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Author Topic: Hero-U: Rogue to Redemption, from the Quest for Glory creators  (Read 12749 times)

oasis789

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Re: Hero-U: Rogue to Redemption, from the Quest for Glory creators
« Reply #15 on: November 09, 2012, 12:44:18 am »

That seems a bit weak. In a "Why bother" sort of way.

What makes you say that?
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Neonivek

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Re: Hero-U: Rogue to Redemption, from the Quest for Glory creators
« Reply #16 on: November 09, 2012, 12:46:34 am »

Well you are transfering your save in order to have someone completely unrelated act a bit differently and change around a few elements.
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oasis789

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Re: Hero-U: Rogue to Redemption, from the Quest for Glory creators
« Reply #17 on: November 09, 2012, 12:58:08 am »

Well you are transfering your save in order to have someone completely unrelated act a bit differently and change around a few elements.

I don't know if you ever played KOTOR and KOTOR 2, but they (Obsidian) tried to have that kind of continuity, where what the player did in the first game (saving or conquering the galaxy) would alter the storyline of the second game. The Coles want to take that kind of continuity to a deeper level than that.

I see it as making choices have meaningful consequences. The actions and achievements and moral decisions should impact the storyline and leave their mark on the game's universe, even if you see that universe through different eyes. If you liked the QFG games, maybe you might give the Coles a chance to demonstrate that they can make a game with that kind of meaningful role playing.
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Neonivek

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Re: Hero-U: Rogue to Redemption, from the Quest for Glory creators
« Reply #18 on: November 09, 2012, 01:08:32 am »

Well you mean sorta. If I remember correctly they found a way out of that issue and had the story be essentially the same (I cannot remember exactly how they did it though)

Though even then they did wimp out and had a "Canon" continuity.

As for Moral decisions, I have long since lost my taste for them. That "Moral decision" part really better not be written anywhere. Ohh PLEASE tell me they arn't adding "Moral choices" with "meaningful concequences".

Mind you don't get me wrong it isn't so much that I am against moral decisions, but that games don't really handle them with any sort of dignity and respect. To the point where ANY announcement of a moral system instantly puts up an alarm.

Mind you I am sure that a "Moral system" will only make the game more popular. They always seem to create two styles of gameplay. Devil and Carebear.
« Last Edit: November 09, 2012, 01:16:49 am by Neonivek »
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Haschel

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Re: Hero-U: Rogue to Redemption, from the Quest for Glory creators
« Reply #19 on: November 09, 2012, 01:16:15 am »

I wasn't really old enough to get into these games as they were a bit too advanced for my age, but not so young that I don't know what they are (In fact I remember seeing the games played and quite vividly remember the box art designs). I recall trying to get into the series a couple years ago but the gameplay was a bit too unwieldy- not really "too complex" or anything, just poor pacing when you're grappling with the basic concepts and eventually losing interest.

That being said, I'm pretty happy to see this. It gives a rather unique feeling of being able to experience a game for a new generation that I wasn't able to enjoy the first time around.
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Neonivek

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Re: Hero-U: Rogue to Redemption, from the Quest for Glory creators
« Reply #20 on: November 09, 2012, 01:17:52 am »

It is mostly because this was before games REALLY handheld you Haschel.

Back when learning how to play a game was considered part of the game. I was lost the vast majority of the first game (only ONE puzzle made me mad... DANG it Green Fuzzle!).

It is a sort of patience I think is sort of lost in current games. Only surges up once in a while with "cripplingly difficult" games and "Wiki games".
« Last Edit: November 09, 2012, 01:21:37 am by Neonivek »
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oasis789

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Re: Hero-U: Rogue to Redemption, from the Quest for Glory creators
« Reply #21 on: November 09, 2012, 01:21:40 am »

Well you mean sorta. If I remember correctly they found a way out of that issue and had the story be essentially the same (I cannot remember exactly how they did it though)

Though even then they did wimp out and had a "Canon" continuity.

As for Moral decisions, I have long since lost my taste for them. That "Moral decision" part really better not be written anywhere. Ohh PLEASE tell me they arn't adding "Moral choices" with "meaningful concequences".

