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The Lounge => Gaming Talk => Topic started by: KatieHal on January 22, 2012, 10:35:20 AM

Title: King's Quest IV: What would you change?
Post by: KatieHal on January 22, 2012, 10:35:20 AM
First off--no, we are not doing a KQ4 remake. I don't know of anyone who is other than the Magic Mirror folks who are occasionally mentioned, and I'm not even sure if that's still happening. This here is entirely just my own curiosity!

We've seen some remakes and remakes-plus of KQ1, KQ2, and KQ3. So what about KQ4? What would you add, take away, tweak, etc? From total rewrites to tiny adjustments!

As it came up in a thread on another forum, my first notion is that I'd add more logic and hints to the player on the whole find-the-golden-bridle puzzle.
Title: Re: King's Quest IV: What would you change?
Post by: darthkiwi on January 22, 2012, 11:35:03 AM
Also hints about the fact the waterfall actually goes somewhere. I'm sure most people must assume it's scenery. :s
Title: Re: King's Quest IV: What would you change?
Post by: drusain on January 22, 2012, 11:44:35 AM
I'd want Rosella to move a little faster when troll/ogre/shark/troll/troll chase you.
Title: Re: King's Quest IV: What would you change?
Post by: Lambonius on January 22, 2012, 12:23:04 PM
I wouldn't add any hints directing players to the waterfall.  You are given info at the beginning of the game that says the fruit is somewhere beyond the mountains, and that narrows things down to looking for a path around/over/through all the mountain screens.  Also, when you swim up to the waterfall, the game makes a point of pushing you back and saying that the current is too strong.

I dunno--there is logic to the idea of a "cave behind a waterfall"--it's a pretty classic idea and you see it in a lot of video games where exploration is a part of the gameplay.

I think discovering the cave behind the waterfall is a really neat little moment in the game, one that rewards your careful exploration and use of items.  Adding a bunch of hints pointing you in that direction would spoil it, in my opinion.  It's not like the bridle location where it is COMPLETELY random and makes no sense for it to be there.
Title: Re: King's Quest IV: What would you change?
Post by: MusicallyInspired on January 22, 2012, 01:04:25 PM
Seconded. Lamb's point is supported by the fact that the fruit is not necessary to finish the game. It's a bonus (a necessary bonus to get full points, but a bonus no less).
Title: Re: King's Quest IV: What would you change?
Post by: MikPal on January 22, 2012, 01:15:25 PM
I would propably add an oedipus complex.
Title: Re: King's Quest IV: What would you change?
Post by: Lambonius on January 22, 2012, 01:59:43 PM
Quote from: MusicallyInspired on January 22, 2012, 01:04:25 PM
Seconded. Lamb's point is supported by the fact that the fruit is not necessary to finish the game. It's a bonus (a necessary bonus to get full points, but a bonus no less).

Adding to that--I don't know about you guys, but when I first got the frog prince crown, the first thing I did was try it on near every body of water in the game.  It just made sense to me to do that.  I never had trouble finding the hidden cave behind the waterfall.

What I WOULD change about the cave behind the waterfall is the fact that you can't see in it, even WITH the damn lantern.  The lantern should at least illuminate some of your surroundings.  I always hated that all it did was expand the size of Rosella's sprite so you could see the walkbehinds better.  Terrible.  It's one of those things that really feels like the limitations of the technology.  It also makes the chasm thing COMPLETELY trial and error, because there is absolutely no way to see it coming before you die for the first time.  I'd ALSO make the troll not completely random.  Even with the lantern, there is no way to avoid the troll if he appears--and he follows you on every cave interior screen--so you have to leave the cave completely and just try again.  Now THAT's bad game design.  

Some way to consistently avoid or permanently get rid of the troll would be great.  Also, actual graphics for the cave interiors (even if it's light shining off dark black walls, with very little detail) would enhance that section.  I wouldn't go all out and render bright interiors or anything--but just enough light reflecting off the wall surfaces so that the chasm is just visible, but still very easy to miss if you're not looking carefully.
Title: Re: King's Quest IV: What would you change?
Post by: Damar on January 22, 2012, 02:44:05 PM
I agree, the waterfall never bothered me at all.  I don't know, maybe it was the movies I watched and the games I played, but when I was young I had a hard time figuring out that not all waterfalls actually had a cave behind them.  Caves and waterfalls just go together.

