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What are the key elements to a KQ game?

posted by Anakin Skywalker on - last edited - Viewed by 1.1K users
What makes a KQ game a KQ game for you?
What are the vital "ingredients"? What is needed to get the proper atmosphere of KQ?

Let's try to define KQ as objectively speaking as possible. What are vital elements of the story? The subplots? The characters? The gameplay? The experience in total? The musical cues/style?

What are some KQ "Rules" in your opinions? Like rules that a KQ game shouldn't go outside of, or neglect in order to be a "real" KQ game.

For example, some consider non-violence (except with the main villain or sub-villain) a key part of KQ, which is why KQ8 is considered by many to be not a "true" KQ. For other's it's a must that a member of the Royal Family be involved.

What is KQ to you, in esssence?
19 Comments - Linear Discussion: Classic Style
  • Actually even KQ2, KQ3 and KQ6 can be divided into chapters.

    KQ2 is fairly obvious, three splits at the magic door, with the search for the three keys, and then the travel to the enchanted realm.

    KQ3 has several linear 'chapter-like' sections, Llewdor, the pirate ship, the beach and mountains, and finally Daventry and Cloud Land.

    KQ6 had hidden chapter triggers (as the developers described it), certain actions opened up new areas in the game locked out others. The earliest for example is obtaining the magic map, triggers the nightingale and partial access to the islands. These 'chapters' are seamless so the player's don't realize they unlocked the next portion of the game.

    Even KQ8 is more or less chapter based with it's linear progression. There are only a couple of puzzles/side quests that require back tracking!
  • The old Kings quest always went with the typing lines.

    Kings quest 4 is a good example. Just upgrade to a newer look.

    A big Big area that unfolds over time. Certain houses, and places that you can't go in. Not a small area like the new Monkey Island series. Stick to one Big World.
    Quiet Old towns and sacred places. Not a large populated city(although it would be interesting if they went that route for a small section of the game). Of course a offworld or two.

    Corny jokes, some tough puzzles and some easy ones and of course suprises. Lots of stuff to play with to think you will get a breakthrough when your stuck. Having only one awnser and one puzzle to move on can really slow things down.

    Stick to the old things that made Kings Quest Great. Maybe they will get rights to Space quest, Police Quest. or Quest for glory some day.
    Would love to see Telltale get a chance to make games like the old Final Fantasy 1-10, or the Chrono triggers someday. That would be awesome!

    Am I alone in saying Telltale has helped saved gaming???
    I Love the simplicity and traditionalism that is telltale. Try to give us those homestyle 1990's early 2000 looks before gaming became so evolved. The only other games I can stand to play are the titan quest, torchlight, diablo types with a few exceptions. For me most Adventure and RPG games are to three dimentional, complicated, multi button complicated, and time consuming now adays.
  • *Holds up finger and opens mouth to speak, but thinks better of it and stays silent*
  • I think most people here quite agree. We want it big, difficult and not like games are today. It's a bit of nostalgia, but also a need for challenge. ;-)
  • I agree with Beacon that I would like to see multiple episodes take place in the same large world. It could be different times of day, a whole year apart, or even different eras. I personally liked seeing Daventry again in KQ3 in its poor state. I'm also partial to the Kurosawa/Tarantino style of storytelling, which could lend itself to KQ episodes.

    I also agree with several of the items other people brought up.

    Devilishly difficult puzzles (with possible, easy alternate solutions)

    Story developed while playing rather than exposited by the narrator (story not to overshadow exploratory gameplay)

    Non-quest-related items/locations for atmosphere and clever hints

    I think this needs to be mentioned, because I don't recall reading it in previous posts, but the mixed-up fairy tale/folk stories is essential. I also like the fact that folklore and even other games were referenced just for fun. I think that is also very important.
  • Excellent sum up. Nice and concise and including everything King's Quest should have (except deaths).
  • Man I just want a dang scene of a village in the background that I can't possibly get to but that is oddly enticing as a lore item!
  • Heh. I like that - the village you can see, but can't get to - that's a great little red herring.

