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Unknown,Unknown.
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Unknown,Unknown
ParticipantNEW!!! There is now an email-based discussion group.
Just send an email to the email address below, and your email will immediately be forwarded to hundreds of other registered members of this website who have chosen under “System / My Account” to receive these emails. Your email will also be posted into this thread. Discuss anything you like, as long as you follow three simple rules: 1) Don’t spam, 2) Don’t use adult language, and 3) Don’t be boring.
Please note: You must include the following text somewhere in the subject line of any emails you send to this email address: “***password***”. It does not matter where the ***password*** text appears within the subject line of your email, but if it is not there the email will not be forwarded to the list. This was done to prevent spammers and autoresponders sending to the list.
Link:sierragamers@talkspot.com (mailto:sierragamers@talkspot.com)
Enjoy!
– Ken WFAQ
Q from Trixie: I’m already a member of the Sierra On-Line message board and I already receive e-mail with messages every day from the board. Is this a new thing that you’re doing?
A from Ken Williams: It’s nothing new – it’s just an alternate way for people to interact with, and participate in, the website. You can now post messages on the website through email. It’s not clear to me why anyone would ever want to do that – but, it is something that other “group-oriented” type website’s, such as MSN Groups, and Yahoo Groups offer. So, I added it for competitive reasons.
My belief is that there are people who will be willing to participate in discussions if they can do so through email, who would never ordinarily post a message on a message board. It’s less intimidating.
Feel free to take advantage of the email-based message board capability, or just ignore it – and, everything will work the same way it used to.
===
Q from Anonymous: Please unsubscribe me from this one. It’s very close to spamming to be honest.
A from Ken Williams: I am not a spammer. I do not like spammers. I don’t even like people who know people who are spammers… Please read the standard disclaimer that goes out on each email… That said, there are two ways to stop receiving emails from the sierragamers.com website:
1) Choose the “My Account” menu, from under the System menu – and, uncheck the box “Permit registered visitors to this site to send me email” and then click the “Make Changes” button
2) Send an email with nothing but the word UNSUBSCRIBE in the SUBJECT LINE, to
Link:sierragamers@talkspot.com (mailto:sierragamers@talkspot.com) -
Unknown,Unknown
Participant(I will work for PEANUTS!) Message Hi Ken,
I case you ever decide to get back into the game industry or at least act in a producer role for and indie I just want to let you know I will work for peanuts.
Yes, thats right…peanuts.
There are conditions however. They are:
1) Planters Brand Peanuts Only. No subsitutes or generic brands.
2) They must be premium and dry roasted to perfection
3) They must be air tight and dry
4) They must be in the original glass containters. No plastic containers will be accepted.My effort at hilarity here is almost equally as serious. I think a lot of people here would like to help you put together a game idea, if you are interested in going down that road again…
Aloha,
Kalani
PS – I know I am a bother 🙂
-
Unknown,Unknown
Participant(RE: I will work for PEANUTS!) Okay, look – Planters is a very good brand and the peanuts these fine people represents are usually plump and tasty but we don’t want to ignore the benefit of open-source nuts, such as the humble pistachio.
Seriously though, computing has not been the same without games ending in the work ‘Quest’ – if Ken made a game called ‘Ken Quest: The ’ I think it would sell extraordinarily well.
Regs,
GraS
PS
I didn’t know what the word ‘pithy’ meant until I heard it on ‘Golden Eye’. Good word. -
Unknown,Unknown
Participant(RE: I will work for PEANUTS!) Message GraS,
Or Cashews. But I would never work for them.
I think you may enjoy this site, if only just for their domain name.
Link: http://www.grabmynuts.com/(http://www.grabmynuts.com/)
I would buy a Ken Quest but you lost me on that pithy word.
“One” of the definitions of pithy is consisting of or resembling pith. Pith of which is defined numerously and differently for each case. Usually the center of a plant or animal of which the most common definition is the spinal cord or bone marrow, of which most commonly is that of a cow. So a pithy statement might be one that deals with killing cattle by cutting the spinal cord.
Hell I’d even buy a Ken Quest: The Cattle Murder Mystery could be a sequel to Laura Bow?
Anyway!, ( thought it was funny- but I’m weird)
If you ever decide to make an indie Ken I think you will find a following of support for you all around you everywhere you look.
Thank you for sitting through the bad puns to see my point! Aloha,
Kalani
pithy
adj. pith·i·er, pith·i·est
Precisely meaningful; forceful and brief: <CITE>a pithy comment.</CITE> Consisting of or resembling pith.
pithBotany. The soft, spongelike, central cylinder of the stems of most flowering plants, composed mainly of parenchyma. Zoology. The soft inner substance of a feather or hair. Archaic. Spinal cord or bone marrow. etc..
tr.v. pithed, pith·ing, piths To remove the pith from (a plant stem). To sever or destroy the spinal cord of, usually by inserting a needle into the vertebral canal. To kill (cattle) by cutting the spinal cord.
—
-
Unknown,Unknown
Participant(RE: I will work for PEANUTS!)
How about Ken Quest: The Search for the Lost Golf Ball ?
-
Unknown,Unknown
Participant(RE: I will work for PEANUTS!) Although this may be truer now and I see your point…I think he’s earned it.
He spent a lot of time and hard work building Sierra into what is was. Retirement is well deserved. Although I wish he would get back in and lead a project he is enjoying life – which he should.
I think if we want to see any more games like Sierra’s originals we just have to make them ourselves.
Otherwise how can we just sit around and complain about him. It’s not really his responsibility to make sure we get those games. And we really can’t be angry. Neither is this mailing list or the website. I don’t know why he does that other than to try to be friends with his loyal fans.
If we get angry we might as well be angry with ourselves as well. There are more that enough tools out there for an indie project to get off the ground with enough support and enough talented people to make Sierra-esque games.
Hey, wait they’re already doing it!
I think my point is clear.
Aloha,
Kalani
-
Unknown,Unknown
Participant(RE: I will work for PEANUTS!)
GOD BLESS YOU, Kalani! That’s what I wanted to say. Ken has put in his time,
who’s going to be the next to step up to the plate and hit a home run? Our
job is WAY easier than Ken’s ever was.—
-
Unknown,Unknown
Participant(RE: I will work for PEANUTS!) Hey Kalani,
I was just making a (I thought) humorous remark 😉 Your point is totally clear and I totally agree with you that if Sierra doesn’t make these games, fans should do it. I personally prefer ‘commercial’ adventure games though (i.e. Syberia, Broken Sword), the Sierra games are pure nostalgia for me and I do not need new games in the same style. I tried the KQ2 remake some time ago and although I finished it I had mixed feelings about it, I really did not like the added story-line. I felt that it did not fit in with the rest
of the series.Best regards,
Barry
-
Unknown,Unknown
Participant(The Future of Quest Games…)
This actually brings up a good point. We are a generation of gamers who
grew up with Sierra just as we have grown up with the gaming industry as
well. I for one not only learned how to read by playing the classic
Sierra games, but also learned how to type and learned critical thinking
skills (all of which help me in my career and my hobbies.) I cannot
begin to stress how my life has been affected by the game industry and
Sierra in paticular.I firmly believe that if we truly want a game that is of the same
quality as those that Sierra put out in the late 80’s and early 90’s, we
should do it ourselves. I have heard a lot of interesting feedback
(both positive and negative) about the KQ remakes that Tierra has done
and the one thing that rings true (in my mind, at least) is everyone has
an appreciation of Tierra for bringing the beloved classics of a bygone
era back with a new look and updated stories. I for one cannot wait to
see what they come up with when they decide to make an original game.
They (the Anonymous Game Developers) work with the same spirit and
fervor that marked just about all of the games Sierra put out for over
ten years. They weren’t doing it for the money alone (though I am sure
money was in the back of their minds at some point). They were doing it
because they loved what they did. The long hours and everything that
goes along with developing a commercial game was nothing compared to the
joy they all got from doing what they wanted to do.Something that Ken has said since the mid 90’s was that online gaming is
the future of the industry. Looking back on what he said then with that
is happening now, I can honestly say Ken was something of a visionary.
Look at games like Ultima Online, EverQuest, Final Fantasy XI, and the
horde of other online games out there and you can see that they all
share one thing in common. They probably would not have been concieved,
let alone made, if not for the influence of INN (the first graphical
online-only game if my memory is correct.)That said, perhaps the future of Quest games such as King’s Quest is
better served in the online world rather than the offline world. It
isn’t entirely out of the realm of possibilty to have a King’s Quest
Online, where players assume the role of characters of assorted lands
(not main family characters) and work together to solve quests and
combat evil. While the combat system in MOE was less than perfect, it
was going in the right direction. I think that the idea behind MOE was
good, but suffered from a flawed implimentation. If a game like KQO was
ever to be successful, it would need to have what I deem the Three Great
Things:1) Great Story – King’s Quest has always been about story. They are
like books only instead of reading about events, the player actually
participates in the events. In an online game, story is just as
important. Emphasis lately has been on leveling up and getting better
gear to kill better monsters. While this formula works, it sacrifices
story, or at the very least, puts the story in the background. KQO
would need to have a great story that is at the front at all times.
Every aspect of the story should be mirrored in everything the player
sees and does. If the player forgets the story, a game like KQO would
be lost.2) Great Gameplay – If the game isn’t fun to play, no one will play it.
KQ games have always had great gameplay. Not only great, but
innovative as well. If you doubt what I am saying, play each of the KQ
games in order. In doing this, you will see an evolution of gameplay.
The puzzles got more complex along with the worlds the games took place
in. Casting spells in KQIII was highly innovative for it’s time in that
it combined logical thinking (puzzles) with creative thinking
(application). In an online game, these elements are just as important.3) Great Incentives – Most people play a game to beat it. Some play a
game for the story. Others play a game for the graphics. A game must
provide incentives to draw players in. This translates into pushing the
envelope and not resting on one’s laurels. Graphics should be top
notch, the story should be involved, and the gameplay must NOT be a
complete rehash of what has been done before.Great games have these things in common and that is what makes them
great. If there ever was a KQO, it would be a challenge to develop, but
if the formula is there and implimented properly (i.e. no external
influence from greedy publishers), it would be a great game.Just something to think about 😉
-David Reese
lordcorenair@netscape.net
sierragamers@talkspot.com wrote:>Although this may be truer now and I see your point…I think he’s
>earned it.
>
>He spent a lot of time and hard work building Sierra into what is was.
>Retirement is well deserved. Although I wish he would get back in and
>lead a project he is enjoying life – which he should.
>
>I think if we want to see any more games like Sierra’s originals we just
>have to make them ourselves.
>
>Otherwise how can we just sit around and complain about him. It’s not
>really his responsibility to make sure we get those games. And we
>really can’t be angry. Neither is this mailing list or the website. I
>don’t know why he does that other than to try to be friends with his
>loyal fans.
>
>If we get angry we might as well be angry with ourselves as well. There
>are more that enough tools out there for an indie project to get off the
>ground with enough support and enough talented people to make
>Sierra-esque games.
>
>Hey, wait they’re already doing it!
>
>I think my point is clear.
>
>Aloha,
>
>Kalani
>
>
>—_______________________________________________________________
>
>Please note:
>
>You were sent this email by Kalani Bright kalani@kalanibright.com ).
>
>You may reply directly to this email if you wish, and your response will be
emailed, as well as automatically posted to the Sierra On-Line Fan Site
website.
>
>WARNING: Sending a spam message, or messages with adult content is cause
for immediate closing of your account.
>
>If you would like to stop receiving these emails, you may either visit the
Sierra On-Line Fan Site website to change your email preferences, or simply
respond to this email with the single word “Unsubscribe” in the subject line
of your email (without the quotes), and you will NOT receive emails in the
future.
>
>If you have any questions about how to stop receiving these emails, you may
write to the webmaster atkenw@seanet.com
>
>
>
>Thank you.
>
>—
Your favorite stores, helpful shopping tools and great gift ideas.
Experience the convenience of buying online with Shop@Netscape!
http://shopnow.netscape.com/ -
Unknown,Unknown
Participant(RE: I will work for PEANUTS!)
Hey man, I understand. I thought it was humorous though I had to take
it
seriously as well – because it does have that idea of he’s busy golfing
not
making Sierra games while we are still here sitting hoping he does one
day.I mean we all are part of this mailing list for some sort of reason. We
do
Enjoy those games and like seeing them.I played Tierra’s KQ2 re-make and enjoyed the extra story line.
Although
it changed the King’s Quest ‘rules’, and I say rules because there were
certain guidelines which Kings Quest operated and mixed it with say
something along the lines of QG4, or Quest for Glory 4 (Mordavia).I’m speculating here but I think the release of KQ9 has a lot to do with
that cloaked character (maybe that’s Graham too from another time – it
does add to the ruby ring/cloak mystery). I find more storyline better
and although KQ2’s remake didn’t stay true to the Kings Quests series
persay I do believe it stayed true to Sierra Adventure Games.The batcave animation cracked me up. Some things however remained in
the remake which just pissed me off in the original. Like the entrance
to Dracula’s castle and the thorn bushes which kill you if you walk into
them.
I’ve must’ve saved and loaded 10 times each time I was on that screen.What were you guys thinking Ken! Oh it was fun anyway
Hehe…
I’ve never played Syberia…but fans could definetly make something
along those lines. Syberia was put together with Virtools, and being so
it seems it was produced on an indie-sized budget (I am not sure – It
certainly wasn’t marketed on one) – It had an excellent script and story
I hear…but I’ve never played the game. I intend to eventually.Does anyone know how much Syberia took to make?
Anyway a bit of a side track there…I’ve never played Broken Sword
either.For anyone not familiar with Virtools it is a combination engine and
production studio.I think with some decent organization, some interest (which I believe we
have), and some talent we could put together something like what Tierra
did. Maybe shoot a bit higher if we have some good tools.Anyway, I do know how hard it is to make a game. I am a programmer as
well as an artist. I’m in school right now at AI in San Diego for Game
Art & Design. I have many years to kick into a game or games if people
would like to do that.Anyway, before I ramble on.
Aloha,
Kalani
—
-
Unknown,Unknown
Participant(RE: The Future of Quest Games…)
David,
I’m was trying to figure whether someone else typed this or I slept
walked to the computer and typed this in my sleep. I have had the same
sort of experience though I’m sure millions of other people have had.However, …
On-line gaming and story telling are two subjects which don’t
necessarily go hand in hand. I have yet to see a what I would consider
a good implementation of these melding of these two things. Not that
isn’t possible and with a Adventure story gathering it does lead to an
interesting thought.I do know how much on-line games take to produce and how many man hours
these take to produce and can say it would be impossible to produce
something of quality, or even produce anything, with just the fans we
can dig up. We would be run over.I am interested in seeing how Blizzard owned by Vivendi, who also is the
parent company of Sierra as well establishes the story telling/gameplay
element in the on-line universe with the upcoming release of World of
Warcraft. It will either be a major success or a complete bust but you
will see me on-line in that universe if that comes to fruition – because
I do believe on-line is the future as do many major companies and just
about the whole universe. Heck I’ll be honest I just like playing stuff
like that if it’s good.Good Thought into that though…you seem to have some thought into this
a little rather than blundering out the most popular ideas.If anyone mention putting King’s Quest on Cell Phones I will kill them
with my bare hands and a spoon in the style of Robin Hood – Men in
Tights.Aloha 🙂
Kalani
—
-
Unknown,Unknown
Participant(Syberia)
This relates to an earlier post.
If you guys check out the team for Syberia you will see it’s not very
large.In the complete credits maybe 50% of them are the actual “crew”.
http://pc.mobygames.com/game/credits/gameId,6828/
Kalani
-
Unknown,Unknown
Participant(Re: I will work for PEANUTS!)
If a group of us ever decided to get together and make a game, I don’t
think it would be entirely out of the realm of possibility to purchase
one of these dev tool suites (the cost of purchase ofsets the time
requirements for building an engine from scratch). I for one wouldn’t
mind getting involved in such a project (I’m a freelance game designer
with game industry experience). Of course, the first step in developing
a game (from my experience) once an idea is established is to develop a
design document. No sense spending money on R&D related stuff before a
design doc is finished. 😉-David Reese
lordcorenair@netscape.net
sierragamers@talkspot.com wrote:>Hey man, I understand. I thought it was humorous though I had to take
>it
>seriously as well – because it does have that idea of he’s busy golfing
>not
>making Sierra games while we are still here sitting hoping he does one
>day.
>
>I mean we all are part of this mailing list for some sort of reason. We
>do
>Enjoy those games and like seeing them.
>
>I played Tierra’s KQ2 re-make and enjoyed the extra story line.
>Although
>it changed the King’s Quest ‘rules’, and I say rules because there were
>certain guidelines which Kings Quest operated and mixed it with say
>something along the lines of QG4, or Quest for Glory 4 (Mordavia).
>
>I’m speculating here but I think the release of KQ9 has a lot to do with
>that cloaked character (maybe that’s Graham too from another time – it
>does add to the ruby ring/cloak mystery). I find more storyline better
>and although KQ2’s remake didn’t stay true to the Kings Quests series
>persay I do believe it stayed true to Sierra Adventure Games.
>
>The batcave animation cracked me up. Some things however remained in
>the remake which just pissed me off in the original. Like the entrance
>to Dracula’s castle and the thorn bushes which kill you if you walk into
>them.
>I’ve must’ve saved and loaded 10 times each time I was on that screen.
>
>What were you guys thinking Ken! Oh it was fun anyway
>
>Hehe…
>
>I’ve never played Syberia…but fans could definetly make something
>along those lines. Syberia was put together with Virtools, and being so
>it seems it was produced on an indie-sized budget (I am not sure – It
>certainly wasn’t marketed on one) – It had an excellent script and story
>I hear…but I’ve never played the game. I intend to eventually.
>
>http://www.virtools.com
>
>Does anyone know how much Syberia took to make?
>Anyway a bit of a side track there…I’ve never played Broken Sword
>either.
>
>For anyone not familiar with Virtools it is a combination engine and
>production studio.
>
>I think with some decent organization, some interest (which I believe we
>have), and some talent we could put together something like what Tierra
>did. Maybe shoot a bit higher if we have some good tools.
>
>Anyway, I do know how hard it is to make a game. I am a programmer as
>well as an artist. I’m in school right now at AI in San Diego for Game
>Art & Design. I have many years to kick into a game or games if people
>would like to do that.
>
>Anyway, before I ramble on.
>
>Aloha,
>
>Kalani
>
>
>
>
>—_______________________________________________________________
>
>Please note:
>
>You were sent this email by Kalani Bright kalani@kalanibright.com ).
>
>You may reply directly to this email if you wish, and your response will be
emailed, as well as automatically posted to the Sierra On-Line Fan Site
website.
>
>WARNING: Sending a spam message, or messages with adult content is cause
for immediate closing of your account.
>
>If you would like to stop receiving these emails, you may either visit the
Sierra On-Line Fan Site website to change your email preferences, or simply
respond to this email with the single word “Unsubscribe” in the subject line
of your email (without the quotes), and you will NOT receive emails in the
future.
>
>If you have any questions about how to stop receiving these emails, you may
write to the webmaster atkenw@seanet.com
>
>
>
>Thank you.
>
>—
Your favorite stores, helpful shopping tools and great gift ideas.
Experience the convenience of buying online with Shop@Netscape!
http://shopnow.netscape.com/ -
Unknown,Unknown
Participant(Re: The Future of Quest Games…)
Kalani,
hahah – I agree with you about the KQ on a Cell phone idea. That is
WRONG on many levels. Then again, Fox Interactive is putting a
quasi-first person shooter Alien vs Predator on a cell phone, so I guess
anything is possiblie…. **shudder**Back to the topic at hand, it is possible to make an online game that
tells a coherant story. Very difficult, mind you, but possible
nontheless. The key to telling a good story in an online game is by
keeping the story in front of the player at all times. Everything the
player does or sees (is that a word?) should emphasize some element of
the story. That addresses the need to keep the story in front of the
player. The other element of telling a story in an online game is to
keep the story going. It’s one thing to have an online game with a
coherant story and another thing to have a GOOD online game with a
coherant story.Let me give you an example:
(normal online game with coherant story)
Player plays through game, doing quests and follows the story. Player
reaches the end of the story and is told “The End”. Player can either
restart the game with different options or move on. More often than
not, most players will opt to move on.(good online game with coherant story)
Player plays through the game, doing quests that are linked to a dynamic
story (in other words, the story changes over time). Player never
reaches the “end” of the story since the story never ends. It is always
being updated and revised. This keeps things fresh for existing players
as well as new players.Trends in online gaming are showing a slow, but steady move towards the
“good online game” method. Games such as Earth and Beyond and Final
Fantasy XI both utilize an evolving storyline. Of course, the downside
to this approach is new content must be created, so in a sense, the
development cycle would never end. On the upside, players are always
going to get something new, regardless of whether they have been playing
a month or a year.I would also say that it is unwise to disregard the creativity of fans.
I have had the opportunity to work with some really talented game
designers and programmers and the one thing they all seem to agree on is
the influence of fans. Fans can make or break a game and as a whole,
they are quite creative.However, in order for a fan-based game to work, it would be integral to
impliment a system for filtering ideas. It wouldn’t do to be making a
King’s Quest game and have a Braveheart-like scene in it. And of
course, we would need to get a producer who not only has the knowledge
to keep the team together and get the product developed on schedule and
within budget, but also possess the panache to ensure that no one’s
feelings get hurt when an idea someone comes up with doesn’t get into
the game.It’s a difficult road, to be sure, but I can’t help but giggle like a
school boy at the prospect of a legion of Sierra fans teaming up to make
a game….-David Reese
lordcorenair@netscape.net
sierragamers@talkspot.com wrote:>David,
>
>I’m was trying to figure whether someone else typed this or I slept
>walked to the computer and typed this in my sleep. I have had the same
>sort of experience though I’m sure millions of other people have had.
