Author Topic: after all five  (Read 12455 times)

Offline Fierce Deity

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Re: after all five
« Reply #20 on: August 08, 2010, 08:51:23 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?
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Offline B'rrr

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Re: after all five
« Reply #21 on: August 08, 2010, 09:04:59 AM »
multiple endings maybe?  *hopefull*
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Offline KatieHal

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Re: after all five
« Reply #22 on: August 08, 2010, 09:06:24 AM »
There are a few optional things in there, yes.

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Offline spinz

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Re: after all five
« Reply #23 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.

Offline The Hero

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Re: after all five
« Reply #24 on: August 08, 2010, 06:09:10 PM »
 i really want a point system

Offline Fierce Deity

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Re: after all five
« Reply #25 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.
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Offline kindofdoon

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Re: after all five
« Reply #26 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.

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Offline Lambonius

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Re: after all five
« Reply #27 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.
« Last Edit: August 08, 2010, 07:29:37 PM by Lambonius »

Offline The Hero

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Re: after all five
« Reply #28 on: August 08, 2010, 07:23:09 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

Offline wilco64256

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Re: after all five
« Reply #29 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.
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Offline Fierce Deity

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Re: after all five
« Reply #30 on: August 08, 2010, 07:40:36 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.
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Offline kindofdoon

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Re: after all five
« Reply #31 on: August 08, 2010, 08:13:51 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.

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Offline Lambonius

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Re: after all five
« Reply #32 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)


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.  :)

Offline kindofdoon

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Re: after all five
« Reply #33 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.

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Offline Lambonius

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Re: after all five
« Reply #34 on: August 08, 2010, 08:22:10 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.  :)

Offline kindofdoon

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Re: after all five
« Reply #35 on: August 08, 2010, 08:23:49 PM »
Not at all, I've enjoyed this line of discussion.

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Offline Fierce Deity

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Re: after all five
« Reply #36 on: August 08, 2010, 08:31:17 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:
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Offline B'rrr

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Re: after all five
« Reply #37 on: August 09, 2010, 05:33:38 AM »
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.
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Offline kindofdoon

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Re: after all five
« Reply #38 on: August 09, 2010, 07:26:03 AM »
I believe someone, perhaps Weldon, mentioned that there are indeed multiple endings.

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Offline wilco64256

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Re: after all five
« Reply #39 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.
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