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 Post subject: I'll just assume that means no...
PostPosted: Sat Mar 30, 2002 9:19 pm 
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would it have been that hard to just say it? <p></p><i></i>


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 Post subject: Maybe both systems in one
PostPosted: Sun Jul 07, 2002 8:06 am 
If both the text phraser and the click interface are avalible in the same game it would satisfy everyone and give hte added bonus of providing a failsafe method to people who can't think of what to say. There could be an insentive to using the text phraser though, prehaps topic that can't be reached by the click interface, though all importaint info would be. THe phraser could contain some jokes and easter eggs, and allow for more off topic questions that could provide more charecter to the peoples, while the click interface would be more a backup to get the nessicery info that might be escaping an adventurer. <p></p><i></i>


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 Post subject: Re: Maybe both systems in one
PostPosted: Tue Sep 24, 2002 6:00 am 
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I think the idea of having both in the one is best.<br><br>Not needing to use the parser to win the game is important.<br>Parsers are fantastic though, and in the style:<br><br>*Shapeir<br>*Adventure<br>*<br>*Other<br><br>...where 'Other' pops up a text field for typing in single-word topics would be great.<br>I agree that allowing for spelling errors is a bad thing. I practically learnt to spell in the 'Quest' games!<br>Only problem is localisation within a language (you say 'color' I say 'colour') but that could be easily solved with multiple references.<br><br>Also for 'tell about/ask about', having the talk icon and then having to click ask/tell is bad. The less mouse clicks in dialog the better. Having two icons is a possiblilty, or just have a toggle switch on the dialog box...<br><br><br>Anyway, that's my two cents...<br><br>I like the use of dialog trees for essential things as it's easy to find what you need, but having the parser for less 'important' stuff allows for more immersion.<br><br><br><br>ooh, ooh, ooh!!!!mememememlooklook!!!<br><br>I thought of something that would be great to include:<br><br>A note book in game. Either like PQ1 where you could just write notes to yourself, or like in Laura Bow 2 (I think it was...) where it filled itself in when you found stuff out. <p>--RodeoClown II <BR>"When all else fails, try brute force. If brute force doesn't work, you obviously aren't using enough."</p><i></i>


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 Post subject: I vote for mostly point-and-click
PostPosted: Tue Oct 22, 2002 11:55 am 
Even though I personally enjoy and have a long history with parser interfaces, they're not going to appeal much to the average gamer today.<br><br>I think the point-and-click conversation trees worked just fine in QFG3-5 for the most part and should be used for QFG2VGA as well. Sierra's refinements to the system included 1) different (wholly or partially) trees after different game events, 2) new topics showing up when certain game actions were performed / objects identified or found, 3) some topics generated different, random responses when requeried, often a new response each day, 4) a placeholder where additional noun/phrase could be typed in (ala LSL7). <br><br>All of these could be incorporated and you don't really need a true parser to support the typed noun/phrase matching. Simply word / pattern match against the currently active words / phrases in the dictionary. Maybe implement a shortcut / gesture that takes you to typing box, so that if someone really wants to play parser only, they can bypass the tree altogether. Keep most of the topics in the tree, relevant or not, since they add richness to the game, and maybe relegate some easter-egg type topics to be accessible by typing only.<br><br>Also, avoid multiple clicks to switch between Ask about and Tell about - simply use the QFG4/5 system of clicking on Ego to Greet/Tell about/Answer and clicking on NPC to Ask about.<br><br>Just my 2 centimes.<br><br>-Rahul<br><br> <p></p><i></i>


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 Post subject: Also...
PostPosted: Tue Oct 22, 2002 10:46 pm 
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An innovation in QfG5 was the change in color for topics you've already asked about. That's also useful <!--EZCODE EMOTICON START :) --><img src=http://www.ezboard.com/intl/aenglish/images/emoticons/smile.gif ALT=":)"><!--EZCODE EMOTICON END--> . <p></p><i></i>


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 Post subject: QFG2
PostPosted: Wed Nov 06, 2002 7:24 am 
Well, I have a lot of opinions about this, so I'll condense them. <!--EZCODE EMOTICON START ;) --><img src=http://www.ezboard.com/intl/aenglish/images/emoticons/wink.gif ALT=";)"><!--EZCODE EMOTICON END--> <br>QFG2 was an all-time classic, but it must be admitted that it's no fun trying to guess what you have to ask people out. How many people would have guessed that in QFG1EGA, you need to ask Heinrich Pfederfern about the "Centaur Leader"?<br><br>QFG2 is much the same, but because typing made it a good puzzle, we need a combination between. Is it possible to have typing for puzzles and just the only point-click thing for speech?<br>Regards,<br>- Alistair. <p></p><i></i>


