Re: [SWCollect] King's Quest 1

2003-02-03 Thread Jim Leonard
Edward Franks wrote:
 
  1. Adventure was the first computer game, yes?
 
 Nope.  :)  Space War was (circa 1960).  MIT students meet the PDP-1
 and the cathode-ray tube.

I meant PERSONAL computer.  Adventure was playable on CPM machines if memory
serves; it was certainly the first game I ever played (on an Osborne) in 1979.

BTW, it is 90% certain RPG will join the main list of genres at MobyGames, so
I thank all of you for taking time to illustrate your viewpoints.

(But I am not budging on King's Quest being primarily IF+G, because honestly
that is what it is.  The input is all text (moving your character can be done
with joystick but that is all a joystick can do in that game) and the output
is text and graphics, so that pretty much clinches it.)
 
  2. The Adventure genre encompasses *all* fantasy-style gaming.  So RPG
  fits
  into it, yes?  If not, why?
 
 No, because you you can have non-fantasy based RPGs.  Wasteland and
 Fallout for example.  (I'm assuming that you are using the term fantasy
 to mean the generic pseudo-medieval Tolkien-esque settings.)

No, this was badly worded on my part.  I meant all I am playing a character
other than myself games, which includes everything from King's Quest to Zyll
to Fallout.  

Anyway, I'm just defending myself since I don't want to look like a newbie who
didn't know what Spacewar and non-fantasy-themed adventures were :-)
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Re: [SWCollect] King's Quest 1

2003-02-03 Thread Jim Leonard
Stuart Feldhamer wrote:
 
 Then again, if you want to invent new terminology, that's your business I
 suppose.

No, it isn't, which is why this entire discussion was initiated.  You (and
everyone else here) will be happy to know that I am fixing the system at
MobyGames (the first and hopefully only time in our 4-year history).

No, I definitely don't want to invent new terminology.  MobyGames would be a
sham if I did :-)
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RE: [SWCollect] King's Quest 1

2003-02-03 Thread Feldhamer, Stuart

Sounds good to me. BTW, I apologize if my original message was a bit
argumentative.

On another note, I noticed that there is a separate genre for
racing/driving. Shouldn't games in that category fall under either
Simulation or Sports? The racing/driving genre sticks out like a sore thumb
to me amongst the other genres listed.

Stuart

-Original Message-
From: Jim Leonard [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, January 29, 2003 7:17 PM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] King's Quest 1


Stuart Feldhamer wrote:
 
 Then again, if you want to invent new terminology, that's your business I
 suppose.

No, it isn't, which is why this entire discussion was initiated.  You (and
everyone else here) will be happy to know that I am fixing the system at
MobyGames (the first and hopefully only time in our 4-year history).

No, I definitely don't want to invent new terminology.  MobyGames would be a
sham if I did :-)
-- 
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The world's most comprehensive gaming database project.


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Re: [SWCollect] King's Quest 1

2003-02-03 Thread Edward Franks

On Wednesday, January 29, 2003, at 06:14  PM, Jim Leonard wrote:


Edward Franks wrote:



1. Adventure was the first computer game, yes?


Nope.  :)  Space War was (circa 1960).  MIT students meet the 
PDP-1
and the cathode-ray tube.

I meant PERSONAL computer.  Adventure was playable on CPM machines if 
memory
serves; it was certainly the first game I ever played (on an Osborne) 
in 1979.

	There was also a CP/M game called Ladder (platform jumping).  If you 
include any BASIC games (Star Trek, Wumpus, etc.), then it would be 
difficult determining just what the first game was.  The first 
commercial game would probably easier to figure out.

BTW, it is 90% certain RPG will join the main list of genres at 
MobyGames, so
I thank all of you for taking time to illustrate your viewpoints.

	Cool.  :-D


(But I am not budging on King's Quest being primarily IF+G, because 
honestly
that is what it is.  The input is all text (moving your character can 
be done
with joystick but that is all a joystick can do in that game) and the 
output
is text and graphics, so that pretty much clinches it.)

	I'm not fussed either way when it comes to King's Quest.

--

Edward Franks


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Re: [SWCollect] King's Quest 1

2003-01-23 Thread Pedro Quaresma


Jim Leonard wrote:
Jagged Alliance: Strategy, subgenres Role-Playing. 
Birthright: Same as Jagged Alliance, with Medieval Fantasy thrown in.
Europa 1400: The Guild: Strategy, subgenres Managerial.

I can agree on the first two, but I'd think this one could be Adventure :)

King of Dragon Pass: Adventure (finally) + Strategy, subgenres Managerial,
Role-Playing. (Wow, this game looks interesting -- I'll try to play it)

I have to disagree once again, this one should be primarily Strategy, and with no Role-Playing :) 

On a sidenote, yes, this game is tremendously interesting, (although difficult due to the complex Managerial part) and amazing in the perspective that it has _no_ animations whatsoever! 

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Re: [SWCollect] King's Quest 1

2003-01-23 Thread Edward Franks

On Wednesday, January 22, 2003, at 05:26  PM, Jim Leonard wrote:
[Snip

You've presented some strong arguments and I'm going to have to think 
about
them before coming up with a rebuttal.  But first let me pose some 
situations
and questions:

1. Adventure was the first computer game, yes?

	Nope.  :)  Space War was (circa 1960).  MIT students meet the PDP-1 
and the cathode-ray tube.

  It was not an RPG.  So
computer adventure games came before computer RPGs, right?


	Yes.  However, adventure games came from pen-n-paper RPGs.  From the 
_first_ pen-n-paper RPG to be exact which started a whole new game 
genre.  The reason I'm pointing stuff out that is outside computer 
games is that in the case of Adventure there is no prior computer game 
influences for it.  You have to look outside of computer games to see 
what the influences/lineages was.