>
>However, …
>
>On-line gaming and story telling are two subjects which don’t
>necessarily go hand in hand. I have yet to see a what I would consider
>a good implementation of these melding of these two things. Not that
>isn’t possible and with a Adventure story gathering it does lead to an
>interesting thought.
>
>I do know how much on-line games take to produce and how many man hours
>these take to produce and can say it would be impossible to produce
>something of quality, or even produce anything, with just the fans we
>can dig up. We would be run over.
>
>I am interested in seeing how Blizzard owned by Vivendi, who also is the
>parent company of Sierra as well establishes the story telling/gameplay
>element in the on-line universe with the upcoming release of World of
>Warcraft. It will either be a major success or a complete bust but you
>will see me on-line in that universe if that comes to fruition – because
>I do believe on-line is the future as do many major companies and just
>about the whole universe. Heck I’ll be honest I just like playing stuff
>like that if it’s good.
>
>Good Thought into that though…you seem to have some thought into this
>a little rather than blundering out the most popular ideas.
>
>If anyone mention putting King’s Quest on Cell Phones I will kill them
>with my bare hands and a spoon in the style of Robin Hood – Men in
>Tights.
>
>Aloha 🙂
>
>Kalani
>
>
>—_______________________________________________________________
>
>Please note:
>
>You were sent this email by Kalani Bright kalani@kalanibright.com ).
>
>You may reply directly to this email if you wish, and your response will be
emailed, as well as automatically posted to the Sierra On-Line Fan Site
website.
>
>WARNING: Sending a spam message, or messages with adult content is cause
for immediate closing of your account.
>
>If you would like to stop receiving these emails, you may either visit the
Sierra On-Line Fan Site website to change your email preferences, or simply
respond to this email with the single word “Unsubscribe” in the subject line
of your email (without the quotes), and you will NOT receive emails in the
future.
>
>If you have any questions about how to stop receiving these emails, you may
write to the webmaster atkenw@seanet.com
>
>
>
>Thank you.
>
>—
Your favorite stores, helpful shopping tools and great gift ideas.
Experience the convenience of buying online with Shop@Netscape!
http://shopnow.netscape.com/ -
Unknown,Unknown
Participant(RE: I will work for PEANUTS!)
True. True. True.
This is a Sierra Gamer Forum we just need some ideas floating around so
we can tack it down, nail it with a staple gun, and drive ourselves
bloody crazy coming up with some great game ideas and plan it out, and
that’s just the beginning.I have some practice writing game design docs as I’m sure you do as
well.Maybe if more people come up than you and I we can start talking about
it.I always like the humor in the Quest for Glory series and that would be
my choice in the style of game. I’ve always wanted to put an coffee
stand in the middle of the desert of Shapier and have a character like
Abu (from the Simpsons) try to sell him hot coffee – all the ice melted
no cold drinks – in the middle of the desert while the character is on
the brink of dehydration. Theres nothing like being hot and tired on
the brink of death with only hot coffee to drink AND you’ve got to pay
for it.Anyway, I’m weird so I like weird games.
Oh yeah design docs…maybe everyone in the group could all pitch some
game ideas or better yet some rough out game design docs.For anyone that interested I pasted Chris Taylors Game Design Document
below this e-mail. I don’t think I can attach anything to the Sierra
Gamers Mailing List. If anyone’s interested in receiving the actual
Word Document send me an e-mail.Thanks Dave for that.
Aloha,
Kalani
—
-
Unknown,Unknown
Participant(Re: I will work for PEANUTS!)
hehe – Nothing is ever easy =)
But at any rate, as you can no doubt tell, I have an idea for a KQ
Online game. I’ve got some interesting thoughts (some good, some not so
good, and some down right ridiculous). I’d be interested in seeing what
we all can come up with.That said, if you guys got any game ideas or thoughts (good or bad)
about a KQO game, post em! 😉-David Reese
lordcorenair@netscape.net
sierragamers@talkspot.com wrote:>True. True. True.
>
>This is a Sierra Gamer Forum we just need some ideas floating around so
>we can tack it down, nail it with a staple gun, and drive ourselves
>bloody crazy coming up with some great game ideas and plan it out, and
>that’s just the beginning.
>
>I have some practice writing game design docs as I’m sure you do as
>well.
>
>Maybe if more people come up than you and I we can start talking about
>it.
>
>I always like the humor in the Quest for Glory series and that would be
>my choice in the style of game. I’ve always wanted to put an coffee
>stand in the middle of the desert of Shapier and have a character like
>Abu (from the Simpsons) try to sell him hot coffee – all the ice melted
>no cold drinks – in the middle of the desert while the character is on
>the brink of dehydration. Theres nothing like being hot and tired on
>the brink of death with only hot coffee to drink AND you’ve got to pay
>for it.
>
>Anyway, I’m weird so I like weird games.
>
>Oh yeah design docs…maybe everyone in the group could all pitch some
>game ideas or better yet some rough out game design docs.
>
>For anyone that interested I pasted Chris Taylors Game Design Document
>below this e-mail. I don’t think I can attach anything to the Sierra
>Gamers Mailing List. If anyone’s interested in receiving the actual
>Word Document send me an e-mail.
>
>Thanks Dave for that.
>
>Aloha,
>
>Kalani
>
>—_______________________________________________________________
>
>Please note:
>
>You were sent this email by Kalani Bright kalani@kalanibright.com ).
>
>You may reply directly to this email if you wish, and your response will be
emailed, as well as automatically posted to the Sierra On-Line Fan Site
website.
>
>WARNING: Sending a spam message, or messages with adult content is cause
for immediate closing of your account.
>
>If you would like to stop receiving these emails, you may either visit the
Sierra On-Line Fan Site website to change your email preferences, or simply
respond to this email with the single word “Unsubscribe” in the subject line
of your email (without the quotes), and you will NOT receive emails in the
future.
>
>If you have any questions about how to stop receiving these emails, you may
write to the webmaster atkenw@seanet.com
>
>
>
>Thank you.
>
>—
Your favorite stores, helpful shopping tools and great gift ideas.
Experience the convenience of buying online with Shop@Netscape!
http://shopnow.netscape.com/ -
Unknown,Unknown
Participant(Chris Taylor Design Document Template)
I forgot to paste it..but here it is. I also found the original
location for this here:http://www.gamedev.net/reference/list.asp?categoryid=23
Design Document for:
Name of Game
One Liner, i.e. The Ultimate Racing Game
“Something funny here!”T
All work Copyright C1999 by Your Company Name
Written by Chris Taylor
Version # 1.00
Friday, February 27, 2004
Table of ContentsNAME OF GAME 1
DESIGN HISTORY 5
VERSION 1.10 5
VERSION 2.00 5
VERSION 2.10 5
GAME OVERVIEW 6
PHILOSOPHY 6
Philosophical point #1 6
Philosophical point #2 6
Philosophical point #3 6
COMMON QUESTIONS 6
What is the game? 6
Why create this game? 6
Where does the game take place? 6
What do I control? 6
How many characters do I control? 6
What is the main focus? 6
What’s different? 7
FEATURE SET 8
GENERAL FEATURES 8
MULTI-PLAYER FEATURES 8
EDITOR 8
GAME PLAY 8
THE GAME WORLD 9
OVERVIEW 9
WORLD FEATURE #1 9
WORLD FEATURE #2 9
THE PHYSICAL WORLD 9
Overview 9
Key Locations 9
Travel 9
Scale 9
Objects 9
Weather 9
Day and Night 9
Time 10
RENDERING SYSTEM 10
Overview 10
2D/3D Rendering 10
CAMERA 10
Overview 10
Camera Detail #1 10
Camera Detail #2 10
GAME ENGINE 10
Overview 10
Game Engine Detail #1 10
Water 10
Collision Detection 10
LIGHTING MODELS 11
Overview 11
Lighting Model Detail #1 11
Lighting Model Detail #2 11
THE WORLD LAYOUT 12
OVERVIEW 12
WORLD LAYOUT DETAIL #1 12
WORLD LAYOUT DETAIL #2 12
GAME CHARACTERS 13
OVERVIEW 13
CREATING A CHARACTER 13
ENEMIES AND MONSTERS 13
USER INTERFACE 14
OVERVIEW 14
USER INTERFACE DETAIL #1 14
USER INTERFACE DETAIL #2 14
WEAPONS 15
OVERVIEW 15
WEAPONS DETAILS #1 15
WEAPONS DETAILS #2 15
MUSICAL SCORES AND SOUND EFFECTS 16
OVERVIEW 16
RED BOOK AUDIO 16
3D SOUND 16
SOUND DESIGN 16
SINGLE PLAYER GAME 17
OVERVIEW 17
SINGLE PLAYER GAME DETAIL #1 17
SINGLE PLAYER GAME DETAIL #2 17
STORY 17
HOURS OF GAME-PLAY 17
VICTORY CONDITIONS 17
MULTI-PLAYER GAME 18
OVERVIEW 18
MAX PLAYERS 18
SERVERS 18
CUSTOMIZATION 18
INTERNET 18
GAMING SITES 18
PERSISTENCE 18
SAVING AND LOADING 18
CHARACTER RENDERING 19
OVERVIEW 19
CHARACTER RENDERING DETAIL #1 19
CHARACTER RENDERING DETAIL #2 19
WORLD EDITING 20
OVERVIEW 20
WORLD EDITING DETAIL #1 20
WORLD EDITING DETAIL #2 20
EXTRA MISCELLANEOUS STUFF 21
OVERVIEW 21
JUNK I AM WORKING ON. 21
“XYZ APPENDIX” 22
“OBJECTS APPENDIX” 22
“USER INTERFACE APPENDIX” 22
“NETWORKING APPENDIX” 22
“CHARACTER RENDERING AND ANIMATION APPENDIX” 22
“STORY APPENDIX” 22Design History
This is a brief explanation of the history of this document.
In this paragraph describe to the reader what you are trying to
achieve with the design history. It is possible that they don’t know
what this is for and you need to explain it to them.Version 1.10
Version 1.10 includes some tuning and tweaking that I did after
making my initial pass at the design. Here is what I changed.1. I rewrote the section about what systems the game runs on.
2. I incorporated feedback from the team into all parts of the
design however no major changes were made.
3. Just keep listing your changes like this.Version 2.00
Version 2.00 is the first version of the design where a major
revision has been made now that much more is known about the game.
After many hours of design, many decisions have been made. Most of
these large design decisions are now reflected in this document.Included in the changes are:
1. Pairing down of the design scope. (Scope, not design)
2. More detailed descriptions in many areas, specifically A, B and
C.
3. Story details.
4. World layout and design.Version 2.10
Version 2.10 has several small changes over that of version
2.00. The key areas are in many of the appendixes.Included in the changes are:
1. Minor revisions throughout entire document.
2. Added “User Interface Appendix”.
3. Added “Game Object Properties Appendix”.
4. Added concept sketch for world.Game Overview
Philosophy
Philosophical point #1
This game is trying to do this and that. Fundamentally I am
trying to achieve something that has never been achieved before. Or.
This game will not try and change the world. We are ripping off the
competition so exactly that I can’t believe it. The world will be
shocked at how we are using an existing engine with new art.Philosophical point #2
Our game only runs on Compaq computers. The reason for this is
such and such. We believe the world is coming to and end anyhow so what
difference does it make?Philosophical point #3
When you create some of these overarching philosophical points
about your design, say whatever you want. Also, feel free to change it
to “My game design goals” or whatever you like to call it.Common Questions
What is the game?
Describe the game is a paragraph. This is the answer to the most common
question that you will be asked. What are you working on?Why create this game?
Why are you creating this game? Do you love 3D shooters? Do
you think there is a hole in the market for Jell-O tossing midgets?Where does the game take place?
Describe the world that your game takes place in. Simple as
that. Help frame it in the reader’s mind by spending a few sentences on
it here. You can go into lengthy detail later in a section solely
dedicated to describing the world. Remember that we want to keep this
part of the design light and readable.What do I control?
Describe what the player will control. You will be in charge of
a band of rabid mutant fiddle players. If you want you can switch on
the AI and turn it into a fish bowl simulation.How many characters do I control?
If this applies talk a little more about the control choices.
Remember to add answers to questions that you think the reader will ask.
This is totally dependent on your design.What is the main focus?
Now that we know where the game takes place and what the player
controls. What are they supposed to achieve in this world? Angry
fiddle players take over the U.N. building. Be careful not to add a
bunch of salesmanship here. Your design wants to stay light and
informative.What’s different?
Tell them what is different from the games that are attempting this in
the market right now. This question comes up a lot.Feature Set
General Features
Huge world
Mutant fiddle players
3D graphics
32-bit colorMultiplayer Features
Up to 10 million players
Easy to find a game
Easy to find your pal in huge world
Can chat over voice linkEditor
Comes with world editor
Get levels from internet
Editor is super easy to use -
Unknown,Unknown
Participantrld
Overview
Provide an overview to the game world.
World Feature #1
This section is not supposed to be called world feature #1 but
is supposed to be titled with some major thing about the world. This is
where you break down what is so great about the game world into
component pieces and describe each one.World Feature #2
Same thing here. Don’t sell too hard. These features should be
awesome and be selling the game on its own.The Physical World
Overview
Describe an overview of the physical world. Then start talking
about the components of the physical world below in each paragraph.The following describes the key components of the physical world.
Key Locations
Describe the key locations in the world here.
Travel
Describe how the player moves characters around in the world.
Scale
Describe the scale that you will use to represent the world.
Scale is important!Objects
Describe the different objects that can be found in the world.
See the “Objects Appendix” for a list of all the objects found in the
world.Weather
Describe what sort of weather will be found in the world, if
any. Otherwise omit this section. Add sections that apply to your game
design.Day and Night
Does your game have a day and night mode? If so, describe it
here.Time
Describe the way time will work in your game or whatever will be
used.Rendering System
Overview
Give an overview of how your game will be rendered and then go
into detail in the following paragraphs.2D/3D Rendering
Describe what sort of 2D/3D rendering engine will be used.
Camera
Overview
Describe the way the camera will work and then go into details if the
camera is very complicated in sub sections.Camera Detail #1
The camera will move around like this and that.
Camera Detail #2
The camera will sometimes move like this in this special
circumstance.Game Engine
Overview
Describe the game engine in general.
Game Engine Detail #1
The game engine will keep track of everything in the world like
such and such.Water
There will be water in the world that looks awesome and our game
engine will handle it beautifully.Collision Detection
Our game engine handles collision detection really well. It
uses the such and such technique and will be quite excellent. Can you
see I am having a hard time making up stupid placeholder text here?Lighting Models
Overview
Describe the lighting model you are going to use and then go
into the different aspects of it below.Lighting Model Detail #1
We are using the xyz technique to light our world.
Lighting Model Detail #2
We won’t be lighting the eggplants in the game because they are
purple.The World Layout
Overview
Provide an overview here.
World Layout Detail #1
World Layout Detail #2
Game Characters
Overview
Over of what your characters are.
Creating a Character
How you create or personalize your character.
Enemies and Monsters
Describe enemies or monsters in the world or whomever the player
is trying to defeat. Naturally this depends heavily on your game idea
but generally games are about trying to kill something.User Interface
Overview
Provide some sort of an overview to your interface and same as
all the previous sections, break down the components of the UI below.User Interface Detail #1
User Interface Detail #2
Weapons
Overview
Overview of weapons used in game.
Weapons Details #1
Weapons Details #2
Musical Scores and Sound Effects
Overview
This should probably be broken down into two sections but I
think you get the point.Red Book Audio
If you are using Red Book then describe what your plan is here.
If not, what are you using?3D Sound
Talk about what sort of sound APIs you are going to use or not
use as the case may be.Sound Design
Take a shot at what you are going to do for sound design at this
early stage. Hey, good to let your reader know what you are thinking.Single-Player Game
Overview
Describe the single-player game experience in a few sentences.
Here is a breakdown of the key components of the single player
game.Single Player Game Detail #1
Single Player Game Detail #2
Story
Describe your story idea here and then refer them to an appendix
or separate document which provides all the details on the story if it
is really big.Hours of Gameplay
Talk about how long the single-player game experience is
supposed to last or what your thoughts are at this point.Victory Conditions
How does the player win the single-player game?
Multiplayer Game
Overview
Describe how the multiplayer game will work in a few sentences
and then go into details below.Max Players
Describe how many players can play at once or whatever.
Servers
Is your game client-server or peer-to-peer or whatever.
Customization
Describe how the players can customize the multiplayer
experience.Internet
Describe how your game will work over the internet.
Gaming Sites
Describe what gaming sites you want to support and what
technology you intend to use to achieve this. Perhaps Dplay or TCP/IP
or whatever. It is probably a good idea to break the tech stuff out
into a separate area, you decide.Persistence
Describe if your world is persistent or not.
Saving and Loading
Explain how you can save a multiplayer game and then reload it.
If you can or why this is not possible.Character Rendering
Overview
Provide an overview as to how your characters will be rendered.
You may have decided to include this elsewhere or break it out to
provide more detail to a specific reader.Character Rendering Detail #1
Character Rendering Detail #2
World Editing
Overview
Provide an overview about the world editor.
World Editing Detail #1
World Editing Detail #2
Extra Miscellaneous Stuff
Overview
Drop anything you are working on and don’t have a good home for here.
Junk I am working on.
Crazy idea #1
Crazy idea #2
“XYZ Appendix”
Provide a brief description of what this appendix is for and
then get down to business and provide data to the reader.Here are a few examples of some of the appendices in my latest
design.“Objects Appendix”
“User Interface Appendix”
“Networking Appendix”
“Character Rendering and Animation Appendix”
“Story Appendix”
Okay, that’s it. I wanted to spend more time on this and really
make it a great roadmap for putting a game design together.
Unfortunately it would take a ton of time and that is something that we
don’t ha -
Unknown,Unknown
Participant(Game Idea)
I’d actually be interested in hearing ANY game ideas with a Sierra-esque
quality to them not just online game.I also wondering what Sierra Games were your favorites.
Humor in games is a lost art and in my opinion much needed. It’s what
made Space Quest, Quest for Glory, and Leisure Suit Larry stand on its
own and although I would consider certain Kings Quest games in a
favorite list it was not per say my favorite series.That’s just my opinion though, what about everyone else?
Kalani
-
Unknown,Unknown
Participant(Re: Game Idea)
Trust me, you don’t want to know all the Sierra-esque game ideas I’ve
come with since I was a boy that were single player affairs. We’d both
be here for days (lol).Anyway, to answer your question, my favorite Sierra games are (in this
order):1) King’s Quest VI
2) Quest for Glory I
3) Gabriel Knight I
4) The Black Cauldron
5) King’s Quest III
6) Quest for Glory IVHumor was one of the things that attracted me to the Quest for Glory
series, but I could never get into either Space Quest or Liesure Suit
Larry because I felt that the humor was too “over-the-top”. That and to
be perfectly honest, the subject matter in both SQ and LSL were never my
cup of tea (though I have played games in both series). To me, having
characters that I could relate to on some level was one of the main
draws of KQ and QFG. That’s not to say I’ve ever had experiences like
the characters in those games, but the underlying themes struck a cord
with me, even at a young age. By the same token, of course, I could
never get into the Police Quest games because the subject matter in that
series was too serious. So I can see your point about humor. 😉Actually, speaking of Quest for Glory, does anyone know what Lorie and
Cory Cole are up these days?-David Reese
lordcorenair@netscape.net
sierragamers@talkspot.com wrote:>I’d actually be interested in hearing ANY game ideas with a Sierra-esque
>quality to them not just online game.
>
>I also wondering what Sierra Games were your favorites.
>
>Humor in games is a lost art and in my opinion much needed. It’s what
>made Space Quest, Quest for Glory, and Leisure Suit Larry stand on its
>own and although I would consider certain Kings Quest games in a
>favorite list it was not per say my favorite series.
>
>That’s just my opinion though, what about everyone else?
>
>Kalani
>
>
>_______________________________________________________________
>
>Please note:
>
>You were sent this email by Kalani Bright kalani@kalanibright.com ).
>
>You may reply directly to this email if you wish, and your response will be
emailed, as well as automatically posted to the Sierra On-Line Fan Site
website.
>
>WARNING: Sending a spam message, or messages with adult content is cause
for immediate closing of your account.
>
>If you would like to stop receiving these emails, you may either visit the
Sierra On-Line Fan Site website to change your email preferences, or simply
respond to this email with the single word “Unsubscribe” in the subject line
of your email (without the quotes), and you will NOT receive emails in the
future.
>
>If you have any questions about how to stop receiving these emails, you may
write to the webmaster atkenw@seanet.com
>
>
>
>Thank you.
>
>—
Your favorite stores, helpful shopping tools and great gift ideas.
Experience the convenience of buying online with Shop@Netscape!
http://shopnow.netscape.com/ -
Unknown,Unknown
Participant(King’s Quest Online)
Well, since I’ve danced around the concept here, I might as well bite
the bullet and give you guys a premise for King’s Quest Online….(These two sections are taken from the ever-growing design document that
I am working on).
😉1.0 What is Kings Quest Online?
