Comparing TSL's sarcastic, mocking narrator to original KQ narrators might not be the most appropriate analogy. For the TSL narrator's ability to get under the player's skin and provide a distracting and unnecessary presence, I think a comparison to Cedric "Poisonous Snake" Owl is more apt.
See here: http://www.youtube.com/watch?v=F64wDQJLWMQ
This is not meant as a personal criticism of anyone, but simply to comment on an aspect of TSL that I found problematic.
I like Cedric.
I like Cedric.
I stopped reading there ;)
You know what the TSL narrator reminds me of? A nagging wife, particularly when she scolds or mocks the player for simply trying to explore the game. I hope no one takes that as a sexist remark, because that's not how it's meant. But it's true... it's like the game comes with a built-in nagging wife to constantly tell you how stupid you are!! ack! :o
Cedric because we don't have to wait for her to leave a screen after we do. GEEZ for someone who can fly Cedric is ungodly slow.
I really wanted him to do something like save your life or something at the end of that game. But he just...didn't. He was there, and annoying, and never went anywhere dangerous except for when he was captured and had no choice.
I also always thought Zazu (sp?), the hornbill bird from The Lion King, reminded me of Cedric. Anyone else ever think that?Zazu has Rowan Atkinson behind him though, so he wins regardless. ;)
Baggins, I am unconvinced.
Okay, Cedric saves you from a wand blast that would otherwise have killed you, but let's be honest: they put that in there because it was the end of the game and they were like "ohhhhhhhhhhhh... we're about to end the game and he hasn't done ONE useful thing!"
But, take Cedric out of the picture....
So, the Weeping Willow could just have easily sung afteryou talked to her.
So, if the wolves hadn't captured him you would still have had to enter into Queen Icebella's palace to pass through the mountains. You would still have been captured and had to play the harp, defeat the yeti, and go on your way.
The Harpies would still have captured you, you would have escaped by playing the harp, picked up the conch shell and then if you went back to the Ancient Mariner you could still have given him the shell to tell him what your quest was.
Cedric didn't help solve puzzles, everything he did was automatic unless you were picking him up to carry him.
Cedric's narration didn't help, you still had red "x"s on 90% of the screens. It did help flesh out the world, yes, but the narrator could have done that to some extent.
The only time Cedric was at all, even a teeny bit, useful was that he allowed you to skip some exposition with Queen Icebella. Ooooh! That makes up for an entire game of being the most annoying character in the entire series! No, I'd rather have heard Graham say "I'm trying to save my family from the evil wizard Mordack" one more time, thanks.
He also warns you about going into the forest, and hints that you'll need to be prepared before you go in there (and how you'll get lost if you aren't careful). But generally speaking he's kinda of the narrator to give exposition in screens where the narrator doesn't give anything and all you get is the X.So what you're saying is, if they'd been less lazy about what you could interact with -- as they did in every prior KQ and in KQ6 -- Cedric is absolutely useless.
Or, Cedric could have brought you to Serenia and stayed with Crispin!!This is pretty much what I was thinking, although it would have felt a bit odd to introduce a new character and then leave him and never bring him up again. That's why, as I said earlier, I would rather he had just been given a more important role than waiting and getting beaten up.
Don't you all realize, what's funny is your criticizing the design of KQ5 more than you're actually criticizing Cedric (your just using him as a focal point). You're rather pointing out the known fact that each game has been controversial in some way (with Roberta trying something new out, and having the fans criticize it). In that way its no different than Mask of Eternity.
The more I think about it... I feel a little bad for Cedric. Nearly everyone dislikes him. :( Now I kind of hope he makes an appearance in TSL. What are the chances?
So, all you've done here by pointing out that there is more interactivity on screens where Cedric is *not* is prove me abos***ely correct. Cedric serves no purpose other than to ruin the game. Thank you.This actually doesn't seem to be the case, there is just as many interactive bits on the screens with or without Cedric on the screen. What goes up is the amount of empty space when Cedric is around, with grass and sky becoming Xs. The pointless space between the many things you can actually look at...
So, all you've done here by pointing out that there is more interactivity on screens where Cedric is *not* is prove me abos***ely correct. Cedric serves no purpose other than to ruin the game. Thank you.
In the forest you have to talk to the elf you catch to get the shoes from him.That's done automatically, though.
