Author Topic: Thoughts on "Quest for Infamy" (Demo)  (Read 35954 times)

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Klytos

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Re: Thoughts on "Quest for Infamy" (Demo)
« Reply #30 on: February 14, 2013, 01:49:31 AM »
Thanks for your comments, we really appreciate hearing these things. We love adventure games and want to make this the best possible game we can. It's a passion for us, not just a business.

I must say that I don't think too many people will join you in wanting the same level of frustration as Codename Iceman! :)

To answer some of your points...

There will be an option to have text-only, speech-only or both in the final release. I don't think it will default to speech-only, but the option will be there on the control panel for you to select that. It's always a balance between what we like, what you like, and what most people like. The middle road is always the best option for defaults like that.

Yes there is food in the game. Yes, you will die if you don't eat for a length of time. Stamina, no. We're not implementing that. As I've said in other places, this is an adventure game first, and an RPG second. We don't want to overcome the adventure fans with too much RPG stuff, so it's a balancing act. There's a lot of ways to die in the full game though, and combat will certainly be more intense. Each sub-class has unique ways of dealing with combat, so there's a lot to master.

~ Shawn
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Re: Thoughts on "Quest for Infamy" (Demo)
« Reply #31 on: February 14, 2013, 07:36:23 AM »
Codename: ICEMAN should die in a fire. Challenge in an adventure game is good, but being forced to beat a 100% random game 20ish times while not being able to save/reload properly is not challenge so much as it is outright sadism. And being forced to die to discover that certain puzzles even exist is not good design. 

Blackthorne

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Re: Thoughts on "Quest for Infamy" (Demo)
« Reply #32 on: February 14, 2013, 07:47:08 AM »
7Legion77 -

Seriously, thank you so much for the praise, and taking time to write that!  It means a lot, not only to me, but to everyone who's been working hard on this game.

I appreciate the amazingly constructive criticism, too - you offered advice without being rude, effusive or just being down right mean!  This, on the internet these day, is a feat for which you should be commended!

Trust me - Roehm will be able to die is many fun and tantalizing ways.  I enjoy writing deaths and having death scenarios for him to deal with.  Save early and often is definitely a motto of mine.

As Shawn said - we don't have stamina as a traditional statistic, per say, but as noted, you'll die if you don't eat food or go without sleep for too long.  And, yes, you'll not be able to run forever, as you're definitely not an Olympic Track star as the player character!!!

Sometimes the actors recorded speech varies from the written text, due to the nature of their performance, ad-libs, etc - but for the final version, we'll have someone testing that very aspect so we can correct any major text differences.  One of my favorite parts, however, of QFG4 was the men in the Inn who you could talk to - their speech varied WILDLY and hilariously from the text, and I love the spontaneity of actors as well, so I'm looking for the best of both worlds.

We're hustling away on this, and every bit of praise and constructive criticism and advice always helps. 

Thanks again.

Bt


PS - Yes, I think many people would love to give CODENAME: Iceman a kick in the pants.  Our game won't be that hard - nor will it be a cakewalk.  Plus - there are many different ways to solve problems and puzzles, and many different roads to completion in the game.  You'd have to replay it to see all the goodies, for sure.


Bt
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Bad2DaBone

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Re: Thoughts on "Quest for Infamy" (Demo)
« Reply #33 on: February 14, 2013, 01:12:37 PM »
I enjoy a good challenge.  I know most people like being able to play through "kiddy" difficulty on Mass Effect if needed, but the more challenge the merrier!

Did he delete his post?  What'd he even say? (I support multiple saved game options)

Oh well, make the game as hard as possible!  The harder the better! :D

Lambonius

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Re: Thoughts on "Quest for Infamy" (Demo)
« Reply #34 on: February 14, 2013, 02:58:43 PM »
Did he delete his post?  What'd he even say?

No, it's one page back in this thread, on the bottom of the page.  :)
Lambonius...Rarely has our moderating team encountered a forumite as consistently unpleasant as you, and you've burned through far more chances than you deserved. A person really has to try hard to be so obnoxious that they're banned from AG, but you've managed it and then some.

