AGDInteractive - Sierra Adventure Game Remakes Forum

 QFG2: Communication Poll
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Author:  Wolfgang Abenteuer [ Sun Feb 23, 2003 3:42 am ]
Post subject:  Re: So......................................................

A shame, too, that this topic will one day fall off the edge of the forum world because my first ever post at Tierra is on the first page of this thread. I still remember typing it out. <!--EZCODE EMOTICON START :) --><img src= ALT=":)"><!--EZCODE EMOTICON END--> <br><br>~Wolfgang <p></p><i></i>

Author:  Erpy [ Sun Feb 23, 2003 2:15 pm ]
Post subject:  Re: So......................................................

I know what you feel. My first thread is likely to fall off the forums within the addition of 6 more discussions here. Pity. It's such a charming sight to see myself chiming in with the "Peasant status: 1 post" under my name. Ah...nostalgica.<br><br><!--EZCODE IMAGE START--><img src=""/><!--EZCODE IMAGE END--> <p></p><i>Edited by: <A HREF=>Erpy</A>  <IMG HEIGHT=10 WIDTH=10 SRC="" BORDER=0> at: 2/23/03 8:17:36 am<br></i>

Author:  Wolfgang Abenteuer [ Mon Feb 24, 2003 3:16 am ]
Post subject:  Re: So......................................................

<!--EZCODE EMOTICON START :lol --><img src= ALT=":lol"><!--EZCODE EMOTICON END--> In the QFG2 nudity thread, no less! Wow, over a year and a half ago. And look how far these forums have come. Nearly 800 members, TONS of posts a day, the AGDs have released 2 games, are working on a third... I remember when I first came here it was news if there was more than one new post whenever I logged on. Now, there are stars in almost every forum and usually multiple threads being posted on (thanks to, in part, The Knight <!--EZCODE EMOTICON START ;) --><img src= ALT=";)"><!--EZCODE EMOTICON END--> ). I think the Tierra fanclub has grown a bit since then, wouldn't you say? <!--EZCODE EMOTICON START :D --><img src= ALT=":D"><!--EZCODE EMOTICON END--> <br><br>And, that is quite an interesting sight to see. Erpy as a peasant! It almost doesn't seem like you without a Nash sigpic! <!--EZCODE EMOTICON START :) --><img src= ALT=":)"><!--EZCODE EMOTICON END--> <br><br>~Wolfgang <p></p><i></i>

Author:  The Knight [ Tue Feb 25, 2003 7:39 pm ]
Post subject:  Yeah........................................................

And when I look back on my older posts without my Aragorn pics, it dosen't look right at all. <!--EZCODE QUOTE START--><blockquote><strong><em>Quote:</em></strong><hr>usually multiple threads being posted on (thanks to, in part, The Knight ).<hr></blockquote><!--EZCODE QUOTE END--> wouldn't want you guys to be bored now would I? <p>The Knight<br><!--EZCODE IMAGE START--><img src="" style="border:0;"/><!--EZCODE IMAGE END--></p><i></i>

Author:  Seraphina004 [ Tue Mar 18, 2003 7:32 am ]
Post subject:  > Yeah.......................................

Not to be impatient or rude, I'm wondering if you at tierra and ancient frog games have a timeline of when QG remakes are going to be released. I'm getting excited at the prospect of playing them. <!--EZCODE EMOTICON START :D --><img src= ALT=":D"><!--EZCODE EMOTICON END--> Oh, I guess having the topics listed would be better than typing them in, due to spelling mistakes and the fact that most people don't type well. <p></p><i></i>

Author:  adeyke [ Tue Mar 18, 2003 7:48 am ]
Post subject:  Hmmm...

