TSL - Cease and Desist
Started by Baggins, August 28, 2011, 09:44:06 AM
QuoteJuly 7, 1997: I have been reading with interest all of the various comments that everybody has had about KQ8 (Mask of Eternity). I find it interesting that everybody has their own ideas about what King's Quest IS. And everybody seems to have a bit different idea. It seems, on this board, anyway, that quite a few people have the idea that King's Quest is (or should be) non-violent...no ifs, ands, or buts about it. And it must be cute, funny, have fairytales in it, and have lots of puzzles and inventory objects. First of all, I have to say that King's Quest comes from ME and each one is different and has its own flavor. Some have a darker tone, and others have a lighter tone. Some touch upon violence, and some don't. King's Quest reflects the mood that I am in when I go to tackle another one. King's Quest really is a reflection of me and how I'm feeling about the subject and upon the reference material I am using and how I approach the subject. Basically, King's Quest comes from me and my heart and it always isn't going to be exactly the same, because I'm not always exactly the same, and I, like most people, feel a need for a change of pace and a sense of moving forward and of trying and experiencing something new. With KQ7, I was in a "Disney-esque" mood. Some people really liked it, others didn't. Earlier King's Quest's reflected my moods during those times: KQ3 was very dark, and it utilized lots of magic and magic spells with the basic idea of finding ingredients for "black magic" spells and then casting those spells. (Certain religious groups were upset with me over that one!) KQ1 certainly had violence. Sir Graham had a dagger and could kill the dragon (and it didn't get you "stuck," by the way, if you did so), and you could also kill the goat. It's true that I also had non-violent ways of dealing with those situations, but, that's because I chose to handle it that way for that particular game. I've gotten into trouble over the years for all the various ways that my main characters can "die." And they die a lot! I am known for changing course a lot, and changing my style a lot. I like change, and I like to keep people guessing. KQ7 felt very Disney-esque, and I felt like doing something different for KQ8 but yet, still keeping a "King's Quest" feel to the game. Each game in the King's Quest family has been different. Almost each time I do a new King's Quest, people get up in arms and say it's going to be "different" and won't feel right. Yet, each time, it DOES wind up feeling like King's Quest but each in its own way...and people just kind of KNOW that when they are playing it. That's because I know, in my heart, and what I am feeling, that it is, indeed, King's Quest. The components that make a King's Quest are (in my mind, anyway and since I am the creator of the series, I guess that holds some weight): A land, or lands, of high fantasy; fantasy creatures from myth, legends, and/or fairytales both good and bad; situations to be found in those same types of stories; a "quest" type story; a calamity in the land with one "hero" to "save the kingdom"; a story of the "good" hero against the "evil" bad guy; a story that everyone can relate to, i.e., a "reason" for having the hero go out and risk his or her life for "saving the kingdom"; interesting worlds to explore; high interactivity; interesting characters; great animation; great visuals and music. Within that general framework, I feel that I can have some "leeway" to accomplish those tasks. In the case of KQ8 I chose to give this game more of a "Tolkien-esque" feel rather than a "Disney-esque" feel. But each of the above elements is true for KQ8 as they were for KQ1 through 7. KQ8 indeed has a story, actually, a much more profound story than prior King's Quests. It is a new telling of the ultimate "quest" the quest for the most powerful, spiritual, benevolent item of all; the Mask of Eternity. This story takes its cue from two sources: the Quest for the Grail, and the Christian story of the struggle between God and Lucifer. When we say that the story is very dark that's really not true; it's just that the story is more profound and seriously looks at the struggle between good and evil. Rather than taking a bubbly, Disney view of good and evil, I chose to look at the struggle between good and evil from a more serious, traditional, almost spiritual, viewpoint. If you look at the traditional stories of the Grail and even in past Christian legend, you find that it is not light-hearted, gooey, and bubbly. Those stories are filled with conflict, peril, finding ones own morality, proving oneself a hero by overcoming evil creatures of Chaos, but yet proving oneself virtuous and good with all things good. That is the theme with this game. Connor is indeed a new character within the world of Daventry. Currently, he has no connection to King Graham and his family, but that doesn't mean that King Graham is not aware of him...and what he's going to do to help Daventry. This is, instead, a story of Connor and a story of how one young man of "common" background can rise to the situation and prove