7legion77

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Re: Thoughts on "Quest for Infamy" (Demo)
« Reply #35 on: February 14, 2013, 03:04:05 PM »
Haha, I was a little "oiled" when I wrote that last night. Code name: ICEMAN was an exaggeration... but don't you miss playing volleyball and swimming out to save a girl?

Blackthorne

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Re: Thoughts on "Quest for Infamy" (Demo)
« Reply #36 on: February 14, 2013, 03:10:05 PM »
Oh yeah!  It's the sub-simulator and the card game that really rubbed my noodle in a bad way!


Bt
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Lambonius

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Re: Thoughts on "Quest for Infamy" (Demo)
« Reply #37 on: February 14, 2013, 03:10:59 PM »
Don't worry, Legion.  Most of us working on this project are of the old school mindset when it comes to game difficulty, death possibilities, puzzle possibilities, etc.  I think you'll be happy when you finally see what we've got up our sleeves.  ;)
Lambonius...Rarely has our moderating team encountered a forumite as consistently unpleasant as you, and you've burned through far more chances than you deserved. A person really has to try hard to be so obnoxious that they're banned from AG, but you've managed it and then some.

Than1134

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Re: Thoughts on "Quest for Infamy" (Demo)
« Reply #38 on: February 14, 2013, 07:04:07 PM »
I finished playing through the demo 2.0 it looks amazing. I am so glad you guys are making this game.  Thank you . I learned to read playing kings quest 1.  I love all the old sierra games, and they are sorely missed in the gaming world today. i believe that you all are worthy successors to sierra thank you so much for keeping this style of game alive. 

Blackthorne

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Re: Thoughts on "Quest for Infamy" (Demo)
« Reply #39 on: February 14, 2013, 07:06:36 PM »
Thanks, man!  We're trying!


Bt
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Bad2DaBone

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Re: Thoughts on "Quest for Infamy" (Demo)
« Reply #40 on: February 14, 2013, 09:47:29 PM »
I think the game looks good but my biggest concern is the attack system.  Needs a little more epic.  :D

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Re: Thoughts on "Quest for Infamy" (Demo)
« Reply #41 on: February 14, 2013, 09:56:05 PM »
Yeah - the attack system has already gone through several more revisions since we did Demo 2.0 - we put that engine in there many, many months ago - and kept developing the full game version.  It's quite impressive now, what with each classes special features and such.

Bt
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Klytos

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Re: Thoughts on "Quest for Infamy" (Demo)
« Reply #42 on: February 15, 2013, 12:00:53 AM »
Backers can see some screen shots of the final combat system in the backers forums.
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Bad2DaBone

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Re: Thoughts on "Quest for Infamy" (Demo)
« Reply #43 on: February 15, 2013, 08:45:07 PM »
Cool!

One more thing, I hope you guys implement a points system to the game.  There's a good reason why Mario has fun sound effects for one-ups, power-ups and coins, similar to the sound effect casino machines make when spinning or paying out.

Aside from that, it adds replay value and a "gotta catch em all" mentality to playing through.  The nice little jingle when you solve a complicated puzzle also lets you know you're achieving something and getting along further in the game.


Also, according to one old interview, it helps game designers come up with puzzles, trying to figure out how to find more things to do to get points and make it through a puzzle.



One last tip- play games that are incredible that you want to be inspired by!  "The Witcher" team was started by a foreign team that did the translation work for Planescape: Torment, and now they're on the cover of Game Informer.  I'd imagine playing some oldschool Sierra and maybe Lucasarts for that, heh.

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Re: Thoughts on "Quest for Infamy" (Demo)
« Reply #44 on: February 15, 2013, 10:27:15 PM »

One last tip- play games that are incredible that you want to be inspired by!  "The Witcher" team was started by a foreign team that did the translation work for Planescape: Torment, and now they're on the cover of Game Informer.  I'd imagine playing some oldschool Sierra and maybe Lucasarts for that, heh.

I think you'd be hard pushed to find anyone working here who hasn't played almost every Sierra and Lucasarts adventure game already!  In all seriousness, though, we strongly advocate playing influencial and interesting games, not only in this genre, but any and all...you never know where your inspiration is going to come from, and it certainly doesn't happen in a vacuum!
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