If you have the disk version of KQ5 there was also a rather useless extra walk icon. It was cut from the cd-rom version.So in the disk version there was a total of two walk icons? What was the extra one supposed to do?
To get the silver coin you must talk to the man trying to fix the wagon on the outskirts of town, then leave the screen and return.
I think (I could be wrong on this one) you have to talk to Prince Herbert while he's sitting on the log in order to complete the whole saving the tree quest.
Hmm. That is pretty useless...I wonder why they would do that, if that is what it was.I figured it was just that since KQ5 was their first game to use the SCI1 engine, they got a little experimental.
Not only is it possible to beat the game without ever using the talk icon, but I can't even think of a single example of it providing a marginally useful hint.I'm fine with having "fluff" in the game, conversationally speaking. I'm NOT fine with that fluff replacing narration. I'm also not fine with making someone a companion that is in nearly every screen and does absolutely NOTHING. And I'm CERTAINLY not fine with a big ol' red "x" coming up on the screen! It's not just that he's useless, it's that he's *important* and useless!
I'm also not fine with making someone a companion that is in nearly every screen and does absolutely NOTHING. And I'm CERTAINLY not fine with a big ol' red "x" coming up on the screen! It's not just that he's useless, it's that he's *important* and useless!Cedric's and the X are two separate issues. Just because X's seem to appear more when he is on screen is a coincidence... :p... And as best as I can tell, no fluff actually replaced any narration (there is more on screen "fluff" narration than there was in any previous game in most screens). Cedric's brand of fluff is more or less the same kind of fluff represented by talking to any character on screen you are in, and getting a tiny bit of background to what and why they are in that particular screen.
I figured it was just that since KQ5 was their first game to use the SCI1 engine, they got a little experimental.A Stop button? What was that for? Quitting?
(http://i19.photobucket.com/albums/b180/RetroJafar/lotsofoptions.png)
Not at all! It's my third least favorite in the series (first being MoE, second being KQ2At first read that as "my third favorite in the series (first being MoE, second being KQ2" - needless to say was a bit confused. :P
"Why does Graham always complain about his favorite games????" :PNot at all! It's my third least favorite in the series (first being MoE, second being KQ2At first read that as "my third favorite in the series (first being MoE, second being KQ2" - needless to say was a bit confused. :P
In the kingdom of Daventry, King Edward is dying. Although his kingdom had been wealthy in the past, recent disasters and have brought hardship to his loyal subjects. To make matters worse, the king has no wife, children, or relatives to inherit the throne. Unless the king's quest is fulfilled, the country will be doomed.
King Edward calls his bravest knight, Sir Grahame, to he throne. The noble knight bows before the king and asks, "Your Royal Highness, what may I do for you?"
File:Edwardthrone.jpg The weakened king answers, "Sir Grahame, Daventry is now a poor country desperately in need of help to overcome its misfortunes. Recently, I have heard tales of three magical objects that would end Daventry's troubles. I am an old man, Sir Grahame, and my death is near. I am depending on you to search the countryside and find three objects. If you do, the throne will be yours."
Sir Grahame eagerly questions the king, "Please, Your Magesty, what are these objects?"
King Edward wearily looks at the knight and says "You need to find a jewel-inlaid treasure chest that refills with gold coins every time it is emptied. Also, an enchanted mirror exists revealing the future to the beholder. Finally, there is a magic shield that fends off all enemies. With these objects, Daventry will never be poor again!"
The knight declares, "Nothing would give me more pleasure, my King, than to capture these items. Where do I start?"
"That, Sir Grahame, is what you must find out. I only know they are in the kingdom of Daventry and are guarded by dangerous characters. It's an extremely risky task that could be fatal. Go now, Sir Grahame but be careful. Please do not fail me or your kingdom."
Quietly, Sir Grahame leaves the room and hurries down the hallway of the Royal Palace. "A jewel-inlaid treasure chest, an enchanted mirror, and a magic shield," he murmurs, "but where to find them?"
Sir Grahame promises himself that he will not return to the king until has found the magical objects.
With deterimination, he leaves the castle and begins the quest.