himself to be the true hero which can save the world. It is the traditional story of the young "initiate" who becomes stronger through proving his mettle, his virtue, surviving perils, overcoming evil and in the end can even conquer the ultimate evil. By doing so, he will restore the land and all of the people, and good creatures and animals within it. The Mask of Eternity is the "key." It is the source of all Power, all Order, all Truth, and all Light. It belongs in its place in the "Realm of the Sun." It has been broken into five pieces and distributed throughout the world. A mysterious evil (guy) has destroyed it and taken over the Realm of the Sun. Darkness has now settled over the land and all people (mortals) have been turned to stone, while creatures of darkness have risen from the very cracks and crevices of the earth at the instigation of this evil guy. Now Chaos reigns in all the various regions of the world: In Daventry (where all people have been turned to stone, including King Graham and his family); in the Dimension of Death (where even the Judge of the Dead has lost control of his guards and the souls); in the swamp (where the evil swamp witch has poisoned the swamp water and has all the good swamp creatures in her thrall); in the underground Realm of the Gnomes (where the industrious gnomes are willing to sell you items to help in your quest, but have also lost some control to the rock demons and an evil dragon); in the Barrens (where the trading post dwarfling has lost his "business" to the predations of an evil basilisk and the savagemen block your way to the Frosty Mountains); in the Frosty Mountains (where travel is impossible without the commandeering the controls of a flying crystal dragon, and the snow nymphs need relief from the evil Ice Lord); and finally in the Realm of the Sun (where the bad guy has taken over the domain of the Archons and the Mask of Eternity....this bad guy, the ultimate source of the terrible evil and darkness which has overcome the world). Connor must overcome all of these problems while recovering the pieces of the Mask and returning the Mask (in whole) back to its realm to its altar. Not until it has been returned will green and light return to the world. Not until then will the Realm of the Sun "shine" again and the waters flow.... I feel very proud of this game and the story which goes with it. Do NOT gain any preconceived ideas which may be wrong about this game from some preliminary screen shots which you will see at this early date. As time goes on we will supply you with more screen shots which will show other aspects of this game which are not "fighting" oriented. The reason it appears that this game is all about that is because we have not ever done a game which has that element so we're concentrating on that element right now. The other elements; the story elements, the character elements, the animation elements, the inventory object elements, the puzzle elements...are all stuff we've done before and will be much easier for us to put in place....we just haven't done those yet.....therefore, you're getting a skewed view of this game which is WRONG. I plan on keeping in touch with everyone and endeavoring to answer questions. I will try to check in a couple of times a week. Thanks for your patience in reading through my long-winded explanation of KQ8. Hopefully, this will have helped answer any nagging questions about "Mask of Eternity."
Quote"The traditional adventure game is dead."...it's time to change adventure games at least as much as the gamers themselves have changed over the last few years. It's time to make them "less pretentious. More open-ended, faster paced, and just more fun to play than they have been." After all..., "what's the use of creating these super-serious, overly literary, and downright studious games when the major audience that will play them played a Nintendo or a Sega last year? These folks are used to playing games where the correct answer to any problem might be jumping over something, hitting it with a hammer, or maybe even shooting it with a big bazooka. Why hassle through all the literary pretense when most of today's gamers just want to blow something up."
Quote...during the negotiations, there were rumors that Bob and Jan Davidson were concerned about Leisure-Suit Larry and Phantasmagoria -- two of Sierra's biggest hits. To me, it was clear that they were non-supporters of the products. Putting Davidson in charge of selling these products, which were a huge percentage of our revenue, I felt would be a mistake. I just didn't think it would work. During the negotiations, CUC convinced me that the 'Davidson Issue' was a 'non-issue.' CUC put a structure in place which created a consolidation of non-product related functions, such as manufacturing, while leaving Sierra and Davidson independent for the purpose of creating product. In other words, I was assured that only non-product related groups would be merged. Davidson would not be dictating product strategy at Sierra, and neither of us would be reporting to the other. This is quite different than what actually happened. One the deal was done,Bob Davidson was put in charge.
