I honestly don't see a point of going through an adventure game again if not for just experiencing the game all over again. Besides, if you go through the game once and miss some points, you'll play it again to find all of the points. So that's a replay value of +1. I see your point, but it isn't the best part of the King's Quest series. I like King's Quest for the story and the puzzles. As long as those two are present, I don't think I'd miss a point system as much.
Title: Re: after all five
Post by: kindofdoon on August 08, 2010, 08:13:51 PM
Quote from: wilco64256 on August 08, 2010, 07:40:09 PM
We're hoping that people will want to replay the game just to experience the story again and look more into what's going on with the plot, rather than to go back and try to find that one sneaky little item they missed before.

Agreed. I think the point system is outdated and no longer necessary for more cinematic games, such as TSL. Seeing as there are multiple endings, I assume that this is the source of replay value, not maxing out points.
Title: Re: after all five
Post by: Lambonius on August 08, 2010, 08:17:31 PM
To be fair, the Telltale adventure game style is nothing like the Sierra style.  Telltale games, if anything, are comparable to the later Lucasarts games in style, which never had a point system, per se--at least not one with multiple alternative solutions to problems.  I realize the earlier Lucasarts games did do this, but from about Fate of Atlantis & Monkey Island 2 on, there really was only one way to solve any given puzzle in LA games.  (And I'm not counting FOA's alternate path system--that's not what I mean since those were essentially 3 separate story paths; I'm talking individual puzzles with alternate solutions.)  Having puzzles with multiple solutions (usually a "best" solution, and several non-ideal ones that would net you less points) was a hallmark of Sierra style adventure games.  If you're making a game that consciously emulates the Sierra style, it's pretty much a given that you have to include the point system, and a must if you are including alternate puzzle solutions, since you need to be able to reward the player for outside-the-box thinking, and you need to be able to differentiate between the different solutions and different outcomes.

That said, I think POS is already taking quite a few liberties with the Sierra formula, so them not including a point system doesn't really bother me.

Also, I think I should clarify that I was just pointing out the advantages of point systems in general, not jumping down TSL's throat for not including one, so there's no reason to immediately jump on the defensive.  ;)

(Posted on: August 08, 2010, 10:15:44 PM)


Quote from: kindofdoon on August 08, 2010, 08:13:51 PM
Quote from: wilco64256 on August 08, 2010, 07:40:09 PM
We're hoping that people will want to replay the game just to experience the story again and look more into what's going on with the plot, rather than to go back and try to find that one sneaky little item they missed before.

Agreed. I think the point system is outdated and no longer necessary for more cinematic games, such as TSL. Seeing as there are multiple endings, I assume that this is the source of replay value, not maxing out points.

Have multiple endings been confirmed?  I don't recall ever seeing any team member saying that.  I think this may just be fan speculation.  If I'm wrong, certainly feel free to show me where it was said.  :)
Title: Re: after all five
Post by: kindofdoon on August 08, 2010, 08:19:16 PM
I didn't mean to be on the defensive - I was just voicing my opinion. I just think that points are at odds with the feel of the game.
Title: Re: after all five
Post by: Lambonius on August 08, 2010, 08:22:10 PM
Quote from: kindofdoon on August 08, 2010, 08:19:16 PM
I didn't mean to be on the defensive - I was just voicing my opinion. I just think that points are at odds with the feel of the game.

No worries--I wasn't aiming that comment at you.  :)  I was just saying that in general, since I got the impression I was being rebuked by a few people for making a simple statement about point systems.  My apologies to all if I took those responses the wrong way.  :)
Title: Re: after all five
Post by: kindofdoon on August 08, 2010, 08:23:49 PM
Not at all, I've enjoyed this line of discussion.
Title: Re: after all five
Post by: Fierce Deity on August 08, 2010, 08:31:17 PM
Quote from: kindofdoon on August 08, 2010, 08:19:16 PM
I didn't mean to be on the defensive - I was just voicing my opinion. I just think that points are at odds with the feel of the game.

I'm with this guy too. I'm not trying to sound defensive. I was looking forward to a points system, but when I think about it, leaving a points system out isn't a deal-breaker. I've enjoyed countless adventure games without needing to replay it for a few more points. In fact, I just finished KQ6 and got 230/231 points and had realized that I forgot to give Cassima a white rose. There's no way I'm going back just for missing that one point. I gave that prissy princess my ring and a love poem, she should feel so lucky.  :thumbsup:
Title: Re: after all five
Post by: B'rrr on August 09, 2010, 05:33:38 AM
Quote from: Lambonius on August 08, 2010, 08:17:31 PM
Have multiple endings been confirmed?  I don't recall ever seeing any team member saying that.  I think this may just be fan speculation.  If I'm wrong, certainly feel free to show me where it was said.  :)

They didn't say if there will be multiple endings or not, no. only that there are optional puzzles.
Title: Re: after all five
Post by: kindofdoon on August 09, 2010, 07:26:03 AM
I believe someone, perhaps Weldon, mentioned that there are indeed multiple endings.
Title: Re: after all five
Post by: wilco64256 on August 09, 2010, 08:43:03 AM
Wasn't me because I don't actually know yet if there will be multiple ending possibilities or not.  I'm working on Episode 2 stuff, hasn't even crossed my mind to start work on Episode 5 yet.
Title: Re: after all five
Post by: snabbott on August 09, 2010, 11:33:11 AM
Yes, there are multiple endings.
[spoiler]At least five - one per episode! :suffer:[/spoiler]
Title: Re: after all five
Post by: wilco64256 on August 09, 2010, 11:45:09 AM
Oh wow I totally forgot about that, you're right!  Yes multiple endings are definitely confirmed.
Title: Re: after all five
Post by: snabbott on August 09, 2010, 11:57:01 AM
Quote from: Lambonius on August 08, 2010, 07:18:31 PM
Well, the main advantage of the point system is replay value.  You have this numerical indicator at the end of the game, and if it's not maxed out, you KNOW you missed something, and it makes you want to go back and play the game again to try and find that was.
True - but getting all of the points doesn't mean you didn't miss anything. ;)

They did implement a point system, but they removed it. I'm not sure why, but I don't think it really did much for the game other than perhaps add to the nostalgia factor. (Maybe that's why.)
Title: Re: after all five
Post by: Lambonius on August 09, 2010, 12:18:55 PM
Quote from: snabbott on August 09, 2010, 11:57:01 AM

True - but getting all of the points doesn't mean you didn't miss anything. ;)

Well, easter eggs and non-scored stuff aside...:)

Quote from: snabbott on August 09, 2010, 11:57:01 AMThey did implement a point system, but they removed it. I'm not sure why, but I don't think it really did much for the game other than perhaps add to the nostalgia factor. (Maybe that's why.)

Well like I said, it's not really necessary unless you're implementing multiple-solution puzzles and you want certain solutions to feel tangibly "better" than others.  If the gameplay & story is strictly linear, as so far seems to be the case with TSL, then the point system becomes nothing more than a simple homage.  

*Then again though, seeing as so much of the design and appeal of TSL rides on homage and nostalgia factor, it's curious that this particular element was chosen for removal.
Title: Re: after all five
Post by: KatieHal on August 09, 2010, 12:25:50 PM
There are some things you don't have to do to finish or even move along in the game (and no, they won't dead end you!).

The points, yeah--they didn't add much to the game. And when it came down to it, IMO at least, deciding on random numbers of points to arbitrarily attach to different actions completed when there were plenty of other things to do was just one of those things that was easier to not do. The game doesn't suffer for the lack of them.