2. The Adventure genre encompasses *all* fantasy-style gaming.  So RPG 
fits
into it, yes?  If not, why?

	No, because you you can have non-fantasy based RPGs.  Wasteland and 
Fallout for example.  (I'm assuming that you are using the term fantasy 
to mean the generic pseudo-medieval Tolkien-esque settings.)

	Like with fantasy, one of the problems with the word adventure is that 
it can mean a very, very broad category.  So broad that it can become 
meaningless.  (Role-playing has the same problem as you are basically 
playing a role in every game.)

	In fact, if you wanted to you could view the SSI Gold Box crpgs 
en-masse as the RPG system and each individual game as a particular 
adventure.  This would have a nice correspondence to the pen-n-paper 
world where the rules are the RPG and each module is the adventure.  
But this is really more having on an adventure rather than playing an 
adventure game.  :)  Darn those multiple word meanings.

--

Edward Franks


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Re: [SWCollect] King's Quest 1

2003-01-23 Thread Marco Thorek
Stuart Feldhamer schrieb:
 
 Jim,
 
 Your system is very interesting but I don't like it. Maybe according to YOUR
 definition of Adventure it encompasses all fantasy-style gaming, but this is
 not the commonly accepted definition of the genre. As I see it, adventures
 are games where the focus is on solving puzzles within the context of a
 story. RPGs are games where the focus is on fighting, and in the process,
 building up your characters. I've played games like Ultima, and Pool of
 Radiance, and I liked them to a point, but I got bored with the battles
 every two minutes. The battles are not incidental, but rather are the main
 component of the gameplay. A game with this type of gameplay mechanics would
 not be considered an adventure by any stretch of the imagination.

You know I'm all for drawing a line between RPGs and Adventures, but is
the focus of the former really on fighting? It usually is a component of
a RPG, but the focus? The Ultimas beginning with IV had conversation as
a strong component, in Planescape: Torment you could advance your
character through the right decisions in conversations.

Marco

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Re: [SWCollect] King's Quest 1

2003-01-22 Thread Jim Leonard
Marco Thorek wrote:
 
  Others want to actually create a new genre specifically for
  Sierra-like games.  As official taxonomer for MobyGames, they will forever
  remain in our system as what they really are:  Interactive Fiction with
  Graphics.  This puts them in the same category as Mask of the Sun, Arthur: The
  Quest for Excalibur, etc.  Because when you get down to it, all of the games
  Sierra put out from 1984 to 1991 that required text input are exactly that --
  interactive fiction with graphics.  The text parser may be bad, but it's still
  a parser and still required to complete the game.  Entrance into a new
  room/area doesn't always print out a text description, but you do get text
  updates of events/locations/dialogue.  So it's a gimmicky variant.
 
 Well, yes, as a matter of fact that would be correct. Would you put the
 later Sierra adventures, which were entirely mouse driven IIRC?

No, of course not -- there's no text parser so it doesn't qualify as
Interactive Fiction.  They just get classified as Adventure, with possible
subgenres.
 
 It seems to me, the farther we move into the present, the harder it is
 to classify a game. Some genres have blurred beyond recognition.

Trust me, I can classify them.  :)  Genres haven't blurred; people's minds
have.  Go ahead -- hit me with something difficult.
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Re: [SWCollect] King's Quest 1

2003-01-22 Thread Marco Thorek
Jim Leonard schrieb:

  It seems to me, the farther we move into the present, the harder it is
  to classify a game. Some genres have blurred beyond recognition.
 
 Trust me, I can classify them.  :)  Genres haven't blurred; people's minds
 have.  Go ahead -- hit me with something difficult.

Hm, how about Deus Ex, Thief and System Shock 2? They incorporate
adventure style puzzles, but also have character development like CRPGs
and yet use elements from and look like FPS on a first glance.

I admit, three nasty choices, but these are the ones I was always unsure
where to put. 

Marco

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Re: [SWCollect] King's Quest 1

2003-01-22 Thread Karl Kuras
 Yes, but since those games are just Sierra-style games with verbs and
nouns
 you can pick from a list, it's still a derivative from IF (except this
time
 the parser forces a limited subset of words you can choose from, in a very
 specific two-word combo).  The pick words from a list-style adventure
system
 was no better than Sierra's.  What made Lucasarts games worth playing,
 thankfully, were the clever and engaging storylines and puzzles, which
were
 good enough to force people through the awful interface.

But by that logic, you could say that a game like Jack the Nipper, or
Garfield: Big Fat Hair Deal were derivatives of IF as well, since you went
through the game, and with the correct selection of moves (to pick up, and
drop items, talk to characters, etc.) you went through a story.  The
interface had just changed from words typed in or chosen from a list to
words chosen by specific joystick and fire button combos.  It seems that any
game that tells a story and has the character influence that story in any
way beyond just jumping and running would be an IF.  That just completely
ignores the actual play mechanics which are what a Genre is supposed to be
defining.

Karl Kuras


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Re: [SWCollect] King's Quest 1

2003-01-22 Thread Pedro Quaresma

Jim Leonard wrote:
What made Lucasarts games worth playing,
thankfully, were the clever and engaging storylines and puzzles, which were
good enough to force people through the awful interface.

Clever and engaging storylines, agreed (up to a certain period), but awful interface? I admit the first version of the SCUMM system (Zak Mcracken, Maniac Mansion) was poor, but the one used on the Monkeys and DoTT is, IMHO, in the very least pretty decent. And so was the icon-based one they used later starting on, I believe Sam  Max.

Sure, a parser is more precise when interpreting your ideas into the game, but an icon-based one can often be more rewarding.

As a sidenote on interfaces, I believe Ultima 6 was the first game to have both an icon-based interface _and_ also an initial based one ('O' for open, 'C' for cast, etc) I think most people, even those who were not used to the previous game, barely used the icons.

