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  • in reply to: Open Discussion #28214
    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). ๐Ÿ˜‰ -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&nbsp; ” 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&nbsp; 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***

    in reply to: List of Sierra Products #20744
    Unknown,Unknown
    Participant

    (re: re: re: List of Sierra Products)

    no this one is the first one..or not
    3-D Animated Adventure Games Starter Pack
    Cause it has all of the first games
    LSL1,PQ1,SQ1

    in reply to: List of Sierra Products #20743
    Unknown,Unknown
    Participant

    (re: re: List of Sierra Products)

    Hi i found one more game box missing in the list
    in 1987 there was (i think it’s the first one )
    Sierra Value Pack – Space Quest 1 ,King’s Quest 2,Mixed-Up Mother Goose

    Front Cover
    Back Cover

    in reply to: Help me please, I’m desperate! #23666
    Unknown,Unknown
    Participant

    (re: Help me please, I’m desperate!)

    First off, Do yourself a favor and DO NOT buy the Hobbit game…

    That said, to un-install the game, just delete the “SQ4” folder from your Sierra directory.

    Then try isntalling again. (Most likely futile, maybe 256 color mode would help?)

    Beyond that, I will need to know what type of system you are using. More to the point, what operating system, video card, etc. Then I am sure there are many others here who can offer you support on a newer system.

    Good luck and most of all WELCOME HOME ๐Ÿ™‚

    in reply to: Open Discussion #28213
    Unknown,Unknown
    Participant

    est 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
    future.
    >
    >If you have any questions about how to stop receiving these emails, you may
    write to the webmaster atkenw@seanet.com 
    >
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    >
    >Thank you.
    >
    >


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    in reply to: Open Discussion #28212
    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
    Kingโ€™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 Kingโ€™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***

    in reply to: Open Discussion #28211
    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 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 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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    in reply to: QFG 4 1/2 #27017
    Unknown,Unknown
    Participant

    (Re: QFG 4 1/2) Hi,
    Yes I also enjoyed Quest for Glory (actually, they’re my favourite Sierra games) but I did not like the cross-over to King’s Quest, it would be the same thing if King Graham was suddenly trying to score with the ladies a la Leisure Suit Larry. Stick to the genre I say. Anyway, I guess it’s just a matter of taste and as they say over here (but then again, this is probably a worldwide proverb): you can’t argue about taste.
    You can download Quest for Glory 4 1/2 from the ‘official’ site at
    Link: http://qfg2001.cjb.net/(http://qfg2001.cjb.net/)&nbsp;
    , most people either hate or love this game so I’m interested to hear what you think.
    Best regards,
    Barry

    in reply to: Open Discussion #28210
    Unknown,Unknown
    Participant

    f 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?) ๐Ÿ˜‰
    >
    >
    >-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? ๐Ÿ™‚
    >>
    >>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 ๐Ÿ˜‰
    >>
    >>
    >>
    >>
    >>
    >>>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

    in reply to: Open Discussion #28209
    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.doc

    7.1 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***

    in reply to: Open Discussion #28207
    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?) ๐Ÿ˜‰

    -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? ๐Ÿ™‚
    >
    >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***

    in reply to: Open Discussion #28208
    Unknown,Unknown
    Participant

    eans 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
    ๐Ÿ™‚
    >
    >)
    >
    >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 ๐Ÿ˜‰
    >
    >
    >
    >>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&nbsp;
    >>
    >>
    >>>_______________________________________________________________
    >>>
    >>>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/&nbsp;
    >>
    >>
    >>
    >>_______________________________________________________________
    >>
    >>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/&nbsp;
    >
    >
    >_______________________________________________________________
    >
    >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

    in reply to: Open Discussion #28206
    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? ๐Ÿ™‚

    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 ๐Ÿ™‚

    )

    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 ๐Ÿ˜‰

    >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&nbsp;
    > >
    > >
    > >_______________________________________________________________
    > >
    > >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/&nbsp;
    >
    >
    >
    >_______________________________________________________________
    >
    >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

    in reply to: Open Discussion #28205
    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……

    ๐Ÿ˜‰

    -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.
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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
    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!
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    in reply to: Open Discussion #28204
    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.
    http://join.msn.com/?page=dept/bcomm&pgmarket=en-ca&RU=http%3a%2f%2fjoin.msn.com%2f%3fpage%3dmisc%2fspecialoffers%26pgmarket%3den-ca&nbsp;

    in reply to: List of Sierra Products #20742
    Unknown,Unknown
    Participant

    (re: List of Sierra Products) These days, everything has a “release date” – IE, the date the product is SUPPOSED to hit the shelves. Retailers receive product in advance so they can label it, etc., then on the release day the put the product out. So assuming things weren’t that different 10 years ago, I’d be interested in the shelf date.
    Then again, we really should record all information. Games should be listed not just by game name, but by version, so that we’ll have multiple entries for many games. All dates should be recorded – some boxes have actual dates on them, as I mentioned, which I don’t understand what that date means, as you say the files have dates on them too.
    Josh’s list is great. This should now all go into a spreadsheet, that is the best way to continue.

    in reply to: Open Discussion #28203
    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:

    http://www.sq7.org&nbsp;

    http://www.kq9.org/&nbsp;

    http://www.hero6.com&nbsp;

    Some games are finished:

    Space Quest the Lost Chapter
    http://frostbytei.com/space/index.html&nbsp;

    —– Mensaje original —–
    De:sierragamers@talkspot.com 
    Enviado: Sรกb 28/02/2004 00:16:57 AM
    Asunto: 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

    _______________________________________________________________

    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
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    write to the webmaster atkenw@seanet.com 

    Thank you.

    _______________________________________

    in reply to: Open Discussion #28202
    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).
    ๐Ÿ˜‰

    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 

    in reply to: Open Discussion #28201
    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 IV

    Humor 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. ๐Ÿ˜‰

    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/&nbsp;

    in reply to: Open Discussion #28200
    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

    in reply to: Open Discussion #28199
    Unknown,Unknown
    Participant

    rld

    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

    in reply to: Open Discussion #28198
    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&nbsp;

    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 Contents

    NAME 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” 22

    Design 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 color

    Multiplayer Features

    Up to 10 million players
    Easy to find a game
    Easy to find your pal in huge world
    Can chat over voice link

    Editor

    Comes with world editor
    Get levels from internet
    Editor is super easy to use

    in reply to: Open Discussion #28197
    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! ๐Ÿ˜‰

    -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
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    >
    >If you would like to stop receiving these emails, you may either visit the
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    in reply to: Open Discussion #28196
    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

    in reply to: Open Discussion #28195
    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 ๐Ÿ™‚
    >
    >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.
    >
    >


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