I haven't really been following what Ancient Frog Games is doing, but the current project, Adventurer's Quest, is an original game, not a remake (it is apparently QfG-inspired, though). According to a post on their forums, it definitely won't be done this year.<br><br>As for Tierra's QfG2VGA, there is no estimated date of release, and there won't be one. Asking for one won't help any. <p></p><i></i>

Author:  Shaunze [ Sat Mar 22, 2003 7:45 am ]
Post subject:  Re: Hmmm...

I'm a newbie to this forum. Recently discovered the KQ remakes and they struck me right in the hart(in a wonderful way of course). <!--EZCODE EMOTICON START :) --><img src= ALT=":)"><!--EZCODE EMOTICON END--> <br><br>Anyway QFG is my earliest love for Adventure games.<br><br>I'm gonna try to add a new idea to this debate since almost everything's been said already. I prefer text parser before point and click if I were to choose but..<br><br>If you wanna make it point and click, you have to make it in a clever way if it's not gonna get to simple. You can make it very good and end up with a much better system than text parser or you can make it poorly which means loosing a great chunk of the games depth.<br><br>Problem seems to be that the speeches in QFG are soo many that it will become a trouble with point and click. Here's a humble suggestion.<br>Stick with the Gabriel Knight theme, so that conversation options will vary in time as the hero discovers new things. Keep a library for questions that are important for things that hasn't been done yet. When an event for example the "fire elemental" is over with. Discard the topics in conversations around it. Less important information as info about Sultan should be possible to ask once to each character but then discarded. <br>Same could go for entering a plaza, seeing the merchants, get a topic about merchants, ask it to those that have an answer about it(Topics should only come up for those that have an answer of course) but discard it after asking about it.<br>If there is a general answer about a topic with many characters. Discard it after asking one.<br>Same goes for general "Tell about" stuff: Example, it would be enough to tell one Kattas about the heroic defeat of the fire elemental.<br><br>Problem here could be topics bulking up in a character you haven't talked much with. Make a fair enough cache, and if it exceeds the limit with unimportant(non crucial) questions discard the oldest ones in order as new turns up. <br>In this way, the game can be played over and over again discovering things you didn't ask some the first time..<br><br>Perhaps you meet someone late in the game. You greet, hear about them, then the questions are about things "that are up to date". Seems even more natural than text parser where the hero can go on about really old buiseness or ask things that he knows nothing about yet.<br>Makes sense that you can't talk about apothecary if you haven't heard about it or seen it..<br><br>What do you think? I think this could be incredible!<br>QFG is very important for me so I get concerned <!--EZCODE EMOTICON START :) --><img src= ALT=":)"><!--EZCODE EMOTICON END--> <p></p><i></i>

Author:  Shaunze [ Sat Mar 22, 2003 8:11 am ]
Post subject:  Sorry for being pathetic about this but...

Some more advantages I thought of(I'm sounding a bit pathetic, I know:<br>If this thing actually would work to program, almost no single day will be alike in QFG2. You will replay it alot of time to discover more and more. It will be a pleasure hunt to chase around finding this giant chunk of topics lying around. <br>Those who don't care for it would not need to do it since there is a division between clues and just atmospheric chitchat.<br>Therefore it won't be a problem missing topics passing by in the different peoples "unimportant" cache as you can do fine without it. (Of course some topics might be important to one character and not to another, so it will stick in the list where it's needed).<br><br>If done rightly, I think the talk system will be superior even to QFG4 and Gabriel Knight. It's nice to hear about general info in a game that has no bearing to the plot but exactly how natural is it to ask a character over and over about a fountain or the desert.<br><br>There's also the possibility to broaden the conversation with possible topics at characters that didn't have it in the first version but should've had, giving a new experience to old fans that already heard it all. Like me <!--EZCODE EMOTICON START :D --><img src= ALT=":D"><!--EZCODE EMOTICON END--> <p></p><i></i>

Author:  Xorcist [ Mon Mar 24, 2003 5:54 am ]
Post subject:  Re: Sorry for being pathetic about this but...