I would also agree that something has to be done about that troll.  I don't like that it's trial and error.  Either you see the troll and you die because there's just no escape, or you never see him.  I don't know if I'd want a way to fight the troll or just a way to avoid him (probably the latter actually.)  Maybe do something where, if the troll is close, the game says something like, "You hear heavy breathing and growling coming from the [north, south, east, west, whatever]."  With a bit of a redesign of the actual cave system (instead of a straight line from here to there), you could make it so that Rosella can just avoid the troll completely while still trying to explore and eventually find a way out.  Likewise, the chasm should be a little visible.

As for the infamous bridle, maybe make the shipwreck a bit bigger.  A larger ship with horse skeletons and a wrecked stable, showing that the ship carried horses, thus explaining why there would be a bridle there.  Plus if the ship is big and has bones and other cool stuff, it begs you to explore it.  The issue with the original is that all the wreckage looks the same.  There's not really any reason to walk inside that little wrecked canoe.  A larger ship would beg exploration that the original just didn't.  Heck, maybe even make the ship partially underwater, kind of like getting the gem in SQ2.

At the very beginning, I'd have Genesta say something about her island being a short way across the ocean, or say something about Rosella seeing it in the distance, that way you have a reason to swim out into the ocean.  In both KQ2 and 3, the ocean is just for dying.  It always felt weird that we were supposed to suddenly realize the ocean was now for exploring in 4.  Granted, we see the fairies flying off, but they also have wings so there's no reason to think we can access where they're going.  On Genesta's island, I'd have the feather in one specific spot, not random.  It's not really fair if you can walk the whole island and have it be possible for the feather to never show.  Likewise I'd make it possible to outrun the whale unless you have both the feather and fish in which case it's just a cut scene and you get swallowed.  It would cut down on dead ends, or at the very least put the person at ease that, yes, you have what you need.

Lastly, I would absolutely, positively, not tie this in with any other King's Quest.  In other words Lolotte is not a Black Cloak.  It's just unnecessary to act like she is.  She's a powerful villain and a great character in her own right.  She doesn't need to be augmented or made to be equal or subservient to the other villains of the series.  Let her stand on her own.  She's too powerful for those wimpy Black Cloaks anyway.

There might be other small things, but over all, any changes should be cosmetic only, I think.  KQ4 was a great game.  It really doesn't need fixing.
Title: Re: King's Quest IV: What would you change?
Post by: KatieHal on January 22, 2012, 04:19:03 PM
I think I'd like to see a way for Rosella to fight back at the troll--like, lure him into falling into the chasm, or swing the shovel at him and knock him out. Something like that! She's got enough spunk that I could easily see her doing the latter.

Lolotte does stand pretty well on her own, I agree (and yes, I say this knowing that isn't how we play it in TSL). She doesn't need to be connected. At MOST, if someone wanted to, they could connect her to Etheria in some way that makes learning about Edgar's origins in KQ7 not as out of nowhere. Or at least have Genesta mention something about that, even if it wasn't in front of Rosella.
Title: Re: King's Quest IV: What would you change?
Post by: Lambonius on January 22, 2012, 06:30:41 PM
Ah...one of the many reasons I've always disliked KQ7.

I hate the in-series retcon of Edgar's origin.  I absolutely hate it.  It COMPLETELY ruined what was cool about his character.  The idea that a son could come from such evil and still end up being good at heart.  In KQ4, the ending transformation of Edgar was his REWARD for his good soul.  The whole moral was the idea of beauty not being skin deep, etc.

But no, now we're supposed to believe he was ALWAYS a f****** fairy prince.  UGH.  Gag me.  Terrible.

A better retcon would be to erase the existence of KQ7.
Title: Re: King's Quest IV: What would you change?
Post by: KatieHal on January 22, 2012, 07:58:06 PM
Yeah....KQ7 has a lot of faults. I tend to agree that's one of them. It didn't need to be tied back to KQ4--and it ISN'T until the very end of the game, either! Which kind of makes that tie worthless. It's not why you bought it, or played the whole story, it isn't anything but a throw-in at the end.

Bringing back Edgar in and of itself was fine...and the storyline in KQ7 was alright. Flawed but decent. Some tweaks here and there would help it quite a bit.