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Re: [SWCollect] King's Quest 1

2003-01-22 Thread Pedro Quaresma

Jim Leonard wrote:
Trust me, I can classify them. :) Genres haven't blurred; people's minds
have. Go ahead -- hit me with something difficult.

Jagged Alliance, Birthright. 

Wait, want really difficult ones? OK then: Europa 1400 The Guild, King of Dragon Pass :)

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Re: [SWCollect] King's Quest 1

2003-01-22 Thread Edward Franks

On Tuesday, January 21, 2003, at 03:01  AM, John Romero wrote:
[Snip]

The Apple II version of King's Quest was one of the early
double-resolution 16-color games and subsequent Sierra adventures used
that graphics mode.  Double-res on the Apple II was 160x192 with 16
colors.  Mixed-mode graphics on the C64 was 160x200 with 4 colors (from
a 16-color palette) per 4x8 character block.  It was just a logical
decision to use the same assets and resolution as the other popular
platforms.


	From a game developer's viewpoint, when or what things made the IBM PC 
the platform of choice over the Apple IIs, C64s, etc.?  I know that on 
the business side of programming the common wisdom is that 640K RAM was 
the key (VisiCalc vs. Lotus 1-2-3). Was it the ubiquity of the PC 
clones? VGA graphics? Reaching the limitations of 8-bit platform or an 
intersection of all three?

	In a way the PC seemed to be a step backward for games in the mid '80s 
to about '90 because of the lack of decent sound.  Though, for example, 
Sierra pushed the various sound cards and external units, most of the 
people I knew didn't buy sound cards until the time of Wing Commander 
or Doom.

--

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Re: [SWCollect] King's Quest 1

2003-01-22 Thread Karl Kuras
 At its most basic, Adventure + Action, subgenres Cyberpunk, Dark Sci-Fi.

Come on... simply calling it Action Adventure ignores the Character
development aspects of the game and simply labeling a game where shooting
occurs as Action would lump Space Invaders, Doom and Tomb Raider into the
same category and let's face it, that is like saying that The French
Connection, Rambo and Hard Boiled are all action movies, but they really
have little to nothing in common and probably wouldn't even appeal to the
same group of people.

Karl Kuras


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Re: [SWCollect] King's Quest 1

2003-01-22 Thread Edward Franks

On Wednesday, January 22, 2003, at 10:43  AM, Jim Leonard wrote:
[Snip]

Adventures progress through decision, not action.  Since you can't
significantly change Mafia's story or outcomes based on your 
decisions, it's
not an adventure game.  People confuse this a lot; they think that 
great
storytelling equals adventure game, which is incorrect.  Half-Life 
had
excellent storytelling, but was it an adventure game?

	No, but Half-Life swiped a number of elements from 
adventure/role-playing games to give a needed twist to first person 
shooters.  For example, the very end was definitely an adventure-style 
situation.

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Re: [SWCollect] King's Quest 1

2003-01-22 Thread Jim Leonard
Pedro Quaresma wrote:
 
 Clever and engaging storylines, agreed (up to a certain period), but awful
 interface? I admit the first version of the SCUMM system (Zak Mcracken,
 Maniac Mansion) was poor, but the one used on the Monkeys and DoTT is, IMHO,
 in the very least pretty decent. And so was the icon-based one they used
 later starting on, I believe Sam  Max.

You're crossing genres.  DoTT and Monkeys is IF+G, Sam  Max was completely
icon-based so it doesn't qualify as IF+G.
 
 Sure, a parser is more precise when interpreting your ideas into the game,
 but an icon-based one can often be more rewarding.

I agree, but that's not what's being debated.  The discussion is on the proper
classification and taxonomy of IF and IF+G.
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Re: [SWCollect] King's Quest 1

2003-01-22 Thread Karl Kuras
 To remain in the Interaction Fiction with Graphics subgenre, verb-noun
input
 using text labels must be maintained.  If the verbs (actions) and nouns
 (items) are replaced by icons or pictures, or accepts verb-only or
noun-only
 input, it no longer qualfies as Interactive Fiction.

This definition unfortunately shouldn't include early Sierra and Lucasarts
games for the simple fact that movement (one of the most time consuming
aspects of a text adventure) is no longer controlled by verb + noun text
inputs or selections, but is now relegated to a joystick, mouse or arrow key
function.

I would almost go as far as saying that IF is an improper name for the
genre, but it should be Interactive Novel (for the classic Infocom games),
Interactive Picture Book (for the text adventures with still images, like
The Hobbitt and Gremlins) and Interactive Movie (for the Sierra and Lucas
games which include animated sprites representing the characters).

Karl Kuras


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Re: [SWCollect] King's Quest 1

2003-01-22 Thread Jim Leonard
Edward Franks wrote:
 
 From a game developer's viewpoint, when or what things made the IBM PC
 the platform of choice over the Apple IIs, C64s, etc.?  I know that on
 the business side of programming the common wisdom is that 640K RAM was
 the key (VisiCalc vs. Lotus 1-2-3). Was it the ubiquity of the PC
 clones? VGA graphics? Reaching the limitations of 8-bit platform or an
 intersection of all three?

I think the intersection of all three.  Color depth in the 320x200x256 MCGA
mode (supported on MCGA and VGA) outclassed all platforms released until that
time, even Amiga -- HAM was too slow for gaming, so that left up to 64
simultaneous onscreen colors in practical application (32 for most games). 
This was at a time when PC clones were cheap and 25MHz machines were the norm;
combine all three, and what the PC lacked in graphics and sound hardware
assistance it could make up for in CPU power/speed.