Kings Quest Online, herein referred to as KQO, is a Massively
Multiplayer Adventure Game (MMOAG) that takes place in the world of
Caranous. This world is comprised of numerous lands that have previously
been seen in other Kings Quest games (Daventry, Kolyma, Land of the
Green Isles, etc). Players create and assume the role of characters
based upon the KQ games. Gameplay will consist of solving puzzles,
combating evil creatures, exploring the assorted lands, and interacting
with other players and NPCs.2.0 Basic Storyline
The game takes place during the time between KQVII and KQVIII. The Black
Cloak Society has kidnapped Queen Cassima of the Land of the Green
Isles, Queen Rosella of Etheria, and Queen Valanice of Daventry. The
Kings of the assorted lands (Alexander, Edgar, and Graham) have sent a
royal call to all adventurers to find the missing Queens and bring them
home safely.-David Reese
lordcorenair@netscape.net -
Unknown,Unknown
Participant(RE: Game Idea)
Hey you forgot Police Quest Series. Personally, it was one of the best
series. Quest for Glry series were amazing too.Some free procjetcs are running at this time:
Some games are finished:
Space Quest the Lost Chapter
http://frostbytei.com/space/index.html —– Mensaje original —–
De:sierragamers@talkspot.com
Enviado: Sáb 28/02/2004 00:16:57 AM
Asunto: Game IdeaI’d actually be interested in hearing ANY game ideas with a Sierra-esque
quality to them not just online game.I also wondering what Sierra Games were your favorites.
Humor in games is a lost art and in my opinion much needed. It’s what
made Space Quest, Quest for Glory, and Leisure Suit Larry stand on its
own and although I would consider certain Kings Quest games in a
favorite list it was not per say my favorite series.That’s just my opinion though, what about everyone else?
Kalani
_______________________________________________________________
Please note:
You were sent this email by Kalani Bright kalani@kalanibright.com ).
You may reply directly to this email if you wish, and your response will be
emailed, as well as automatically posted to the Sierra On-Line Fan Site
website.WARNING: Sending a spam message, or messages with adult content is cause for
immediate closing of your account.If you would like to stop receiving these emails, you may either visit the
Sierra On-Line Fan Site website to change your email preferences, or simply
respond to this email with the single word “Unsubscribe” in the subject line
of your email (without the quotes), and you will NOT receive emails in the
future.If you have any questions about how to stop receiving these emails, you may
write to the webmaster atkenw@seanet.comThank you.
_______________________________________
-
Unknown,Unknown
Participant(RE: King’s Quest Online)
A few years ago I gave serious thought to how an online adventure world
would have to run, technically, in concept, and I started writing a design
document. I can’t remember if I’ve posted an excerpt from that here before
or not. Not neccessarily a King’s Quest, but just a 3D online game that
incorporated adventure elements properly while making use of RPG, combat,
and realistic world elements.While a King’s Quest Online game should use the established lands, I’m not
so sure about your suggested plot idea. The story elements shouldn’t, I
believe, come from 1) established KQ characters and 2) from an
initially-stated problem.Brandon.
_________________________________________________________________
Tired of spam? Get advanced junk mail protection with MSN 8.
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Unknown,Unknown
Participant(Re: King’s Quest Online)
The main problem with creating a KQ title (from what I have read from
developer interviews and retrospectives) was coming up with an original
story with interesting characters. One of the main complaints people
have with KQIII when it first came out was the fact that the game’s main
character had the appearance of not having anything to do with the Royal
Family (obviously these complaints were when the game first came out and
before people had a chance to play through the game.) The storyline I
am developing for the game is something that uses the Royal Family as a
catalyst to bring assorted game characters into the world. It is not my
intention to have any playable character in the game be tied to the
Royal Families or established characters, though I am designing
different races for people to play that bears similiarities to
established character types (such as the dog guards from KQVI).The premise of finding the Queens is designed as a catalyst. While the
overall goal of the game is to find the Queens, the storyline lends
itself to being open to new elements as the game matures. For example,
you could rescue Valanice from an evil member of the Black Cloak Society
and bring her back to Daventry only to discover you have brought an
illusion that enables a Black Cloak Society wizard to attempt to
assasinate Graham. Or perhaps the kidnapping was merely a diversion for
something more sinister… Something that has nothing to do whatsoever
with the Black Cloak Society……😉
-David Reese
lordcorenair@netscape.netsierragamers@talkspot.com wrote:
>A few years ago I gave serious thought to how an online adventure world
>would have to run, technically, in concept, and I started writing a design
>document. I can’t remember if I’ve posted an excerpt from that here before
>or not. Not neccessarily a King’s Quest, but just a 3D online game that
>incorporated adventure elements properly while making use of RPG, combat,
>and realistic world elements.
>
>While a King’s Quest Online game should use the established lands, I’m not
>so sure about your suggested plot idea. The story elements shouldn’t, I
>believe, come from 1) established KQ characters and 2) from an
>initially-stated problem.
>
>Brandon.
>
>_________________________________________________________________
>Tired of spam? Get advanced junk mail protection with MSN 8.
>http://join.msn.com/?page=dept/bcomm&pgmarket=en-ca&RU=http%3a%2f%2fjoin.msn.com%2f%3fpage%3dmisc%2fspecialoffers%26pgmarket%3den-ca
>
>
>_______________________________________________________________
>
>Please note:
>
>You were sent this email by Brandon Klassen [Home] klassen@hotmail.com ).
>
>You may reply directly to this email if you wish, and your response will be
emailed, as well as automatically posted to the Sierra On-Line Fan Site
website.
>
>WARNING: Sending a spam message, or messages with adult content is cause
for immediate closing of your account.
>
>If you would like to stop receiving these emails, you may either visit the
Sierra On-Line Fan Site website to change your email preferences, or simply
respond to this email with the single word “Unsubscribe” in the subject line
of your email (without the quotes), and you will NOT receive emails in the
future.
>
>If you have any questions about how to stop receiving these emails, you may
write to the webmaster atkenw@seanet.com
>
>
>
>Thank you.
>
>—
Your favorite stores, helpful shopping tools and great gift ideas.
Experience the convenience of buying online with Shop@Netscape!
http://shopnow.netscape.com/ -
Unknown,Unknown
Participant(Re: King’s Quest Online)
Why would we need a fan-based KQ-game? A new KQ game should be done by
Roberta Williams and Roberta Williams only, KQ games (or more precises
storylines) by others only feel like cheap knock-offs. Would you buy a
fan-made Rolex? 🙂Don’t get me wrong, I enjoy remakes and parodies. I loved KQ1 by Tierra
because they did not change anything. I loved Quest for Glory 4.5 because
it’s such an obvious spoof, but I had really mixed feelings about the KQ2
remake by Tierra. Including all sorts of story elements that weren’t there
originally totally changed the feel of the game, it felt more like a Quest
for Glory game than a KQ game. I could make up a story that plays in
Daventry and features King Graham as the main character but would that make
it a King’s Quest game? No! It would just make a game in which the main
character’s name also happens to be Graham.Moving forward does not only mean using new possibilities and technologies,
it also means coming up with new and innovative ideas and stories. The game
industry would not have gotten far if they only rehashed old ideas (we’d all
still be playing Pong, I still do but that’s beside the point).So if you want to make a new game, do it in the ‘Sierra-spirit’ but don’t
plagiarize their stories, if you want to honour Ken & Roberta, just put a
dedication in your game in an XL font. (or name your children after them 🙂
)I already understood that most of you won’t agree with me on this subject
but it’s my opinion, so please don’t flame me for it 😉>From: “Sierra On-Line Fan Site”
>To:sierragamers@talkspot.com
>Subject: Re: King’s Quest Online
>Date: Sat, 28 Feb 2004 16:11:58 -0500
>
>The main problem with creating a KQ title (from what I have read from
>developer interviews and retrospectives) was coming up with an original
>story with interesting characters. One of the main complaints people
>have with KQIII when it first came out was the fact that the game’s main
>character had the appearance of not having anything to do with the Royal
>Family (obviously these complaints were when the game first came out and
>before people had a chance to play through the game.) The storyline I
>am developing for the game is something that uses the Royal Family as a
>catalyst to bring assorted game characters into the world. It is not my
>intention to have any playable character in the game be tied to the
>Royal Families or established characters, though I am designing
>different races for people to play that bears similiarities to
>established character types (such as the dog guards from KQVI).
>
>The premise of finding the Queens is designed as a catalyst. While the
>overall goal of the game is to find the Queens, the storyline lends
>itself to being open to new elements as the game matures. For example,
>you could rescue Valanice from an evil member of the Black Cloak Society
>and bring her back to Daventry only to discover you have brought an
>illusion that enables a Black Cloak Society wizard to attempt to
>assasinate Graham. Or perhaps the kidnapping was merely a diversion for
>something more sinister… Something that has nothing to do whatsoever
>with the Black Cloak Society……
>
>;-)
>
>-David Reese
>lordcorenair@netscape.net
>
>
>sierragamers@talkspot.com wrote:
>
> >A few years ago I gave serious thought to how an online adventure world
> >would have to run, technically, in concept, and I started writing a
>design
>
> >document. I can’t remember if I’ve posted an excerpt from that here
>before
>
> >or not. Not neccessarily a King’s Quest, but just a 3D online game that
> >incorporated adventure elements properly while making use of RPG,
combat,
> >and realistic world elements.
> >
> >While a King’s Quest Online game should use the established lands, I’m
>not
>
> >so sure about your suggested plot idea. The story elements shouldn’t, I
> >believe, come from 1) established KQ characters and 2) from an
> >initially-stated problem.
> >
> >Brandon.
> >
> >_________________________________________________________________
> >Tired of spam? Get advanced junk mail protection with MSN 8.
>
>http://join.msn.com/?page=dept/bcomm&pgmarket=en-ca&RU=http%3a%2f%2fjoin.msn.com%2f%3fpage%3dmisc%2fspecialoffers%26pgmarket%3den-ca
> >
> >
> >_______________________________________________________________
> >
> >Please note:
> >
> >You were sent this email by Brandon Klassen [Home]
klassen@hotmail.com ).
> >
> >You may reply directly to this email if you wish, and your response will
>be
>emailed, as well as automatically posted to the Sierra On-Line Fan Site
>website.
> >
> >WARNING: Sending a spam message, or messages with adult content is cause
>for immediate closing of your account.
> >
> >If you would like to stop receiving these emails, you may either visit
>the
>Sierra On-Line Fan Site website to change your email preferences, or
simply
>respond to this email with the single word “Unsubscribe” in the subject
>line
>of your email (without the quotes), and you will NOT receive emails in the
>future.
> >
> >If you have any questions about how to stop receiving these emails, you
>may
>write to the webmaster atkenw@seanet.com
> >
> >
> >
> >Thank you.
> >
> >
>
>–
>Your favorite stores, helpful shopping tools and great gift ideas.
>Experience the convenience of buying online with Shop@Netscape!
>http://shopnow.netscape.com/
>
>
>
>_______________________________________________________________
>
>Please note:
>
>You were sent this email by D Reese lordcorenair@netscape.net ).
>
>You may reply directly to this email if you wish, and your response will be
>emailed, as well as automatically posted to the Sierra On-Line Fan Site
>website.
>
>WARNING: Sending a spam message, or messages with adult content is cause
>for immediate closing of your account.
>
>If you would like to stop receiving these emails, you may either visit the
>Sierra On-Line Fan Site website to change your email preferences, or simply
>respond to this email with the single word “Unsubscribe” in the subject
>line of your email (without the quotes), and you will NOT receive emails in
>the future.
>
>If you have any questions about how to stop receiving these emails, you may
>write to the webmaster atkenw@seanet.com
>
>
>
>Thank you._________________________________________________________________
Hotmail en Messenger on the move
http://www.ms -
Unknown,Unknown
Participant(Re: King’s Quest Online)
To be perfectly honest, I couldn’t agree with you more on the point
about KQ games being done by Roberta and Roberta only. The only problem
is I don’t think the Williams family has any desire in doing another KQ
game. Actually, from a totally legal standpoint, no one should be making
a KQ game, not even Roberta. The reason is that legally, KQ is a
property that is owned by Sierra, and therefore Vivendi Universal. That
means that if Roberta ever wanted to do another KQ game, she would have
to either obtain permission from Sierra/VU to use their copyrighted
franchise, come up with a game design and pitch it to Sierra/VU and see
if they won’t develop it internally with her help, or wait for the
patent on the franchise to expire (which can only happen if either
Sierra/VU allows the patent to lapse and not renew or if they stop
producing games in the franchise for something like 20 years.)However, from a personal point of view, I believe that it is possible to
come up with a storyline and a game that is just as good as what Roberta
made. And I can assure you that I am taking as much caution as I can to
ensure that the storyline I come up with can stand on it’s own next to
any of the other KQ games. To do any less would be a discredit to the KQ
franchise.The main challenge I am facing at the moment in the design process is
integrating not one land, but eight lands, each with their own unique
look and feel. This is easier to accomplish with lands from the later KQ
games (KQIV-VII) as they have been fleshed out in such a way as to allow
designers the freedom to expand upon. The hardest land I am having
trouble with, to be honest, is Kolyma (the land from KQII).The Tierra remake of KQII does an admirable job of expanding upon the
land while keeping in tune with the themes already present in the games
original form. I am attempting to do something similar to what Tierra
did, but in something of a different matter. The other challenge I am
facing, speaking of the lands, is coming up with appropriate content
that matches the themes of each of the lands that hasn’t already been
done before. I don’t want people to confuse what I am doing as a
multiplayer version of the KQ series rolled up into one with the same
stories and puzzles. While I plan on keeping the structure of lands
intact, I will be expanding on them (which means that in addition to
seeing the Cliffs of Knowledge on the Isle of the Winged Ones, you’ll
also see other puzzles and locations to facilitate reaching the main
part of the island.)I also plan on making puzzles that require multiple people to complete…..
Also, for the record, the lands I am planning on for KQO are as follows
(taken directly from the design doc):4.0 The Lands of Caranous
Eight distinct lands populate the world of Caranous. Below is a brief
description of each land.4.1 Daventry
This land, known for its rolling fields and pristine mountains, is home
of King Graham and Queen Valanice. A central hub of the world, many
people and creatures call Daventry home and live in peace under the rule
of the Royal Family.4.2 Kolyma
The Land of Fables, Kolyma is home to fairytale creatures. Lacking any
major populace centers, citizens of Kolyma live in peace amidst the
wilderness. Much of this land is shrouded in mystery.4.3 Llewdor
This land serves as the gateway to the outer seas and is the primary
connection for travelers going to or coming from the Land of the Green
Isles and Tamir. Many swarthy types call Llewdor home. It is rumored
that this was once as fertile of a land as Daventry, but one day an evil
wizard came and laid waste to the land, turning all but a small tip of
the island into a desert where nothing can grow or survive save the
evilest of creatures.4.4 Tamir
Known as the Land of the Fairae, Tamir lies beyond the main sea routes.
The people of this land pay their allegiance to Genesta, the Queen of
the Fairae. This land is also the homeland of Titania, Queen Mother of
Etheria. Once an untamed land, Tamir has become a place of peace. Evil
that once scoured the land has been banished by Genesta to the Dead Bogs
beyond the mountains.4.5 Serenia
Located between Daventry and Kolyma is Serenia, also known as the Land
of the Magi. Ancestral home of the Wizards Council and Magus Academus,
Serenia is truly a land of magic. Dark rumors have been muttered in the
past that an order of dark wizards have taken up residence here, but
nothing concrete has ever been found save an abandoned castle on a
desolate island not far off the coast&.4.6 Land of the Green Isles
The Land of the Green Isles is a collection of islands far out in the
ocean. Each isle is unique in their citizenry and local fauna, but all
owe allegiance to the Court of the Green Isles, the royal house that
oversees the isles and solves local disputes.4.7 Etheria
While not a land per say, Etheria is a magical realm that exists in an
other-worldly dimension. This realm is divided into four facets, Oasis,
Falderal, Ooga Booga, and Etherias Court. The only way to gain access
to this mystical realm is to find an Ethereal Coin.4.8 The Underworld
The Underworld, ruled by Hades, is a land of shadow and death. Here the
souls of the departed go to join with their brethren in the River of
Death. There are legends that speak of those who have crossed the
threshold of Death and returned to life, but details have been lost in
obscurity.———————
And you are entitled to your opinions, my friend. I welcome them, as
they not only help me design a game that is truly worthy of the KQ name,
but they help spark conversation (which is what this email list is
about, is it not?) 😉-David Reese
lordcorenair@netscape.netsierragamers@talkspot.com wrote:
>Why would we need a fan-based KQ-game? A new KQ game should be done by
>Roberta Williams and Roberta Williams only, KQ games (or more precises
>storylines) by others only feel like cheap knock-offs. Would you buy a
>fan-made Rolex? 🙂
>
>Don’t get me wrong, I enjoy remakes and parodies. I loved KQ1 by Tierra
>because they did not change anything. I loved Quest for Glory 4.5 because
>it’s such an obvious spoof, but I had really mixed feelings about the KQ2
>remake by Tierra. Including all sorts of story elements that weren’t there
>originally totally changed the feel of the game, it felt more like a Quest
>for Glory game than a KQ game. I could make up a story that plays in
>Daventry and features King Graham as the main character but would that
make
>
>it a King’s Quest game? No! It would just make a game in which the main
>character’s name also happens to be Graham.
>
>Moving forward does not only mean using new possibilities and
technologies,
>
>it also m
***CONTINUED*** -
Unknown,Unknown
Participanteans coming up with new and innovative ideas and stories. The
game
>
>industry would not have gotten far if they only rehashed old ideas (we’d
all
>
>still be playing Pong, I still do but that’s beside the point).
>
>So if you want to make a new game, do it in the ‘Sierra-spirit’ but don’t
>plagiarize their stories, if you want to honour Ken & Roberta, just put a
>dedication in your game in an XL font. (or name your children after them
🙂
>
>)
>
>I already understood that most of you won’t agree with me on this subject
>but it’s my opinion, so please don’t flame me for it 😉
>
>
>
>>From: “Sierra On-Line Fan Site”
>>To:sierragamers@talkspot.com
>>Subject: Re: King’s Quest Online
>>Date: Sat, 28 Feb 2004 16:11:58 -0500
>>
>>The main problem with creating a KQ title (from what I have read from
>>developer interviews and retrospectives) was coming up with an original
>>story with interesting characters. One of the main complaints people
>>have with KQIII when it first came out was the fact that the game’s main
>>character had the appearance of not having anything to do with the Royal
>>Family (obviously these complaints were when the game first came out and
>>before people had a chance to play through the game.) The storyline I
>>am developing for the game is something that uses the Royal Family as a
>>catalyst to bring assorted game characters into the world. It is not my
>>intention to have any playable character in the game be tied to the
>>Royal Families or established characters, though I am designing
>>different races for people to play that bears similiarities to
>>established character types (such as the dog guards from KQVI).
>>
>>The premise of finding the Queens is designed as a catalyst. While the
>>overall goal of the game is to find the Queens, the storyline lends
>>itself to being open to new elements as the game matures. For example,
>>you could rescue Valanice from an evil member of the Black Cloak Society
>>and bring her back to Daventry only to discover you have brought an
>>illusion that enables a Black Cloak Society wizard to attempt to
>>assasinate Graham. Or perhaps the kidnapping was merely a diversion for
>>something more sinister… Something that has nothing to do whatsoever
>>with the Black Cloak Society……
>>
>>;-)
>>
>>-David Reese
>>lordcorenair@netscape.net
>>
>>
>>sierragamers@talkspot.com wrote:
>>
>>
>>
>>>A few years ago I gave serious thought to how an online adventure world
>>>would have to run, technically, in concept, and I started writing a
>>>
>>>
>>design
>>
>>
>>
>>>document. I can’t remember if I’ve posted an excerpt from that here
>>>
>>>
>>before
>>
>>
>>
>>>or not. Not neccessarily a King’s Quest, but just a 3D online game that
>>>incorporated adventure elements properly while making use of RPG,
>>>
>>>
>combat,
>
>
>>>and realistic world elements.
>>>
>>>While a King’s Quest Online game should use the established lands, I’m
>>>
>>>
>>not
>>
>>
>>
>>>so sure about your suggested plot idea. The story elements shouldn’t, I
>>>believe, come from 1) established KQ characters and 2) from an
>>>initially-stated problem.
>>>
>>>Brandon.
>>>
>>>_________________________________________________________________
>>>Tired of spam? Get advanced junk mail protection with MSN 8.
>>>
>>>
>>http://join.msn.com/?page=dept/bcomm&pgmarket=en-ca&RU=http%3a%2f%2fjoin.msn.com%2f%3fpage%3dmisc%2fspecialoffers%26pgmarket%3den-ca
>>
>>
>>>_______________________________________________________________
>>>
>>>Please note:
>>>
>>>You were sent this email by Brandon Klassen [Home]
>>>
>>>
>klassen@hotmail.com ).
>
>
>>>You may reply directly to this email if you wish, and your response will
>>>
>>>
>
>
>
>>be
>>emailed, as well as automatically posted to the Sierra On-Line Fan Site
>>website.
>>
>>
>>>WARNING: Sending a spam message, or messages with adult content is cause
>>>
>>>
>>for immediate closing of your account.
>>
>>
>>>If you would like to stop receiving these emails, you may either visit
>>>
>>>
>>the
>>Sierra On-Line Fan Site website to change your email preferences, or
>>
>>
>simply
>
>
>>respond to this email with the single word “Unsubscribe” in the subject
>>line
>>of your email (without the quotes), and you will NOT receive emails in
the
>>future.
>>
>>
>>>If you have any questions about how to stop receiving these emails, you
>>>
>>>
>>may
>>write to the webmaster atkenw@seanet.com
>>
>>
>>>
>>>Thank you.
>>>
>>>
>>>
>>>
>>–
>>Your favorite stores, helpful shopping tools and great gift ideas.
>>Experience the convenience of buying online with Shop@Netscape!