Hm. That'd be another interesting topic to explore, how to improve or change KQ7?
Title: Re: King's Quest IV: What would you change?
Post by: Lambonius on January 22, 2012, 08:08:38 PM
Quote from: KatieHal on January 22, 2012, 07:58:06 PM

Hm. That'd be another interesting topic to explore, how to improve or change KQ7?

Heh...I'll save my thoughts on THAT for the inevitable new thread you're going to create.  ;)

I like the discussion of possible changes to KQ4 though, as it's a game that is much more universally enjoyed.  So it's more interesting to me to see the areas people dislike about it.  With KQ7, we already pretty much know--graphics, bad interface, chapter format, SINGING (oh god, the singing), etc.  Most people are going to agree on the same stuff there.  ;)
Title: Re: King's Quest IV: What would you change?
Post by: MusicallyInspired on January 22, 2012, 10:02:42 PM
Quote from: KatieHal on January 22, 2012, 07:58:06 PMHm. That'd be another interesting topic to explore, how to improve or change KQ7?

Take it all back to the drawing board? (no pun intended, but encouraged)
Title: Re: King's Quest IV: What would you change?
Post by: Blackthorne on January 22, 2012, 11:56:54 PM
I would put a close up of Genesta's Island out in the distance, if Rosella was standing at the end of the pier, and looked out onto the ocean, just to Orient that.  Or even make it just an incident that plays the first time you walk out to the end of the pier after the fisherman leaves.  Just to give the player a notion that it's out there.

Bt
Title: Re: King's Quest IV: What would you change?
Post by: Lambonius on January 23, 2012, 06:46:22 AM
Quote from: Blackthorne on January 22, 2012, 11:56:54 PM
I would put a close up of Genesta's Island out in the distance, if Rosella was standing at the end of the pier, and looked out onto the ocean, just to Orient that.  Or even make it just an incident that plays the first time you walk out to the end of the pier after the fisherman leaves.  Just to give the player a notion that it's out there.

Bt

Yeah, totally.  I would say typing "Look ocean" on ANY of the beach or ocean swimming screens should tell you about the nearby island.  What really irks me about the original, is that you can be swimming in the ocean ONE SCREEN AWAY from the island, type "Look ocean" and it'll say something about "swimming in endless blue ocean."  Ridiculous.
Title: Re: King's Quest IV: What would you change?
Post by: Bludshot on January 23, 2012, 08:30:25 AM
One thing I liked about the AGDI KQ2 remake was how they threw in a town without it the addition be overtly intrusive.  I think KQ4 could benefit from a port similar to KQ3, is that old fishing couple really the only residence in the land, barring ogres and dwarves?
Title: Re: King's Quest IV: What would you change?
Post by: KatieHal on January 23, 2012, 08:45:56 AM
A little town would be nice! It would really reinforce the idea that what happened to Genesta is affecting the place. Oh, especially if the town had been deserted or was being evacuated since Lolotte stole the talisman. We're told that leaves Genesta weakened, dying, and unable to protect her lands. Actually that could be a great way to point to where Genesta's Island is--the townspeople are going or have gone there already.

Or, if you wanted to go even further--the townspeople are being kept in their town by the Goons, and one of Rosella's tasks to help Genesta could be to find a way to free them, without being caught doing so by Lolotte (so as not to ruin her 'cover').

Also something that gives Edgar a little more involvement in that storyline would be nice, too.
Title: Re: King's Quest IV: What would you change?
Post by: Lambonius on January 23, 2012, 09:42:50 AM
Quote from: KatieHal on January 23, 2012, 08:45:56 AM

Also something that gives Edgar a little more involvement in that storyline would be nice, too.

I like the idea of Edgar being more involved.  It'd be cool to see him reluctantly performing some evil deeds at his mother's bequest earlier in the game.  It'd reinforce the idea of him becoming gradually more torn about it, and make his turn to goodness at the end of the game more meaningful.
Title: Re: King's Quest IV: What would you change?
Post by: Datadog on January 23, 2012, 12:01:32 PM
I like the idea of adding a small town to the area just around the fisherman's hut. Much like KQ2+ and KQ3, it helps sell the idea that this land's entire population isn't just two old people and a bard. There could even be a wall around the village - something to help defend against the ogres and zombies, maybe?