But another way to look at it was the game designs themselves.  For example,
Apple II, C64, etc. could not do the kinds of things game designers wanted to
do.  Games with heavy memory AND CPU requirements like Wing Commander (for
storing all those sprites, AND rotating/scaling them on the fly) or Falcon 3.0
(heavy 3D flight/world/etc. calculations, not just 3D rendering) just couldn't
be done on any other platform.  Some games even had to wait until their time
had come -- for example, Strike Commander.  The victim of bad timing, SC's
game's engine was so advanced that even the current machines of the day
couldn't run it properly (and this is NOT the fault of bad programming --
designed in 1992, it supported 3D textures, gouraud shading, distance fog, and
other innovations that took two more years for other companies to produce).
 
 In a way the PC seemed to be a step backward for games in the mid '80s
 to about '90 because of the lack of decent sound.  Though, for example,
 Sierra pushed the various sound cards and external units, most of the
 people I knew didn't buy sound cards until the time of Wing Commander
 or Doom.

I originally bought my sound cards for better music, both composing and in
games (my first PC soundcard was only supported by the program it came with,
Bank Street Music Writer).  I bought an Adlib in 1989 because I had received a
cool record (an actual, cereal-box-style floppy record) in the mail that
demonstrated what it could do, and wanted to see how some of my favorite
single-voice PC speaker music sounded with better hardware.  What a surprise I
got when Indy 500 had actual decent sound effects -- the cars sounded
incredibly authentic.  (They still do -- run Indy 500 on an Adlib and you'll
see what I mean.)  So, my experience was atypical -- I was always in it for
the music.
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Re: [SWCollect] King's Quest 1

2003-01-22 Thread Jim Leonard
Pedro Quaresma wrote:
 
 Jim Leonard wrote:
 Trust me, I can classify them.  :)  Genres haven't blurred; people's minds
 have.  Go ahead -- hit me with something difficult.
 
 Jagged Alliance, Birthright.
 Wait, want really difficult ones? OK then: Europa 1400 The Guild, King of
 Dragon Pass :)

Jagged Alliance: Strategy, subgenres Role-Playing.  
Birthright: Same as Jagged Alliance, with Medieval Fantasy thrown in.
Europa 1400: The Guild: Strategy, subgenres Managerial.
King of Dragon Pass: Adventure (finally) + Strategy, subgenres Managerial,
Role-Playing.  (Wow, this game looks interesting -- I'll try to play it)

These aren't hard to classify.  In fact, no game is hard to classify.  I think
what is missing for most people is that no clear agreement of what some genres
like adventure or RPG mean.  Properly defining genres has been one of our
missions since inception.  Take a look at some MobyGames genres (find a game
and click on the genre to get its description); I would very much like to know
if anyone thinks we have something defined incorrectly.  

Most people don't have a problem with the way MobyGames defines a genre, but
some people have a problem with the Main genres (Action, Adventure,
Educational, Racing / Driving, Simulation, Sports, Strategy).  Every month we
refer people to the FAQ question Why isn't RPG a Main genre?. 
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Re: [SWCollect] King's Quest 1

2003-01-22 Thread Jim Leonard
Karl Kuras wrote:
 
  At its most basic, Adventure + Action, subgenres Cyberpunk, Dark Sci-Fi.
 
 Come on... simply calling it Action Adventure ignores the Character
 development aspects 

Sorry, I may have forgotten to add subgenre Role-Playing, which should be
there.

 of the game and simply labeling a game where shooting
 occurs as Action would lump Space Invaders, Doom and Tomb Raider into the
 same category 

The same BASIC category, yes.  However, please note that I chose two basic
genres to classify it, Adventure + Action, and Doom and Tomb Raider would NOT
fit into that.  

Games are the summary of their parts.  MobyGames tries to make sure the parts
are clearly defined and labeled.

 and let's face it, that is like saying that The French
 Connection, Rambo and Hard Boiled are all action movies, but they really
 have little to nothing in common and probably wouldn't even appeal to the
 same group of people.

But that doesn't change the fact that they are action movies.  We're not
debating whether or not those games are similar, we're debating how to
classify them.
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Re: [SWCollect] King's Quest 1

2003-01-22 Thread Jim Leonard
Edward Franks wrote:
 
 On Wednesday, January 22, 2003, at 10:43  AM, Jim Leonard wrote:
 [Snip]
  Adventures progress through decision, not action.  Since you can't
  significantly change Mafia's story or outcomes based on your
  decisions, it's
  not an adventure game.  People confuse this a lot; they think that
  great
  storytelling equals adventure game, which is incorrect.  Half-Life
  had
  excellent storytelling, but was it an adventure game?
 
 No, but Half-Life swiped a number of elements from
 adventure/role-playing games to give a needed twist to first person
 shooters.  For example, the very end was definitely an adventure-style
 situation.

I don't deny that, but 0.0001% of the gameplay giving you a story branch does
not an adventure game make :-)
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Re: [SWCollect] King's Quest 1

2003-01-22 Thread Jim Leonard
Karl Kuras wrote:
 
  Adventures progress through decision, not action.  Since you can't
  significantly change Mafia's story or outcomes based on your decisions,
 it's
  not an adventure game.  People confuse this a lot; they think that great
  storytelling equals adventure game, which is incorrect.  Half-Life had
  excellent storytelling, but was it an adventure game?
 
 So if a game can only have one final outcome, no multiple endings then it's
 not an adventure?  

That's not what I wrote.  MOST games have one final outcome.  But if there are
multiple paths or mechanics on getting there, *and* the gameplay focuses on
storytelling and decision over action, it's an adventure.  Within reason,
you should not be restricted on how you get there.
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Re: [SWCollect] King's Quest 1

2003-01-22 Thread Chris Newman
Yech, it seems like Gamedex is confusing genre with plot.