Very nice ideas, quite similar to some of the suggestions I myself have made about character interaction equating the depth of gameplay. <!--EZCODE EMOTICON START :) --><img src= ALT=":)"><!--EZCODE EMOTICON END--> <br><br>P.S. Can't wait to see how the final system turns out. <p></p><i></i>

Author:  MuzlakOofmay [ Sun Apr 06, 2003 1:49 am ]
Post subject:  Re: Sorry for being pathetic about this but...

So have we exactly figured out what's going to happen?<br>Either way, it'll be interesting for me, cause I've never played the game all the way through. <p><!--EZCODE IMAGE START--><img src="" style="border:0;"/><!--EZCODE IMAGE END--><br>----------<br><!--EZCODE LINK START--><a href="" target="top">Sponge Factory</a><!--EZCODE LINK END--></p><i></i>

Author:  ludwig [ Tue Apr 08, 2003 8:29 pm ]
Post subject:  /

considering there's an overwhelming majority favoring point and click, probably that ....<br><br>i hope so, at least. typing in adventure games gets old, dull and boring. i like to enjoy my games by sitting back comfortably, one hand on the mouse and, you know, if the harem graphics are good enough..... <p></p><i></i>

Author:  The Avatar [ Mon Apr 14, 2003 2:32 am ]
Post subject:  Re: QFG2: Communication Poll

First,<br> <!--EZCODE BOLD START--><strong>I voted for text parsor.</strong><!--EZCODE BOLD END--><br>In the end, the success of either style in the game is dependant on the programmer, i.e. AGD#2.<br> The challenge with a text parsor seems to be figuring out everything and anything a user may type in, and having a suitable response. Even in simple conversation there are several different ways to ask a question, or to give an answer.<br><br> The unavoidable disadvantage in point&click is that answers and questions will always reveal themselves for you to choose from, possibly before you yourself actually thought to say them. How can you possibly be as immersed interactively in the game when you don't even have to think about what you want to say?? Might as well be reading a 'choose your adventure' novel.<br><br> Again, AGD#2, through your skillful knowledge of gameplay and scripting, I'm certain that both methods will be rewarding to play for all adventure gamers/RPers alike. <!--EZCODE ITALIC START--><em>-as King Edward once said, "Good luck, and Good Speed"</em><!--EZCODE ITALIC END--> <p></p><i></i>

Author:  GuJiaXian [ Wed Apr 16, 2003 4:56 am ]
Post subject:  Re: QFG2: Communication Poll

I disagree: the point-and-click system used in Ultima 7 part 1 and 2 worked just fine, without giving too much away. Yes, it "limited" options, but since the game had tens of thousands of lines of dialogue, it actually streamlined gameplay and made the plot more accessible and enjoyable. <p></p><i></i>

Author:  Chixdiggit [ Fri Apr 18, 2003 4:34 pm ]
Post subject:  Dinarzaad

As long as you can still eat Dinarzaad.<br><br><< She does look like a tasty morsel. "Maybe later," you think. >> <p></p><i></i>

Author:  Anonymous Game Creator 2 [ Fri Apr 18, 2003 7:05 pm ]
Post subject:  Re: Dinarzaad

At this point, I've sort of done a 180 on my original opinion, and now the game will most likely be scripted with point & click dialog trees like QFG3 and QFG4.<br><br>Someone brought up a good point early on in this thread that QFG2 EGA was already parser based and that the VGA version should at least have that difference over the EGA version to give it something new. <br><br>Of course, that would probably mean being more selective with exactly which dialogs will be included in the game, but will (hopefully)also result in a more organized game. <p></p><i></i>

Author:  nzgoat213 [ Sun Apr 20, 2003 1:40 am ]
Post subject:  point and click

point and click all tha way!!!!!!!!<!--EZCODE EMOTICON START :b --><img src= ALT=":b"><!--EZCODE EMOTICON END--> <!--EZCODE EMOTICON START :b --><img src= ALT=":b"><!--EZCODE EMOTICON END--> <p></p><i></i>

Author:  Syntax was Taken [ Tue May 27, 2003 11:02 am ]
Post subject:  Heeyy, Chixdiggit.