File:RoyalPalace.jpg [edit] Helpful and Dangerous CreaturesDangerous creatures roam the mystical land of Daventry, trying to end your quest. Fortunately, a few kindly characters try to help you. You can avoid the dangerous characters in several ways by finding out their weaknesses.
The Dangerous Characters
You must think and act quickly when you meet the dangerous characters of Daventry. The dangerous characters include a sorcerer, dwarfs, ogres, a hungry wolf, and an airborne wicked witch.
Helpful characters
Helpful characters in the kingdom want to aid you in your quest. You must take advantage of their help to successfully complete your quest. Some of these characters include an elf, a fairy godmother, and a large condor.
Retrieved from "http://kingsquest.wikia.com/wiki/The_King%27s_Appeal"
There's no introduction *at all*
Narrator (KQ1AGI): "It's a witch swooping through the sky... She's trying to catch you! Look out!", "The wicked witch is not interested in chitchat.", "This is not your friendly-type witch.", "The witch swoops down, grabs you by the neck, and carries you off to a fate worse than death". "As the wicked witch flew over her house, she dropped you... in her cage! If you can't get out, you may become the secret ingredient in this witches' brew!", "There is no way to kill a flying witch.", "The witch mutters, "I am going to get my oven ready to cook someone for dinner (yum).", "The old witch is one of the most hideous sights you have ever seen. I would never trust her.", "Courageously, you manage to push the witch into the oven where she flashes and melts into a harmless blob. Congratulations! This little house is surprisingly considerably neat considering that a wicked witch lives here.", "Rats! She has cast some spell to keep you from escaping!. The witch remarks "Oh, how nice of you to come for dinner (cackle, cackle)"
Not only is it possible to beat the game without ever using the talk icon, but I can't even think of a single example of it providing a marginally useful hint.I'm fine with having "fluff" in the game, conversationally speaking. I'm NOT fine with that fluff replacing narration. I'm also not fine with making someone a companion that is in nearly every screen and does absolutely NOTHING. And I'm CERTAINLY not fine with a big ol' red "x" coming up on the screen! It's not just that he's useless, it's that he's *important* and useless!
And past Kings Quest narrators were self-aware at times as well. You got a whole response on the stuffed bear in Kings Quest VI.
Narrator (KQ6): The world-famous talking bear has been sulking ever since his abduction from a small mountain community in California. He refuses to discuss real estate.
ou're told that the mountain spring in Kings Quest III tastes like Sierra water. And of course you got the blatant plug for Space Quest I on the mountain top in Kings Quest II. And a sign for Kings Quest III in the forest. And a plug for Kings Quest IV in Kings Quest III.
Narrator (KQ2): "Briefly befuddled by this bizarre event, you brace yourself and continue with the Quest before you."
Narrator (KQ2): "You are in a grove of giant trees. A sign appears attached to the back of one of the trees.", "King Graham scratches his head in puzzlement at this confusing message. It doesn't appear to be a part of his quest."
Narrator (KQ3): You lift the bottom of tapestry and peer behind it. The wall is filled with cracks. You can see why Manannan would hang a tapestry here. (There are also dozens of charcoal-scribbled drawings, diagrams, maps, and notes to programmers, with the legend "King's Quest IV," but you're uninterested in this, since you presently have your hands full with "King's Quest III".) You lower the tapestry and smooth out the wrinkles."It's not the narrator, its a literal sign Graham finds on a tree, or charcoal drawings written on a wall. It that confuses them or they find it uninteresting. Basically an anachronism. Another anachronism would be in KQ1 SCI, in the game graham thinks that maybe he had joined the Adventure's Correspondence School he could have been able to pick locks, but he didn't so he can't. This is Graham's thoughts, not Graham talking to the narrator, or the narrator talking to graham.
Only you, my bold adventurer have the power to finish this tale. Accompany King Graham on his quest to find the magic keys. Encounter characters of legend, folklore and fantasy. Explore underground caverns, eerie towers, and ocean wonderlands. Help him rescue the enchanted maiden, so he can lay his kingdom and his heart at her feet.
You will be faced with challenges that would intimidate those of lesser timbre. Summon all your strength and courage. Leave no stone unturned, no avenue unexplored, and your perseverance will be richly rewarded.
It may be possible to find each key through more than one avenue. The more imaginative your solutions, the greater you reward.
Study all the ancient lores for clues. Along the way collect as many treasures as you can - treasures fit for a queen.
