So you want to release a different game
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So you want to release a different game
As you guys are also fans , a question was just popping out in my mind that have you created any extras for urself in quest for glory 2 remake which you cant release due to copyright issues or was that all you released.
like adding differnt character classes or may be extending the plot line etc
because you have been working on this game for so long ,like all of us as being a fan of quest for glory series i dont believe that you guys dont want any extensions like some more side quests etc.
please reply honestly
like adding differnt character classes or may be extending the plot line etc
because you have been working on this game for so long ,like all of us as being a fan of quest for glory series i dont believe that you guys dont want any extensions like some more side quests etc.
please reply honestly
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Re: So you want to release a different game
I've heard that they implemented Bard, Jester, and Monk classes, along with a third city in the desert, but Sierra/Vivendi wouldn't allow them to release this enhanced version due to copywrite infingements. I'm sure that everyone involved will deny it, though, because they were all forced to sign stringent non-disclosure agreements.
Re: So you want to release a different game
I can't think of anything that we wanted to implement, yet were unable to due to legal reasons.
If we didn't include anything, it was either because:
- We didn't think it fit in.
- We didn't think it was worth the time to fit in.
The thing with fan-projects is like this...we all want the ultimate game; a city full of unique NPC's with unique lines. A city where you can break into every house you come across. 100 sidequests to do. 8 classes in total. Different animals to mount. Extra spells. An epic plot. However when the time comes to actually develop these sorts of things, the only way to succeed is take a good hard look at that pile of ideas, toss 95 of them away and continue with the 5 that make for a viable development schedule. Someone may like the idea of 100 extra houses to break into, but nobody can come up with 100 unique break-in scenarios that are detailed enough to work with. Not to mention the fact, as I say from experience, that designing and scripting a new scenario like that takes like 3 weeks of hard work and then 6 more weeks of QA to get stable. Every sidequest or extra feature we added, we had to work long and hard on. Adding extra classes would be an even bigger job, as you'd have to finetune like 50% of the game's inner mechanics to fit it in.
What you see here is a project we considered possible to finish, enhanced with stuff we came up with while we were bored from scripting and finetuning existing stuff. I've had thoughts like...it would be nice if this or that was added, but if anything was too big to script in a short timespan, I'd rapidly dismiss it.
That's the honest answer.
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If we didn't include anything, it was either because:
- We didn't think it fit in.
- We didn't think it was worth the time to fit in.
The thing with fan-projects is like this...we all want the ultimate game; a city full of unique NPC's with unique lines. A city where you can break into every house you come across. 100 sidequests to do. 8 classes in total. Different animals to mount. Extra spells. An epic plot. However when the time comes to actually develop these sorts of things, the only way to succeed is take a good hard look at that pile of ideas, toss 95 of them away and continue with the 5 that make for a viable development schedule. Someone may like the idea of 100 extra houses to break into, but nobody can come up with 100 unique break-in scenarios that are detailed enough to work with. Not to mention the fact, as I say from experience, that designing and scripting a new scenario like that takes like 3 weeks of hard work and then 6 more weeks of QA to get stable. Every sidequest or extra feature we added, we had to work long and hard on. Adding extra classes would be an even bigger job, as you'd have to finetune like 50% of the game's inner mechanics to fit it in.
What you see here is a project we considered possible to finish, enhanced with stuff we came up with while we were bored from scripting and finetuning existing stuff. I've had thoughts like...it would be nice if this or that was added, but if anything was too big to script in a short timespan, I'd rapidly dismiss it.
That's the honest answer.
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Re: So you want to release a different game
Thanks for the long answer but, of course, I want more.
Could you share some of those discarded ideas? I know you mentioned the Brigands in the city elsewhere, for example. And did the room decoration and pizza elemental both fit into the 3 weeks of design/6 weeks of testing rule?
![Tongue :p](./images/smilies/tongue.gif)
Could you share some of those discarded ideas? I know you mentioned the Brigands in the city elsewhere, for example. And did the room decoration and pizza elemental both fit into the 3 weeks of design/6 weeks of testing rule?
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Re: So you want to release a different game
Erpy wrote:I can't think of anything that we wanted to implement, yet were unable to due to legal reasons.
If we didn't include anything, it was either because:
- We didn't think it fit in.
- We didn't think it was worth the time to fit in.