Mind you don't get me wrong it isn't so much that I am against moral decisions, but that games don't really handle them with any sort of dignity and respect. To the point where ANY announcement of a moral system instantly puts up an alarm.

Re: KOTOR2 and Obsidian's solution, I think they did the best they could given the constraints of the Star Wars franchise. You probably know that Lucas puts a lot of importance on canon. Obsidian had to work around that in a way that made sense for the player.

Re moral choices in video games, I totally agree with you. Did you read Brian Fargo's posts about that in Wasteland 2 (here and here)? The kickstarter crowd is talking about these issues.

The Coles have put a lot of thought into this topic in update 5:

Quote
There are a lot of "black and white" games out there. They give the players two paths – good or evil, etc. That's an improvement over making the player sit through a linear, non-branching story.

But we can do better. Yes/No, Either/Or, Binary pathing is so last century! It's also not the way life works.

Quest for Glory broke the mold of D&D-style games by eliminating experience levels. Instead, players gradually improved each of their skills through practice. In Hero-U, we are doing the same thing for character relationships. All of your actions during the game will affect how others see you, and how they react in turn.

No two players are likely to see the exact same story in Hero-U. Each player will forge their own relationships, and choose where to spend their time. The subtle connection between these decisions will affect many aspects of game play.

This won't as simple as "You're a Thief" or "You're a Rogue Hero." The game – like real life – will be much more complex and layered. Shades of grey mean something in Hero-U: Rogue to Redemption.
Let's say for instance you've been friendly to one of the other students. Maybe that student saw you in the hallway after curfew, but she'll keep quiet about it. Or maybe she'll mention a useful book in the library. If things work out, maybe you can develop a romantic relationship.

Of course, the opposite is true too. Maybe someone else is jealous of that budding relationship, and decides to make you look bad. There are a lot of ways for a Rogue to find revenge. Maybe one of your teachers will stand up for you, or maybe everyone will hang you out to dry. Everything you do in the game will affect someone's attitude towards you, positively, negatively, or sideways. That would be the case when a plot element hinges on your actions, and a character decides you might be useful to them... or not.

The people who write walkthroughs for games are going to have a hard time with Hero-U: Rogue to Redemption. The players, on the other hand, may find themselves playing the game over and over, trying to see what changes when they take a different attitude. The developers will need to develop some automated tests to check out all the options.

You can read more of what they think on this and related topics in updates 8 and 9.
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Neonivek

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Re: Hero-U: Rogue to Redemption, from the Quest for Glory creators
« Reply #22 on: November 09, 2012, 01:31:29 am »

It is starting to sound like a sim the more I hear about it.

Mind you, that is an interesting concept.
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oasis789

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Re: Hero-U: Rogue to Redemption, from the Quest for Glory creators
« Reply #23 on: November 09, 2012, 01:32:30 am »

I wasn't really old enough to get into these games as they were a bit too advanced for my age, but not so young that I don't know what they are (In fact I remember seeing the games played and quite vividly remember the box art designs). I recall trying to get into the series a couple years ago but the gameplay was a bit too unwieldy- not really "too complex" or anything, just poor pacing when you're grappling with the basic concepts and eventually losing interest.

That being said, I'm pretty happy to see this. It gives a rather unique feeling of being able to experience a game for a new generation that I wasn't able to enjoy the first time around.

It was a different era back then. Games were hard, sometimes absurdly hard. RPGs like Wizardry 6 and 7 were ridiculously grindy. Some adventure games made no sense at all! Quest for Glory was much better, partly because of the multiple class solutions to puzzles, and partly because the underlying RPG system was relatively simple. The Coles talk a bit about this in their latest interview. Gaming has come a long way and modern games are designed with accessibility in mind more (in-game tutorials woven into introduction, in-game tooltips, loading screen tips etc) and they are learning from that. But they also want to retain the good parts of the older style of games.   
« Last Edit: November 09, 2012, 01:41:30 am by oasis789 »
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oasis789

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Re: Hero-U: Rogue to Redemption, from the Quest for Glory creators
« Reply #24 on: November 09, 2012, 01:40:27 am »

It is starting to sound like a sim the more I hear about it.

Mind you, that is an interesting concept.