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 Post subject: Re: QFG2
PostPosted: Thu Nov 07, 2002 11:15 pm 
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Actually, in QFG1 I usually asked everyone about everything. Everyone knew something about the brigands and since Heinrich mentioned the leader specifically, it wasn't a wild guess to ask about the brigand leader.<br><br>Are you sure you didn't mean to mention things the other way around? Point & click for action and typing for dialogues? The game will definitely be point & click itself, we're just trying to figure out if people would enjoy a parser or dialogue tree conversation more.<br><br><!--EZCODE IMAGE START--><img src="http://httpd.chello.nl/c.vanempel/Nashhapy.jpg"/><!--EZCODE IMAGE END--> <p></p><i></i>


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 Post subject: Re: QFG2
PostPosted: Fri Nov 22, 2002 3:00 am 
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Forgive me if this has been mentioned, as I skimmed a bunch of replies there...<br><br>Okay, let's assume a combination of the dialog tree and parser interface.<br><br>We've got a list of standard options and a blank space for typing...<br><br>Ask about:<br> - Shapeir<br> - Sultan<br> - Emir<br> - Elementals<br> - [_________]<br><br>I go to the blank option and type in "fire elemental," or whatever.<br><br>If unsuccessful, I get the standard "A thousand pardons, Effendi," or whatever.<br><br>If successful, I learn that information, and then the tree looks like this:<br><br> - Shapeir<br> - Sultan<br> - Emir<br> - Elementals<br> - - Fire Elemental<br> - [_________]<br><br>And so on. Each option which I successfully ask about is added to the list of options FOR THAT PERSON. So I can easily re-access whatever I've already asked them about, but it still leaves it open for me to ask about anything else I want.<br><br>Hopefully that makes some sort of sense. <p>Ether will protect you from the Terrible Secret of Space.</p><i></i>


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 Post subject: Re: QFG2
PostPosted: Fri Nov 22, 2002 8:34 pm 
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That would be cool but I don't think there would be enough dialog topics in AGS to support all of those variations for each individual word and for every individual character in the game. It would also be an immense job to script the entire thing if it worked like this. Hardly worth all the effort for so little gain.<br><br>I think our only option is to go one way or the other; that is either a text parser for communication OR a plain point and click box AKA QFG3 & QFG4 (with no parser). <p></p><i></i>


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 Post subject: Re: QFG2
PostPosted: Sat Nov 23, 2002 9:26 pm 
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Well, if you wanted to go with Etherlad's idea, it would be possible for me to add a way of setting specific dialog options to "parser only", and if there was at least one of them available, it would show a text input box for the player to type stuff as well as select existing options. <p></p><i></i>


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 Post subject: Well...
PostPosted: Sun Nov 24, 2002 12:42 pm 
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with over 70% of the votes in favor of point n' click, I think we have our answer as to which would be done if it came down to an "either or" choice. <p></p><i></i>


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 Post subject: ...
PostPosted: Mon Nov 25, 2002 1:01 pm 
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Strange... ever since my last post there has been a steady increase in the number of posts for text parser...<br><br>... interesting. <p></p><i></i>


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 Post subject: communication poll
PostPosted: Thu Dec 05, 2002 8:10 am 
I would be in favour of text based interface b/c when we played KQ1 all of us learned so many new every day words as kids <p></p><i></i>


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 Post subject: Saying "no"
PostPosted: Fri Dec 06, 2002 3:22 am 
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I just hope that you'll have more options to say "no" in this game. In the original I only found threee situations where you can do that: dealing to get your Saurus, a response to Aziza offering you tea and my personal favorite to Khaveen when he asks if he makes himself clear. <p></p><i></i>


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 Post subject: And...
PostPosted: Fri Dec 06, 2002 10:33 am 
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you didn't mention when Zayishah asks if you'd take advantage of her <!--EZCODE EMOTICON START :p --><img src=http://www.ezboard.com/intl/aenglish/images/emoticons/tongue.gif ALT=":p"><!--EZCODE EMOTICON END--> There are others though... you can say it to the tightrope guy I think... and Issur when wrestling... and other times <p></p><i></i>


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 Post subject: Re: New Idea...
PostPosted: Tue Dec 10, 2002 5:42 am 
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I've include a good idea in the topic <!--EZCODE LINK START--><a href="http://pub57.ezboard.com/froyalquestforumsfrm1.showMessage?topicID=786.topic">Text all the way</a><!--EZCODE LINK END-->. It would be sad to forget it or not take a look at it <!--EZCODE EMOTICON START ;) --><img src=http://www.ezboard.com/intl/aenglish/images/emoticons/wink.gif ALT=";)"><!--EZCODE EMOTICON END--> <p></p><i></i>


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 Post subject: Re: New Idea...
PostPosted: Wed Dec 11, 2002 3:39 pm 
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Well, I'd prefer typing in the text I want to ask by hand. Part of the puzzles of the game is that you have to ask different people about different things - and that you have to figure out who to ask! (like the apothecary about fire, Keapon Laffin about air, etc.) If you just have click and point it ends up like the remake of QfG1 or in QfG3 where you just end up clicking through all topics you can talk about to someone. Making it point and click may make the game easier but it also makes it way more boring! <p><center> <table> <tr><td nowrap style=filter:glow(color="mintcream", strength=#+15)><font color="#1010bb" size=2><b> Lira Lindriel - - - - - - - <i>Magic is real - unless defined integer!</i></b></font></td></table> <br><font size = 1><a href="http://pub88.ezboard.com/bbackyarddiscussions">Backyard Discussions</a></font> ~x~ <font size = 3><a href=http://denim.bbboy.net/lirasduchy><b><i>Lira's Duchy</i></b></a></font> ~x~ <font size = 1><a href="http://liralindriel.bbboy.net/">My poems, stories and tags</a> </font></center></p><i></i>