There should also be a back-story to lure the player out into the open ocean to get swallowed by the whale. So many times, I've swam around without ever running into the whale - it's one of things you could just miss forever if you don't know it's there. But the bridle itself doesn't have to be on the island. Someone in town could have it and be willing to trade it for something lost at sea (you could help Geppetto find Pinnochio!)

I also like that idea of luring the troll into the chasm. Should as simple as picking up the plank after crossing it to hear the troll fall in.

Otherwise, I think KQ4 is pretty solid. On it's own, it's still a great game.
Title: Re: King's Quest IV: What would you change?
Post by: Blackthorne on January 23, 2012, 12:12:34 PM
Guys, there's a giant old decrepit mansion right in the middle of the land of Tamir.  If there's any kind of town there, it should be near that place!  I like Katie's idea of an old, deserted town because of Lolotte.  Gives reason to why the mansion went to ruin, too.


Bt
Title: Re: King's Quest IV: What would you change?
Post by: Lambonius on January 23, 2012, 12:17:36 PM
I'm not a fan of the idea of an added town, because really--you need to be able to justify its existence within the game beyond just, hey--that would be cool, expanded back story FTW!!  ;)

Seriously though, adding something as significant as a town would involve reworking and adding a lot to the game's core plot.  I also think that having the town exist so that its inhabitants can give you hints on what to do is lame.  You should be able to figure out what to do and where to go based on your own intuition and careful exploration.  Figuring out that you need to look at the ocean to get a clue to see the island works much better in adventure game terms than just having an NPC that explains the existence of the island to you.  Then it's not really you FINDING it--the info is just being handed to you.

I do think the idea of abandoned and run-down town buildings could be cool though.  Because then it's just adding depth to the landscape and its history, without overtly intruding on the way the game unfolds.
Title: Re: King's Quest IV: What would you change?
Post by: Blackthorne on January 23, 2012, 12:22:26 PM
Yeah, that's what I say - have an abandoned town - just boarded up buildings, and a couple empty rooms.   You could even have a diary in one that says "We've left for better places because of the awful Lolotte, who lives in the mountains."

Then you're just adding atmosphere without cluttering up the story.


Bt
Title: Re: King's Quest IV: What would you change?
Post by: KatieHal on January 23, 2012, 12:26:30 PM
Adding Gepetto and Pinnochio in there someplace to make the whale be less random and have more purpose would work well. And it feeds right into the story tale stuff KQ is well-known for.

In the Walking Dead-KQ4 crossover that just happened in my head, some building in the abandoned town surrounding the abandoned mansion, someone has scrawled "Don't Open, Dead Inside" :)
Title: Re: King's Quest IV: What would you change?
Post by: Blackthorne on January 23, 2012, 12:29:36 PM
Quote from: KatieHal on January 23, 2012, 12:26:30 PM
Adding Gepetto and Pinnochio in there someplace to make the whale be less random and have more purpose would work well. And it feeds right into the story tale stuff KQ is well-known for.

You know, that's not a half bad idea at all - very King's Quest-y.  Gives you, the player, some direction towards a whale.  Either that or add a dude named Jonah.


Bt
Title: Re: King's Quest IV: What would you change?
Post by: MusicallyInspired on January 23, 2012, 04:06:58 PM
And it's right next to a cemetery.
Title: Re: King's Quest IV: What would you change?
Post by: Damar on January 23, 2012, 08:08:35 PM
I'm kind of torn on adding new plot or expanding on it.  On the one hand, it seems like it's an objectively good idea.  On the other hand, I really think KQ4 stands up on its own.  For example, in AGDI's KQ2+ you had the library and all the expanded information on the mermaids, on the monks, and so on.  I think that worked more there because the original KQ2 just felt like things were tossed together without any connection.  To a degree KQ4 is similar, however it's much more organic.  In KQ2, there's nothing tying Dracula with the monks with the antique shop with Hagatha.  They're just completely separate beings that happen to live in the same area.  Likewise in KQ4 there's nothing specifically tying the ghosts with the witches with the mummy with the ogre and so on, but rather than feeling like they were just tossed together, it feels like we just don't know what the connection is.  Tamir is a new, unknown land and it's a fairly unsettling one at that.  Not knowing what the deal is with all these ghosts, why they died, why their mansion went to crap, why Pandora's Box is in the crypt, and who built that crypt in the first place, to me that's not something that's lacking.  It adds to the unsettling and dangerous feel of the game.  You're alone making your way in this land, walking in the midst of situations that you have no idea about.  You're in over your head.  Having a library with information on the mansion or the people, to me, would suddenly make Tamir a less frightening place.  I like the unknown.  In fact, the unsettling nature of the unknown is, I think, what gives KQ4 it's darker atmosphere.