I don't know if this is a relevant answer, but from the Kotaku interview, one of the design inspirations behind the school setting and social interaction emphasis is the Persona series, which is itself inspired by the "dating sim" genre which typically has many hidden parameters triggered by dialogue, events, timing etc which have effects that ripple out and lead to different, sometimes horrific endings.
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Neonivek

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Re: Hero-U: Rogue to Redemption, from the Quest for Glory creators
« Reply #25 on: November 09, 2012, 01:51:53 am »

Quote
Gaming has come a long way and modern games are designed with accessibility in mind more

Ehh it really depends on what you mean. Point and Clicks reached their peak in the 90s.

Even current point and clicks struggle to keep up with the charm and sometimes even pacing of their older cousins. Oddly enough "bite Sized" point and clicks are starting to become more popular.

As well some of the "negatives" of point and clicks weren't that at all. They were part of their appeal but their appeal wasn't really universal.

What made Quest for Glory "better" to me is not any of that. It is that there was always a strong focus on making puzzles logical and easy to understand. At least for someone who was used to point and clicks. The ONLY puzzle that stumped me in the first game was the Green Fuzzle and that was the game's fault (Not that the game didn't have serious faults. Some puzzles couldn't be solved until you trained spells or skills you already had).

The only puzzle that stumped me in the third was because I didn't have the manual (I didn't know you could talk by using talk on yourself. Mind you that doesn't fall under the "Learn for yourself" clause).

Yes you had to learn how to play the game and there was a lot the game absolutely was NOT going to tell you... but it was better that way. It allowed you to discover the game on your own terms rather then have it be dictated to you.

If I had to call most people who go on the stance that "Point and clicks suck" it would be that often the features they harp on the most are the features that even people who play point and clicks agreed were never a good thing or from simply misunderstanding the genre entirely. In that article you posted it seems more like the person actually just outright doesn't like Point and Click adventure games.

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Never require a player to pick up an item that is used later in the game if she can't go back and get it when it is needed

No that is just bad game design and EVERY single point and click player now adays outright agrees that making the game "unwinnable" is a flaw. No one has ever justified it UNLESS it was that sort of game.

No one I knew jumped in defense of point and clicks when they were rendered unwinnable.

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Nevermind reading the article more closely it is about "How to make GOOD Adventure games" with a title that says "Adventure games suck"...

I wish I could make a point and click (still trying AAAAHHHH!)

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No wait it is "Adventure games suck" and this is "This is what I'd do better"

Quote
Some people say that following these rules makes the games too easy to play.  I disagree.  What makes most games tough to play is that the puzzles are arbitrary and unconnected.  Most are solved by chance or repetitive sessions of typing "light candle with match", "light paper with match", "light rug with match", until something happens.  This is not tough game play, this is masturbation.  I played one game that required the player to drop a bubble gum wrapper in a room in order to get a trap door to open (object names have been changed to protect the guilty).  What is the reasoning?  There is none.  It's an advanced puzzle, I was told

Following your rules can make them too easy because it often requires a lot of hand holding and takes the ability of discovery and solving away from the player. Do they have to see that foothold? No you have to tell them in your design philosophy.

What makes puzzles hard is that they often require "abstract thinking" not unconnected moon logic. The trick is when find the solution to a difficult puzzle if you go "Why didn't I think of that?" or "That makes sense" then you done your job. Puzzles require a bend of thinking in looking at things in a new way. As well the issue of "Use every object with every other object" is a concequence you cannot avoid, it is the player giving up on the game and trying to power through puzzle solutions. The only reason that doesn't happen in your design philosophy is because you do not leave that open to happening, thus making it a non-puzzle.

Also I do not know what game you are refering to but let me see. Bubblegum wraper to set off a trap? What bend of ultimate logic is happening here? Think outside the box.

Is it the weight you needed? Is it a laser trap? Was this a comedy game? Was this Kings Quest 7 where you needed a "Pinch of Salt" to get into the Feux shop?

As for the "Death should not come to someone who is smart and careful" I can think of plenty of point and clicks where death itself was a learning experience and required to play and often beat the game. In one you would die a lot because the deaths were linked to the movement of characters going around the mansion, learning the game and the order things occur was the key. Did it have any arbitrary puzzles? No... In fact the game was rather open ended in some respects. To the point where it is probably a game that should get a modern day remake.