>>http://shopnow.netscape.com/
>>
>>
>>
>>_______________________________________________________________
>>
>>Please note:
>>
>>You were sent this email by D Reese lordcorenair@netscape.net ).
>>
>>You may reply directly to this email if you wish, and your response will
be
>>
>>
>
>
>
>>emailed, as well as automatically posted to the Sierra On-Line Fan Site
>>website.
>>
>>WARNING: Sending a spam message, or messages with adult content is cause
>>for immediate closing of your account.
>>
>>If you would like to stop receiving these emails, you may either visit
the
>>
>>
>
>
>
>>Sierra On-Line Fan Site website to change your email preferences, or
simply
>>
>>
>
>
>
>>respond to this email with the single word “Unsubscribe” in the subject
>>line of your email (without the quotes), and you will NOT receive emails
in
>>
>>
>
>
>
>>the future.
>>
>>If you have any questions about how to stop receiving these emails, you
may
>>
>>
>
>
>
>>write to the webmaster atkenw@seanet.com
>>
>>
>>
>>Thank you.
>>
>>
>
>_________________________________________________________________
>Hotmail en Messenger on the move
>http://www.msn.nl/communicatie/smsdiensten/hotmailsmsv2/
>
>
>_______________________________________________________________
>
>Please note:
>
>You were sent this email by Barry Harmsen (harry_barmsen@hotmail.com).
>
>You may reply directly to this email if you wish, and your response will be
emailed, as well as automatically posted to t -
Unknown,Unknown
Participant(Re: King’s Quest Online)
Ok – I got a quick question for you guys. I need some feedback on the
race/classes in the game. I feel that what I have designed is a lot like
QFG and I am wondering what you guys think of this paticular approach.
Would bringing a QFG-like class system into a KQ game be too much of a
stretch?7.0 Races
As there are three kingdoms, there are three main races, with each land
the homeland of a particular race. Below are brief descriptions of each
of the races. For more information, see the design document addendum
KQO_Races.doc7.1 Human
While they live in every land, Daventry is considered the home of the
Humans. The rolling plains and pristine landscapes of Daventry are the
ideal home of these family-oriented people. Humans are somewhat stronger
than the other races. The preferred class of this race is the Brigand.7.2 Lupini
The Land of the Green Isles is home of the honorable Lupini, a race of
dogs that, through an ancient enchantment, have learned to walk on two
legs and speak in all manner of languages. They are a tightly knit
society that hold honor and duty above all else. Due to this, they are
most often found serving as protectors of the peace. Their loyalty to
the Court of the Green Isles is unwavering. Lupini are exceedingly
agile, making them the fastest race. On the reverse side of the coin,
they arent quite as strong. They also have a keen sense of smell. The
preferred class of this race is the Adventurer.7.3 Elfkind
Elves call Etheria home. Though their heritage has been lost to time, it
is believed the elves are related to the Faerie. They are graceful and
sublime as well as somewhat arrogant. They respect no one save the
Etheria Court and Oberon and Titania, whom they believe are their
parents. Elfkind are naturally gifted in magic, but arent quite as
strong or agile as the other races. They also have keen eyesight. The
preferred class of this race is the Magus.8.0 Classes
There are three main classes. Below is a brief description of each
class. For more detailed information, see the design document addendum
KQO_Classes.doc.8.1 Adventurer
The Adventurer is resourceful and brave. They are the explorers,
navigators, and travelers of the world. They are also known for their
bravery and it is not common to see an adventurer going where no one
else would dare. Due to their adventurous ways, they are skilled in a
wide variety of things ranging from swordsmanship to negotiation. They
also possess rudimentary magic ability, enabling to learn basic spells.8.2 Magus
The Magus is the intellectual class. Their pursuit of knowledge in all
things has given them an increased magical ability. They are learned
scholars and historians and are also versed in a variety of languages.
The Magus can learn spells from a variety of schools, making them a
powerful force to be reckoned with.8.3 Brigand
The Brigand is a stealthy class. Many consider them to be thieves and
pirates. The truth is both of these apply. The Brigand leads their life
in the shadows and considers any target a challenge, be it cutting the
purse of a traveler or stealing a prized painting from a nobles manor.
The one thing that the Brigand holds to is the Brigands Code, an
archaic list of dos and donts that every Brigand is sworn to abide by.
They have no magical ability as they consider magic to be more of a
distraction than a use.-David Reese
lordcorenair@netscape.net
sierragamers@talkspot.com wrote:>To be perfectly honest, I couldn’t agree with you more on the point
>about KQ games being done by Roberta and Roberta only. The only problem
>is I don’t think the Williams family has any desire in doing another KQ
>game. Actually, from a totally legal standpoint, no one should be making
>a KQ game, not even Roberta. The reason is that legally, KQ is a
>property that is owned by Sierra, and therefore Vivendi Universal. That
>means that if Roberta ever wanted to do another KQ game, she would have
>to either obtain permission from Sierra/VU to use their copyrighted
>franchise, come up with a game design and pitch it to Sierra/VU and see
>if they won’t develop it internally with her help, or wait for the
>patent on the franchise to expire (which can only happen if either
>Sierra/VU allows the patent to lapse and not renew or if they stop
>producing games in the franchise for something like 20 years.)
>
>However, from a personal point of view, I believe that it is possible to
>come up with a storyline and a game that is just as good as what Roberta
>made. And I can assure you that I am taking as much caution as I can to
>ensure that the storyline I come up with can stand on it’s own next to
>any of the other KQ games. To do any less would be a discredit to the KQ
>franchise.
>
>The main challenge I am facing at the moment in the design process is
>integrating not one land, but eight lands, each with their own unique
>look and feel. This is easier to accomplish with lands from the later KQ
>games (KQIV-VII) as they have been fleshed out in such a way as to allow
>designers the freedom to expand upon. The hardest land I am having
>trouble with, to be honest, is Kolyma (the land from KQII).
>
>The Tierra remake of KQII does an admirable job of expanding upon the
>land while keeping in tune with the themes already present in the games
>original form. I am attempting to do something similar to what Tierra
>did, but in something of a different matter. The other challenge I am
>facing, speaking of the lands, is coming up with appropriate content
>that matches the themes of each of the lands that hasn’t already been
>done before. I don’t want people to confuse what I am doing as a
>multiplayer version of the KQ series rolled up into one with the same
>stories and puzzles. While I plan on keeping the structure of lands
>intact, I will be expanding on them (which means that in addition to
>seeing the Cliffs of Knowledge on the Isle of the Winged Ones, you’ll
>also see other puzzles and locations to facilitate reaching the main
>part of the island.)
>
>I also plan on making puzzles that require multiple people to
complete…..
>
>Also, for the record, the lands I am planning on for KQO are as follows
>(taken directly from the design doc):
>
>4.0 The Lands of Caranous
>
>Eight distinct lands populate the world of Caranous. Below is a brief
>description of each land.
>
>4.1 Daventry
>
>This land, known for its rolling fields and pristine mountains, is home
>of King Graham and Queen Valanice. A central hub of the world, many
>people and creatures call Daventry home and live in peace under the rule
>of the Royal Family.
>
>
>4.2 Kolyma
>
>The Land of Fables, Kolyma is home to fairytale creatures. Lacking any
>major populace centers, citizens o
***CONTINUED*** -
Unknown,Unknown
Participantf Kolyma live in peace amidst the
>wilderness. Much of this land is shrouded in mystery.
>
>4.3 Llewdor
>
>This land serves as the gateway to the outer seas and is the primary
>connection for travelers going to or coming from the Land of the Green
>Isles and Tamir. Many swarthy types call Llewdor home. It is rumored
>that this was once as fertile of a land as Daventry, but one day an evil
>wizard came and laid waste to the land, turning all but a small tip of
>the island into a desert where nothing can grow or survive save the
>evilest of creatures.
>
>4.4 Tamir
>
>Known as the Land of the Fairae, Tamir lies beyond the main sea routes.
>The people of this land pay their allegiance to Genesta, the Queen of
>the Fairae. This land is also the homeland of Titania, Queen Mother of
>Etheria. Once an untamed land, Tamir has become a place of peace. Evil
>that once scoured the land has been banished by Genesta to the Dead Bogs
>beyond the mountains.
>
>4.5 Serenia
>
>Located between Daventry and Kolyma is Serenia, also known as the Land
>of the Magi. Ancestral home of the Wizards Council and Magus Academus,
>Serenia is truly a land of magic. Dark rumors have been muttered in the
>past that an order of dark wizards have taken up residence here, but
>nothing concrete has ever been found save an abandoned castle on a
>desolate island not far off the coast&.
>
>4.6 Land of the Green Isles
>
>The Land of the Green Isles is a collection of islands far out in the
>ocean. Each isle is unique in their citizenry and local fauna, but all
>owe allegiance to the Court of the Green Isles, the royal house that
>oversees the isles and solves local disputes.
>
>4.7 Etheria
>
>While not a land per say, Etheria is a magical realm that exists in an
>other-worldly dimension. This realm is divided into four facets, Oasis,
>Falderal, Ooga Booga, and Etherias Court. The only way to gain access
>to this mystical realm is to find an Ethereal Coin.
>
>4.8 The Underworld
>
>The Underworld, ruled by Hades, is a land of shadow and death. Here the
>souls of the departed go to join with their brethren in the River of
>Death. There are legends that speak of those who have crossed the
>threshold of Death and returned to life, but details have been lost in
>obscurity.
>
>———————
>
>And you are entitled to your opinions, my friend. I welcome them, as
>they not only help me design a game that is truly worthy of the KQ name,
>but they help spark conversation (which is what this email list is
>about, is it not?) 😉
>
>
>-David Reese
>lordcorenair@netscape.net
>
>
>
>sierragamers@talkspot.com wrote:
>
>
>
>>Why would we need a fan-based KQ-game? A new KQ game should be done by
>>Roberta Williams and Roberta Williams only, KQ games (or more precises
>>storylines) by others only feel like cheap knock-offs. Would you buy a
>>fan-made Rolex? 🙂
>>
>>Don’t get me wrong, I enjoy remakes and parodies. I loved KQ1 by Tierra
>>because they did not change anything. I loved Quest for Glory 4.5 because
>>it’s such an obvious spoof, but I had really mixed feelings about the KQ2
>>remake by Tierra. Including all sorts of story elements that weren’t
there
>>
>>
>
>
>
>>originally totally changed the feel of the game, it felt more like a
Quest
>>
>>
>
>
>
>>for Glory game than a KQ game. I could make up a story that plays in
>>Daventry and features King Graham as the main character but would that
>>
>>
>make
>
>
>>it a King’s Quest game? No! It would just make a game in which the main
>>character’s name also happens to be Graham.
>>
>>Moving forward does not only mean using new possibilities and
>>
>>
>technologies,
>
>
>>it also means coming up with new and innovative ideas and stories. The
>>
>>
>game
>
>
>>industry would not have gotten far if they only rehashed old ideas (we’d
>>
>>
>all
>
>
>>still be playing Pong, I still do but that’s beside the point).
>>
>>So if you want to make a new game, do it in the ‘Sierra-spirit’ but don’t
>>plagiarize their stories, if you want to honour Ken & Roberta, just put a
>>dedication in your game in an XL font. (or name your children after them
>>
>>
>:)
>
>
>>)
>>
>>I already understood that most of you won’t agree with me on this subject
>>but it’s my opinion, so please don’t flame me for it 😉
>>
>>
>>
>>
>>
>>>From: “Sierra On-Line Fan Site”
>>>To:sierragamers@talkspot.com
>>>Subject: Re: King’s Quest Online
>>>Date: Sat, 28 Feb 2004 16:11:58 -0500
>>>
>>>The main problem with creating a KQ title (from what I have read from
>>>developer interviews and retrospectives) was coming up with an original
>>>story with interesting characters. One of the main complaints people
>>>have with KQIII when it first came out was the fact that the game’s main
>>>character had the appearance of not having anything to do with the Royal
>>>Family (obviously these complaints were when the game first came out and
>>>before people had a chance to play through the game.) The storyline I
>>>am developing for the game is something that uses the Royal Family as a
>>>catalyst to bring assorted game characters into the world. It is not my
>>>intention to have any playable character in the game be tied to the
>>>Royal Families or established characters, though I am designing
>>>different races for people to play that bears similiarities to
>>>established character types (such as the dog guards from KQVI).
>>>
>>>The premise of finding the Queens is designed as a catalyst. While the
>>>overall goal of the game is to find the Queens, the storyline lends
>>>itself to being open to new elements as the game matures. For example,
>>>you could rescue Valanice from an evil member of the Black Cloak Society
>>>and bring her back to Daventry only to discover you have brought an
>>>illusion that enables a Black Cloak Society wizard to attempt to
>>>assasinate Graham. Or perhaps the kidnapping was merely a diversion for
>>>something more sinister… Something that has nothing to do whatsoever
>>>with the Black Cloak Society……
>>>
>>>;-)
>>>
>>>-David Reese
>>>lordcorenair@netscape.net
>>>
>>>
>>>sierragamers@talkspot.com wrote:
>>>
>>>
>>>
>>>
>>>
>>>>A few years ago I gave serious thought to how an online adventure world
>>>>would have to run, technically, in concept, and I started writing a
>>>>
>>>>
>>>>
>>>>
>>>design
>>>
>>>
>>>
>>>
>>>
>>>>document. I can’t remember if I’ve posted an excerpt from that here
>>>>
>>>>
>>>>
>>>>
>>>before
>>>
>>>
>>>
>>>
>>>
>>>>or not. Not neccessarily a King’s Quest, but just a 3D online game that
>>>>incorporated adventure elements properly while making use of RPG,
>>>>
>>>>
>>>>
>>>>
>>com -
Unknown,Unknown
Participant(Re: King’s Quest Online)
I sorta have to agree with Barry.
>you could rescue Valanice from an evil member of the Black Cloak Society
>and bring her back to Daventry only to discover you have brought an
>illusion that enables a Black Cloak Society wizard to attempt to
>assasinate Graham. Or perhaps the kidnapping was merely a diversion forYes, but then the stories all become sorta hokey, as someone else (unless it
was Barry again) also mentioned. Which brings me back to the 2 things I
said.I certainly find the ideas you’ve been posting from your KQO design
interesting. I guess we all just have different ideas about such a game
could or should work. Of course, this is all moot, unless Ken takes a
personal interest in it himself and sells it to Sierra, which is the only
way it could happen. For that reason, it might be better to imagine a Quest
adventure-styled online game that is not KQO. Which is sorta what I did. I
imagined the mechanics and logistics of something, instead of the specifics,
because over the frame you can apply anything (KQO, or another Quest
adventure-styled game).Brandon.
_________________________________________________________________
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Unknown,Unknown
Participant(Re: King’s Quest Online)
I agree that the plot idea I mentioned is a bit on the hokey side, but
then I came up with it on the spot while replying to Barry’s post. The
point is the storyline is open-ended enough to allow quests and
storypoints to be interwoven at will. At this paticular point, I only
have the most basic of basic storylines in place (which I have posted
here). I come from a mix of both programming and graphic design
backgrounds, so I tend to think of things in terms of objects and how I
can put those objects together.In it’s simplest form, think of the storyline I have posted as a
barebone story. If you were looking through the TV Guide and this was a
movie, you would see that barebone storyline as the description of the
movie.For the point of conversation, let’s disect the storyline I have
provided into it’s most basic components:2.0 Basic Storyline
The game takes place during the time between KQVII and KQVIII. The Black
Cloak Society has kidnapped Queen Cassima of the Land of the Green
Isles, Queen Rosella of Etheria, and Queen Valanice of Daventry. The
King’s of the assorted lands (Alexander, Edgar, and Graham) have sent a
royal call to all adventurers to find the missing Queens and bring them
home safely.First, the storyline premise is three lines. This is the average length
of most catchlines to movies or even books. The point of your average
catchline is to “catch your interest” while setting the tone of what
your about to watch, read, play, whatever.The first line “The game takes place during the time between KQVII and
KQVIII” sets the timeframe for when the game takes place. While the game
isn’t being marketed solely to KQ fans, this line gives people a frame
of reference for when our paticular game takes place (which is after
Rosella and Edgar live happily ever after and before the Mask of
Eternity is broken into four pieces).The second line “The Black Cloak Society has kidnapped Queen Cassima of
the Land of the Green Isles, Queen Rosella of Etheria, and Queen
Valanice of Daventry.” sets up the main conflict in the game. It also
introduces three of the pivotal NPC’s in the game, Cassima, Rosella, and
Valanice. You cannot have a game or a movie or anything else of interest
without a conflict of some kind. This line also sets up the main
antagonist/villian in the game, which in this case is the Black Cloak
Society. So in a nutshell, the BCS kidnaps the royal queens. This sets
up conflict (as it can be safetly assumed that no one wants to see
someone get kidnapped.) It also establishes a tie between the conflict
and individual players. Again, this game isn’t marketed solely towards
KQ players, but it can be safetly assumed that the majority of players
will come from an Adventure game background and that would include at
least one KQ game. By establishing a tie between the player and the
game, you invoke interest (gosh, I wonder why the BCS kidnapped the
queens).The third line “The King’s of the assorted lands (Alexander, Edgar, and
Graham) have sent a royal call to all adventurers to find the missing
Queens and bring them home safely.” establishes the point of the game.
It establishes what it is the players are trying to accomplish (the main
goal). It also works with the second line to establish more more pivotal
NPC’s in the game, which in turn helps establish a tie between the
player and the game.Together, these three lines provide a simple enough description of the
game to give players an idea of what the game is about and what they can
expect to do in the game.For conversation, look at any game that has come out. I’ll provide three
examples, one from a specific genre. Read the description and then see
if you can figure out what game the description is describing.Adventure – In the 80’s, a nerdy man who has bad luck with women goes on
a quest to get laid and in the process gets more than he bargained for.Shooter – In the distant future, aliens have invaded a base on one of
the moons of Jupitor and the sole survivor must battle his way through
the hordes to stop the monstrosities from invading Earth.RTS – In the near future, two worldwide organizations wage war against
each other for world dominiation and control of a newly discovered
resource.Bonus question (this one isn’t a game).
A reviled creature must travel a land of fantasy and fable to save a
damsel in distress to get a pint-sized ruler to clear out the creature’s
unwanted fairytale guests.As for the game being moot unless Ken takes an interest, I don’t see why
Ken has anything to do with it. Ken (and Roberta) do not own the rights
to KQ or any of it’s characters. That paticular copyright is owned by
Sierra (which is owned by Vivendi Universal). While the help of the
Williams would be great, it’s not something that I am counting on. They
are busy living their lives and to be honest, if I were them, I would be
doing the same.That said, I’m designing this game to the best of my ability. Once the
design has reached a prototype-able stage, I’ll probably get a couple of
people together to prototype the design into something playable (read:
not a finished product, but something that showcases the main highlights
of the game and it’s potential) and then send it to Sierra/VU and see
what kind of response I get. Game companies get game ideas all the time,
but actually taking the time to prototype a design is an important step
in setting up something that may one day be a commercial product.But I am definitely getting ahead of myself here. First thing is first
and that is to finish my design (or at least get the design to a point
to where I can begin the prototype process). In the meantime, I’ll
probably continue to post ideas here to gauge responses. The users of
this board are one of the main demographic areas KQO is targeted at (the
other being the MMORPG market). As such, the feedback I get here will
play a significant role in the way the design is shaped.-David Reese
lordcorenair@netscape.net
sierragamers@talkspot.com wrote:>I sorta have to agree with Barry.
>
>
>
>>you could rescue Valanice from an evil member of the Black Cloak Society
>>and bring her back to Daventry only to discover you have brought an
>>illusion that enables a Black Cloak Society wizard to attempt to
>>assasinate Graham. Or perhaps the kidnapping was merely a diversion for
>>
>>
>
>Yes, but then the stories all become sorta hokey, as someone else (unless
it
>
>was Barry again) also mentioned. Which brings me back to the 2 things I
>said.
>
>I certainly find the ideas you’ve been posting from your KQO design
>interesting. I guess we all just have different ideas about such a game
>could or should work. Of course, this is all moot, unless Ken takes a
>personal inter
***CONTINUED*** -
Unknown,Unknown
Participantest in it himself and sells it to Sierra, which is the only
>way it could happen. For that reason, it might be better to imagine a
Quest
>
>adventure-styled online game that is not KQO. Which is sorta what I did. I
>imagined the mechanics and logistics of something, instead of the
specifics,
>
>because over the frame you can apply anything (KQO, or another Quest
>adventure-styled game).
>
>Brandon.
>
>_________________________________________________________________
>Add photos to your e-mail with MSN 8. Get 2 months FREE*.
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>
>
>_______________________________________________________________
>
>Please note:
>
>You were sent this email by Brandon Klassen [Home] klassen@hotmail.com ).
>
>You may reply directly to this email if you wish, and your response will be
emailed, as well as automatically posted to the Sierra On-Line Fan Site
website.
>
>WARNING: Sending a spam message, or messages with adult content is cause
for immediate closing of your account.
>
>If you would like to stop receiving these emails, you may either visit the
Sierra On-Line Fan Site website to change your email preferences, or simply
respond to this email with the single word “Unsubscribe” in the subject line
of your email (without the quotes), and you will NOT receive emails in the
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>
>If you have any questions about how to stop receiving these emails, you may
write to the webmaster atkenw@seanet.com
>
>
>
>Thank you.
>
>—
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Experience the convenience of buying online with Shop@Netscape!