Added to that, I think that KQ4 is pretty much the pinnacle of what King's Quest could be in regards to the old school pure exploration parser interface adventure game.  Maybe it seems slightly anachronistic in some areas, like not fully explaining plot or having deeper character interactions, but it is a product of its time and one of the finest examples you could wish to have of what the game could do during that time.  For that reason, while I'd be interested in an expanded KQ4 just from a curiosity standpoint, I think that a 1:1 remake is really the best way to handle KQ4, outside of a few clean-ups like have been discussed before with the random whale, the troll, seeing Genesta's castle from a distance, and so on.
Title: Re: King's Quest IV: What would you change?
Post by: Lambonius on January 23, 2012, 09:12:09 PM
Nice post, Damar.  I agree pretty much completely.  This thread is just a fun "what if?" discussion.

I'd actually not want to do a total 1:1 remake, as I really think those are pointless, especially with SCI games, since the graphics are already awesome as is.  I'd do kind of a re-imagining a la Sierra's SQ1 remake (but with visuals more like KQ5.)  Same core game, remastered and redesigned rooms, a few revised puzzles, but no major gameplay or plot changes.  That'd be my ideal KQ4 remake.  :)
Title: Re: King's Quest IV: What would you change?
Post by: MusicallyInspired on January 23, 2012, 09:55:13 PM
The graphics are great but they're not VGA. Not that VGA is better, but when I was a kid I wanted to see them all in VGA...just to see what they look like! Even SQ1AGI's graphics are spectacular! But just to see it remade and re-imagined is a joy as well. That's why I majorly dislike remakes that just trace over the same images. I want to see different takes, someone else's interpretation, with the same storyline and puzzle design (for the most part) intact. It's just nice to have both.

In a way I blame AGDI for this trend. Their first remake was a remake of KQ1SCI in VGA...which was completely logical. It was the only Sierra-made remake that wasn't VGA. We needed to see it in VGA. And it looks gorgeous. Even the Photoshop versions of the backgrounds that were made when it originally came out were nice to look at. I find KQ1SCI's art equally as gorgeous, incidentally.

But that started something. It was logical to trace over KQ1SCI's background images to VGA. It had already been re-imagined once. But for KQ2 there wasn't a remake already made. I really wanted to see new images instead of traceovers after a while. Luckily the whole game was remodeled so we got to see things in lots of different ways! KQ3Redux, less so. Again, gorgeous art! But I long for re-interpretations. That's what EVERY Sierra remake did. QFG1VGA did it least so as there were a few images as I recall that were direct copies, but all the other remakes had brand new angles, presentations, and locales. I dislike SQ1VGA's art style, but I still enjoyed seeing it in a different light. If another SQ1 remake were to incorporate the original art design, I'd rather see shots from different angles (a la PQ1VGA or something like that) than to just see the same flat shots with more colours and slightly higher resolution. That just makes the original look washed out, and that's no worthy tribute to the original, in my opinion, seeing as they look so good with their strong use of the limited 16-colour EGA palette.

Ask yourselves what Sierra would have done had they remade the second in every series, or all of the games in the series to 1992/1993 standards. They wouldn't have done traceovers. Not by a longshot.
Title: Re: King's Quest IV: What would you change?
Post by: Lambonius on January 23, 2012, 10:30:21 PM
Quote from: MusicallyInspired on January 23, 2012, 09:55:13 PM
The graphics are great but they're not VGA. Not that VGA is better, but when I was a kid I wanted to see them all in VGA...just to see what they look like! Even SQ1AGI's graphics are spectacular! But just to see it remade and re-imagined is a joy as well. That's why I majorly dislike remakes that just trace over the same images. I want to see different takes, someone else's interpretation, with the same storyline and puzzle design (for the most part) intact. It's just nice to have both.