The thing with fan-projects is like this...we all want the ultimate game; a city full of unique NPC's with unique lines. A city where you can break into every house you come across. 100 sidequests to do. 8 classes in total. Different animals to mount. Extra spells. An epic plot. However when the time comes to actually develop these sorts of things, the only way to succeed is take a good hard look at that pile of ideas, toss 95 of them away and continue with the 5 that make for a viable development schedule. Someone may like the idea of 100 extra houses to break into, but nobody can come up with 100 unique break-in scenarios that are detailed enough to work with. Not to mention the fact, as I say from experience, that designing and scripting a new scenario like that takes like 3 weeks of hard work and then 6 more weeks of QA to get stable. Every sidequest or extra feature we added, we had to work long and hard on. Adding extra classes would be an even bigger job, as you'd have to finetune like 50% of the game's inner mechanics to fit it in.
What you see here is a project we considered possible to finish, enhanced with stuff we came up with while we were bored from scripting and finetuning existing stuff. I've had thoughts like...it would be nice if this or that was added, but if anything was too big to script in a short timespan, I'd rapidly dismiss it.
That's the honest answer.
i really love this guy
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Re: So you want to release a different game
I think there's a certain belief that the more you add to a remake, the harder it is to really integrate that with the original game, and the more stuff that kind of sticks out and doesn't fit in like that, the less professional the project looks as a whole.
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Re: So you want to release a different game
Still, i wish they'd put in a bard class, bards kick ass in qfg 3.
Dave
Dave
Re: So you want to release a different game
They sure do. ![Tired |I](./images/smilies/tired.gif)
![Tired |I](./images/smilies/tired.gif)
Re: So you want to release a different game
Ok, I can't resist it any longer! Please tell me somebody else here reads Order of the Stick? A bardic Hero... Elan...
It would be the funniest character class ever!
![Roll :rollin](./images/smilies/roll.gif)
Re: So you want to release a different game
I do read it
.
![Smile :)](./images/smilies/smile.gif)
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Re: So you want to release a different game
Bards are far too twee and sickly sweet. All that prancing around in tights and singing? Just... No. If Kings Quest had character classes, one of them would definitely be a bard.Solarkid wrote:Still, i wish they'd put in a bard class, bards kick ass in qfg 3.
Dave
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Re: So you want to release a different game
Sounds like oblivion to me...Erpy wrote:I can't think of anything that we wanted to implement, yet were unable to due to legal reasons.
If we didn't include anything, it was either because:
- We didn't think it fit in.
- We didn't think it was worth the time to fit in.
The thing with fan-projects is like this...we all want the ultimate game; a city full of unique NPC's with unique lines. A city where you can break into every house you come across. 100 sidequests to do. 8 classes in total. Different animals to mount. Extra spells. An epic plot.
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Re: So you want to release a different game
example hero6Erpy wrote:I can't think of anything that we wanted to implement, yet were unable to due to legal reasons.
If we didn't include anything, it was either because:
- We didn't think it fit in.
- We didn't think it was worth the time to fit in.
The thing with fan-projects is like this...we all want the ultimate game; a city full of unique NPC's with unique lines. A city where you can break into every house you come across. 100 sidequests to do. 8 classes in total. Different animals to mount. Extra spells. An epic plot. However when the time comes to actually develop these sorts of things, the only way to succeed is take a good hard look at that pile of ideas, toss 95 of them away and continue with the 5 that make for a viable development schedule. Someone may like the idea of 100 extra houses to break into, but nobody can come up with 100 unique break-in scenarios that are detailed enough to work with. Not to mention the fact, as I say from experience, that designing and scripting a new scenario like that takes like 3 weeks of hard work and then 6 more weeks of QA to get stable. Every sidequest or extra feature we added, we had to work long and hard on. Adding extra classes would be an even bigger job, as you'd have to finetune like 50% of the game's inner mechanics to fit it in.
What you see here is a project we considered possible to finish, enhanced with stuff we came up with while we were bored from scripting and finetuning existing stuff. I've had thoughts like...it would be nice if this or that was added, but if anything was too big to script in a short timespan, I'd rapidly dismiss it.
That's the honest answer.
Re: So you want to release a different game
I don't think Hero6 was that ambitious. I doubt we'll ever find out, though.
Re: So you want to release a different game
I know they used to be. Stuff like riding horses, a plot bigger than QFG4 and more was mentioned on their older forums several years ago. But it was difficult to tell what was being officially aimed at and what was merely members throwing ideas around.
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