Jim Leonard wrote:
 
 Karl Kuras wrote:
 
   To remain in the Interaction Fiction with Graphics subgenre, verb-noun
  input
   using text labels must be maintained.  If the verbs (actions) and nouns
   (items) are replaced by icons or pictures, or accepts verb-only or
  noun-only
   input, it no longer qualfies as Interactive Fiction.
 
  This definition unfortunately shouldn't include early Sierra and Lucasarts
  games for the simple fact that movement (one of the most time consuming
  aspects of a text adventure) is no longer controlled by verb + noun text
  inputs or selections, but is now relegated to a joystick, mouse or arrow key
  function.
 
 I don't agree.  For one thing, movement was hardly the most time-consuming
 portion (you could use abbreviations and could stack commands -- haven't you
 ever typed n,e,e,n,e to move somewhere?).  But more importantly, movement
 was the ONLY thing NOT controlled by text input.  Since the majority of
 gameplay relied on text input, it is IF.
 
  I would almost go as far as saying that IF is an improper name for the
 
 I never wrote that.  Not IF, but IF+G.  IF+G is IF with relaxed restrictions.
 
  genre, but it should be Interactive Novel (for the classic Infocom games),
  Interactive Picture Book (for the text adventures with still images, like
  The Hobbitt and Gremlins) and Interactive Movie (for the Sierra and Lucas
  games which include animated sprites representing the characters).
 
 Too many classifications and you fall into the trap of gamedex.com.  They have
 over 200 categories, which makes their classification system ludicrous.  Just
 one look:
 
 Action Advenuture
 Cartoonish Action Adventure
 Fantasy Action Adventure
 Sci-fi Action Adventure
 Horror Action Adventure
 Action Hero Adventure
 Super Hero Advenutre
 Spy Action Adventure
 
 ..and you know they're beyond help.  Hopefully I don't need to explain why
 this is a Very Bad Idea(tm).
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Re: [SWCollect] King's Quest 1

2003-01-22 Thread Jim Leonard
Marco Thorek wrote:
 
 Well, according to Moby it belongs to six genres. 

Two main, four sub.  Sorry if that's not obvious in our presentation; I should
probably mention to Brian that our main genres should be highlighted
differently.

 I thought about a game
 belonging to one genre, like in the good old days.

Then you fall into the gamedex.com category trap, which is a mess.
 
 I remember the German Happy-Computer magazine periodically published
 extra gaming editions and they were categorized by genre: RPG, Action,
 Adventure, Sports, etc. Games that couldn't be classified clearly had
 their own category, Rest of the world. Elite was in there, as well as
 Psi-5 Trading, Koronis Rift and Alter Ego. Today Rest of the world
 woul probably make up most of the magazine.

Exactly, which proves that the single-genre system is flawed by design.  Thank
you for proving my point :-)
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Re: Re: [SWCollect] King's Quest 1

2003-01-22 Thread hughfalk
I found one flaw right here:

Since there is no such thing as an RPG that isn't also an adventure, or strategy, or 
action game, RPG becomes a sub-genre instead of a main one. 

There are certainly RPGs that aren't adventure (or other genre) games.  Two off the 
top of my head are Telengard and Rogue -- two of my favorites.  There is no story to 
speak of in these type of games...there may be a story hinted in the manual or maybe 
in the conclusion (some games are open ended and have no conclusion).  Even if there 
is the slightest hint of a story, you said that .0001% (paraphrasing) content doesn't 
make it switch genre.  These games are hack and slash games whose goal is to make your 
characters as powerful as possible and find lots of treasure.  No serious action, 
strategy or adventure.

I can dig up several more of these games.  Generally you'll find them to be older 
games since story became more common as the industry grew. However, you could argue 
that a game like Diablo is still a hack-n-slash RPG.  They throw in some randomized 
plot elements (quests), but it is quite secondary to the fun of the game.  Again, if 
Half Life isn't an adventure I would say Diablo isn't, but it is definitely an RPG.  
Mobygames says it is action.  I'd say that's debatable since the definition requires 
the main focus to be action.  But Telengard and Rogue are definitely not action 
games.

Hugh


---Original Message---
From: Jim Leonard [EMAIL PROTECTED]
Sent: 01/22/03 12:35 PM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] King's Quest 1

 
 Edward Franks wrote:
 
 The problem is that you can easily swap in role-playing games as 
a
 basic building block in place of Adventure.  The same justifications
 work for either.  The two are so close together (more than any of the
 other categories) that it is hard sometimes to see the unique
 differences.

I completely disagree.  All RPGs are adventures, but not all adventures
are
RPGs; because of this, RPG is a subgenre in our system.  Before you debate
further, here is our definition of Adventure (a main genre) and RPG (a
subgenre).  Please read them over before responding.

Adventure:  Denotes any game where the emphasis is based on experiencing
a
story through the manipulation of one or more user-controlled characters
and
the environment they exist in. Gameplay mechanics emphasize decision over
action. Role-playing games (RPGs) are a common sub-genre of all adventure
games, as are the classic Sierra Quest series of games. Text adventures
(Interactive Fiction) are also, by definition, adventure games.

Role-Playing:  Denotes games where the creation and advancement of
character
statistics is a major element of gameplay mechanics. Inspired by
traditional
role-playing games, such as Dungeons and Dragons. Players have specific
attributes, hit points, etc. and a large part of gameplay involves
improving
your character(s) through experience. Examples: Bard's Tale, Wizardry,
Might
and Magic, Lands of Lore, Wasteland, Fallout, etc. (Does not have to be
based
in fantasy settings, but most are.)

---

For extra credit, the MobyGames FAQ Why is your main category list so
sparse? Where's RPG? Where's puzzle games? is answered like this:  Our
main
list of genres -- also referred to as main categories -- are the most
basic
building blocks of game taxonomy. Meaning, they are intentionally basic
and
encompassing, such that any game in the world can fit into at least one of 
the
main categories. 