In a way I blame AGDI for this trend. Their first remake was a remake of KQ1SCI in VGA...which was completely logical. It was the only Sierra-made remake that wasn't VGA. We needed to see it in VGA. And it looks gorgeous. Even the Photoshop versions of the backgrounds that were made when it originally came out were nice to look at. I find KQ1SCI's art equally as gorgeous, incidentally.

But that started something. It was logical to trace over KQ1SCI's background images to VGA. It had already been re-imagined once. But for KQ2 there wasn't a remake already made. I really wanted to see new images instead of traceovers after a while. Luckily the whole game was remodeled so we got to see things in lots of different ways! KQ3Redux, less so. Again, gorgeous art! But I long for re-interpretations. That's what EVERY Sierra remake did. QFG1VGA did it least so as there were a few images as I recall that were direct copies, but all the other remakes had brand new angles, presentations, and locales. I dislike SQ1VGA's art style, but I still enjoyed seeing it in a different light. If another SQ1 remake were to incorporate the original art design, I'd rather see shots from different angles (a la PQ1VGA or something like that) than to just see the same flat shots with more colours and slightly higher resolution. That just makes the original look washed out, and that's no worthy tribute to the original, in my opinion, seeing as they look so good with their strong use of the limited 16-colorue EGA palette.

Ask yourselves what Sierra would have done had they remade the second in every series, or all of the games in the series to 1992/1993 standards. They wouldn't have done traceovers. Not by a longshot.

AGREE COMPLETELY.  As you well know.  :)  This is a discussion we've had behind the scenes at IA many a time, and it strongly influenced the direction many of the sections of our SQ2 Remake took.  In fact, one way to tell the areas of the game that were made first (i.e. most of the first section of Labion) is the fact that they stick really close to the original screen layouts.  As development went on, we got more adventurous and creative with the screens.  :)

The issue with the SCI games is that many of them already have really cool and iconic art styles that we are all already in love with, so it's harder to reimagine them.  But I definitely think it's necessary.  Nobody wants to play the same game with the same screens with new colors.  Fans of remakes WANT to see new takes.  That's why I am adamantly against the idea of traceovers if we ever do another remake.
Title: Re: King's Quest IV: What would you change?
Post by: Numbers on January 24, 2012, 02:02:22 PM
Quote from: Damar on January 23, 2012, 08:08:35 PM
I'm kind of torn on adding new plot or expanding on it...

Me too.  It's not often that a video game is able to pull off a convoluted plot in a way that makes everyone happy.  Some of the stuff in this thread, I don't know...it would have to be pulled off pretty seamlessly, otherwise it looks like it would be better off in a fan-fiction than in a video game environment.

Not to mention that whoever wrote said fan-fiction would have to rise above the overwhelming masses of fan-fiction writers that incorporate out-of-character moments, inappropriate relationships, and really bad writing...

Seriously, finding a well-written fan fiction is like finding a golden needle in a haystack without the help of singing ants.
Title: Re: King's Quest IV: What would you change?
Post by: Blackthorne on January 24, 2012, 06:23:02 PM
Yeah. I don't think plot needs to be re-written on this one - mostly just fun graphical stuff.  Like, having an abandoned town is more just something creepy to explore.  It doesn't change the plot or Lolotte's motivations.  It's just some icing.


Bt
Title: Re: King's Quest IV: What would you change?
Post by: Lambonius on January 24, 2012, 07:34:14 PM
I think it might be cool if you could have optional conversations with the fisherman and his wife after helping them--they could fill you in on details of the land of Tamir itself, offering interesting (they'd have to be well-written though) explanations for some of the land's more random elements (like the random Classical pool and the random Egyptian tomb, etc.)  The 3 Witches from the Persius myth were always an interesting addition, too--I always wonder if they could be somehow connected to the existence of Cupid's pool, since both are from Greek mythology.

