I'm going to have to respectfully disagree with those who feel that the story and characters are "perfect" or "complex." The review at
http://db.gamefaqs.com/computer/doswin/ ... uest_b.txt gives a good list of problems with the game. Since the author says it better than I probably could, I'll just quote an excerpt:
A problem arises, though, when you put action above character in a story that is supposed to rely on its characters. Roberta probably had a good idea for a mystery set in a New Orleans mansion, but then just faltered when it came to creating unique characters and situations. None of the characters undergo any change throughout the story, and true to her form, Roberta made them stereotypical and one-dimensional. I'm not here to give you a lecture on racial/gender stereotyping and why it is evil, although I could if you really wanted me to. I will tell you that it makes a story very dull and predictable when a writer uses stereotyping. In TCB we have the "Sexy French Maid", "The Conniving Lawyer", "The Greedy Nephew", "The Mysterious Voodoo Woman", and so on.
Plot logic is another stumbling block for Roberta and TCB. Laura and Lillian are supposed to be close friends, right? So why doesn't Laura react AT ALL to Lillian's obvious mental illness when Laura observes her in the Doll House? Laura is more shocked to find Lillian's mother Ethel dead, even though that woman was loutish and unlikable. Another problem with the plot is that Lillian is the only character (other than the pets and Celie) that you can feel pity for. Everyone else has sinister motives (including Henri.) Yet Roberta made Lillian the villain, even though one could feasibly argue that the other members of the household deserved to die because of their evil intentions. I am sure that Roberta made Lillian the killer because she was the least likely suspect (other than the pets, of course.) In the world of murder mysteries, Roberta pulled the cheapest of all cheap shots.
In short, the story and characters should be expanded, A LOT. It's okay to start with stereotypes, but make them more than that. Give the characters some depth, breathe some life into them. Make them grow, make them change. Make them tragic. Make us care about them, so that when they start turning up dead, we are genuinely sorry. Regarding the story/plot, it needs significant expansion as well. Regarding the murderer, I think it would be much more interesting if there were multiple murderers. I.e. they bump each other off, and then get bumped off in turn by someone else. Watch "Clue" (the "best ending") to get a good idea of this. On that note, perhaps you could add some comedy to the game, perhaps even going so far as to make it a comic farce (although fans of the original might hate you). Stereotypes are much more acceptable in a comedy then a "serious" story. Of course, depending on the extent of your changes, fans of the original may not like it (as some of the posters here are indicating). However, AGDI got away with completely redesigning & expanding KQ2, so as long as you do a good job you should be fine.
Some additional gameplay suggestions:
- Eliminate all the random events, i.e. elevator location (sometimes it's there, sometimes its not), body & item location (make them always turn up in the same place at the same time). This would eliminate a great deal of my initial frustrations with the game. It's difficult enough to try to figure out where you're supposed to be at each specific time without moving important items around for no good reason.
- Eliminate the "mysterious figure" who pops out and kills you at some points. As far as I can tell, this is not an actual character in the story (it sure ain't Lillian), so he should either be taken out, or actually explained/included in the story.
- Fix as many logic problems as possible (many are due to sloppy scripting). For example, you enter a room with only one entrance/exit, see someone alive, you walk out of the room, and they're dead. Where did the murderer come from, and where did they go? How did they do it so quickly and quietly, i.e. without you hearing through the open door?
- I don't think the whole "Acts" thing really works all that well. Did anyone actually feel like they were in a play? I'd scrap it and find a better way.
- The whole time/clock thing being triggered by events is also really awkward, or maybe it's just how it is scripted. Just wandering around it is possible to trigger events in the "wrong" order and miss out on a lot. I really dislike adventure games which limit your ability to freely explore your environment. Also, seemingly meaningless events trigger time changes (such as walking in a room and finding someone there), making it very difficult to determine what exactly is supposed to be going on.
Okay, this has turned into a pretty long post, so I'll wrap it up. Hopefully this has been of some help to you. Good luck!