You and King Graham will not be able to fulfill the prophecy without mapping your progress. Draw a map showing what different directions lead where, objects found, dangerous areas -- any and every landmark you see along the way. And don't think that because you've been through an area once, that it will always be the same. The population of Kolyma is anything but stationary!
Also agree. :) BTW, what a post, Baggins! Very informative and well put together. :)
It is ultimately a matter of personal preference.
Ultimately the two narrators (and all other Kings Quest narrators and narrative text) have more in common with TSL narrator than differences and the sense of humor while more emotionally active in TSL, as opposed to playing it straight or sticking to puns and such, are still more alike.
It does no one any good to gloss over problems in an effort to try to seem as inoffensive as possible.
How about, instead of primarily judging a game by how closely it approximates a previous game, we place more focus on the type of writing and narration that would work best for the particular game at hand.
It does no one any good to gloss over problems in an effort to try to seem as inoffensive as possible.
I agree on this point, and the content of your last post. However, from what I understand, most of the writing has already been locked and recorded. At this point, I believe, the team is beyond working on the writing. (Admins, feel free to correct on this.)
So it's fine to voice your opinion, but asking for change in these areas is futile at this point. I doubt that anything will be re-recorded for future episodes based on fan feedback, especially because every TSL team member supports the new narrator.
They should've released a Narrator Version and a Talkie Version when the Demo came, then they could've changed what People dident like, Now its Too Late and People should Quit complaining and Except the New Cedric Narrator. ;)
Amusingly, and ironically, one of the complaints when we released the demo was that there weren't enough narrations or enough details in them, which we endeavored to correct. ::)
UPDATE: oops, I just now saw the previous post, which says basically the same thing. How ironic that it says the same thing as mine but with fewer words!! :suffer:
I wouldn't think of the issue as "number" of narrations or even "amount of detail" in them, necessarily. I think the writing style is the issue. An experienced editor is needed to clean things up. You could say the same things with fewer words.
Let's take a look at a couple examples. Here's what we get when the player clicks on a chest outside the pawn shop.
"Graham's intuition as an experienced adventurer tells him there's nothing useful in there. Somewhere, somewhow, some hand of fate decided that this chest didn't need to be opened or contain any items, almost as though by some grand cosmic game design."
This takes the narrator 18 seconds to say. The same message, even with a self-aware joke thrown in, could have been delivered with less words.
Here's what happens when the player clicks on the shack near the ferry:
<he knocks> "There's no one in it. It would be just inhumane to have someone there in this foul weather. But then Graham sees Hassan standing under the rain and thinks it may just be possible to get a ferry ride today after all."
This takes nearly 20 seconds. The gameplay is stopped during that time and the player can only sit and wait... unless they click through.
Some of the obvious observations the narrator makes are also a problem. Here's one of those that is also too wordy:
"Graham would rather not be carrying anything touched by that evil stranger who cursed his children, but this thick, black cloak is his only clue. Hopefully, it will help him discover the villain's identity."
UPDATE: oops, I just now saw the previous post, which says basically the same thing. How ironic that it says the same thing as mine but with fewer words!! :suffer:
I wouldn't think of the issue as "number" of narrations or even "amount of detail" in them, necessarily. I think the writing style is the issue. An experienced editor is needed to clean things up. You could say the same things with fewer words.
Don't see the point for an experienced editor.Let's take a look at a couple examples. Here's what we get when the player clicks on a chest outside the pawn shop.
"Graham's intuition as an experienced adventurer tells him there's nothing useful in there. Somewhere, somewhow, some hand of fate decided that this chest didn't need to be opened or contain any items, almost as though by some grand cosmic game design."
This takes the narrator 18 seconds to say. The same message, even with a self-aware joke thrown in, could have been delivered with less words.
The chest is locked.Here's what happens when the player clicks on the shack near the ferry:
<he knocks> "There's no one in it. It would be just inhumane to have someone there in this foul weather. But then Graham sees Hassan standing under the rain and thinks it may just be possible to get a ferry ride today after all."
This takes nearly 20 seconds. The gameplay is stopped during that time and the player can only sit and wait... unless they click through.