QuoteIt would seem the King's Quest series has grown up a bit with the creation of Mask. Evidence of this continually surfaces throughout the game but is especially apparent with the central antagonist and Archarchon, Lucreto. His storyline parallels that of Lucifer, the fallen angel whose attempt to overtake Heaven ends him up in Hell.-Interaction Magazine, Fall, 1997
Quote"The idea I sorta had in the back of my mind in developing this game, its not really heavy, or fleshed out strongly, it was the idea of exploring spirituality a little bit, I don't want to get heavy with this, but the idea of religions maybe, or lightness and darkness, chaos and order, and why people believe the way they do, and I sort of went back to primitive religions, and looking really at all religions, seeing what was some commonalities among them. ...and one of the things I found was the idea of a sun god as either the main god or even the sacred God we all believe in today has even had alot of sun symbology with him...and so I looked back at, like Mesopotamia had their big god, who was a sun god, and he was shown by his symbol was a golden disk with wings. If you look at our mask that we have here, he is golden, and gold has been symbolic of the sun, because it's an incorruptible material, it always shines, it never tarnishes. You can see he sort of has that sun look, the rays are coming out from him. The wings above his eyes came from the old Mesopotamian god, the winged disk...and also the beard comes from the idea of the lion and Leo, and lions have also been associated with God, and sun gods, and the sun in ancient religions, and is also a very powerful male symbol...and so I took those ideas and worked with a very good artist, working for Sierra, by the name of John Shroades, and he, I gave him all those ideas, and I gave him different masks he could look at, and the different symbology of various masks, ancient masks, and he came up with this, and I just think it's a very strong symbol." "ya, and the mask is, I mean really...even the idea of the Mask of Eternity, is a term that means essentially...again it is a reference to sort of a god, or old religions of a god. It is sort of like everybody has their own version of what your god could be or what it could look like or stand for. The image or the mask is each person's version or vision of what it could be. Because you could never really see the face of God." -Roberta Williams, Talk Spot 2.
QuoteKQ8 indeed has a story, actually, a much more profound story than prior King's Quests. It is a new telling of the ultimate "quest" the quest for the most powerful, spiritual, benevolent item of all; the Mask of Eternity. This story takes its cue from two sources: the Quest for the Grail, and the Christian story of the struggle between God and Lucifer. When we say that the story is very dark that's really not true; it's just that the story is more profound and seriously looks at the struggle between good and evil. Rather than taking a bubbly, Disney view of good and evil, I chose to look at the struggle between good and evil from a more serious, traditional, almost spiritual, viewpoint. If you look at the traditional stories of the Grail and even in past Christian legend, you find that it is not light-hearted, gooey, and bubbly. Those stories are filled with conflict, peril, finding ones own morality, proving oneself a hero by overcoming evil creatures of Chaos, but yet proving oneself virtuous and good with all things good.
QuoteThe mask stands for the all-powerful being, the creator. The mask is sun-like and, in many religions, the sun represents God. In most religions, like the sun itself, you never can look directly at the creator unless you become immortal. There are certain places in the game's quest - obstacles, puzzles, interactions with guardians that you meet - where the player is trying to accomplish that feat. It's all integrated into the story in such a way that people who know what to look for will understand the overall quest. -Roberta Williams, 1998
QuoteInteresting stuff. But pretty much everything offends "The Christian Nation". Especially violence and boobs. Everyone knows that you see a naked breast and suddenly you're out, punching people for crack money. Sad world. It's why I try to avoid looking at naked breasts on a daily basis. Even my own. I wear electrical tape over my nipples to avoid any accidental viewing, lest I become a crazed violent crack addict.
QuoteAfter eight games, don't you think the King's Quest series is getting a bit old? Will you ever consider starting a brand-new series from scratch with an entirely different and original plot and characters? If so, what technologies will this game use? Let's wait to answer that question after King's Quest: Mask of Eternity has shipped. I think you will find that we were very successful in breathing new life into a series which could be construed as "getting a bit old." It is totally a breath of fresh air. It is like nothing else but yet feels very much like King's Quest. We may have accomplished the "impossible." I truly believe that this newest, latest iteration of King's Quest will be the best-selling yet! As far as starting a brand-new series from scratch with an entirely different and original plot and characters: I've done that many times in my career, and in the future ... who knows?
QuoteI wonder what the Davidson version looked like.
Quote from: Baggins on August 28, 2011, 10:31:31 PMCendent appproached Davidsons and Associates and Sierra around February 1996 or so and bought the companies. Bob Davidson was put in charge soon after (anyone know the date?). The Davidson's quit the company in January 21, 1997. So the limits of their influence is really only up to that point. So that means they really didn't have that much time to make much for their version of the game. But it and their demands were enough to give Roberta all sorts of problems.During this time, or not long after it was clear to Roberta's team that Dynamix team wasn't going to finish the updated 3Space game engine on time. So Roberta and her team had to redevote some of their own resources and time to build an updated/new engine for MOE from scratch basically from older version of the engine. Very little of the 3Space engine was left by the time they were done. But that development really cut into the time needed to finish the game, and some extra levels, bosses, puzzles (for those levels) were cut.They had to deal with voice recordings for the completed material so that the game would be complete (probably in the last few months of development).