Author Topic: What did you love best about KQ?  (Read 23166 times)

Offline Numbers

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Re: What did you love best about KQ?
« Reply #80 on: August 03, 2012, 03:43:34 PM »
I learn new things about these games all the time.  Last week I found out that Alexander can actually poof into an aardvark.

Yesterday, I learned that the KQ2 parser reacts the same whether you type in "talk to woman" or "talk to b****."



Okay, fine, so I already knew about it--yesterday was just the first time I tested the theory. KQ2's parser is rather sexist in hindsight...
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Offline Bludshot

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Re: What did you love best about KQ?
« Reply #81 on: August 03, 2012, 03:56:56 PM »
Wow, that is pretty messed up.
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Offline KatieHal

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Re: What did you love best about KQ?
« Reply #82 on: August 03, 2012, 04:09:24 PM »
It is. I'd heard about this before--and IIRC, it accepts some even LESS flattering terms as well. Things that would get a company into some serious trouble if it happened today.

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Offline Bludshot

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Re: What did you love best about KQ?
« Reply #83 on: August 03, 2012, 08:57:49 PM »
That is actually where my mind went first, if it hadn't been made at a time before blogs, or heck, even the public scrutiny following Mortal Kombat, this would've been a PR nightmare.

It kind of reminds me of the fact that you can kill children in the first two Fallouts, not that you would ever need to, but the ability is there, complete with the same cartoony/gorey deaths the everything else gets.   
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Offline Neonivek

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Re: What did you love best about KQ?
« Reply #84 on: August 04, 2012, 11:45:09 PM »
I don't know if I can explain myself very well but as I said before... with the advent of the modern KQs (5-7) the games were elevated to the next level.

Point and clicks stopped being just alternate puzzle games with perhaps witty dialog put in but started to be strong stories where the puzzles started to play a narrative role rather then just a gameplay one. Your character is always a witty and kind hearted fellow who prefers to use their brains instead of brawn to solve their problems (ignoring a few instances where brute force did happen).

Kings Quest sort of to me represents the evolution and perfection of the point and click genre as a whole. Even Kings Quest 7 a game that was sometimes reviled by some of the fans I consider a underrated game with great pacing, lore, and atmosphere.

Kings Quest 6, Broken Sword, and Gabriel Knight 2 were the games that made me believe that point and clicks / Graphical Adventures were more then just about puzzles. It was about story, setting, and plot where the puzzles are there to assist in making any of these settings shine.

In fact I want to make a point and click and Kings Quest is my inspiration. Admittingly I failed to produce anything or even get on track to do anything with this (You have no idea how hard it is to actually find out how to make one unless you are already a computer programmer or want to use Adventure game maker, which I don't want to use)... but it shows how much I revere this series.

As well the characters. I absolutely love Alexander and Valanice.

Alexander is MY perfect protagonist that I'd like to play in a game. He is soft spoken, kind hearted, studious, and witty. He prefers to solve issues with his mind rather then his muscles and he is more then willing to face death itself if it means he can protect those he loves.

Valanice is my second favorite from the series. She isn't as capable as the other character having getting along in the years, but she is strong of heart. Even when struggling on with nothing but the love she feels for her family she choses to help others. She is so kind and polite and I love to listen to her speak to others with her soothing motherly voice.
-Heck I even consider her the REAL hero of KQ7... but I won't give more spoilers.

Offline Deloria

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Re: What did you love best about KQ?
« Reply #85 on: August 05, 2012, 04:07:37 AM »
Why don't you like AGS?
 
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Offline Neonivek

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Re: What did you love best about KQ?
« Reply #86 on: August 05, 2012, 11:28:16 AM »
Why don't you like AGS?

Ignoring certain quality issues that are likely skill (For example weird walking)

I want to change up the interactions but I found I couldn't do that. They seemed to be set in stone.

The ultimate goal was to eventually move up into making this game even if I had to take baby steps with limited success. I didn't expect I'd get no results or functional aid. I had a programmer, not here and amateur, once try to help me and then break down and say "I don't know what I am doing".
« Last Edit: August 05, 2012, 11:34:36 AM by Neonivek »

Offline darthkiwi

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Re: What did you love best about KQ?
« Reply #87 on: August 05, 2012, 06:58:47 PM »
I've used it a little but not to the point where I can make my own game. But it seems very useful: I'm most drawn by the fact that it is specifically designed for making adventure games. It deals with walk boxes, animations, conversations and walking behind objects; if you programmed your own engine you'd have to deal with all that stuff, but here it's ready straight out of the box (or zip file, I guess).

Also, what's the problem with the walking? Are you not happy with the way it animates? I can't say it's ever bothered me but then I've always been pretty absorbed in the game's story when I play an AGS game so it doesn't really come up.

And I'm pretty sure you can be flexible with the icons. "Time, Gentlemen, Please" features an extra verb icon where you can use your companion on something (eg. hold open doors, punch people...) So maybe look into that again. Your coder friend might have been flummoxed by it because it's an unfamiliar system which assumes you know which bit does what.
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