A lot of people have asked us why some genres, specifically RPG, are not
included in this list. That is because, for a game category to be included 
in
the main list, it must stand by itself. Since there is no such thing as an 
RPG
that isn't also an adventure, or strategy, or action game, RPG becomes a
sub-genre instead of a main one. 

Here's an example clarifying how important the main categories are: Think
about the materials we see around us. What's the common classification
expression -- Animal, Vegetable, or Mineral, right? That's a pretty good
example: I am animal, the taco I just ate was vegetable, and the toilet I
will
no doubt be visiting shortly is mineral. Asking for the RPG genre to join
the
main list is like asking for rocks to join the Animal, Vegetable, or
Mineral
list when it's clearly already a mineral.  It doesn't matter if the rock
is in
the shape of, say, an animal; that doesn't change the fact that it is a
rock.

Hopefully by now you can see the importance we place on our main
categories
for the purposes of proper game classification. They may not match your
specific definition of a game type, but that is sort-of the point. In
order to
properly classify games such as a scientist would classify a new element,
we
have to break the mold and classify them how they are supposed to be
classified, not how they already have been for years. 

---

Now, if you see any problems in that logic, please let me know.
-- 
http://www.MobyGames.com/
The world's most

Re: Re: [SWCollect] King's Quest 1

2003-01-22 Thread hughfalk
RE:

#1.  Actually Spacewar was the first computer game...and it was an action game.  But 
yes, computer adventure came before computer RPG.  I'm not sure that is of any 
significance; however, since several other genres (besides action and strategy) also 
came after Adventure.

#2.  Fantasy is not a computer-game-genre-specific characteristic.  Adventures can be 
fantasy, sci-fi, noir, reality-based, etc.  Same with RPGs.

The real differentiator between video game genres should be the essence of what makes 
it a fun game:  

- For an Adventure game, it is problem/puzzle solving.  I contend that Adventure games 
are a sub-genre of puzzle games.  Without problem/puzzle solving in an adventure game, 
you would have no game.  You would have a story (even if that was fun, it wouldn't be 
a game).

- For RPGs, it is character growth and item gathering.  This makes it distinct and not 
a sub-genre.  A game can have this as its only focus and be fun.  See Telengard, 
Rogue, Temple of Apshai, NetHack, etc.

Hugh



---Original Message---
From: Jim Leonard [EMAIL PROTECTED]
Sent: 01/22/03 03:26 PM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] King's Quest 1

 
 Hugh and Edward:

You've presented some strong arguments and I'm going to have to think
about
them before coming up with a rebuttal.  But first let me pose some
situations
and questions:

1. Adventure was the first computer game, yes?  It was not an RPG.  So
computer adventure games came before computer RPGs, right?

2. The Adventure genre encompasses *all* fantasy-style gaming.  So RPG
fits
into it, yes?  If not, why?

#2 is the dealbreaker.
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Re: [SWCollect] King's Quest 1

2003-01-21 Thread Jim Leonard
Karl Kuras wrote:
 
 Now your main gripe seems to be with the fact that you can't just be in a
 room and say I want to do X.  This was at first mainly a technical problem
 of doing pathfinding routines (notice that later Sierra and Lucasarts games
 all take care of this for you automatically through mouse controls.  KQ1 was
 meant to be played with a joystick or keyboard, so you didn't have a mouse
 to point at stuff and intereact with it through icons (granted the Amiga and
 I believe Mac versions both had mouse support but they were just ports made
 at a later time.  When Maniac Mansion is released these problems are dealt
 with).

I have to stop you there -- any game requiring text input couldn't possibly
have been meant to be played entirely with a joystick.  While it was lack of
foresight not to create an icon-based system controllable with the joystick,
not changing that formula until 1991 is inexcusable.  (Tass Times in Tonetown,
in 1986, is the first game I can remember that perfected this.  You could
indeed play the entire IF with a joystick.)

 Also, the old descriptions in text adventures were replaced by graphics.
 This changed the nature of the puzzle solving from the old ok, what items
 are listed in the descrption and let's play with those to what items are
 drawn with any kind of detail and let's play with those.  Part of the

I can accept this argument as what they were going for, but since the graphics
were 160x100 low-res, there wasn't much room for detail and I think they
missed the mark.  It didn't work, initially.  Later releases didn't improve on
this because they used the higher res of 320x200 to just draw smaller objects.

 appeal, especially in those early games was to try to find the items of
 interest, like watching an old detective movie and spotting which character
 was missing from the scene, because he was off murdering someone.  Text
 adventures just had to tell you what happened and give it away or not tell
 you making it unfair.

You haven't played enough text adventures.  Even the original classic you are
in a maze of twisty passages, all alike was like you describe -- a single
room was described slightly differently than the others.  Witness also
Hitchhiker's Guide to the Galaxy, where a description changes in a subtle
way.  And those are just some small Infocom examples.  I haven't played much
IF to completion, but I have played more Sierra games to completion and at the
end of almost every one I have questioned the use of my time.  :)
 
 Despite the fact that this post is coming out a bit disjointed, another
 great addition of the Sierra style game was that you could finally have
 something besides straight choose your own adventure style gameplay.  Action
 sequences were added to the games (Conquest of Camelot being probably the
 best example of this), which began to bridge gaps between genres and giving
 much more realistic feeling experiences, especially since you could now
 actually see scenes played out that would otherwise just be described.

Yes, but you've jumped too far ahead.  Those games (post-1991) are out of the
scope of this debate as they allow full mouse control.  Besides, the action
sequences were a bit clunky IMO -- better than nothing, I guess, but worse
than even a bad pure action game.