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Unknown,Unknown
Participant(Re: King’s Quest Online) Ok – I took a break from the actual game design yesterday and sat down to create the “pitch” of the game. Simply put, in order for this game to ever hit the shelf, it’s going to need a publisher (asumming it gets developed of course). The purpose of a pitch is something of a sales pitch. It’s purpose is to tell the reader (in this case, potential publishers) the following information: 1) What genre the game is 2) What market the game is intended for (based on demographic data) 3) Design philosophy 4) Major features (selling points) That said, for all you marketing type people out there, I present my “pitch”. Some of it is in the form of graphs/images, so it won’t appear here. However, I have cited information sources, so if your curious to see the graphs, just follow the links. As always, your feedback and suggestions are encouraged (I must admit I’m not necessarily a marketing type, so this is something of a learn-as-I-go attempt). 😉 -David Reeselordcorenair@netscape.net ———– 1.0 What is Kings Quest Online? Kings Quest Online, herein referred to as KQO, is a third person Massively Multiplayer Adventure Game (MMOAG) that takes place in the world of Caranous. This world is comprised of numerous lands that have previously been seen in other Kings Quest games (Daventry, Kolyma, Land of the Green Isles, etc). Players create and assume the role of characters based upon the KQ games. Gameplay will consist of solving puzzles, combating evil creatures, exploring the assorted lands, and interacting with other players and NPCs. 1.1 Why make Kings Quest Online? At this point in time, the computer game market is experiencing a shift towards online games. Titles such as EverQuest, Ultima Online, and Final Fantasy XI are experiencing enormous growth and the revenue potential for these games increases as broadband internet connections become more and more prevalent in homes. The problem with each online game that is on the market now is they cater to the role-playing demographic. While this demographic is significant, there is high demand for games which not only enable players to interact with one another, but also desire a game which provides story-oriented content in new and refreshing ways. KQO satisfies this need by providing a unique gaming experience that emphasizes a balance of story and combat, much like the generation of adventure games that were prevalent throughout the early to mid 90s via an engine that displays the game in vibrant detail in three dimensions. KQO strays from the now stagnating kill monsters to get money to get better gear to kill more powerful monsters and repeat concept. Players in KQO will be challenged not only by combating monsters, but by solving a wide variety of puzzles. Teamwork is encouraged by providing a balance of both combat and puzzles that may oft-times require multiple players to successfully complete. Above all, KQO provides a game that is not only rich in gameplay, but in story as well. Everything the player is exposed to is an element of the story. Instead of pursuing random quests and killing hordes of monsters in a manner that either completely disregards the story or merely uses the story elements to provide a back story, KQO instead centers around doing Quests that further the story, not only for the player, but for the game. By taking this approach, the game will always be fresh as players directly influence the story rather than being influenced by the story. In this manner, players are able to advance the story while they play, rather than playing the game and forgetting about the story. The game also features extensive customization options, giving players the ability to choose the race, class, attributes, and appearance of their online persona in a tasteful manner. Players can choose from races and classes that are familiar staples of the Kings Quest series and as they progress, they can customize their persona even further with skills and equipment that will help them face the challenges that await them. Most important of all, there isnt any Massively Multiplayer Online Adventure Games (MMOAG) on the market at this time, nor are there any such games in development. This is a segment of the market that has limitless growth potential and KQO is the type of game that can not only open the door to this market, but can provide innovation to a market that is stagnating with games that feed off of each other in an endless cycle. 1.2 Demographic data (Provided by Day-Trum (www.daytrum.com) Demographic data compiled for the IDSA by the Services Division of Ipsos-Insight in May 2003. The study gathered data from over 1,350 nationally representative households that have been identified as owning a video game console and/or a personal computer used to run entertainment software.) URL: http://www.daytrum.com/games/pcgames/2003/051903gamesurvey.htm ” Online Games: Thirty-seven percent of game players say they play games online, up from 31 percent last year and 18 percent in 1999 ” Type of Game Played Most Often Online: puzzle, board, game show, trivia or card game (56 percent); action, sports, strategy or role-play game (20 percent); persistent multi-player universe (7 percent); or none of the above (7 percent). ” Computer game players say they are most likely to play: puzzle/board/card games (36 percent); action games (36 percent); driving/racing games (34 percent); and sports (32 percent). ” Computer Player Demographics: Fifty-eight percent of computer game players are male, while 42 percent are female. Thirty percent are under 18 years old, 29 percent are 18 to 35, and 41 percent are over 36. ” Buyer Demographics: 98 percent of computer game buyers are over 18. 57 percent of computer game buyers are women. (Provided by Nicholas Yee (http://www.nickyee.com/codeblue/) as part of the Codename Blue project. Codename Blue is an attempt to take what has been learned from the Norrathian Scrolls and collect data from games other than EverQuest to see how general or specific the findings are. This project tries to understand MMORPG players in a broader context, as well as drill deeper into areas that have been explored before. Data is based on demographics as of March 2002.) URL: http://www.nickyee.com/codeblue/demographics.html There is a significantly higher proportion of female players in EQ when compared with DAOC (p<.001). Although there is just a 5% difference, that is almost a 100% increase of female players The average age of players from the 3 games was between 25-26. DAOC players were slightly younger than players from EQ and UO (p=.003 and p=0.9 respectively). UO players play significantly fewer hours per week than EQ and DAOC players (p<.001 for both). Age does not correlate significantly with hours played per week. About 20% of players across the 3 games have children. Fe
***CONTINUED*** -
Unknown,Unknown
Participantmale players are significantly more likely to have children than male players (p<.001).
-
Unknown,Unknown
Participant(Re: King’s Quest Online)
Ok – I’ve got something else for you guys to look at and give feedback
on. A few days ago I showed you guys the races and classes the game will
have. Today, in addition to revealing the pitch for the game (which in
my opinion isn’t all that interesting), I’m revealing the character
creation process. I’ve been working on this one for a couple of days
trying to come up with the entire creation process step by step and it’s
finally finished. All I can say is thank god for modular design docs!
Otherwise this whole thing would have been a total headache. 😉Anyway, here it is. As always, your feedback and suggestions/critiques
are greatly appreciated.-David Reese
lordcorenair@netscape.net——————
3.0 Character CreationWhen starting the game for the first time, the player will automatically
be taken to Character Creation. During the phase of the game, the player
will be able to select the race, class, and defining attributes of their
online persona along with the personas name. At the beginning of the
game, players will only have one character slot to utilize, but as they
progress in the game, they will be able to unlock other character slots
and race/class/attribute combinations by collecting special items and
doing certain quests.3.1 Step 1 Race Selection
The first step in creating a new character is selecting the race of the
character. The different races are displayed as generic character models
(these models are models of the specific races and do not have any class
attributes). The models will be lined up side by side. When the player
clicks on one of the models, the text box area underneath the models
displays information about that particular race (See section 7.0 (Races)
for the descriptions of the races that should appear here). To select
the race as the race of the character to be created, the player clicks
on the button labeled Next to proceed to the next step in the process.
If he/she changes their mind, they can click on the button labeled
Back to return to the last area they were at (Main Menu or whatever.)3.2 Step 2 Class Selection
The second step in creating a new character is selecting the class of
the character. The different classes are displayed using models of the
race the player selected in Step 1. Each class has a unique look. The
class models are displayed side by side in the same fashion as the race
models were displayed in Step 1. When a player clicks on one of the
models, the text box area underneath the models displays information
about that particular class (See section 8.0 (Classes) for the
descriptions of the classes that should appear here). To select the
class as the class of the character to be created, the player clicks the
button labeled Next to proceed to the next step in the process. If
he/she changes their mind, they can click on the button labeled Back
to return to Step 1.3.3 Step 3 Physical Appearance
The third step in creating a new character is adjusting the physical
appearance of the character. The character model depicting the
race/class of the character is displayed in the center of the screen
with highlighted areas representing areas that can be customized.
Clicking on one of the highlighted areas brings up a UI element for that
particular customization area. Once the player has finished adjusting
the physical appearance of the character, he/she clicks the button
labeled Next to proceed to the next step in the process. If he/she
changes their mind, they can click on the button labeled Back: to
return to Step 2.3.3.1 Height/Weight
To adjust the height and/or weight of the character, the player clicks
on either the right/left arrows below the character model to adjust the
weight or the up/down arrows to adjust the height. Players can hold down
the left mouse button while clicking one of the arrows to change the
associated value by a major amount or by left clicking on the arrow to
make a minor change to the associated value.
3.3.2 HeadTo adjust properties such as hair/eye color and other facial features,
the player clicks on the models head. This zooms the camera in to show
only the characters head. A UI interface will appear that allows players
to tweak assorted properties. Once the player is satisfied with their
changes, they click the button labeled Done that is located at the
bottom of the UI interface.3.3.2.1 Head Modification UI
The Head Modification UI will appear to the left of the character
models head and will fade in when it appears. When the player leaves
the modification, the UI will fade out.3.3.2.1.1 Eye Color
The eye color property is represented in the UI as a label Eye Color:
with a slider bar underneath the label. Next to the Eye Color: label
is a label that specifies the current color. To change the eye color,
players left click and drag the slider either left or right, which
causes the eye color on the character model and the color name label to
change accordingly.3.3.2.1.2 Hair/Fur Color
The hair color property is represented in the UI as a label Hair
Color: with a slider bar underneath the label. Next to the Hair
Color: label is a label that specifies the current color. To change the
hair color, players left click and drag the slider either left or right,
which causes the hair color on the character model and the color name
label to change accordingly.3.3.2.1.3 Hair/Fur Style
The hair style property is represented in the UI as a label Hair
Style:, a label that specifies the current hair style, and a collection
of icons depicting assorted hair styles that pertain to the race and
class of the character. There is also a left arrow and a right arrow
that will appear at either end of the icon row to depict there are more
icons to choose from. To scroll the row, players click either the right
arrow or the left arrow. To select a hair style, players click on the
icon of the hair style they want. The character model and hair style
name label will change accordingly.3.3.2.1.4 Head Accessories
The Head Accessories property is represented in the UI as a label
Accessories:. A label that specifies the current accessory, and a
collection of icons depicting assorted accessories that can be worn on
the character head (hats, earrings, etc). There is also a left arrow and
a right arrow that will appear at either end of the icon row to depict
there are more icons to choose from. To scroll the row, players click on
either the right arrow or the left arrow. To select an accessory,
players click on the icon of the accessory they want. The character
model and accessory name label will change accordingly. Players may
choose up to two Head Accessories, so there are two Head Accessory UI
elements. Also
***CONTINUED*** -
Unknown,Unknown
Participantnote that certain accessories such as hats will give the
player a hat as part of their starting equipment and does not make the
accessory a permanent part of the character model. Players can remove
and/or change accessories in game by purchasing new ones from merchants.3.3.3 Clothes
To adjust properties such as what the character model is wearing when
they start the game, the player clicks on the models body. A UI
interface will appear that allows players to tweak assorted properties.
Once the player is satisfied with their changes, they click the button
labeled Done that is located at the bottom of the UI interface.3.3.3.1 Body Modification UI
The Body Modification UI will appear to the left of the character
models head and will fade in when it appears. When the player leaves
the modification, the UI will fade out.3.3.3.1.1 Clothing Type
The clothing type property is represented in the UI as a label Clothing
Type:, a label that specifies the current clothing type, and a
collection of icons depicting assorted types of clothes that pertain to
the race and class of the character. There is also a left arrow and a
right arrow that will appear at either end of the icon row to depict
there are more icons to choose from. To scroll the row, players click
either the right arrow or the left arrow. To select a clothing type,
players click on the icon of the clothes they want. The character model
and clothing type name label will change accordingly.3.3.3.1.2 Clothing Color
The clothing color property is represented in the UI as a label Color:
with a slider bar underneath the label. Next to the Color: label is a
label that specifies the current color. To change the clothing color,
players left click and drag the slider either left or right, which
causes the color of the clothes on the character model and the color
name label to change accordingly.3.3.3.1.3 Clothing Accessories
The Clothing Accessories property is represented in the UI as a label
Accessories:. A label that specifies the current accessory, and a
collection of icons depicting assorted accessories that can be worn on
the characters body (belts, cloaks, etc). There is also a left arrow and
a right arrow that will appear at either end of the icon row to depict
there are more icons to choose from. To scroll the row, players click on
either the right arrow or the left arrow. To select an accessory,
players click on the icon of the accessory they want. The character
model and accessory name label will change accordingly. Players may
choose one Clothing Accessories, so there is only one Clothing Accessory
UI elements. Also note that certain accessories such as cloaks will give
the player a cloak as part of their starting equipment and does not make
the accessory a permanent part of the character model. Players can
remove and/or change accessories in game by purchasing new ones from
merchants.3.4 Step Four Skill Selection
The third step in creating a new character is selecting what skills the
character will start the game as. The character model matching the
players specifications from the prior three steps will appear faded out
in the center of the screen with a two-paned window appearing over it.
On the left pane, which is labeled as Skill List, a list of all
starting skills available to the race/class the player has selected will
be displayed. Each item on the list will appear with an icon depicting
the skill, the name of the skill next to the icon, and a brief
description of the skill underneath the icon/name. On the right pane,
which is labeled as Starting Skills, a list of skills the character
will start the game with is displayed. Each item on the list will appear
with an icon depicting the skill, the name of the skill next to the
icon, and a brief description of the skill underneath the icon name. To
either add or remove skills from one pane or the other, players click on
the skill icon they wish to add/remove and then click on the <> icon
that rests in the middle of the window and connects both window panes.
Players cannot start the game with more than five skills, but they can
choose to start the game with fewer than five skills if they wish. Once
the player has finished selecting the characters starting skill set,
he/she clicks the button labeled Next to proceed to the next step in
the process. If he/she changes their mind, they can click on the button
labeled Back: to return to Step 3.3.5 Step Five Review, Name, and Begin Game
The final step in the character creation process is to review what the
player has selected to be their character. A model depicting the
character with the players choices from Step 3 will appear on the left
hand side of the screen. On the right hand side of the screen, the
characters vital attributes
(Race/Class/Strength/Agility/Intelligence/Defense) will be displayed.
Underneath the vital stats, a list of skills the character will start
out with will be displayed. Each skill on the list will be displayed
with an icon depicting the skill and the name of the skill next to the
icon. Underneath the character model is a blank text box. Players must
click on this text box and type in the name of the character. Names are
limited to one word and cannot contain special characters
(!@#$%^&*()-_=+`~[]{}\|;:<>,./?) and cannot contain spaces. Once the
player has named his/her character and is satisfied with the choices
they have made through the creation process, they click on the button
labeled Create Character to submit the character name to the naming
service. The naming service will check to ensure the name is valid (free
from special characters and meets the minimum character length
requirement), check the character registry (contains all player
characters in the game) to ensure the character name is not already
being used by someone else in the game, and checks to ensure the name
does not violate the Terms of Service agreement. Once the naming service
has completed these tasks, it will register the character in the
character registry and send an OK signal to the client (player). Once
the client has received this message, it will begin loading the game.
Otherwise, the naming service will send a NO GOOD signal to the client
(player) along with a reason code. The client will display an error
message telling the player why the character wasnt created (invalid
name, existing name, etc.) At this point, the player must enter a new
name in the text box and re-click the Create Character button to
resubmit the character. The player may also click on the button labeled
Back to return to Step 4. -
Unknown,Unknown
Participant(Re: King’s Quest Online)
Hi David,
You do seem to be putting a lot of time into this so I guess you’re serious
about it. What method uses the ‘modular design documents’ you refer to, can
you point me to a page about it? It does seem like a good approach to do
this kind of thing.Anyway, your character selection procedure looks solid to me but then again
that is not really the hard part because it’s been done in just about every
on-line game. What I’m really wondering about is exactly how you will
integrate the adventure/stories into the game. I mean, we can’t ALL rescue
the princess can we? 🙂 Also, the downside of stories is that they end
somewhere (even the neverending story ends ;)), how will you keep the story
going? I think that these are the questions that should be answered firstBest regards,
Barry
>From: “Sierra On-Line Fan Site”
>To:sierragamers@talkspot.com
>Subject: Re: King’s Quest Online
>Date: Sun, 29 Feb 2004 15:36:50 -0500
>
>Ok – I’ve got something else for you guys to look at and give feedback
>on. A few days ago I showed you guys the races and classes the game will
>have. Today, in addition to revealing the pitch for the game (which in
>my opinion isn’t all that interesting), I’m revealing the character
>creation process. I’ve been working on this one for a couple of days
>trying to come up with the entire creation process step by step and it’s
>finally finished. All I can say is thank god for modular design docs!
>Otherwise this whole thing would have been a total headache. 😉
>
>Anyway, here it is. As always, your feedback and suggestions/critiques
>are greatly appreciated.
>
>-David Reese
>lordcorenair@netscape.net
>
>——————
>3.0 Character Creation
>
>When starting the game for the first time, the player will automatically
>be taken to Character Creation. During the phase of the game, the player
>will be able to select the race, class, and defining attributes of their
>online persona along with the personas name. At the beginning of the
>game, players will only have one character slot to utilize, but as they
>progress in the game, they will be able to unlock other character slots
>and race/class/attribute combinations by collecting special items and
>doing certain quests.
>
>
>3.1 Step 1 Race Selection
>
>The first step in creating a new character is selecting the race of the
>character. The different races are displayed as generic character models
>(these models are models of the specific races and do not have any class
>attributes). The models will be lined up side by side. When the player
>clicks on one of the models, the text box area underneath the models
>displays information about that particular race (See section 7.0 (Races)
>for the descriptions of the races that should appear here). To select
>the race as the race of the character to be created, the player clicks
>on the button labeled Next to proceed to the next step in the process.
>If he/she changes their mind, they can click on the button labeled
>Back to return to the last area they were at (Main Menu or whatever.)
>
>3.2 Step 2 Class Selection
>
>The second step in creating a new character is selecting the class of
>the character. The different classes are displayed using models of the
>race the player selected in Step 1. Each class has a unique look. The
>class models are displayed side by side in the same fashion as the race
>models were displayed in Step 1. When a player clicks on one of the
>models, the text box area underneath the models displays information
>about that particular class (See section 8.0 (Classes) for the
>descriptions of the classes that should appear here). To select the
>class as the class of the character to be created, the player clicks the
>button labeled Next to proceed to the next step in the process. If
>he/she changes their mind, they can click on the button labeled Back
>to return to Step 1.
>
>3.3 Step 3 Physical Appearance
>
>The third step in creating a new character is adjusting the physical
>appearance of the character. The character model depicting the
>race/class of the character is displayed in the center of the screen
>with highlighted areas representing areas that can be customized.
>Clicking on one of the highlighted areas brings up a UI element for that
>particular customization area. Once the player has finished adjusting
>the physical appearance of the character, he/she clicks the button
>labeled Next to proceed to the next step in the process. If he/she
>changes their mind, they can click on the button labeled Back: to
>return to Step 2.
>
>3.3.1 Height/Weight
>
>To adjust the height and/or weight of the character, the player clicks
>on either the right/left arrows below the character model to adjust the
>weight or the up/down arrows to adjust the height. Players can hold down
>the left mouse button while clicking one of the arrows to change the
>associated value by a major amount or by left clicking on the arrow to
>make a minor change to the associated value.
>3.3.2 Head
>
>To adjust properties such as hair/eye color and other facial features,
>the player clicks on the models head. This zooms the camera in to show
>only the characters head. A UI interface will appear that allows players
>to tweak assorted properties. Once the player is satisfied with their
>changes, they click the button labeled Done that is located at the
>bottom of the UI interface.
>
>3.3.2.1 Head Modification UI
>
>The Head Modification UI will appear to the left of the character
>models head and will fade in when it appears. When the player leaves
>the modification, the UI will fade out.
>
>3.3.2.1.1 Eye Color
>
>The eye color property is represented in the UI as a label Eye Color:
>with a slider bar underneath the label. Next to the Eye Color: label
>is a label that specifies the current color. To change the eye color,
>players left click and drag the slider either left or right, which
>causes the eye color on the character model and the color name label to
>change accordingly.
>
>3.3.2.1.2 Hair/Fur Color
>
>The hair color property is represented in the UI as a label Hair
>Color: with a slider bar underneath the label. Next to the Hair
>Color: label is a label that specifies the current color. To change the
>hair color, players left click and drag the slider either left or right,
>which causes the hair color on the character model and the color name
>label to change accordingly.
>
>
>3.3.2.1.3 Hair/Fur Style
>
>The hair style property is represented in the UI as a label Hair
>Style:, a label that specifies the current hair style, and a collection
>of icons depicting assorted hair styles that pertain to the race and
>class of the character. There is also a left arrow and a right arrow
>that will appear at either end of the icon
***CONTINUED*** -
Unknown,Unknown
Participantrow to depict there are more
>icons to choose from. To scroll the row, players click either the right
>arrow or the left arrow. To select a hair style, players click on the
>icon of the hair style they want. The character model and hair style
>name label will change accordingly.
>
>3.3.2.1.4 Head Accessories
>
>The Head Accessories property is represented in the UI as a label
>Accessories:. A label that specifies the current accessory, and a
>collection of icons depicting assorted accessories that can be worn on
>the character head (hats, earrings, etc). There is also a left arrow and
>a right arrow that will appear at either end of the icon row to depict
>there are more icons to choose from. To scroll the row, players click on
>either the right arrow or the left arrow. To select an accessory,
>players click on the icon of the accessory they want. The character
>model and accessory name label will change accordingly. Players may
>choose up to two Head Accessories, so there are two Head Accessory UI
>elements. Also note that certain accessories such as hats will give the
>player a hat as part of their starting equipment and does not make the
>accessory a permanent part of the character model. Players can remove
>and/or change accessories in game by purchasing new ones from merchants.