  • Blackthorne519;534759 said:
    Heh. I like that - the village you can see, but can't get to - that's a great little red herring.


    Like that?

    Nothing is explained or even mentioned about that village. Nothing about the bridge, or the huts, or the people who live there. It's just there and you can NEVER, EVER get to it. And it looks intriguing.

    Or how about:


    Hundreds of miles of a snowy landscape beneath you, leading to what seems to be a river of ice running under a chain of mountains. A truly beautiful, intriguing vista...And you can never, ever reach it or know what lies beyond it.
  • I've had an opinion brewing for several years now. I feel that King's Quest should be something much larger than it is and ever was--That a King's Quest game shouldn't be a series limited to the Royal Family of Daventry, or even to Daventry itself. It shouldn't be a series limited to the Adventure Genre, either.

    What do I mean by this? Well, I look at worlds like those of Dungeons & Dragons, or the world of JRR Tolkien and I see worlds full of almost unlimited potential for stories, intriguing characters and exciting adventures. No single kind of story dominates the worlds of Tolkien or the world of D&D--Middle Earth is a place where ANYTHING can happen; So is the world of Faerun in Dungeons & Dragons' Forgotten Realms setting.

    There are so many stories spanning so many epochs, genres, varying in tone from dark and dreary, to light and happy; From creepy dungeon crawls, to grand epic adventures.

    Consider the vast variety of material in The Silmarillion alone, to the sweet, simple Hobbit, to the deep, methaphorical Lord of the Rings. Consider the many realms in Middle Earth, the hundreds of stories, the multitude of characters and legends.

    Or consider the Forgotten Realms. You have a planet called Toril, a continent called Faerun and several other large continents; Within those continents, dozens and dozens of countries; Within those countries, the detail contained in the source guides depicts hundreds of cities, towns, hamlets and the like, thus giving room for endless amounts of stories.

    Why shouldn't KQ be this way? Why should King's Quest be limited to just four characters in a very specific timeline?

    I think the KQ Universe should take on a life of it's own, in the same way that the Forgotten Realms, or Middle Earth did. We should get to more about the lands of the world of Daventry and be able to experience adventures through the eyes of royals of the other lands.

    KQ, IMO, should not just be bound to the adventure genre. It can be an adventure game, sure, but it shouldn't be trapped in that one box. There's so much potential in the world Roberta created that there should be room for everything. Why should KQ play by a very narrow and specific set of rules?

    This was Roberta's own framework for what made a King's Quest game:

    "The components that make a King's Quest are (in my mind, anyway and since I am the creator of the series, I guess that holds some weight):

    1) A land, or lands, of high fantasy;
    2) fantasy creatures from myth, legends, and/or fairytales both good and bad
    3 situations to be found in those same types of stories
    4) a "quest" type story; a calamity in the land with one "hero" to "save the kingdom"
    5) a story of the "good" hero against the "evil" bad guy
    6) a story that everyone can relate to, i.e., a "reason" for having the hero go out and risk his or her life for "saving the kingdom"
    7) interesting worlds to explore
    8) high interactivity
    9) interesting characters
    10) great animation
    11) great visuals and music.

    Within that general framework, I feel that I can have some "leeway" to accomplish those tasks."

    As you can see, Roberta's own framework was not that tightly bound--rather loose really, allowing for a whole variety of Quests.

    I don't see why, for example, we can't have a KQ prequel showcasing the adventures of John the Wanderer, or maybe a side-story about King Edward's adventures, or the adventures of some King from another land, or a story about King Graham's adventures when he was just Sir Graham.

    I think the KQ universe should be all encompassing, like the universes of Middle Earth or the Forgotten Realms. If someone wants to design a KQ6 style KQ, go ahead; If someone wants to design a light hearted, Disney-esque KQ ala KQ7; the door is open; If someone wants to make Mask of Eternity II; Excellent.

    KQ shouldn't just be limited to a very strict set of rules. It limits the series and curbs it's potential.
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