Despite my writing, I'm not specifically declaring that Sierra games sucked. 
:-)  I wouldn't have played so many (about 8 to completion) if I didn't enjoy
*something*...  What I'm trying to understand is why they survived for so long
when they were clearly a novelty and not a true innovation to the IF (or any
interactive storytelling) genre.  I think you hit the nail on the head when
you wrote more accessible to younger audiences that were quickly bored by
pages and pages of text.
-- 
Jim Leonard ([EMAIL PROTECTED])http://www.oldskool.org/
Want to help an ambitious games project? http://www.mobygames.com/
Or check out some trippy MindCandy at http://www.mindcandydvd.com/

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Re: RE: [SWCollect] King's Quest 1

2003-01-21 Thread hughfalk
Starting in 1986, I played most of these games on the Atari ST and/or Amiga.  I seem 
to recall the graphics being improved over the Apple/PC/C-64 versions, and I recall 
using a mouse.  Has anybody compared the originals to the Amiga/ST ports?  That could 
have a big effect on Jim's technology concerns.  I know that Karl is a big Amiga fan, 
and they might have had two very different experiences playing the same game.

Hugh


---Original Message---
From: John Romero [EMAIL PROTECTED]
Sent: 01/21/03 01:01 AM
To: [EMAIL PROTECTED]
Subject: RE: [SWCollect] King's Quest 1

 
  But the animations were incredibly crude because the sprites 
 were inexplicably limited to half-horizontal-resolution 
 sprites!  And so were the backgrounds! 
 I originally thought this would be for a speed increase or 
 storage requirement decrease -- but on closer examination, 
 the text boxes that pop up show that the game is running in 
 320x200, which is not half-horiz-res.  And since the game 
 backgrounds were all vector graphics, it would not have taken 
 up that much more space to hold 320x200 coordinates.  It 
 drove me nuts to see, game after game, graphics created and 
 displayed at 160x200 running in a 320x200 graphics mode!

I believe the reason why the graphics on the PC were so low res is
because they were merely ports of the Apple II games to start with.
Then, when they moved over to developing the titles on the PC, they
didn't change their engine technology because that resolution was the
most compatible with the C-64 and Apple II systems of the day.

The Apple II version of King's Quest was one of the early
double-resolution 16-color games and subsequent Sierra adventures used
that graphics mode.  Double-res on the Apple II was 160x192 with 16
colors.  Mixed-mode graphics on the C64 was 160x200 with 4 colors (from
a 16-color palette) per 4x8 character block.  It was just a logical
decision to use the same assets and resolution as the other popular
platforms.

- John
 



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RE: RE: [SWCollect] King's Quest 1

2003-01-21 Thread John Romero
I remember playing the Atari ST version of Black Cauldron and it was a
straight port of the 16-color Apple II version.

- John
 


 -Original Message-
 From: Karl Kuras [mailto:[EMAIL PROTECTED]] 
 Sent: Tuesday, January 21, 2003 2:57 PM
 To: [EMAIL PROTECTED]
 Subject: Re: RE: [SWCollect] King's Quest 1
 
 
 Actually, I hate to say this, but until the 256 color 
 versions of the games appeared, the Amiga and ST ports were 
 1-1 conversions of the PC games.  No improvements 
 whatsoever... in fact many of them ran slower.
 
 This actually goes to the issue of the lowest common 
 denominator argument made earlier.  They really did just 
 cater to the lowest graphical platform (Apple II for several 
 years until I believe Space Quest III or KQ 4 came out... not 
 sure which was first).  And then ported those libraries 
 straight to other systems.
 
 As far as I know the C64 had no Quest games at all.  I found 
 a catalog listing KQ1 for the C64 once, but this was then 
 corrected in later catalogs and never mentioned again.  Not 
 sure why this change was made, but ultimately it doesn't matter.
 
 Another side issue, if memory serves me correctly the 
 original version of KQ1 (for the PC Jr.) did not have mouse 
 support... this was only added later for those platforms that 
 did have mice like the Amiga and ST.  Can someone confirm this?
 
 Karl Kuras
 
 - Original Message -
 From: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Tuesday, January 21, 2003 12:39 PM
 Subject: Re: RE: [SWCollect] King's Quest 1
 
 
  Starting in 1986, I played most of these games on the Atari 
 ST and/or
 Amiga.  I seem to recall the graphics being improved over the 
 Apple/PC/C-64 versions, and I recall using a mouse.  Has 
 anybody compared the originals to the Amiga/ST ports?  That 
 could have a big effect on Jim's technology concerns.  I know 
 that Karl is a big Amiga fan, and they might have had two 
 very different experiences playing the same game.
 
  Hugh
 
 
  ---Original Message---
  From: John Romero [EMAIL PROTECTED]
  Sent: 01/21/03 01:01 AM
  To: [EMAIL PROTECTED]
  Subject: RE: [SWCollect] King's Quest 1
 
  
But the animations were incredibly crude because the sprites
   were inexplicably limited to half-horizontal-resolution sprites!  
   And so were the backgrounds! I originally thought this 
 would be for 
   a speed increase or storage requirement decrease -- but on closer 
   examination, the text boxes that pop up show that the game is 
   running in 320x200, which is not half-horiz-res.  And 
 since the game
   backgrounds were all vector graphics, it would not have taken
   up that much more space to hold 320x200 coordinates.  It
   drove me nuts to see, game after game, graphics created and
   displayed at 160x200 running in a 320x200 graphics mode!
 
  I believe the reason why the graphics on the PC were so low res is 
  because they were merely ports of the Apple II games to start with. 
  Then, when they moved over to developing the titles on the PC, they 
  didn't change their engine technology because that 
 resolution was the 
  most compatible with the C-64 and Apple II systems of the day.
 