Noone answers.Some of the obvious observations the narrator makes are also a problem. Here's one of those that is also too wordy:
"Graham would rather not be carrying anything touched by that evil stranger who cursed his children, but this thick, black cloak is his only clue. Hopefully, it will help him discover the villain's identity."
Graham: This better be helpfull.
This is what most are referring to if they want it more like other kings quest, to I found the ones from TSL refreshing to be honest ;)
Well, a lot depends on personal style too. All the examples you listed, to me? Look just fine. But then, I was the Editor in Chief, so... :) Nor are the ones you listed even amongst the longer narrations that we have.
Graham takes a look at the tormented tree as its branches are mercilessly caught in a tug-of-war in the winds, to the point of looking like they might even be torn off.
The king can somehow relate: inside of him a wild storm has just begun to rage, harrowing his every nerve, at every inch of a man who has looked evil in the eye before and won, yet has never found a way to truly put it to an end for good.
A large oak tree spreads its shading branches out over the path.
Actually, your post makes a strong case that it does need an "experienced" editor. It needs someone that actually understands how concise yet descriptive narrations work, not someone sarcastically trimming it to the bone so that it says absolutely nothing interesting whatsoever.
For example,
"Graham would rather not be carrying anything touched by that evil stranger who cursed his children, but this thick, black cloak is his only clue. Hopefully, it will help him discover the villain's identity."
could be changed to
"Graham would rather not carry anything that belonged to that evil stranger, but this cloak may be the only clue to his identity."
Still descriptive, but not unnecessarily wordy. We already know the stranger cursed Graham's children, the color and texture of the cloak can be described in the inventory window, and adding an extra sentence about "the villain's identity" is redundant because there's already the word "clue" in the previous one.
QuoteGraham takes a look at the tormented tree as its branches are mercilessly caught in a tug-of-war in the winds, to the point of looking like they might even be torn off.
The king can somehow relate: inside of him a wild storm has just begun to rage, harrowing his every nerve, at every inch of a man who has looked evil in the eye before and won, yet has never found a way to truly put it to an end for good.
For comparison, this is what was in the old demo:QuoteA large oak tree spreads its shading branches out over the path.
I wouldn't say the second one is "better" by any means (and not merely because "shading" doesn't even make sense when the sun isn't out)...
Besides, if people complain too much, the game designers might throw up their hands and actually record Cedric as a new narrator! And let me tell you, I don't think any of us want that! "Oooh, Graham doesn't want to touch the horrid black cloak that eeeeevil, POIsonous man left behind after cursing his children, but there don't seem to be any other clues to that wizard's identity. But as long as you're carrying that hateful, POIsonous thing, I'll wait here!"
You are missing my point :P They say TSL's narrations don't look like other KQ games (which is true) but they don't want it to look like others, they want it to look like their idealised version of KQ.
Wow, is that longer description in the game, or is it a parody?
You guys aren't hearing us. Again--when we're talking about something being stylistically overwritten, we're not talking about JUST length. We're talking about the cases in which added length = redundant wording. I'm not even necessarily going to say it's purely a content issue either (since whether you like the amount of emotion and melodrama being expressed is really a matter of personal taste.) Like sahara said, getting backstory and internal monologue in the narrations can be great--it's the way these lines were put together here, often in multiple redundant sentences that take much longer than necessary to express the same sentiments, that we're discussing.
You are missing my point :P They say TSL's narrations don't look like other KQ games (which is true) but they don't want it to look like others, they want it to look like their idealised version of KQ.
No, the descriptions aren't four words or less, or anything close. Maybe you should play KQ6 again.
You guys aren't hearing us. Again--when we're talking about something being stylistically overwritten, we're not talking about JUST length. We're talking about the cases in which added length = redundant wording. I'm not even necessarily going to say it's purely a content issue either (since whether you like the amount of emotion and melodrama being expressed is really a matter of personal taste.) Like sahara said, getting backstory and internal monologue in the narrations can be great--it's the way these lines were put together here, often in multiple redundant sentences that take much longer than necessary to express the same sentiments, that we're discussing.
Are my examples not relevant? If so, could you provide one so I have a better idea of what you're referring to? To me, it sounds like we're talking about the same thing.
this is a very beautiful tree
Comparing TSL's sarcastic, mocking narrator to original KQ narrators might not be the most appropriate analogy. Due to the TSL narrator's ability to get under the player's skin and provide a distracting and sometimes unnecessary presence, I think a comparison to Cedric "Poisonous Snake" Owl is more apt.