>
>
>3.3.3 Clothes
>
>To adjust properties such as what the character model is wearing when
>they start the game, the player clicks on the models body. A UI
>interface will appear that allows players to tweak assorted properties.
>Once the player is satisfied with their changes, they click the button
>labeled Done that is located at the bottom of the UI interface.
>
>3.3.3.1 Body Modification UI
>
>The Body Modification UI will appear to the left of the character
>models head and will fade in when it appears. When the player leaves
>the modification, the UI will fade out.
>
>3.3.3.1.1 Clothing Type
>
>The clothing type property is represented in the UI as a label Clothing
>Type:, a label that specifies the current clothing type, and a
>collection of icons depicting assorted types of clothes that pertain to
>the race and class of the character. There is also a left arrow and a
>right arrow that will appear at either end of the icon row to depict
>there are more icons to choose from. To scroll the row, players click
>either the right arrow or the left arrow. To select a clothing type,
>players click on the icon of the clothes they want. The character model
>and clothing type name label will change accordingly.
>
>3.3.3.1.2 Clothing Color
>
>The clothing color property is represented in the UI as a label Color:
>with a slider bar underneath the label. Next to the Color: label is a
>label that specifies the current color. To change the clothing color,
>players left click and drag the slider either left or right, which
>causes the color of the clothes on the character model and the color
>name label to change accordingly.
>
>
>3.3.3.1.3 Clothing Accessories
>
>The Clothing Accessories property is represented in the UI as a label
>Accessories:. A label that specifies the current accessory, and a
>collection of icons depicting assorted accessories that can be worn on
>the characters body (belts, cloaks, etc). There is also a left arrow and
>a right arrow that will appear at either end of the icon row to depict
>there are more icons to choose from. To scroll the row, players click on
>either the right arrow or the left arrow. To select an accessory,
>players click on the icon of the accessory they want. The character
>model and accessory name label will change accordingly. Players may
>choose one Clothing Accessories, so there is only one Clothing Accessory
>UI elements. Also note that certain accessories such as cloaks will give
>the player a cloak as part of their starting equipment and does not make
>the accessory a permanent part of the character model. Players can
>remove and/or change accessories in game by purchasing new ones from
>merchants.
>
>3.4 Step Four Skill Selection
>
>The third step in creating a new character is selecting what skills the
>character will start the game as. The character model matching the
>players specifications from the prior three steps will appear faded out
>in the center of the screen with a two-paned window appearing over it.
>On the left pane, which is labeled as Skill List, a list of all
>starting skills available to the race/class the player has selected will
>be displayed. Each item on the list will appear with an icon depicting
>the skill, the name of the skill next to the icon, and a brief
>description of the skill underneath the icon/name. On the right pane,
>which is labeled as Starting Skills, a list of skills the character
>will start the game with is displayed. Each item on the list will appear
>with an icon depicting the skill, the name of the skill next to the
>icon, and a brief description of the skill underneath the icon name. To
>either add or remove skills from one pane or the other, players click on
>the skill icon they wish to add/remove and then click on the <> icon
>that rests in the middle of the window and connects both window panes.
>Players cannot start the game with more than five skills, but they can
>choose to start the game with fewer than five skills if they wish. Once
>the player has finished selecting the characters starting skill set,
>he/she clicks the button labeled Next to proceed to the next step in
>the process. If he/she changes their mind, they can click on the button
>labeled Back: to return to Step 3.
>
>3.5 Step Five Review, Name, and Begin Game
>
>The final step in the character creation process is to review what the
>player has selected to be their character. A model depicting the
>character with the players choices from Step 3 will appear on the left
>hand side of the screen. On the right hand side of the screen, the
>characters vital attributes
>(Race/Class/Strength/Agility/Intelligence/Defense) will be displayed.
>Underneath the vital stats, a list of skills the character will start
>out with will be displayed. Each skill on the list will be displayed
>with an icon depicting the skill and the name of the skill next to the
>icon. Underneath the character model is a blank text box. Players must
>click on this text box and type in the name of the character. Names are
>limited to one word and cannot contain special characters
>(!@#$%^&*()-_=+`~[]{}\|;:<>,./?) and cannot contain spaces. Once the
>player has named his/her character and is satisfied with the choices
>they have made through the creation process, they click on the button
>labeled Create Character to submit the character name to the naming
>service. The naming service will check to ensure the name is valid (free
>from special characters and meets the minimum character length
>requirement), check the character registry (contains all player
>characters in the game) to ensure the character name is not already
>being used by someone else in the game, and checks to ensure the name
>does not violate the Terms of Service agreement. Once the naming s -
Unknown,Unknown
Participant(Re: King’s Quest Online)
I don’t mean to be rude, or take all the fun out of this, but why make more
KQ storylines/games?Here are a few of my points I would like to get across:
1.) Roberta Williams wrote the story, so for anyone to expand, modify,
change or add to it wouldn’t be “authentic”
2.) I don’t think Roberta or Ken need to make another KQ. They did very
well
with the first series. Let it be.
3.) Instead of using already created characters, places, and things… why
not create your own characters, places and things. Be original, Roberta
was.
4.) The problem with people now-a-days is no one can come up with their own
ideas. They HAVE to use other great ideas. I love the games Sierra On-line
created and will always treasure them, but it’s time for someone or a group
of people to come together and make the next amazing adventure game(s). Be
unique, be daring, be witty, be challenging. Like a movie, have it bring
the
characters into the story and make them feel as if they are apart of it.
5.) Maybe someone has an original comic that they could make into a game,
or
a story they just wrote? Who knows, maybe you’ll be the next Ken and
Roberta
Williams? -
Unknown,Unknown
Participant(Re: King’s Quest Online)
Wow! It’s like I’m hearing myself 😉
– Barry
>From: “Sierra On-Line Fan Site”
>To:sierragamers@talkspot.com
>Subject: Re: King’s Quest Online
>Date: Sun, 29 Feb 2004 17:21:50 -0500
>
>I don’t mean to be rude, or take all the fun out of this, but why make
more
>KQ storylines/games?
>
>Here are a few of my points I would like to get across:
>1.) Roberta Williams wrote the story, so for anyone to expand, modify,
>change or add to it wouldn’t be “authentic”
>2.) I don’t think Roberta or Ken need to make another KQ. They did very
>well
>with the first series. Let it be.
>3.) Instead of using already created characters, places, and things… why
>not create your own characters, places and things. Be original, Roberta
>was.
>4.) The problem with people now-a-days is no one can come up with their
own
>ideas. They HAVE to use other great ideas. I love the games Sierra On-line
>created and will always treasure them, but it’s time for someone or a
group
>of people to come together and make the next amazing adventure game(s). Be
>unique, be daring, be witty, be challenging. Like a movie, have it bring
>the
>characters into the story and make them feel as if they are apart of it.
>5.) Maybe someone has an original comic that they could make into a game,
>or
>a story they just wrote? Who knows, maybe you’ll be the next Ken and
>Roberta
>Williams?
>
>
>
>_______________________________________________________________
>
>Please note:
>
>You were sent this email by rharpe75@earthlink.net ).
>
>You may reply directly to this email if you wish, and your response will be
>emailed, as well as automatically posted to the Sierra On-Line Fan Site
>website.
>
>WARNING: Sending a spam message, or messages with adult content is cause
>for immediate closing of your account.
>
>If you would like to stop receiving these emails, you may either visit the
>Sierra On-Line Fan Site website to change your email preferences, or simply
>respond to this email with the single word “Unsubscribe” in the subject
>line of your email (without the quotes), and you will NOT receive emails in
>the future.
>
>If you have any questions about how to stop receiving these emails, you may
>write to the webmaster atkenw@seanet.com
>
>
>
>Thank you._________________________________________________________________
MSN Zoeken, voor duidelijke zoekresultaten! http://search.msn.nl -
Unknown,Unknown
Participant(Re: King’s Quest Online)
Hello!
I would like to thank you for your feedback and comments – they are all
questions I’ve contemplated quite a bit (more in the past couple of
weeks now that I’m working on the design). I’ll try to address your
points on a one-by-one basis.1.) Roberta Williams wrote the story, so for anyone to expand, modify,
change or add to it wouldn’t be “authentic”Roberta is a talented designer and writer. To attempt to fill her shoes
is not only very difficult to do, but some might even say arrogant. My
intention isn’t about trying to fill her shoes. KQ is and always will
be her achievement and the mark she has made on the industry with her
products will always be remembered. 20 years from now the KQ series
will still be talked about and debated. As a designer, this is the
ultimate achievement.My intention with KQO is to take what she has done and add a new flavor
to it. Roberta has said herself in many interviews that when she was
making KQVII, she wasn’t sure what she could do in terms of original
ideas. The last three KQ titles, in fact, weren’t designed solely by
Roberta. She brought in Jane Jenson to work with her on KQVI (the
credits credit both Jane and Robera for the writing and designing
tasks). For KQVII, she shared designing duties with Lorelei Shannon
(KQVII, by the way, was based on a story that Lorelei wrote). I’m not
too sure about designing and writing duty assignments for KQVIII, but I
am sure it followed the tradition of bringing new talent into the fold.
Each of these games are memorable and fantastic games. While KQO will
not have Roberta’s influence, that does nothing to lower the quality of
the game.From a personal standpoint, I find it to be highly challenging to
design such a game because I know what I am facing. I only hope that
what I design is half as good as what Roberta has done.2.) I don’t think Roberta or Ken need to make another KQ. They did very
well with the first series. Let it be.I tend to agree with you on this to a certain point. Ken and Roberta did a
very good job with the series with what they did. However, there are some
loose ends that should be addressed to tie everything up. I personally
don’t count KQVIII as a part of the KQ series. My perspective on KQVIII is
it was an action-adventure game that bears the KQ name only as a means to
increase sales. Thats not to say KQVIII isn’t a good game. On it’s own,
it’s a great game. But as the final game in the KQ series, it is, how shall
I say… not quite up to standard.KQO is designed to tie it all together. It’s designed to close doors on one
storyline while opening doors on new storylines. KQO is first and foremost
a KQ game and it is my intention to bring new characters and new stories
into the KQ universe. And of course, since there is no mention of how much
time lapsed betwen KQVII and KQVIII, this gives me a lot to play around
with.3.) Instead of using already created characters, places, and things… why
not create your own characters, places and things. Be original, Roberta
was.I actually already have done this. KQO aside, I have, what I consider to
be, a great story. However, for personal reasons, I have chosen not to
pursue that story at this time. Thats not to say I won’t visit it again in
the future and make a game out of it, but at this time, I would rather work
on this. The potential for this game is limitless. I’m sure you won’t be
disappointed by my efforts if they ever materalize in the form of a playable
game.4.) The problem with people now-a-days is no one can come up with their own
ideas. They HAVE to use other great ideas. I love the games Sierra On-line
created and will always treasure them, but it’s time for someone or a group
of people to come together and make the next amazing adventure game(s). Be
unique, be daring, be witty, be challenging. Like a movie, have it bring
the characters into the story and make them feel as if they are apart of
it.You might be surprised with what I am coming up with. Please don’t judge
the game solely as a KQ title, as it is that and so much more. I would say
more, but now is not the time to reveal… 😉5.) Maybe someone has an original comic that they could make into a game,
or a story they just wrote? Who knows, maybe you’ll be the next Ken and
Roberta Williams?That certainly is a nice thought, but the one thing that I admire most about
Ken and Roberta is the fact that they worked very hard for what the
attained. If I can ever be anything as good as they were at making games,
it will take a lot of work and dedication. Of course, in the end, I would
rather be David Reese and not Ken or Roberta Williams. I am my own person
and I feel that to try to be someone else is to discredit the person that I
am.-David Reese
lordcorenair@netscape.netsierragamers@talkspot.com wrote:
>I don’t mean to be rude, or take all the fun out of this, but why make
more
>KQ storylines/games?
>
>Here are a few of my points I would like to get across:
>1.) Roberta Williams wrote the story, so for anyone to expand, modify,
>change or add to it wouldn’t be “authentic”
>2.) I don’t think Roberta or Ken need to make another KQ. They did very
>well
>with the first series. Let it be.
>3.) Instead of using already created characters, places, and things… why
>not create your own characters, places and things. Be original, Roberta
>was.
>4.) The problem with people now-a-days is no one can come up with their
own
>ideas. They HAVE to use other great ideas. I love the games Sierra On-line
>created and will always treasure them, but it’s time for someone or a
group
>of people to come together and make the next amazing adventure game(s). Be
>unique, be daring, be witty, be challenging. Like a movie, have it bring
>the
>characters into the story and make them feel as if they are apart of it.
>5.) Maybe someone has an original comic that they could make into a game,
>or
>a story they just wrote? Who knows, maybe you’ll be the next Ken and
>Roberta
>Williams?
>
>
>
>_______________________________________________________________
>
>Please note:
>
>You were sent this email by rharpe75@earthlink.net ).
>
>You may reply directly to this email if you wish, and your response will be
emailed, as well as automatically posted to the Sierra On-Line Fan Site
website.
>
>WARNING: Sending a spam message, or messages with adult content is cause
for immediate closing of your account.
>
>If you would like to stop receiving these emails, you may either visit the
Sierra On-Line Fan Site website to change your email preferences, or simply
respond to this email with the single word “Unsubscribe” in the subject line
of your email (without the quotes), and you will NOT receive emails in the
future.
>
>If you have any questions about how to stop receiving thes
***CONTINUED*** -
Unknown,Unknown
Participante emails, you may
write to the webmaster atkenw@seanet.com
>
>
>
>Thank you.
>
>—
Your favorite stores, helpful shopping tools and great gift ideas.
Experience the convenience of buying online with Shop@Netscape!
http://shopnow.netscape.com/ -
Unknown,Unknown
Participant(Re: King’s Quest Online)
Hey Barry!
Modular design documents is something that I learned while working at
Westwood Studios. I am not aware of any specific documents about it,
but it’s basically just an document in outline form. I use the
following format:1.0 Heading
1.1 Sub heading
1.1.1 Sub heading
1.2 Sub heading
1.2.1 Sub heading
2.0 Headingand so on and so on.
In this manner, it’s easy to add and remove things since each section is
a stand-alone entity. I cna remove section 1.1 without affecting what I
have designed in section 1.2As for the Character Creation process, it’s both a blessing and a curse.
It’s a blessing because it’s been done numerous times before and it’s a
curse because it’s been done numerous times before. Most of the time I
spend designing the creation process wasn’t so much the process itself,
but coming up with a unique way of doing it. I could have easily
emulated the creation process of EQ or UO, but then I would be accused
of ripping off someone else’s ideas and designs. Hence the reason why I
did it the way I did. The philosphy and design concepts aren’t really
all that different, but the implimentation design is.It’s also important to remember that the Character Creation process is
the players first glimpse into the world they are about to embark on.
Next to the Main Menu, the Character Creation process is the second
biggest determining factor in giving a good first impression. It must
be simple and elegant so as to not bombard the player with too much at
once. At the same time, it’s an opportunity to let the player learn a
bit about the world before jumping in.As for how I’m going to implement adventures and stories into the game,
I’m going to use what I call the Quest system. Each Quest (which are
given out by NPC’s) involve a story element, a combat element, and a
puzzle element. Every Quest in the game pertains to a story and the
things the player must do or encounter while doing that Quest will
enhance what the player already knows about a paticular story element as
well as introducing new story elements. Most of the Quests will even
branch off into other sub-Quests. For all pratical purposes, I am
designing a system that allows multiple people to be doing the same
Quests, but get different aspects/understanding of the overall story
arch based on what they do and how they do it.You and I could do a Quest to catch a thief who stole a painting. On
one hand, I can play the detective and learn about the thief and the
painting, which in turn reveals the painting has some unique qualities
and the thief is only stealing the painting to get his children back
from the Black Cloak Society (who wants the painting to open a
dimensional doorway to another world). With this knowledge, I catch up
to the thief and rather than turning him into the authorities, I go on a
Quest to rescue the thiefs children and end up returning the painting to
it’s rightful owners and in the process learn more about the Black Cloak
Society and/or the dimension they are trying to gain access to.On the other hand, you get the same Quest, interrogate a couple of
NPC’s, track down the thief and kill him. You take the painting back to
it’s original owner and go on your way, ultimately not knowing about the
thiefs children or the Black Cloak Society’s involvement or their plansAs for stories ending, that’s the challenge of the designer/writer.
It’s my job to ensure that while some stories end, they open up into
more stories. There’s no telling what might happen once the Queens have
been rescued. 😉-David Reese
lordcorenair@netscape.net
sierragamers@talkspot.com wrote:>Hi David,
>
>You do seem to be putting a lot of time into this so I guess you’re
serious
>
>about it. What method uses the ‘modular design documents’ you refer to,
can
>
>you point me to a page about it? It does seem like a good approach to do
>this kind of thing.
>
>Anyway, your character selection procedure looks solid to me but then
again
>
>that is not really the hard part because it’s been done in just about
every
>
>on-line game. What I’m really wondering about is exactly how you will
>integrate the adventure/stories into the game. I mean, we can’t ALL rescue
>the princess can we? 🙂 Also, the downside of stories is that they end
>somewhere (even the neverending story ends ;)), how will you keep the
story
>
>going? I think that these are the questions that should be answered first
>
>Best regards,
>
>Barry
>
>
>
>>From: “Sierra On-Line Fan Site”
>>To:sierragamers@talkspot.com
>>Subject: Re: King’s Quest Online
>>Date: Sun, 29 Feb 2004 15:36:50 -0500
>>
>>Ok – I’ve got something else for you guys to look at and give feedback
>>on. A few days ago I showed you guys the races and classes the game will
>>have. Today, in addition to revealing the pitch for the game (which in
>>my opinion isn’t all that interesting), I’m revealing the character
>>creation process. I’ve been working on this one for a couple of days
>>trying to come up with the entire creation process step by step and it’s
>>finally finished. All I can say is thank god for modular design docs!
>>Otherwise this whole thing would have been a total headache. 😉
>>
>>Anyway, here it is. As always, your feedback and suggestions/critiques
>>are greatly appreciated.
>>
>>-David Reese
>>lordcorenair@netscape.net
>>
>>——————
>>3.0 Character Creation
>>
>>When starting the game for the first time, the player will automatically
>>be taken to Character Creation. During the phase of the game, the player
>>will be able to select the race, class, and defining attributes of their
>>online persona along with the personas name. At the beginning of the
>>game, players will only have one character slot to utilize, but as they
>>progress in the game, they will be able to unlock other character slots
>>and race/class/attribute combinations by collecting special items and
>>doing certain quests.
>>
>>
>>3.1 Step 1 Race Selection
>>
>>The first step in creating a new character is selecting the race of the
>>character. The different races are displayed as generic character models
>>(these models are models of the specific races and do not have any class
>>attributes). The models will be lined up side by side. When the player
>>clicks on one of the models, the text box area underneath the models
>>displays information about that particular race (See section 7.0 (Races)
>>for the descriptions of the races that should appear here). To select
>>the race as the race of the character to be created, the player clicks
>>on the button labeled Next to proceed to the next step in the process.
>>If he/she changes their mind, they c
***CONTINUED* -
Unknown,Unknown
Participantan click on the button labeled
>>Back to return to the last area they were at (Main Menu or whatever.)
>>
>>3.2 Step 2 Class Selection
>>
>>The second step in creating a new character is selecting the class of
>>the character. The different classes are displayed using models of the
>>race the player selected in Step 1. Each class has a unique look. The
>>class models are displayed side by side in the same fashion as the race
>>models were displayed in Step 1. When a player clicks on one of the
>>models, the text box area underneath the models displays information
>>about that particular class (See section 8.0 (Classes) for the
>>descriptions of the classes that should appear here). To select the
>>class as the class of the character to be created, the player clicks the
>>button labeled Next to proceed to the next step in the process. If
>>he/she changes their mind, they can click on the button labeled Back
>>to return to Step 1.
>>
>>3.3 Step 3 Physical Appearance
>>
>>The third step in creating a new character is adjusting the physical
>>appearance of the character. The character model depicting the
>>race/class of the character is displayed in the center of the screen
>>with highlighted areas representing areas that can be customized.
>>Clicking on one of the highlighted areas brings up a UI element for that
>>particular customization area. Once the player has finished adjusting
>>the physical appearance of the character, he/she clicks the button
>>labeled Next to proceed to the next step in the process. If he/she
>>changes their mind, they can click on the button labeled Back: to
>>return to Step 2.
>>
>>3.3.1 Height/Weight
>>
>>To adjust the height and/or weight of the character, the player clicks
>>on either the right/left arrows below the character model to adjust the
>>weight or the up/down arrows to adjust the height. Players can hold down
>>the left mouse button while clicking one of the arrows to change the
>>associated value by a major amount or by left clicking on the arrow to
>>make a minor change to the associated value.
>>3.3.2 Head
>>
>>To adjust properties such as hair/eye color and other facial features,
>>the player clicks on the models head. This zooms the camera in to show
>>only the characters head. A UI interface will appear that allows players
>>to tweak assorted properties. Once the player is satisfied with their
>>changes, they click the button labeled Done that is located at the
>>bottom of the UI interface.
>>
>>3.3.2.1 Head Modification UI
>>
>>The Head Modification UI will appear to the left of the character
>>models head and will fade in when it appears. When the player leaves
>>the modification, the UI will fade out.
>>
>>3.3.2.1.1 Eye Color
>>
>>The eye color property is represented in the UI as a label Eye Color:
>>with a slider bar underneath the label. Next to the Eye Color: label
>>is a label that specifies the current color. To change the eye color,
>>players left click and drag the slider either left or right, which
>>causes the eye color on the character model and the color name label to
>>change accordingly.