Missed you by a month. <p></p><i></i>

Author:  Broomie [ Fri May 30, 2003 12:24 am ]
Post subject:  Re: Heeyy, Chixdiggit.

Just a question, when selecting the topics to talk about when they are shown how will they be laid out , the interface of them. Will they be similar to how they were in QFG1VGA or KQ2VGA when selecting choices?<br><br>I imagine that it would be similar to the other QFG interfaces but I'm not designing it! <!--EZCODE EMOTICON START :\ --><img src= ALT=":\"><!--EZCODE EMOTICON END--> <p><!--EZCODE HR START--><hr /><!--EZCODE HR END--><br><!--EZCODE IMAGE START--><img src="" style="border:0;"/><!--EZCODE IMAGE END--><br><br>"Who am I? I'm Spiderman" Peter Parker</p><i></i>

Author:  JugglerTheJester [ Mon Jun 09, 2003 3:28 pm ]
Post subject:  Click vs. Type

I prefer #1 because that would bring back so much for me in the way of memories. The vary first game I can ever recall playing on a PC was Hero's Quest, now called Quest for Glory I. I was vary disappointed when Sierra came out with a remake that was point and click. It is my belief that point and click takes away from the discovery/puzzle side of an adventure game. With point and click when you move your hand over the piece of paper under the stool in the bar the pointer changes, while with typed input it may take you quite a bit longer to notice such a detail. For me I find that to be much more fun. Point and click makes things to easy and obvious. I once played a Sherlock game in which all I had to do to solve a puzzle was to keep clicking on items until something worked. Thank You, Jester <p></p><i></i>

Author:  Xorcist [ Tue Jun 10, 2003 6:38 am ]
Post subject:  Re: Click vs. Type

not entirely true... people seem to think this is a black or white issue, while in truth it is not. How did you find the paper in the original EGA version? I'll tell you, you saw a white blob on the grown, typed look at floor, or just look. It gave you a better description and you then typed get paper. Why must a point a click interface give away information? It doesn't have to you know. It's all in the design. You can still see that white blob on the ground, but until you actually use the "look" icon on the paper or the floor you shouldn't be allowed to pick it up, cause technically you have know insight into what that blob is.<br><br>Hovering over "unknown" objects and giving you the option to interact with them is a flaw in Sierra's design. Something Tierra can work to fix. Also note you could just walk into the bar in the EGA version and type get paper without even doing anything else, and it'll give it to you. See any problem with that... cause I do. <p></p><i></i>

Author:  Vildern [ Wed Jun 11, 2003 10:28 am ]
Post subject:  Re: Click vs. Type

LOL! Wolfgang - are you a prophet?<br>Wolfgang:<br><!--EZCODE QUOTE START--><blockquote><strong><em>Quote:</em></strong><hr>And, that is quite an interesting sight to see. Erpy as a peasant! It almost doesn't seem like you without a Nash sigpic! <hr></blockquote><!--EZCODE QUOTE END--><br>You predicted it! <p><!--EZCODE IMAGE START--><img src="" style="border:0;"/><!--EZCODE IMAGE END--><br><br></p><i></i>

Author:  Anonymous Game Creator 2 [ Thu Jun 26, 2003 12:52 pm ]
Post subject:  Re: Click vs. Type

Ok, we've come to a decision regarding the communication system.<br><br>QFG2VGA will use a system similar to that of Leisure Suit Larry 7 where the main topics are contained on a list and other non-crucial topics can be typed into a text parser.<br><br>We think that this allows for the best of both worlds. Since a decision has been reached this thread has served it's intended purpose and is being locked. The key will be fed to Maws. :D <p></p><i></i>

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