TSL - Cease and Desist
Started by TheReturnofDMD, August 04, 2010, 01:01:02 PM
Quote from: TheReturnofDMD on September 08, 2010, 11:53:22 PMMe too. I wish we could see a KQ9 similar to KQ8. I really don't mind the action, so long as there is as much exploration and puzzles. The action, for me, actually makes things more interesting.
Quote from: KatieHal on September 09, 2010, 09:29:01 AMWe still have a few, later on in the game.
QuoteI think the problem was that MOE changed too many things at once--if it had only changed a few of those instead, I imagine it would've been more well-received as a KQ game. And a new slew of posts re: MOE have been merged with this thread from where they were in the Best KQ villain thread.
Quote from: snabbott on September 09, 2010, 09:45:18 AMQuote from: KatieHal on September 09, 2010, 09:29:01 AMWe still have a few, later on in the game. Right - how could I forget? I only know about one, though. The others must be future development?
QuoteIt's like they massively over-corrected when they did 8 and came so far to the other end of the spectrum from 7 that they alienated a lot of the other group who hadn't already lost a lot of faith in the series thanks to 7's setup.
Quote from: Baggins on September 09, 2010, 10:27:46 AMQuoteIt's like they massively over-corrected when they did 8 and came so far to the other end of the spectrum from 7 that they alienated a lot of the other group who hadn't already lost a lot of faith in the series thanks to 7's setup.Ya.Although, on the bright side it brought in alot of new fans from the action gaming market that would probably never have played King's Quest otherwise. So their introduction to the series was a good thing, even if it was too little, too late for the series.Part of her intent was KQ8 was to create a game with mass appeal that wouldn't be limited to just KQ fans. In that much the game did succeed. It was the best selling adventure game that year (outsold Grim Fandango 2 to 1), and the best stelling King's Quest game. It just didn't have the mass appeal of mainstream action games like Half-life and other FPS. So it simply couldn't compete. Thus the bean counters saw no reason to make KQ9.Its been said even if Roberta had stuck closer to previous games, it probably would have failed, and sold far less than it did. It was the fact it drew in a new audience that made it sell as well as it did.
Quote from: Baggins on September 09, 2010, 03:12:23 PMI agree. I think its got an almost retro feel to it, like if for example KQ1-KQ2 (and lesser extent 3 and 4) were recreated in 3-d. There is this sense of open ended explorable world (like the earliest games) with puzzles scattered about. The enemies in MOE remind me of the "random enemies" encounters from KQ1, 2, 3 and 4 (of course the ones in MOE are far less dangerous in comparison). Especially if you consider those goblins and spriggans are essentially the equivalent of the monsters that invaded Daventry back in KQ1, story wise.
Quote from: TheReturnofDMD on September 09, 2010, 01:48:02 AMMy dream is for King's Quest to become a world unto itself, like Dungeons & Dragons is. Many stories, many families, many kingdoms, worlds and adventures to explore. I think "King's Quest", the universe, can go beyond the Royal Family of Daventry. Look at Adventure in Serenia--That sort of idea. It's the same universe, indeed, same land as KQ5, just different characters with no direct connection to King's Quest.
QuoteThere is so much that can be done with the universe of King's Quest. All it takes is imagination.
Quotecause hello Shield, but maybe like