I think I'd also like to just see more interactions in general--there are tons of items that I'd always try to look at and interact with in places like the mansion, the prison cell in Lolotte's palace, etc., that were just scenery (unless I wasn't finding the right parser words.)  If it were point and click, I'd love a lot of additional (well-written!) narrations for every little background object.  I get off on that sort of stuff, definitely.  Right now, our in-house KOS build has very few background narrations written for the extraneous scenery details, and it irks me to no end whenever I play it.  ;)  It's especially bothersome because we have some super detailed backgrounds in that game.  :)
Title: Re: King's Quest IV: What would you change?
Post by: wilco64256 on January 24, 2012, 07:39:31 PM
That is definitely one of the shortcomings of the parser system - you'd often wonder if you were just typing something incorrectly when things weren't cooperating.  At least with point-and-click you can figure out pretty quickly whether that particular cool-looking thing is actually meant to be interacted with or if it's just decoration.
Title: Re: King's Quest IV: What would you change?
Post by: snabbott on January 25, 2012, 07:55:05 AM
Quote from: wilco64256 on January 24, 2012, 07:39:31 PM
That is definitely one of the shortcomings of the parser system - you'd often wonder if you were just typing something incorrectly when things weren't cooperating.  At least with point-and-click you can figure out pretty quickly whether that particular cool-looking thing is actually meant to be interacted with or if it's just decoration.
True, though good descriptions when you type "look" can help a lot. I got stuck for the longest time in SQ1 because what I thought was a box was actually a chest/trunk. It kept telling me I couldn't do anything with the box. >:(
Title: Re: King's Quest IV: What would you change?
Post by: Numbers on January 25, 2012, 04:36:22 PM
While we're on the subject of a hypothetical VGA remake, I wouldn't mind if the north-south looping were done away with like it was in the KQ2 & 3 remakes.  For example, traveling north one screen from the fisherman's cottage could show Tamir's beach ending at that point with the Eastern mountain range stretching off into the distance.  If you tried to swim north from there, it could even display a message saying "You see no value in swimming north.  However, you do notice an interesting-looking island to the west."

IMO, a screen like that could actually contribute to the atmosphere of Tamir--pretty and scenic, but at the same time empty-feeling.

[spoiler]Of course, if Baggins were here, he would probably tell us exactly how northern Tamir is supposed to look according to the Companion...[/spoiler]
Title: Re: King's Quest IV: What would you change?
Post by: MusicallyInspired on January 25, 2012, 05:03:50 PM
I think the layout would be best with the evil tree forest to the north, despite what the Companion or any official maps say.
Title: Re: King's Quest IV: What would you change?
Post by: Lambonius on January 25, 2012, 08:25:18 PM
Speaking of which, isn't it about time Baggins was allowed back here?  I miss his pedantic nerdery.
Title: Re: King's Quest IV: What would you change?
Post by: Bludshot on January 25, 2012, 08:54:38 PM
Quote from: MusicallyInspired on January 25, 2012, 05:03:50 PM
I think the layout would be best with the evil tree forest to the north, despite what the Companion or any official maps say.

Agreed, no need to get bogged down in trivial canon.  As a Star Wars fan I figured that out long ago. :P
Title: Re: King's Quest IV: What would you change?
Post by: Blackthorne on January 26, 2012, 06:27:05 AM
Quote from: MusicallyInspired on January 25, 2012, 05:03:50 PM
I think the layout would be best with the evil tree forest to the north, despite what the Companion or any official maps say.

Right on!  Though I think the southern border should have a gigantic fence that says "Property of Baggins" on it.


Bt
Title: Re: King's Quest IV: What would you change?
Post by: KatieHal on January 26, 2012, 06:30:37 AM
 :rofl:
Title: Re: King's Quest IV: What would you change?
Post by: Damar on January 27, 2012, 07:00:17 PM
I don't know why people joke about this.  If you can't trust the Companion, then the whole King's Quest world falls apart!  Falls apart, I say!  We need our professional, Sierra approved, totes canon fan fiction!  Screw what's in the games!  What's in the Companion is where it's really at!

I'd agree a KQ4 remake should do without the looping map.  It should also, now that I think about it, completely do away with swimming to Genesta's island in the first place.  She brought you here, she should provide a little boat for you.  That would make it clear that you're supposed to explore the ocean.  You can have your little boat and if you go too far, the game could warn you to head back before having a death where you're blown off course or some such.  And, once you have the fish and the feather, the next time you go out on the open ocean, the whale can be programmed to swallow you, little boat and all, thereby taking the random appearance out of the equation.  It would be up to you to swim to Genesta for the finale.