>>
>>3.3.2.1.2 Hair/Fur Color
>>
>>The hair color property is represented in the UI as a label Hair
>>Color: with a slider bar underneath the label. Next to the Hair
>>Color: label is a label that specifies the current color. To change the
>>hair color, players left click and drag the slider either left or right,
>>which causes the hair color on the character model and the color name
>>label to change accordingly.
>>
>>
>>3.3.2.1.3 Hair/Fur Style
>>
>>The hair style property is represented in the UI as a label Hair
>>Style:, a label that specifies the current hair style, and a collection
>>of icons depicting assorted hair styles that pertain to the race and
>>class of the character. There is also a left arrow and a right arrow
>>that will appear at either end of the icon row to depict there are more
>>icons to choose from. To scroll the row, players click either the right
>>arrow or the left arrow. To select a hair style, players click on the
>>icon of the hair style they want. The character model and hair style
>>name label will change accordingly.
>>
>>3.3.2.1.4 Head Accessories
>>
>>The Head Accessories property is represented in the UI as a label
>>Accessories:. A label that specifies the current accessory, and a
>>collection of icons depicting assorted accessories that can be worn on
>>the character head (hats, earrings, etc). There is also a left arrow and
>>a right arrow that will appear at either end of the icon row to depict
>>there are more icons to choose from. To scroll the row, players click on
>>either the right arrow or the left arrow. To select an accessory,
>>players click on the icon of the accessory they want. The character
>>model and accessory name label will change accordingly. Players may
>>choose up to two Head Accessories, so there are two Head Accessory UI
>>elements. Also note that certain accessories such as hats will give the
>>player a hat as part of their starting equipment and does not make the
>>accessory a permanent part of the character model. Players can remove
>>and/or change accessories in game by purchasing new ones from merchants.
>>
>>
>>3.3.3 Clothes
>>
>>To adjust properties such as what the character model is wearing when
>>they start the game, the player clicks on the models body. A UI
>>interface will appear that allows players to tweak assorted properties.
>>Once the player is satisfied with their changes, they click the button
>>labeled Done that is located at the bottom of the UI interface.
>>
>>3.3.3.1 Body Modification UI
>>
>>The Body Modification UI will appear to the left of the character
>>models head and will fade in when it appears. When the player leaves
>>the modification, the UI will fade out.
>>
>>3.3.3.1.1 Clothing Type
>>
>>The clothing type property is represented in the UI as a label Clothing
>>Type:, a label that specifies the current clothing type, and a
>>collection of icons depicting assorted types of clothes that pertain to
>>the race and class of the character. There is also a left arrow and a
>>right arrow that will appear at either end of the icon row to depict
>>there are more icons to choose from. To scroll the row, players click
>>either the right arrow or the left arrow. To select a clothing type,
>>players click on the icon of the clothes they want. The character model
>>and clothing type name label will change accordingly.
>>
>>3.3.3.1.2 Clothing Color
>>
>>The clothing color property is represented in the UI as a label Color:
>>with a slider bar underneath the label. Next to the Color: label is a
>>label that specifies the current color. To change the clothing color,
>>players left click and drag the slider either left or right, which
>>causes the color of the clothes on the character model and the color
>>name label to change accordingly.
>>
>>
>>3.3.3.1.3 Clothing Accessories
>>
>>The Clothing Accessories property is represented in the UI as a label
>>Accessories:. A la -
Unknown,Unknown
Participant(Re: King’s Quest Online)
Here’s something for you guys to take a look at. While I don’t want to
go into details about the Quest System (it IS one of the cornerstones of
the game and is what I consider the heart and soul of the game), I can
share with you one of the systems that affects the Quest System in a
very major way. In fact, this system affects just about everything in
the game. I have taken what has been done in the past and taken it to
it’s next logical step. I have played a variety of MMO games and while
all of them have this paticular type of system, none of them comes close
to the potential of the system.Below is a draft of the Faction System (it’s far from finalized, but it
gives you an idea as to what one of the directions the game will take).Enjoy and as always, your feedback is welcomed and appreciated. Also –
if you got any ideas, feel free to share em! 😉—————–
11.0 The Faction System
Every NPC in the game belongs to a group of like-minded NPCs. These
groups are called Factions. When a player does something good for an
NPC, he/she will gain Faction Points with the Faction that NPC belongs
to while loosing Faction Points with Factions that are opposed to the
Faction the player is doing something good for. This also applies for
doing something bad to an NPC (in which case, the player will loose
Faction Points with the Faction the affected NPC belongs too while
gaining Faction Points with factions that are opposed to the affected
NPC.11.1 The Effects of Faction
Faction Points determine how an NPC (or group of NPCs) feel about the
character the player is playing. Characters with high Faction will be
treated more hospitably and friendlier by NPCS of that Faction while
characters with low Faction will be treated with scorn and
unfriendliness by NPCs of that Faction.Faction is also used to determine the types of prices merchants set when
dealing with players (buying and selling) as well as determining the
types of Quests NPCs will give to players (if any).Faction also plays a role in the notoriety of the character the player
is playing (which also has an effect on merchants and other NPC types).
Additionally, certain Quests and Uber-Quests can only be initiated by
players who are in either high or low standing with certain factions.Through the Faction system, it is possible to play either good or bad
characters and the story the player participates in will be dictated by
the type of character a player chooses to play.11.2 Faction Rankings
Faction Rankings are detailed below from worst to best. The effects of
each Ranking will be determined on a Faction-to-Faction basis.” Despised (-500 through -300 points)
” Hated ( -299 through -101 points)
” Indifferent (-100 through 100 points)
” Appreciated (101 through 299 points)
” Loved (300 through 500 points)11.3 Faction Listing
Listed here is a list of all of the Factions in the game.
Faction Name Faction Type
Royal Houses of Caranous Good
Order of Black Cloaks Evil
Druids of the Isles Neutral
Merchants Guild Neutral
Faerie Triumvirate Good
Guardians of the Vale Good
Assassins Blade Evil
Crimson Tear Evil
Path of the Wanderers Neutral
Keepers of the Vault Neutral
The Nameless Evil
Consortium of Magi Good-David Reese
lordcorenair@netscape.net -
Unknown,Unknown
Participant(Re: King’s Quest Online)
Err – the faction list got fangled up in the email… here it is as I
wanted it to be displayed (in a readable format)Faction Name / Faction Type
—————————
Royal Houses of Caranous / Good
Faerie Triumvirate / Good
Guardians of the Vale / Good
Consortium of Magi / Good
Order of Black Cloaks / Evil
The Nameless / Evil
Assassins Blade / Evil
Crimson Tear / Evil
Path of the Wanderers / Neutral
Keepers of the Vault / Neutral
Druids of the Isles / Neutral
Merchants Guild / Neutral-David Reese
lordcorenair@netscape.netsierragamers@talkspot.com wrote:
>Here’s something for you guys to take a look at. While I don’t want to
>go into details about the Quest System (it IS one of the cornerstones of
>the game and is what I consider the heart and soul of the game), I can
>share with you one of the systems that affects the Quest System in a
>very major way. In fact, this system affects just about everything in
>the game. I have taken what has been done in the past and taken it to
>it’s next logical step. I have played a variety of MMO games and while
>all of them have this paticular type of system, none of them comes close
>to the potential of the system.
>
>Below is a draft of the Faction System (it’s far from finalized, but it
>gives you an idea as to what one of the directions the game will take).
>
>Enjoy and as always, your feedback is welcomed and appreciated. Also –
>if you got any ideas, feel free to share em! 😉
>
>—————–
>
>11.0 The Faction System
>
>Every NPC in the game belongs to a group of like-minded NPCs. These
>groups are called Factions. When a player does something good for an
>NPC, he/she will gain Faction Points with the Faction that NPC belongs
>to while loosing Faction Points with Factions that are opposed to the
>Faction the player is doing something good for. This also applies for
>doing something bad to an NPC (in which case, the player will loose
>Faction Points with the Faction the affected NPC belongs too while
>gaining Faction Points with factions that are opposed to the affected
>NPC.
>
>11.1 The Effects of Faction
>
>Faction Points determine how an NPC (or group of NPCs) feel about the
>character the player is playing. Characters with high Faction will be
>treated more hospitably and friendlier by NPCS of that Faction while
>characters with low Faction will be treated with scorn and
>unfriendliness by NPCs of that Faction.
>
>Faction is also used to determine the types of prices merchants set when
>dealing with players (buying and selling) as well as determining the
>types of Quests NPCs will give to players (if any).
>
>Faction also plays a role in the notoriety of the character the player
>is playing (which also has an effect on merchants and other NPC types).
>Additionally, certain Quests and Uber-Quests can only be initiated by
>players who are in either high or low standing with certain factions.
>
>Through the Faction system, it is possible to play either good or bad
>characters and the story the player participates in will be dictated by
>the type of character a player chooses to play.
>
>11.2 Faction Rankings
>
>Faction Rankings are detailed below from worst to best. The effects of
>each Ranking will be determined on a Faction-to-Faction basis.
>
>” Despised (-500 through -300 points)
>” Hated ( -299 through -101 points)
>” Indifferent (-100 through 100 points)
>” Appreciated (101 through 299 points)
>” Loved (300 through 500 points)
>
>11.3 Faction Listing
>
>Listed here is a list of all of the Factions in the game.
>
>Faction Name Faction Type
>Royal Houses of Caranous Good
>Order of Black Cloaks Evil
>Druids of the Isles Neutral
>Merchants Guild Neutral
>Faerie Triumvirate Good
>Guardians of the Vale Good
>Assassins Blade Evil
>Crimson Tear Evil
>Path of the Wanderers Neutral
>Keepers of the Vault Neutral
>The Nameless Evil
>Consortium of Magi Good
>
>
>-David Reese
>lordcorenair@netscape.net
>
>
>
>
>
>_______________________________________________________________
>
>Please note:
>
>You were sent this email by D Reese lordcorenair@netscape.net ).
>
>You may reply directly to this email if you wish, and your response will be
emailed, as well as automatically posted to the Sierra On-Line Fan Site
website.
>
>WARNING: Sending a spam message, or messages with adult content is cause
for immediate closing of your account.
>
>If you would like to stop receiving these emails, you may either visit the
Sierra On-Line Fan Site website to change your email preferences, or simply
respond to this email with the single word “Unsubscribe” in the subject line
of your email (without the quotes), and you will NOT receive emails in the
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>
>If you have any questions about how to stop receiving these emails, you may
write to the webmaster atkenw@seanet.com
>
>
>
>Thank you.
>
>—
Your favorite stores, helpful shopping tools and great gift ideas.
Experience the convenience of buying online with Shop@Netscape!
http://shopnow.netscape.com/ -
Unknown,Unknown
Participant(Kings Quest Online)
Ok – here’s another section for you guys to read through. I realize what
I’ve been posting has been rather… meaty, and I apologize for this. As
always, I appreciate your time and feedback and your critiques and
suggestions are greatly appreciated. So, that said, I give you… the
Interface. Key things in this section include the Character icon (which
comprises quite a bit of space and is quite detailed).Also – if any of you have good working knowledge of C++, DirectX, and
Engine programming, send me an email! I’m starting to reach the point
where an engine should begin development (as these things take time).
I’m looking into outsourcing an engine (such as the Torque engine or the
engine used to make Syberia), but regardless of what is done, I’ll need
a programmer to facilitate everything (my programming knowledge isn’t
nearly good enough to program a game engine. hehe). So – send me an
email if your a C++ programmer interested in game development. 😉-David Reese
lordcorenair@netscape.net——————
9.0 Interface
9.1 Interacting within the world
Players with interact with a wide variety of things and people within
the world. This will be accomplished via an icon interface. On the left
hand of the screen, a row of animated icons in descending order will
represent the various actions the player can do. This is similar to the
icon interface utilized in Sierra games from the mid 90s (SCI-1), but
with an updated appearance. Clicking on an icon will change the cursor
into what the icon represents (i.e. clicking the hand icon will turn the
cursor into a hand). Players can then left-click the cursor over what
they wish to interact with and the character will do whatever action the
cursor is designated to do.9.1.1 Standard movement
Regardless of whether the character is in walk or run mode, players will
utilize the following command scheme to control their character within
the 3D environment.” W Move forward
” S Move backward
” A Turn left
” D Turn right
” SPACE Jump
” CONTROL Crouch
” SHIFT Toggle Run/Walk
” TAB Toggle Combat ModeThe mouse is set to free-look mode by holding down the right mouse
button. While the right mouse button is held down, the player can move
forward or backward while turning either left or right.9.1.2 The Talk Icon
The Talk icon, represented by a comic bubble and animated with letters
appearing inside the bubble, is used to interact with NPCs in the game.
When the player clicks the Talk cursor on an NPC, the camera will pan
around and zoom in on the character and the NPC. At this point, a dialog
tree appears listing the various things the player can choose to say.
The actual conversation takes place via pop-up dialogs that display the
characters portraits and their dialog.9.1.3 The Walk/Run Icon
The Walk/Run icon, represented by either an animated miniaturized person
walking (walk) or running (run). This icon acts as a shortcut toggle to
set the character to either walking speed or running speed and does not
have an associated cursor.9.1.4 The Combat Icon
The Combat icon, represented by a sword with a slashing animation,
toggles the Combat Mode. While in Combat Mode, the camera will move to a
cinematic-like position and will pan around the character slowly
during the course of combat (but will remain central when not actually
in combat.) While in Combat Mode, the Combat Icon will appear
highlighted to remind the character they are in Combat Mode. While in
this mode, to attack a target, all the player has to do is click on the
target. A glowing red meter indicating the targets health will appear
above the target and the character will attack with whatever he/she has
equipped when the target is within range automatically. This enables the
player free to do other actions (such as casting spells and/or setting
up combos).9.1.5 The Hand Icon
The Hand icon, represented by a persons hand and animated with a
grasping motion, enables the player to either pick up items, activate
switches/mechanisms, and open/close doors/chests. Once this icon has
been selected, the cursor will change to an animated hand and the player
can click on what they want the character to do. The character will
automatically do whatever action is appropriate based upon what the
player clicks on (i.e. the character will pick up a loaf of bread
instead of trying to open it.)9.1.6 The Spells Icon
The Spells icon, represented by a wand with a sparkle animation on the
tip, opens the players Spell book. Once the spell book is open, the
player can select from a list of spell icons with the name of the spell
below the icon. Clicking on a spell icon causes the spell book to turn
the page to the page the spell is located at. On this page, a
description of the spell along with any reagents the spell requires is
listed. On the bottom of the page is a small version of the spell icon
which the player can drag onto any part of the screen for fast
casting, a button labeled Cast Spell, a button labeled Close
Spellbook, and a button labeled Contents If the character doesnt
have the necessary reagents, the Cast Spell button will be grayed out
and the fast-cast shortcut icon will have a diagonal line through it to
signify that reagents are missing. Additionally, the reagent list will
appear in two colors. Reagents in black type represent reagents the
character has in his/her possession. Reagents in red type represent
reagents the character is missing. At any time, the player can click on
the Close Spellbook button to close the spell book or the Contents
button to return to the contents page.9.1.7 Character Icon
The Character icon, represented by a portrait of the character the
player is playing, opens the Character Screen. The actual portrait is a
3D model depicting the head of the character the player is playing. This
screen has a 3D model of the character on the left-hand side of the
dialog and a tabbed display area on the right-hand side. Each tab in the
display opens a different page of the display. These tabs are labeled
and described as follows:” Inventory This tab brings up the characters inventory in the display
area. Objects the character has are displayed as icons (more than one
object will automatically be stacked together and a counter will appear
on top of the object icon.) Players can click on inventory objects to
select them (making them the active object) as well as holding the mouse
cursor over objects to receive a pop-up description of the object. If
the player wishes to drop an item on the ground, all he/she needs to do
is select the item they wish to drop and click on the button labeled
Drop Item, located at the bottom of the display.” Equipment Th
***CONTINUED*** -
Unknown,Unknown
Participantis tab brings up the characters list of equipment
(equipment is kept separate from inventory) in the display area.
Equipment the character is carrying is displayed as icons. Players can
drag equipment from the list and onto the character to equip them.
Likewise, players can drag any piece of equipment the character has
equipped over to the equipment list to remove them. Players can hold the
mouse cursor over the equipment item to receive a pop-up description of
the item (which includes attribute requirements and special attributes
of the equipment.) If the player wishes to drop a piece of equipment on
the ground, all he/she needs to do is select the piece of equipment they
wish to drop and click on the button labeled Drop Equipment, located
at the bottom of the display.” Diary This tab brings up a diary in the display area. This diary
displays all quests the player is currently involved in as well as
completed quests. The list will initially display only the names of the
Quests. When a player clicks on a Quests name, the diary will open up
the Quest information underneath the selected Quest. This information
includes pertinent information from NPCs concerning the Quest as well
as things that the character has already done in completing the Quest.
Quests are listed in two types. Open Quests are displayed in bold white
type. Completed Quests are displayed in regular gray type. Additionally,
next to each Quest title is a small X icon. Clicking on this icon will
either remove the Quest from the Diary if it has been completed or
forfeit an active Quest. If the player tries to forfeit an open Quest, a
warning will be displayed notifying the player they are about to forfeit
an open Quest along with two buttons, labeled as Forfeit and Cancel.
If the player wishes to forfeit the Quest, he/she can click on the
Forfeit button and the Quest will be removed. Otherwise, he/she can
click on the Cancel button and the warning dialog box will disappear
and the Quest will not be forfeited. Certain Quests cannot be cancelled.” Friends This tab will bring up a list of any Friends (other player
characters the player has added to their Friend list) in the display
area. Friends are displayed in two types. Friends that are currently
in-game are displayed in bold white type, while Friends that are
currently out-of-game are displayed in italic gray type. Next to each
name are two small icons: a small chat bubble icon and an X icon. If the
player wishes to contact the character, all he/she needs to do is click
on the chat bubble icon. This will bring up a private message window,
enabling the player to send a private message to the Friend. If the
player wishes to remove the Friend from his/her list, clicking on the X
icon will remove the Friend. At the bottom of the list is a button
labeled Visible. If the button appears pressed, then the character
will appear as being in-game to anyone who has the character in their
Friends list. If the button appears un-pressed, the character will
appear as being out-of-game to anyone who has the character in their
Friends list.” Character This tab brings up a list of the characters attributes in
the display area, including current attribute ratings and any special
skills the character has. It also includes pertinent information such as
the race/class of the character, the characters homeland, their birthday
(the day they were created), total amount of Experience Points the
character has earned, amount of Experience Points the character has to
spend, and the amount of Gold the character has to spend. Next to each
attribute rating, a white up-sign will appear whenever the character has
earned enough Experience Points to raise the particular attribute the up
sign appears next to. When the player clicks on this sign, a dialog will
appear notifying the player how much Experience Points raising that
particular attribute will cost along with how many Experience Points the
character currently has available to spend. If the player wishes to
raise the attribute, all he/she needs to do is click on the Raise Now
button to raise the skill. Each time the Raise Now button is clicked,
the attribute will be raised by one point. The attribute raise cost and
current available Experience Points counters will update accordingly. If
the player changes his/her mind, all they have to do is click on the
Never Mind button and the dialog will close.” Settings This tab will bring up a list of Game Settings for the
player to adjust. This includes graphic settings (resolution, effects,
etc), font settings (default font, font color schemes, etc), sound
settings (volume controls, etc sound settings), and account settings
(add/change/view billing info, cancel account, promotion redemption,
etc). Any changes to these settings will not take effect until the
player clicks on the button labeled Apply at the bottom of the display
area. If the player decides not to make any changes, all he/she needs to
do is click on a different tab. Any changes the player had planned on
making will not be made and the settings will automatically revert to
their stored values.9.1.8 Combo Icon
The Combo icon, represented by a wand with a sparkle animation on the
end and a sword animated with a swinging animation, opens the Combo
Display. This display is split into four panes. The first section (the
left pane) is a list of icons representing the different individual
combo actions available to be selected. The second section (the right
pane) is a list of icons representing the combo being created. To create
or change a combo, the player simply drags icons from the left pane to
the right pane. On the bottom pane, the name and description of the
combo is displayed. The name is set by the player when creating the
combo by clicking on the name (a default name is set automatically) and
renaming it). The description of the combo is a worded description of
the actions that comprise the combo.On the top pane, a horizontal scrolling display of all saved combos is
displayed in list form. To select a saved combo, the player selects the
name of a combo from this pane and the right/bottom panes will update
automatically. To save a combo, the player must select the Save Combo
button on the bottom of the window. To use a combo, the player must drag
the combo name from either the bottom pane or the top pane onto the game
area. The combo name will appear as an icon and the player can execute
the combo by clicking on it.9.2 Conversing with other player characters
On the bottom center of the screen is a chat window. Each land has its
own chat channel. To speak to other players, all players have to do is
press the ~ key to bring up a chat message display window. Players can
type messages in this display and click on the Send button underneath
the display. Their message will appear on the chat channel. To speak to
players that are around the character, the player can press the ENTER
key. This brings up a message display window. Players can type what -
Unknown,Unknown
Participant(Re: King’s Quest Online)
While I usually hate naysayers, today I am going to be one of them.