See here: http://www.youtube.com/watch?v=F64wDQJLWMQ
This is not meant as a personal criticism of anyone, but simply to comment on an aspect of TSL that I found problematic.
We tried, but Graham wasn't to keen to the idea. (Image courtesy of Chris Uskho)
Overall I thought the narrator was fine, although there were a few bits that could be improved upon.
Mainly, I just came here to say that if there is a snake, any kind of snake, anywhere in the series, the narrator HAS to say, "Watch you, Graham! A pOIsonous snake!" If there are no snakes in the series, one should be added. Seriously, I'd settle for a picture of a snake or something, just to get that line in.
We tried, but Graham wasn't too keen to the idea. (Image courtesy of Chris Uskho)Words cannot describe the amount of awesome present in that picture. :)
So what is to say that your written lines are better, more kings quest like then for example the ones I wrote? why should your style be used over mine? is KQ6 more of a Kings Quest game then for example KQ1? :o :o
If the team suddenly got the time and recources to change the current narrations, why should they change it the way you proposed? True, it would make those that are a fan of the descriptions in KQ6 perhaps more pleased about the game, but not those that like it the way KQ1 was. It might even make others more angry, even with only one episode out there are people that think that this is going to be a KQ6 remake, wouldn't changing the narrating to be more like KQ6 strengthen their case? They can not please everyone sadly.
Saw your recent newsletter where you talk about some changes coming with Ep. 2. Sounds great! Can't wait to play it. I just want to reiterate that merely making the narrations shorter isn't exactly what's called for. Yes, some narrations ought to be shorter, no doubt about that, but the big thing is that they just need significant editing from the outside. Don't just have the original writers go through and shorten a bunch of narrations. Now, no one is saying you guys are bad writers. You are all very talented and passionate about your work. Everyone needs this kind of help... just get an outside editor (someone not directly involved with writing the original copy) to tweak/sharpen a few things here and polish a few things there. It will make the game MUCH better! I'm not talking about complete re-writes everywhere or changing your guys' vision or anything. There are some serious rough edges to much of the writing we've seen so far, but the "bones" are solid, if that makes any sense. Maybe it's too late to do anything about the "longer" narration recordings, but you can still make sure the shorter narrations have all gone through several stages of editing!
The team has already listened to fan feedback and is giving us the option of shorter narrations. Obviously sharper editing would improve the game, but imho there are much more important things than script editing, especially considering the fact that the narrator has already recorded all her lines.
I personally found that the with only a few exceptions, the writing in TSL did not need further editing.
That said, I didn't realize that even the new, shorter narration versions were set in stone. I guess it's a done deal, then. :P I'm sure Episode 2 will be a lot of fun and worth the wait!I think it's not that they wouldn't have liked to find another solution, it's just that all of the recording has already been done. To edit the script and rerecord would push back release dates at least six months -- and although there have been complaints about the script, I don't think anyone wants to wait that much longer!
I personally found that the with only a few exceptions, the writing in TSL did not need further editing.
See, there's the tough thing for us - we have had some people saying they don't like the writing, but plenty of others who have loved it. I think that no matter how much editing is done, any writer will still have critics. I've read several books that were "professionally" edited, but were just absolute crap as far as the plot development and story were concerned. I've also read books that weren't particularly great as far as editing goes, but the story was still fantastic. It really mainly boils down to personal preference.
Not to directly compare our writing to his, but Ernest Hemingway would disagree that wordy writing is automatically bad.
And yet the stuff he's the most well-known for is anything but concise or to the point. He often rephrased the exact same concept in the same paragraph (or even the same sentence) several different ways and was loved for it.
It really mainly boils down to personal preference.
After all, isn't that the source of all disagreement?
Why does the childish taunt "I know you are, but what am I?" keep going through my head whenever I read the responses to this thread? ::)
Why does the childish taunt "I know you are, but what am I?" keep going through my head whenever I read the responses to this thread? ::)
Don't you just hate those immature voices in your head that won't go away? :P
But seriously, whenever I start debating (even if it's a mature discussion), I tend to get a similar feeling. I fully understand the rationale behind another person's argument, but because I disagree with him, I have to continue ranting and raving my point. It get's to the point where I sense the "I know you are, but what am I?" and I personally have to let it go.