Oddly enough when I think about it... the person writing that article seems to be describing those "Interactive Fiction" games. Like Heavy Rain... as the adventure game he likes (sorta, they still had arbitrary puzzles)

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Sorry for the rant... Everytime I think about the death of point and click adventures I think of those articles.

It is hard for me to even explain to people why point and clicks arn't terrible because everyone has read them. "Oooh you have to play this game called Monkey Island"... "No sorry I read this article and it says that point and clicks are nothing but moon logic and nonsense"... "What that isn't true! well ok in this game it is sort of true but that is because it is a comedy and"... "So sorry I cannot hear you over reading about how you had to get a cat mustach in this game from this article to pay attention".
« Last Edit: November 09, 2012, 02:32:18 am by Neonivek »
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oasis789

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Re: Hero-U: Rogue to Redemption, from the Quest for Glory creators
« Reply #26 on: November 09, 2012, 02:30:24 am »

In that article you posted it seems more like the person actually just outright doesn't like Point and Click adventure games.

LOL  :) that person who wrote that article happens to be Ron Gilbert... Maniac mansion, Day of the tentacle, Monkey island, Indiana jones... But yes, he was responding to the IF/parser games of that generation (mostly Infocomm titles). Anyway, the Coles discuss the Gilbert article in update 3. There's also going to be an interview on adventuregamers.com soon that I'll update the post with. 

I wish I could make a point and click (still trying AAAAHHHH!)

You can be part of making this adventure game, at least :) The Coles are doing this kickstarter partly to rally the community of fans and get their feedback into the process. Ultimately Hero-U is a game for the fans.
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Neonivek

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Re: Hero-U: Rogue to Redemption, from the Quest for Glory creators
« Reply #27 on: November 09, 2012, 02:42:05 am »

Quote
But yes, he was responding to the IF/parser games of that generation (mostly Infocomm titles).


Ohh I see... So I was ENTIRELY overracting and colored it out of worry and not reading it fully. (It still has a rather unfortunate title)

I guess I understand where the author was comming from then if he wasn't actually putting a siege on the whole genre.

Afterall the worst point and click I played lately was Simon the Sorcerer. A good game bogged down by terrible design decisions (ohh dear goodness... Rocks). I had VERY fond memories of it as a child but it was a nightmare playing it as an adult.

Quote
You can be part of making this adventure game, at least


Yeah... I can't. It is one of the titles I was interested in funding mind you.

Quest for Glory was a game about a man who wanted to be a hero. Who had to use as much cunning as he did might to stop the evil Baba Yaga and her magical stranglehold on the kingdom. You couldn't just cut your way through every problem you also had to think and strategise, often finding that the solution is often that of diplomacy or subterfuge, in fact you may find that the dirrect approach may have been wrong way all along. It was a game of exploration finding new features both mundane and mysterious where even the smallest feature may become a life saving fact later on. You would die, die often, but with each step the player took into playing the game better our hero would be all the better for it.
« Last Edit: November 09, 2012, 02:52:45 am by Neonivek »
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oasis789

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Re: Hero-U: Rogue to Redemption, from the Quest for Glory creators
« Reply #28 on: November 09, 2012, 03:01:10 am »

Yeah... I can't. It is one of the titles I was interested in funding mind you.

Quest for Glory was a game about a man who wanted to be a hero. Who had to use as much cunning as he did might to stop the evil Baba Yaga and her magical stranglehold on the kingdom. You couldn't just cut your way through every problem you also had to think and strategise, often finding that the solution is often that of diplomacy or subterfuge, in fact you may find that the dirrect approach may have been wrong way all along. It was a game of exploration finding new features both mundane and mysterious where even the smallest feature may become a life saving fact later on. You would die, die often, but with each step the player took into playing the game better our hero would be all the better for it.

Why not? Hero-U, at least in terms of what the Coles have said they want to make, sounds a lot like what you described.
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Neonivek

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Re: Hero-U: Rogue to Redemption, from the Quest for Glory creators
« Reply #29 on: November 09, 2012, 03:05:42 am »

I can't pay kickstarter in that format.

Also I left that decription in for people reading this.
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