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 Post subject: Re: New Idea...
PostPosted: Thu Dec 12, 2002 5:24 am 
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I agree. LSL7 style is the best for this game in my opinion <p></p><i></i>


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 Post subject: Re: New Idea...
PostPosted: Thu Dec 12, 2002 11:58 am 
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I'll keep saying the mouse parser will stay the best for people who don't speak english since the begining of their life. I'm at the day 18 in Quest For Glory 2 and I've just discover (with help of someone who speak english and who passed throught QFG2) about the caged man puzzle. And there nothing more frustrating than discover that I can't come back to solve this puzzle just because I had to play the infamous game of "Guess the right topic" with the desert dervish on day 12. I hate that. <!--EZCODE EMOTICON START :( --><img src=http://www.ezboard.com/intl/aenglish/images/emoticons/frown.gif ALT=":("><!--EZCODE EMOTICON END--> <p></p><i></i>


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 Post subject: Re: New Idea...
PostPosted: Thu Dec 12, 2002 10:39 pm 
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When I first played Kq4 I had only had two, at max three years of English in school and I didn't do that badly. And I wasn't much older when I first tried QfG2. I was stuck pretty soon but it wasn't really due to language troubles. <p><center> <table> <tr><td nowrap style=filter:glow(color="mintcream", strength=#+15)><font color="#1010bb" size=2><b> Lira Lindriel - - - - - - - <i>Magic is real - unless defined integer!</i></b></font></td></table> <br><font size = 1><a href="http://pub88.ezboard.com/bbackyarddiscussions">Backyard Discussions</a></font> ~x~ <font size = 3><a href=http://denim.bbboy.net/lirasduchy><b><i>Lira's Duchy</i></b></a></font> ~x~ <font size = 1><a href="http://liralindriel.bbboy.net/">My poems, stories and tags</a> </font></center></p><i></i>


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 Post subject: Also...
PostPosted: Fri Dec 13, 2002 12:21 am 
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I think most people who'd play the game either know enough English, or know someone who knows English or can use a dictionary to look up a few missing words. I don't think it'd be good to make it easier for those people if it means making the game less fun for everyone else. *shrugs*.<br><br>In the original QfG1, you could ask people about many things and they'd actually give quite a few meaningful messages. In the remake, you'd just have to go through every topic in case one of them gives points of "unlocks" something. If you don't ask the healer about spell components, you can't get claws or beards. Talking was really a chore.<br><br>I just think that, regardless of the choice of interface, you shouldn't <!--EZCODE ITALIC START--><em>have</em><!--EZCODE ITALIC END--> to pick any topics. That just makes it annoying. <p></p><i></i>


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 Post subject: Re: Also...
PostPosted: Fri Dec 13, 2002 12:56 am 
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Another good point for using the Gabriel Knight 1 discussion screen, when you discovered a new subject, it was added in your subject list and when you meet someone, you were only able to talk about the subject you had, not about the subject you didn't have. You were also about to talk about all and nothing like about the weather or about the local news... And it didn't remove all the fun like in QFG1VGA. It is totally like if it was a text parser, except that you no longer have to write on a sheet all the topic that can be interesting, that you won't miss any interesting topic by misunderstand and confuse a topic for a Keapon's joke and that you no longer need to type anything. <p></p><i></i>


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 Post subject: Re: Also...
PostPosted: Fri Dec 13, 2002 2:41 am 
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Moreover if you have just click-through topics, you'll just click through it once and get up your communications-skill to max and I don't really think that's the sense of it, is it? <p><center> <table> <tr><td nowrap style=filter:glow(color="mintcream", strength=#+15)><font color="#1010bb" size=2><b> Lira Lindriel - - - - - - - <i>Magic is real - unless defined integer!</i></b></font></td></table> <br><font size = 1><a href="http://pub88.ezboard.com/bbackyarddiscussions">Backyard Discussions</a></font> ~x~ <font size = 3><a href=http://denim.bbboy.net/lirasduchy><b><i>Lira's Duchy</i></b></a></font> ~x~ <font size = 1><a href="http://liralindriel.bbboy.net/">My poems, stories and tags</a> </font></center></p><i></i>


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 Post subject: Well...
PostPosted: Fri Dec 13, 2002 2:45 am 
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I was also just repeatedly bargaining for things in QfG2 to max my communication, so that's not really different from repeatedly asking things in a VGA game. <p></p><i></i>


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 Post subject: Paresr interface
PostPosted: Fri Dec 13, 2002 7:06 pm 
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A parser interface would be nice IF the game recognizes MANY words. <p></p><i></i>


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