[What's] the point?
That's Paint? Wow, it's so fluid and natural-looking. Nice work.
Indeed. To shift this back in a different direction--what's the likelihood of POS including a physical character model for the narrator in future episodes? Personally, I think some kind of talking animal companion would be well-suited to this game and narration style. Owls are SO 1990 though. How about a squirrel or some kind of sloth-like creature?
Indeed. To shift this back in a different direction--what's the likelihood of POS including a physical character model for the narrator in future episodes? Personally, I think some kind of talking animal companion would be well-suited to this game and narration style. Owls are SO 1990 though. How about a squirrel or some kind of sloth-like creature?
So the individual frames were created in Photoshop, I see. How did you animate the arm, exactly?
Indeed. To shift this back in a different direction--what's the likelihood of POS including a physical character model for the narrator in future episodes? Personally, I think some kind of talking animal companion would be well-suited to this game and narration style. Owls are SO 1990 though. How about a squirrel or some kind of sloth-like creature?
While I agree with kindofdoon, that the team may not create an avatar for the narrator's character, I was always keen on the idea of King's Quest being a story that was told by a storyteller (preferably one who sits in a leather chair next to a fireplace). It's a typical and unoriginal setting for King's Quest, I know. I just figured, it's such a long-running series (everything from Graham becoming a King to his son becoming a King), even the narrator should have some sort of a bond to the story.
Exclusively for The Silver Lining, it would have been an interesting concept if Ali the Bookstore Owner had told the story, but obviously, the narrator is not Ali. :P
Indeed. To shift this back in a different direction--what's the likelihood of POS including a physical character model for the narrator in future episodes? Personally, I think some kind of talking animal companion would be well-suited to this game and narration style. Owls are SO 1990 though. How about a squirrel or some kind of sloth-like creature?
In future episodes of this game? Shy of divine intervention, we're not planning to add another character model for a narrator-type follower. Possibly in future games but I couldn't say for sure right now.
Indeed. To shift this back in a different direction--what's the likelihood of POS including a physical character model for the narrator in future episodes? Personally, I think some kind of talking animal companion would be well-suited to this game and narration style. Owls are SO 1990 though. How about a squirrel or some kind of sloth-like creature?
Be careful what you wish for... :P
Be careful what you wish for... :P
(http://i19.photobucket.com/albums/b180/RetroJafar/Clippy.png)
Would that be the fruit, the bird, or just someone from New Zealand? :PIndeed. To shift this back in a different direction--what's the likelihood of POS including a physical character model for the narrator in future episodes? Personally, I think some kind of talking animal companion would be well-suited to this game and narration style. Owls are SO 1990 though. How about a squirrel or some kind of sloth-like creature?
Haha! Maybe they could have a few, with a "please choose your companion" start up screen... I would like a kiwi please ;)
I hate clippy! >:(
(Posted on: August 24, 2010, 01:18:44 PM)Would that be the fruit, the bird, or just someone from New Zealand? :PIndeed. To shift this back in a different direction--what's the likelihood of POS including a physical character model for the narrator in future episodes? Personally, I think some kind of talking animal companion would be well-suited to this game and narration style. Owls are SO 1990 though. How about a squirrel or some kind of sloth-like creature?
Haha! Maybe they could have a few, with a "please choose your companion" start up screen... I would like a kiwi please ;)
The bird of course, although the thought of a kiwifruit hopping(/rolling?!) around raises interesting mental pictures... or perhaps it could have little green wings and fly... or perhaps not :D
The bird of course, although the thought of a kiwifruit hopping(/rolling?!) around raises interesting mental pictures... or perhaps it could have little green wings and fly... or perhaps not :D
Similar to my mango? :D
(http://i177.photobucket.com/albums/w231/tessspoon/Mango.jpg)
You just made my day 8);D
Stepping on clippy is not a good idea, you might get tetanus......or Monty Python might. It's not my foot!
The bird of course, although the thought of a kiwifruit hopping(/rolling?!) around raises interesting mental pictures... or perhaps it could have little green wings and fly... or perhaps not :D
Seriously though, I'm glad that POS are not including a companion/narrating friend for Graham, although just for fun I would like to see Cedric make a brief appearance somewhere!