Oh, and since there's not much pedantic nerdery in this topic, perhaps I can add some in my own, little way.  The witches are the Graeae Sisters from Greek Myth, whereas Cupid (and the architecture of the pool) are actually Roman.  So there's not a connection.  Now if the game called Cupid by his correct Greek name of Eros, well, then maybe there could be a connection.  I hope that this was pedantic enough.  It's about all I can manage, not having read the Companion (and being that this isn't a Star Trek topic).
Title: Re: King's Quest IV: What would you change?
Post by: DawsonJ on January 30, 2012, 01:11:38 AM
If Lolotte is shot, not by Cupid's arrow of Love, but, by Eros' Arrows - yeah, I know they sound similar - what kind of result would Lolotte have? Maybe not appropriate for a KQ game. :)
Title: Re: King's Quest IV: What would you change?
Post by: Delling on January 30, 2012, 02:31:27 AM
Quote from: DawsonJ on January 30, 2012, 01:11:38 AM
If Lolotte is shot, not by Cupid's arrow of Love, but, by Eros' Arrows - yeah, I know they sound similar - what kind of result would Lolotte have? Maybe not appropriate for a KQ game. :)

Actually... about the same... Cupiditas/Cupidus,-a,-um is NOT far off the mark from what we mean when we use "eros" in the modern sense (cf. "erotic"); case and poiont--"cupidus" includes such terms as "wanton", "lecherous", and "desirous". :P

The necessity for the scene in KQ4 is the modern idea of what it means to be struck by Cupid's arrows, not the classical one. :P (and the fact that we all would find it weird for either Lolotte or the Wicked Witch of the West (who Lolotte totes isn't a proxy for at all in any way) to fall madcap, rom-com head-over-heels in love with anyone. ;P)

Quote from: Damar on January 27, 2012, 07:00:17 PM
Oh, and since there's not much pedantic nerdery in this topic, perhaps I can add some in my own, little way.  The witches are the Graeae Sisters from Greek Myth, whereas Cupid (and the architecture of the pool) are actually Roman.  So there's not a connection.  Now if the game called Cupid by his correct Greek name of Eros, well, then maybe there could be a connection.  I hope that this was pedantic enough.  It's about all I can manage, not having read the Companion (and being that this isn't a Star Trek topic).
Eros as the son of Ares and Aphrodite, sure. However, the Greek god Eros as personification of same has quite the history... much of which does not involve being a proto-cherub-y thing :P (For instance, he/it is present at the beginning of the world in some theogonies).

Cupid however is the Roman equivalent largely only of the son of Ares and Aphrodite, a point made clearer given his form which is a very Rennaissance/artistic idea of same. (In other words: making him "Cupid" and portraying him as they did cuts down on other mythologically feasible interpretations. :yes:)
Title: Re: King's Quest IV: What would you change?
Post by: Lambonius on January 31, 2012, 12:46:20 PM
I'd like to see the infamous KQ4 nude code implemented.
Title: Re: King's Quest IV: What would you change?
Post by: Bludshot on January 31, 2012, 01:35:24 PM
Was that some kind of rumor?
Title: Re: King's Quest IV: What would you change?
Post by: KatieHal on January 31, 2012, 02:34:01 PM
And you complain about adding things that don't feel they belong in KQ!  ::)
Title: Re: King's Quest IV: What would you change?
Post by: MikPal on January 31, 2012, 02:49:26 PM
They already put a rap (http://www.youtube.com/watch?v=4OCMJKpkEB0) in it, so why not some extra?
Title: Re: King's Quest IV: What would you change?
Post by: Bludshot on January 31, 2012, 04:12:30 PM
Wow.  That is painful.
Title: Re: King's Quest IV: What would you change?
Post by: Datadog on January 31, 2012, 09:23:15 PM
Needs more bling.
Title: Re: King's Quest IV: What would you change?
Post by: DawsonJ on January 31, 2012, 11:30:49 PM
I thought the BEAM ME (http://www.youtube.com/watch?v=Nglnqpoanp4) trick was cool.  :o
Title: Re: King's Quest IV: What would you change?
Post by: Blackthorne on February 01, 2012, 05:22:20 AM
Rosella really should have been poppin' and lockin' on some cardboard.



Bt