OK, let's see here:

First of all, there was the novelty. At first it was pretty cool to be able
to see your character on the screen.

Second, the animations. Even in their first game, KQ1, Sierra animated stuff
like swimming. In later games, when you try to perform an action, you can
actually see yourself doing it. Contrast this with seeing a picture of a
snake in front of you and typing "kill snake with rock" and then the game
responds with "The snake is dead", and it just disappears from the screen.
>From a puzzle perspective this is fine, but from an entertainment
perspective, I like being able to see what the character is doing.

Third, the action sequences. OK, I didn't actually like this, but the
addition of the 3D movement allowed Sierra to put in such "challenging"
tasks as making sure you didn't fall off the bridge into the moat, or
running away from the dwarf.

Ultimately, you are right that "A decent story and flexible parser with
multiple outcomes is
what immerses you in a story, not moving a little blocky sprite around the
screen." Luckily, games with sprites moving around the screen can also have
good stories and flexible means of entering commands.

I'd like to respond to some of your other criticism about "getting closer"
and stuff like that. Imagine this scenario:

>LOOK

You see a grove of 10 trees.

>EXAMINE TREE

Which tree do you mean, the 1st tree, the 2nd tree, the 3rd tree, the 4th
tree....etc.

In a Quest game, you just walk to the tree you are interested in and poke
around.

OK, maybe not such a great example. But when I played Kings Quest 2 for the
1st time (the 1st Kings Quest I played), I was always typing "LOOK DOWN".
This actually gave logical responses based upon where on the screen you were
standing. So it might say "You see nothing of note" or "You see a hollow
stump". I found that cool also. In general, I think they did a fairly good
job with the system.

I will admit though, that it's more fun to click on a spot on the screen
with the mouse and have the character move there automatically (and start to
interact with something), than to first have to move the character with the
arrow keys and then type something in. Sierra eventually realized that too.
So maybe its original AGI system was ahead of its time, waiting for mice to
become popular.

Stuart

-----Original Message-----
From: Jim Leonard [mailto:[EMAIL PROTECTED]]
Sent: Friday, January 17, 2003 11:26 AM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] King's Quest 1


Chris Newman wrote:
> 
> The opinions about the answer to this question are probably subjective
> but I think it's worth asking:
> Was King's Quest 1 really the first quasi-3D adventure game released for
> the IBM line? There

If you are defining "quasi-3D adventure game" as the stereotypical "Sierra"
game -- meaning, a visible protagonist who moves around the screen, and a
limited text parser -- then yes, because it was the first game from Sierra
using that system.

In normal oldwarez or abandonware circles, my next comment would anger a lot
of people, but in this crowd I think I'm amongst peers when I say:  Sierra's
adventure system simply didn't make any sense whatsoever.  In a normal piece
of interactive fiction, you type things like "use key to unlock door.  open
door, then enter." and a lot of niggly stuff was taken care of, like walking
over to the door, using the key, opening the door, and walking through it. 
But in Sierra's "Quest" games, you have to physically maneuver an on-screen
avatar over to the door, type "use key to unlock door" anyway, and then
maneuver him through the door.  I mean, why so complicated?  What is the
point
of making the game much harder to play?  Was it an attempt at compensating
for
the incredibly weak text parser?  If you were nowhere near the door on the
same screen but typed "use key to unlock door", the game would actually
respond "You're not close enough."  Excuse me?  Why are my actions limited
by
distance?  Hello?

My theory is that these types of games survived because they were a novelty.

Something pretty was onscreen, and sprites moved behind other sprites giving
the illusion of depth, and on certain platforms you had decent music.  But
overall *any* piece of interactive fiction with graphics is better -- you
get
to see the graphics, but you don't have to do stupid crap just to "immerse"
you in the game.  A decent story and flexible parser with multiple outcomes
is
what immerses you in a story, not moving a little blocky sprite around the
screen.

Honestly, what is the appeal of Sierra's "Quest" games?  Anyone who likes
them, please shed some light on the subject.
-- 
Jim Leonard ([EMAIL PROTECTED])
http://www.oldskool.org/
Want to help an ambitious games project?
http://www.mobygames.com/
Or check out some trippy MindCandy at
http://www.mindcandydvd.com/

----------------------------------------------------------------------
This message was sent to you because you are currently subscribed to
the swcollect mailing list.  To unsubscribe, send mail to 
[EMAIL PROTECTED] with a subject of 'unsubscribe swcollect'
Archives are available at:
http://www.mail-archive.com/swcollect@oldskool.org/

Information in this message reflects current market conditions and is subject to 
change without notice. It is believed to be reliable, but is not guaranteed for 
accuracy or completeness. Details provided do not supersede your normal trade 
confirmations or statements. Any product is subject to prior sale. CIBC World Markets 
Corp, its affiliated companies, and their officers or employees, may have a position 
in or make a market in any security described above, and may act as an investment 
banker or advisor to such.  Although CIBC World Markets Corp. is an indirect, wholly 
owned subsidiary of Canadian Imperial Bank of Commerce ("CIBC"), it is solely 
responsible for its contractual obligations. Any securities products recommended, 
purchased, or sold in any client accounts (i) will not be insured by the FDIC, 
(ii)will not be deposits or obligations of CIBC, (iii) will not be endorsed or 
guaranteed by CIBC, and (iv) will be subject to risks, including possible loss of 
principal in!
vested.

----------------------------------------------------------------------
This message was sent to you because you are currently subscribed to
the swcollect mailing list.  To unsubscribe, send mail to 
[EMAIL PROTECTED] with a subject of 'unsubscribe swcollect'
Archives are available at: http://www.mail-archive.com/swcollect@oldskool.org/

Reply via email to