
This is me, awaiting February with bated breath.
-Kurdt
Moderators: adeyke, VampD3, eriqchang, Angelus3K
What??? I want THAT version!navynuke04 wrote:Some interesting trivia:
The voice pack started out as surprise from me to the rest of the development team. I programmed it all using template voices. These were recorded by myself, my wife, and my kids. We aren't very good voice actors!it was rather comical to play though!
Hell yes. I smell a director's cut!MusicallyInspired wrote:What??? I want THAT version!navynuke04 wrote:Some interesting trivia:
The voice pack started out as surprise from me to the rest of the development team. I programmed it all using template voices. These were recorded by myself, my wife, and my kids. We aren't very good voice actors!it was rather comical to play though!
Me too! I want Nichols Quest lol!!MusicallyInspired wrote:What??? I want THAT version!navynuke04 wrote:Some interesting trivia:
The voice pack started out as surprise from me to the rest of the development team. I programmed it all using template voices. These were recorded by myself, my wife, and my kids. We aren't very good voice actors!it was rather comical to play though!
I think it's very helpful how you have fully explained how KQ3 Redux came to be. It's also great to hear the different design teams express mutual respect for one another. Seems like getting out early in front of and preemptively trying to discourage the perception of a KQ3 catfight (no pun intended) between AGDI and IA, where fans would have to pick sides, will hopefully remind people that it's ok to appreciate both games for what each of them is. In the end, though I guess it can't be denied that probably at some level there is healthy competition between the design teams, I would think everyone here has a common love of adventure games and would want to see as many different successful adventure game design teams as possible. For what it's worth, I loved IA's KQ3.Erpy wrote:I suspect comparisons will be unavoidable. The only thing I can say is that I sincerely hope that people aren't gonna be assholes about it and blast the game they liked less. (or even worse...hypocritical assholes who blast a game they praised in the past) In the end, a lot of love and effort went into both and both games deserve at least that much credit.
This was probably before your time, but there has been a period in the past where interaction between IA and AGDI was very tense, even hostile at times. (around 2004-2005) If KQ3 Redux had been released or announced around that time, I don't know if I would have taken any bets on it that a catfight like you described wouldn't have broken out. IA released their KQ3, established themselves as a team that can finish what it starts, got a hefty number of downloads out of it without any KQ fans ignoring their game due to the "let AGDI do it"-attitude and moved on with several other projects. So ultimately, I think the way things worked out was the best way things could work out.I think it's very admireable how you've gone to such lengths to fully explain how KQ3 Redux came to be. It's also great to hear the different design teams express mutual respect for one another. Seems like getting out early in front of and preemptively trying to discourage the perception of a KQ3 catfight (no pun intended) between AGDI and IA, where fans would have to pick sides, will hopefully remind people that it's ok to appreciate both games for what each of them is. In the end, though I guess it can't be denied that probably at some level there is healthy competition between the design teams, I would think everyone here has a common love of adventure games and would want to see as many different successful adventure game design teams as possible. For what it's worth, I loved IA's KQ3.
In true Stijn style, thought the development piece posted about this final release was really beautifully written, and concise.Erpy wrote:Still, since a lot of folks in the adventure gaming community have been around for a long time, I wanted to kill off any potential theories that KQ3 Redux foundation was in any way related to that old time of bickering because that's simply not why the project's development was started or continued.[/img]
Of course there is! We want to do better than AGDI. You always need goals to aim for! As an example, we released a narrator as part of our voice pack in our KQ3 simply because AGDI hadn't done one at the time with either of their released games. Conversely, the quality of QFG2 prompted us to go back on SQ2 and fix up some backgrounds to a higher standard. I think it's healthy rivalry from our part. We love, but we want to do better too!phpbb wrote:In the end, though I guess it can't be denied that probably at some level there is healthy competition between the design teams, I would think everyone here has a common love of adventure games and would want to see as many different successful adventure game design teams as possible. For what it's worth, I loved IA's KQ3.
Looking back, I think a lot of the issues that were there between the two teams were a result of vast differences between the two styles and outlooks the teams took. AGDI were always, in my view anyway, more outwardly professional than IA. Obviously you guys had goals of going commercial (which you successfully have) and had to run your team and your community in a manner which reflected that. Blackthorne and I both never seriously wanted to turn IA commercial, we did, and still do, only make our games for fun. It's the difference between people doing things for money and people who don't. Don't get me wrong, I know there's deep love for these old games on AGDI's part too, but it's looking at things differently, AGDI have a goal, IA really don't. Our game is our goal. Your goal is, let's do these remakes and build a team and learn / refine our skills, then go commercial. Of course, this is only my opinions in retrospect, I could be seriously wrong about AGDI.Erpy wrote:This was probably before your time, but there has been a period in the past where interaction between IA and AGDI was very tense, even hostile at times. (around 2004-2005) If KQ3 Redux had been released or announced around that time, I don't know if I would have taken any bets on it that a catfight like you described wouldn't have broken out. IA released their KQ3, established themselves as a team that can finish what it starts, got a hefty number of downloads out of it without any KQ fans ignoring their game due to the "let AGDI do it"-attitude and moved on with several other projects. So ultimately, I think the way things worked out was the best way things could work out.
Still, since a lot of folks in the adventure gaming community have been around for a long time, I wanted to kill off any potential theories that KQ3 Redux foundation was in any way related to that old time of bickering because that's simply not why the project's development was started or continued.
Oh, that is so true.AGD2 wrote:These types of fans mean well, and you can tell that they really enjoy your games, but it seems like the more of them you have, the easier it is for certain parts of the community to start loathing you. They seem to equate your most vocal fans with your team, and even if that's not accurate, it can easily stand as the public's perception if too many of those fanboy types start speaking out as if they're speaking for you.