Online games are not driven by stories. They are driven by the freedom
players are given to self-determine. Sierra games had heart because they
told a compelling story, which can only be done if the designer has complete
control over the player’s actions, ie where they have to go, what they have
to do, and the outcome. This to me implies scripted sequences aplenty, plus
almost forcing the player to do what the designer wants with little to no
freedom of choice in the matter.Frankly, I liked that about Sierra quest games. I think the Quest for Glory
series came closest to giving players enough freedom to believe they were
actually directing the story with little to no prompting from the designers
because they could fight for as long as they liked, steal if they were so
inclined, and indulge in story elements at their leisure. However this was a
very fine balance. Online games require not only the ability of the player
to self-determine at their leisure, but incentive to KEEP ON PLAYING as
well.And my point? Making an online King’s Quest game is not a good idea. King’s
Quest was about wholesome values, morals, fairy tales with a twist… well
it was untlil MOE came out where the player was suddenly forced to KILL
things en masse… I mean really, in a King’s Quest game?? Who among us
didn’t find that a major departure from the previous installments in the
series? I sure as hell did.Do you really want to make one of the most beloved game series of all time
(at least in my book) into a 24/7 kill-a-thon? How do you propose to use
story in an online game to keep things interesting when all most players
want is the freedom to do whatever they please… force the story onto them
and you will lose customers, guaranteed.If you want to resurrect the King’s Quest series, do it with a single player
game. Include some of the elements you’ve been talking about with regards to
King’s Quest Online, refine it into an awesome story that doesn’t involve
mass slaughter of anything, say by the use of a storyline that focuses on
political intrigue or even romance as KQ6 did, and maybe we’ll have a game
on our hands that is worthy of the King’s Quest title.I strongly believe that the reason a game like KQ6 was so popular and
successful is because the player got to fall in love, which is something
everyone wants to do, (yes, even hardcore gamers). It was a game with heart,
there was very little WOW factor on a technical level since it was a pretty
standard point-and-click affair (if you ignored the introduction which was
fantastic for its time). The game itself was all about the yearning of a
prince’s heart to find his true love, and who among us doesn’t have the same
yearning? I just don’t believe a story with heart can be easily translated
into an online game.So I now ask the question, are we as gamers so jaded that the only things
that appeal are mass slaughter, bigger weapons, stronger armour, deadlier
combat skills, higher levels? I don’t like to believe that, but that is what
game makers are catering for, so there has to be an element of truth to it.
That is why games that grab you on an emotional level are few and far
between. In actual fact, I would love to hear from the rest of you
sierragamers readers as to what games you’ve played recently which you’ve
actually felt GOOD about as opposed to be scared witless or held in suspense
or drained. I recently picked up the Painkiller demo and felt more than a
little ill a few minutes into it, play it yourself and you’ll see what I
mean. Or you won’t, there are a lot of gamers who eat stuff like that up.
Point is, a lot of games I’ve played, seen or heard about lately are all
about violence and blood and guts, held together by the most idiotic of
stories, and frankly that’s not what I am interested in.Anyway, now that I’ve taken up valuable work time composing this mail, I
will leave you with a final thought: Do you want to see another Everquest
clone, or do you want to see a decent, story-driven, character-rich single
player game like we know King’s Quest is capable of being? I know what I
want.Thanks
Cheers
Deon du Plessis
Gamer since ’89_________________________________________________________________
Entertainment venues, star gossip and more – find it with MSN Search!
http://search.msn.co.za/ -
Unknown,Unknown
Participant(Re: King’s Quest Online) Reading this email was like reading my mind – I feel the exact same way. The only reason why online games are “kill-a-rama” affairs with no story is because that is what we as gamers have come to expect. It’s what we pay for month to month and it’s what the industry will continue to give us because marketing studies show thats what gamers want to play.
The main difference between KQO and games like EverQuest is in the genre.
Everquest = MMORPG (Massively Multiplayer Role Playing Game)
Kings Quest Online = MMOAG (Massively Multiplayer Adventure Game)
KQO isn’t a kill-a-thon. I use the term “kill monsters” in the design document without even thinking about it, but truth be told, there won’t be any killing in the game. It is my hope that if KQO becomes a reality, it’ll come packaged with an “E” rating (Everyone). Players will combat monsters, but it won’t end up in death. Monsters will “poof” away as if by magic. And while the player may appear to “die”, they are actually becoming incapacitated and their “soul” is transported to the Underworld where more adventures and stories await. Death is something I want to stay far away from with KQO. Everything in your message states everything I am not doing with KQO.
It is as far away from EverQuest or other clones as the Earth is from the sun.
😉
-David ReeseLink:lordcorenair@netscape.net (mailto:lordcorenair@netscape.net)
-
Unknown,Unknown
Participant(Re: King’s Quest Online) Hi, Deon, and the rest of you,
I fully agree with Deon. Thank you for taking the time to tell us your opinion.
One of the participants on the forum said something along the lines that Ken Williams was a prophet regarding the multiplayer future of adventure games. That is not how I see things.
Some years ago I remember reading the actual interview with Ken Williams where he stated it, and I also remember thinking “Ken, this time you are plain wrong”.
Back during the times of the internet boom, and from what I gather from the current discussion, a lot of people thought and still think that multiplayer features can be slapped into every game.
My question is then, how about slapping multiplayer features in ebooks? What would this bring to the table? Nothing. By virtue of their stories, adventure games are like books, and you don’t want to be reading a book whose story has not been well defined by the author, do you? Imagine buying a 100 page book that has only 10 pages filled in by the author. Imagine such a book bearing an inscription asking the reader to gather as many friends as he/she likes to fill in the remaining 90 pages. That would fall into the “multiplayer” category. Would you buy such a book? If you did, would it be fun?
Think about it.
-Vesko -
Unknown,Unknown
Participant(Re: King’s Quest Online) Can you explain how MMOAG (Massively Multiplayer Adventure Game) is different from MMORPG (Massively Multiplayer Role Playing Game)? How are you going to enforce a sensible, coherent story?
The rating is not related to the type of the game, it is related to the actual content of the game, so it is irrelevant to the single or multiplayer aspects.
-Vesko -
Unknown,Unknown
Participant(Re: King’s Quest Online) Hello!
The future of gaming is indeed online. As technology improves and high speed internet connections becomes more of a norm rather than an oddity, the demands of players have increased. Players want to play games that enable them to play a game and have social interactions at the same time.
The problem with a lot of games though, is the simple fact that a lot of developers simply slap on a multiplayer component onto their game without really implimenting it properly. A lot of games that have multiplayer components suffer from the “follow the pack” mentality. They saw it work for game x so they figure they gotta have the same thing. Oftimes this isn’t even the developers decision. If a publisher (who slaps out tons of money to fund the development and distribution of a game) wants their game to have a multiplayer component, thats what they will get, otherwise they’ll pull the plug.
A Massively Multiplayer Adventure Game can be done, but it must be done right if it is to be fun and enjoyable entertainment.
To answer your question about buying an ebook that had a multiplayer component… In the mid 80’s there was a series of books called “Choose your Own Adventure”. The books were kinda small (only 100 pages or so), but as you read through the story, you had to make decisions (go left or go right) or (slay the monster or run) or (investigate the well or open the dusty book on the floor). Each branch led to a different outcome. So in a sense, the reader controlled the story and could re-read the story making different decisions each time and get a different story to
read each time.
That is the type of game I am trying to make (in it’s simplest form).
So imagine a scene from KQVI (since this was cited as an example). The player is in town at the bookshop. The genie is there as well, disguised as a hooded traveller, but keeps an eye on the player’s character. The player knows that it’s the genie, but the only option the designers gave the player is to ignore the genie. Eventually he leaves (after the player obtains the magic book).
Now imagine that same scenario only with different options. You can ignore the genie. You can confront him and prod him until he reveals himself. You can nonchalantly throw a book at him to get him to leave. You can wait and come back another time when the genie is not there. All of these options have the same goal of getting the genie out of the shop so you can conduct your business without him spying on you and reporting back to the vizor. Each option has it’s own pros and cons. Each option also has the opportunity to branch out into other areas.
You see where I’m going here, right?
😉
-David ReeseLink:lordcorenair@netscape.net (mailto:lordcorenair@netscape.net)
-
Unknown,Unknown
Participant(Re: King’s Quest Online) An adventure game, as you know, is a game that stresses gameplay through the means of story and puzzle-solving elements.
An RPG, as you know, is a game that stresses gameplay through building up a character through combat.
Ignoring MOE for a moment, the KQ games were adventure games.
Games from the D&D universe or even the Quest for Glory series where RPG’s (though QFG was more of a hybrid adventure RPG than a straightforward RPG).
So, an MMORPG is basically an RPG that takes place in a persistant state world. Players build up their characters stats. They kill monsters to get gold and experience to get better gear so they can kill stronger monsters (and repeat infinitely until they get bored)
An MMOAG is basically an adventure game that takes place in a persistant state world. It is actually a hybrid adventure RPG like QFG in that you have the ability to build up your character, but the emphasis is on puzzle solving and story elements along with combat. It’s a balancing issue, but ultimately, the game isn’t just about killing things.
KQO features combat and puzzle solving elements. MOE wasn’t that great of a KQ game, but it did do a good job of telling a story while infusing RPG-like qualities into it.
As for the rating of a game, I would rather make a game like KQO that is rated “E” rather than “T” or “M” for the simple fact that KQ is about fairytale adventures and whimsical creatures. I would never even think of playing ANY game with the KQ name that was rated “M” because that is a debauchery of the franchise. KQO will not have blood in it. It also won’t have wanton killing. And above all (this is one of my main statements about describing KQO), it is NOT about just running around killing things.
Just because everything else that has MMO attached to it is about killing things doesn’t necessarily mean that killing things is all an MMO is capable of. Thats just all people are playing right now because that’s the only thing on the market. People can talk about wanting to play something different, but the simple fact of the matter is there’s nothing else for them to play.
Naysaying aside, you can’t help but be at least the slightest bit curious and hopeful at what I am trying to accomplish. To say you (you as in people in general) are not is to sit behind your computer making idealistic judgements about how pathetic games have become while doing nothing about it but complaining and doing nothing productive to change the cycle.
Forgive me if I sound a bit forceful, but it seems the prevailing opinion is I’m making an EQ clone and how dare I have the nerve to even think of mangling such a beloved franchise as KQ like that. Sadly, people who think this are only seeing what they want to see and nothing else, regardless of what I say……
-David ReeseLink:lordcorenair@netscape.net (mailto:lordcorenair@netscape.net)
-
Unknown,Unknown
Participant(Re: King’s Quest Online) Actually, after giving this some serious thought, I have come to the following conclusion:
The people here who have been posting represent a measure of the target audience I am designing KQO for.
That said, it seems the prevalent opinion is “don’t do it”. Perhaps there is some logic to this. Perhaps not.
In any event, I am going to cease design on a KQO title. Maybe it’s time to pull out that story I wrote a couple of years ago and see what I can come up with that. Better to do something new than go against the grain and offend people.
Maybe one day you’ll see the game you want to play on the shelf. Maybe not. But learn something from what I have tried to do: If you wish to lament and/or complain about the state of the industry, then do so in a constructive manner and then try to do something about it. Otherwise, your words are just going to join in the chorus of lamentation that permiates the adventure game genre.
Enough said. Good night (I’m going to bed) 😉
-David ReeseLink:lordcorenair@netscape.net (mailto:lordcorenair@netscape.net)
-
Unknown,Unknown
Participant(Re: King’s Quest Online) You’re close, EQ is a MMOTG. Massively Multiplayer Online Treadmill Game.
Torgak -
Unknown,Unknown
Participant(Re: King’s Quest Online) “An RPG, as you know, is a game that stresses gameplay through building up a character through combat.”
Yet again, close, not quite. An RPG is a game that stresses gameplay through taking on a role, such as paladin, wizard or blacksmith, where ones character advances through either the ever popular combat, or completeing actions. Most good RPGs can be gotten through with a minimal amount of combat.
Torgak -
Unknown,Unknown
Participant(Re: King’s Quest Online)
David,
While I admire what you are trying to do, it just doesn’t make sense to do it in the King’s Quest universe. I have had difficulty in coming up with an idea about how to make the game story-oriented and not a gorefest in such a way that the player doesn’t play for 4 hours, finishes all the story elements and then gets bored. Teaming up with other players, a big draw for most MMORGs, wouldn’t make sense in a non-violent KQO since that would take away the reason to team up leaving only “sharing the story”.
If you want an awesome story, and you want lots of people to share in it, then doing it the way it has been done before, i.e. in single player format, is the best way to achieve this. That’s exactly what we’ve all experienced with KQ so far, right? None of the games were multiplayer but we still reminisce and relate to each other’s experiences in a meaningful, fun way. I LOVE KQ6, it is my all time favourite Sierra adventure and I would love to play something similar, I love talking about it with the people I grew up
with who were as into Sierra games as I was. Nostalgia rocks!That aside, I don’t think your efforts have been in vain. You are a brave man to propose what you’ve proposed, however the KQ universe just isn’t the most fertile soil for a persistent, online version without corrupting what made the KQ series such a success in the first place. Not only that, but I realised what made playing the old games so special was that it was always a King’s Quest, not Joe Soap Quest… playing as royalty added something that an MMORPG just can’t offer, because it’s just not feasible to have 200,000 Princes, Princesses, Kings and Queens running around. Being just like everyone else just ain’t that special.
If you are keen to dust off the story you wrote however many years back, I think you’d do well to present it to people like the Anonymous Game Developers (who I secretly suspect are ex-Sierra employees doing what they love to do because they can) and see if you can make it into something that way. They’ve obviously got the talent, passion, time and the resources to
make your story come to life, so why not give them a try?And that is my two cents worth. I am honestly not trying to criticise you into the ground, just letting you know how I feel about an online KQ game. You’ve obviously got the passion for the genre, and I wish you all the best with it. If a single player game comes of it all, I will be first in line to buy it.
Regards,
Deon du Plessis
-
Unknown,Unknown
Participant(Re: King’s Quest Online)
[snip]
> As for the rating of a game, I would rather make a game like KQO that is
> rated “E” rather than “T” or “M” for the simple fact that KQ is about
> fairytale adventures and whimsical creatures. I would never even think
> of playing ANY game with the KQ name that was rated “M” because that is
> a debauchery of the franchise. KQO will not have blood in it. It also
> won’t have wanton killing. And above all (this is one of my main
> statements about describing KQO), it is NOT about just running around
> killing things.Reading your thoughts, I’m sure you won’t do a KQ mod for DOOM or Unreal Tournament. This is laudable.
> Just because everything else that has MMO attached to it is about
> killing things doesn’t necessarily mean that killing things is all an
> MMO is capable of.It is possible for a MMO not to include killing. You simply do not put
killing in. However, the BIG question is: how do you, as an author, manage to control the extent of interaction between multiple *autonomous* players? You still haven’t stated any core differences from the singleplayer counterpart.[snip]
>
> Forgive me if I sound a bit forceful, but it seems the prevailing
> opinion is I’m making an EQ clone and how dare I have the nerve to even
> think of mangling such a beloved franchise as KQ like that. Sadly,
> people who think this are only seeing what they want to see and nothing
> else, regardless of what I say……No, who told you “how dare you”? I think nobody has any negativity towards you here.
-Vesko
-
Unknown,Unknown
Participant(WorldStream and Peter Spear) Ken, did you quit WorldStream? Last I wrote to you, you told you were at that company. That was four years ago.
By the way, does anyone know that Peter Spear died in 1998? Sad, I say.
From the Corporate Offices of Warbasse Kyokai, total owner of Anime Strike, Manga Wolf Comics, Disenfranchised Comic Shop, and etc. etc. etc.
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Unknown,Unknown
Participant(Older Sierra gamers and new PCs) For folks needing to play older games, see if you can find a Windows version of Microsoft’s Virutal PC. After installation, you can set a computer to use Windows 3.1, DOS 5, 6 or 7, Windwos 95 and so on, even Linux (real reason for creation). A new version for OS X Pather is due, too, with no Windows XP packaged, so a user can do the same for Mac with PC OSs.
I used it just fine on my PC, by putting DOS 2000 and Windows 95a. All of older Sierra and Virgin/Westwood games run fine, but I also had a brutal time convincing the program to tweak for an old Pentium II.
I hope this helps anybody have the troubles I’ve had with older Sierra and Virgin/Westwood games to play.
The other solution for the sound card problem for me was to just install in an open ISA slot and SoundBlaster Pro and disable my on-board sound. Despite WinXP “wanting” a 16-bit or better sound card, all of my sounds are fine, and my WinXP games, like Half-Life, work just peachy. However, the on-board must be disabled physically.
Lastly, most Windows 3.x software will run 100% fine under WinXP, as long as it doesn’t have a Win95 autorun setting (any Sierra game published from, more or less, Sep. ’95 and later). You must, though, have the ability to adjust your video mode to 256 colors or 16 colors, and, for King’s Quest 5 CD, you must adjust the resolution to 640 x 480 x 256 colors. Other than that, everything works great!
Then again, just buy Virutal PC and forget about the last two solutions.
From the Corporate Offices of Warbasse Kyokai, total owner of Anime Strike, Manga Wolf Comics, Disenfranchised Comic Shop, and etc. etc. etc.
-
Unknown,Unknown
Participant(Virtual Apple and classic Sierra) Virtual Apple has many EGA classics on their site for play. Only catch is no saving. Many Sierra games are on the IIgs emulator. Go to
Link: http://www.virutalapple.com(http://www.virutalapple.com)
to play the classics.From the Corporate Offices of Warbasse Kyokai, total owner of Anime Strike, Manga Wolf Comics, Disenfranchised Comic Shop, and etc. etc. etc.
-
Unknown,Unknown
Participant(Suggested Web Site) I have recently taken back a club I started on Yahoo! 5 years ago and would be honered if you would add it to you page. I will be adding to it over the next few weeks while I’m off.
Sierra Classic Games on Yahoo!
Thanks!
Raveing98
–0-897742272-1079106796=:99076– -
Unknown,Unknown
Participant(40033 Sierra Way)
This may be interesting to any Oakhurst employee from the early 90s ….
—————————————————-
Vivendi Universal Games- <<>:” target=”_blank”>http://www.vugames.com>>:The information transmitted is intended only for the
person or entity to which it is addressed and may
contain confidential and/or privileged material of
Vivendi Universal Games which is for the exclusive
use of the individual designated above as the
recipient. Any review, retransmission, dissemination
or other use of, or taking of any action in reliance
upon, this information by persons or entities other
than the intended recipient is prohibited. If you
received this in error, please contact immediately
the sender by returning e-mail and delete the
material from any computer. If you are not the
specified recipient, you are hereby notified that
all disclosure, reproduction, distribution or action
taken on the basis of this message is prohibited.
Sierra Oakhurst Motley Crew.jpg
sierraway.jpg -
Unknown,Unknown
Participant(re: 40033 Sierra Way) Ross:
Very cool! Do you have it at higher resolution?
-Ken W -
Unknown,Unknown
Participant(RE: 40033 Sierra Way)
Ross:
What do you do for VUGames? How long have you been there? How did you get
these pictures?-Ken W
—
-
Unknown,Unknown
Participant(re: RE: 40033 Sierra Way)
I started in Oakhurst in “95, I am currently the Distribution Manager in Fresno, California. I obviously went through a lot of Logo changes on my business cards over the last nine years. I am not sure how I got them, but they have traveled with me for each DC location move. They are currently in our Lobby at the Fresno Distribution Center.
-
Unknown,Unknown
Participant -
Unknown,Unknown
Participant(re: Oakhurst in January) Ross,
Thanks for uploading the pictures! I had trouble viewing the DAT attachements, but was able to convert them into JPGs… will attach them to this message.
-Braduploaded 4/5/2004 4:48:52 PM
uploaded 4/5/2004 4:49:04 PM
uploaded 4/5/2004 4:49:21 PM
uploaded 4/5/2004 4:49:32 PM
uploaded 4/5/2004 4:49:56 PM
uploaded 4/5/2004 4:52:03 PM
uploaded 4/5/2004 4:52:15 PM
uploaded 4/5/2004 4:52:27 PM
uploaded 4/5/2004 4:52:39 PM -
Unknown,Unknown
Participant(Link to Adventure Hall of Fame) Hi there,
Today I read Ken´s interview from 2003 for the first time.He said that he wasn´t always happy with his decision when the right time for the release of a game would be.
On
Link: http://www.adventure-hall.com(http://www.adventure-hall.com)
you can take a look what people think at least about the adventures that finally became Ken´s ” okay ” for shipping.
By the way, I don´t know the owner of this this site or have anything else to to with it. I just like to read the informations about games I just thought you´d like to take a look at this site too. It´s pretty well done & has a nice voting system on it.
Best regards from germany
PatFinden Sie den nächsten WLAN HotSpot mit dem
Link: Lycos WLAN Sniffer!>( http://www.lycos.de/startseite/wlan/download.html) -
Unknown,Unknown
ParticipantPOEM 🙂
It was a quiet and gloomy day.
I think it was in the month of May.
But flowers weren’t all a bloom.
Amongst the trash there was no room.At the bottom of the Sierra hill you can only wonder
that something once great had gone asunderFrom a window up so high
I heard a voice say why? why? why?
“Young lad, may I speak to you.
The games were great, the sky was blue!I’ll tell you a story.
If you’ll listen my friend.
About the glory
of Roberta and KenThey wrote for the games
With wonderful names
Like King’s Quest and Space Quest
and all the rest.And the kids in the house
poised ready with mouse
waited to see
what the next game would be.Play them they would, all day and all night
Eyes all a glow so happy and bright!
That quest for the crown, love lost and then foundLeisure Suite Larry,
Phantasmagoria so scary
Those were the days as I put it to you
Until the arrival of stinky VUThey littered the land with games that didn’t play
They took the old games and hid them away
The kids pleaded and cried for one remake or release
But nothing was heard from the VU beastSo take this last game from the Princes and Wizard
Hold strong against the VU blizzard
Then smile and claim
Ken and Roberta knew what made a great Sierra game! -
Unknown,Unknown
ParticipantThat’s so cute!! I love it!
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AuthorPosts