You once had a mt-32 for Kinqs Quest 4 and Space Quest 3. I am jealous I have always heard these games in adlib.
I don't mind breaking the 4th wall, but when it occurs too frequently, it loses its value.
When I play TSL I imagine this sarcastic young woman with glasses looking over my shoulder and making snarky comments about my gameplay choices. It bothers me.
I think she's a talented narrator, but she sounds too young and modern.
"DUUUUUDE!!! That magic guy, like, totally put a spell on your children! That was radical, bro! You going down to the docks, man? That surf looks gnarly! Cowabunga!"
"DUUUUUDE!!! That magic guy, like, totally put a spell on your children! That was radical, bro! You going down to the docks, man? That surf looks gnarly! Cowabunga!"
Why do I all of the sudden have the image of Keanu Reeves going through my head? :-\
Its not Keanu Reeves. It's more like Michaelangelo from Teenage Mutant Ninja Turtles.
In hindsight, I probably went a bit too far by putting in the "Cowabunga" :P
Also, I might be wrong, but is that an American midwestern accent I hear in the narrator's speech?Yes - Wisconsin, in fact. :D
Also, I might be wrong, but is that an American midwestern accent I hear in the narrator's speech?Yes - Wisconsin, in fact. :D
No, snabbott's not the narrator. For one thing, he's a guy :PXD
Amy does occassionally post on the forums under the name auroraambria.
No, snabbott's not the narrator. For one thing, he's a guy :PXD
Amy does occassionally post on the forums under the name auroraambria.
No, I'm not the narrator (and yes, I'm a guy). I do live in Wisconsin, though (but I'm originally from Ohio). I haven't actually met Amy, but I like her work a lot. I don't know if people realize it, but she's not just the narrator. She does the voices for some other characters, too - Titania, for example.
However well a game is designed and written, people are going to try to do the "wrong" thing, and often. It is the responses to these innocent missteps that can be received as grating, particularly since the player is already disappointed that their action has failed.
Who taught you that logic, Graham? Have you gone insane? That is NOT going to work. etc.
I can see how it could come across that way yes, but personally I prefer this a great deal to the constant red "x" from KQ5.
I can see how it could come across that way yes, but personally I prefer this a great deal to the constant red "x" from KQ5.
I suggest adding a game option, similar to "Short narrations", that would replace all witty fail responses ("Guards! Guards! ...", "Have you gone CRAZY! ...", "Graham is not THAT generous! ...", etc)I Completly Agree with this. :thumbsup:
For myself, this option will turn the tide, so that I can once again look forward to Amy's beautiful narration with anticipation, rather than disquiet.
I have to say, after having spent an hour playing episode 2, the narrator's belittling comments are excruciatingly annoying. Like, they really REALLY ruin the experience. The problem is, there's no balance at all. It's all sarcasm, all belittling, all the time. It'd be much more effective if she only said that kind of crap after you tried the same thing multiple times, kind of like in Sam & Max Hit the Road when you could "break Sam's spirit" by repeatedly trying to pick up a non-pick-up-able object. I want to give episode 2 a fair shot, but this is making it VERY difficult to see the game's good points. :(
. . . and if you were getting close (like using the right item, but at the wrong time,) it'd let you know that it was a good idea, but something else was missing to make it work.Amy did do this once during my playthrough, and I thought it was a nice touch. Can't remember where it was, though.
What's funny is it wasn't actually intended as sarcastic originally, but we are going to see what we can do to spread that out more.
I guess I personally don't notice these things since I "know what to do" from the get go. I can probably understand someone being stuck and hearing these lines over and over again becoming sort of annoying.
We'll look into it for the next episode.Thank you.
i just hate the "tick, tock, tick, tock.. are you done trying stupid things?"
it's like HECK NO i'm not done trying stupid things!..
ever since i had to squeeze honey on the ground and lure out an elf with emeralds, i will NOT stop trying stupid things! ;D
i just hate the "tick, tock, tick, tock.. are you done trying stupid things?"LMAO!
it's like HECK NO i'm not done trying stupid things!..
ever since i had to squeeze honey on the ground and lure out an elf with emeralds, i will NOT stop trying stupid things! ;D