  The Apple II version of King's Quest was one of the early 
  double-resolution 16-color games and subsequent Sierra 
 adventures used 
  that graphics mode.  Double-res on the Apple II was 160x192 with 16 
  colors.  Mixed-mode graphics on the C64 was 160x200 with 4 colors 
  (from a 16-color palette) per 4x8 character block.  It was just a 
  logical decision to use the same assets and resolution as the other 
  popular platforms.
 
  - John
 
 
 
 
  
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Re: [SWCollect] King's Quest 1

2003-01-21 Thread Karl Kuras
 Sadly, most PC-to-Amiga conversions (I've never used an ST, sadly) were
slower
 than the original.  PC programmers were contracted to port to Amiga
instead of
 hiring Amiga people to do the conversions.  Or, if Amiga people were
 contracted, they had a hard time porting 8086 assembler over to 68000
 assembler, or did it 1-to-1 where they didn't try to optimize any code
(use
 additional registers, etc.)  Or the people porting to Amiga simply didn't
 understand Amiga graphics hardware.

This is so true... too many games were horrid on the Amiga for this very
reason... probably a big contributor to the system's virtual non-existence
in the US.  Lucasarts was the big exception to this.  their ports of MI2 and
Indy 4 (despite the huge disk swapping issues for the harddriveless like me)
were wonderful demonstrations of just how good a game could look in 32
colors.

 King's Quest 4 was the first SCI system using 320x200 16-color graphics.
They
 built the SCI system at the same time they were writing/scripting KQ4, so
they
 had two developlment tracks for it:  AGI and SCI.  Both versions were
 released, but the AGI version is fairly rare.  Screenshots of both
versions
 are here: http://www.mobygames.com/game/shots/gameId,129/

I didn't know that the SCI version was rare... the Amiga and ST ports both
used that graphic set... most likely due to the porting happening later.

Karl Kuras


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Re: [SWCollect] King's Quest 1

2003-01-21 Thread Jim Leonard
Karl Kuras wrote:
 
 I didn't know that the SCI version was rare... the Amiga and ST ports both
 used that graphic set... most likely due to the porting happening later.

No, the AGI version was rare.  The SCI version was pimped heavily because it
was the first interpreter to allow external music devices (and had a decent
score to support them).
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Re: [SWCollect] King's Quest 1

2003-01-21 Thread Marco Thorek
Jim Leonard schrieb:
 
 At MobyGames we go over this every so often; people keep wanting to somehow
 *define* the words adventure game to mean Sierra games (the Quest games,
 etc.)  

Well, I can imagine. I remember having vivid discussions over at
comp.sys.ibm.pc.games.adventure over this

http://www.gamingnexus.com/article.asp?ID=2

and this 

http://fourfatchicks.com/Rants/Commentary/Contemplation.shtml

article with the respective editors. When you read through them you'll
note that for these people adventure gaming started with Sierra and
Lucas. Before that was nothing. 

Beside documenting pretty much ignorance from people who publish
articles, this also shows that there still is no public appreciation for
the roots of computer gaming, not even among those who like to play
games. Old movies are considered classics and are watched, old games are
just obsolete. Except for, well, us and a few others.

 Others want to actually create a new genre specifically for
 Sierra-like games.  As official taxonomer for MobyGames, they will forever
 remain in our system as what they really are:  Interactive Fiction with
 Graphics.  This puts them in the same category as Mask of the Sun, Arthur: The
 Quest for Excalibur, etc.  Because when you get down to it, all of the games
 Sierra put out from 1984 to 1991 that required text input are exactly that --
 interactive fiction with graphics.  The text parser may be bad, but it's still
 a parser and still required to complete the game.  Entrance into a new
 room/area doesn't always print out a text description, but you do get text
 updates of events/locations/dialogue.  So it's a gimmicky variant.

Well, yes, as a matter of fact that would be correct. Would you put the
later Sierra adventures, which were entirely mouse driven IIRC, and
those from Legend in the same category?

It seems to me, the farther we move into the present, the harder it is
to classify a game. Some genres have blurred beyond recognition.

Marco

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Re: [SWCollect] King's Quest 1

2003-01-21 Thread Karl Kuras
 Jim Leonard schrieb:
 
  At MobyGames we go over this every so often; people keep wanting to
somehow
  *define* the words adventure game to mean Sierra games (the Quest
games,
  etc.)

I always called that type of game a Graphic Adventure, mainly because it's
what Lucasarts put as a label on Indiana Jones and the last crusade (they
had two versions, the Action game and the Graphic Adventure).  Guess that
makes more sense then any other label, because it's an adventure that is
played out in a graphic enviornment... text adventures with graphics are
just that, text adventures with graphics, they could really exist without
the images.

Karl Kuras


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Re: [SWCollect] King's Quest 1

2003-01-20 Thread Marco Thorek
Jim Leonard schrieb:
 
 I wouldn't call that 3D -- it's interactive fiction with graphics drawn in a
 3D perspective.  To contrast, the Quest games let you move something in
 front of or behind another on-screen object, so that qualifies more as 3D
 than Mystery House.

I remember that back in those days there were just two distinctions for
adventure games: text adventures and graphical adventures. The first, of
course, the likes of Zork, etc., the latter anything that came with
graphics, like Magnetic Scrolls, Telarium/Trillium and so on. I'd put
Mystery House in the second category.

The earliest games I can remember that today would fit the description
of a 3D adventure because of their gameplay and use of 3D graphics in
the current definition of the term are Mercenary from Novagen and Cholo
from Firebird. 

Was there ever a special subcategory named to classify the later Sierra
and Lucasfilm adventures?

Marco

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Re: [SWCollect] King's Quest 1

2003-01-20 Thread Jim Leonard
Marco Thorek wrote:
 
 Was there ever a special subcategory named to classify the later Sierra
 and Lucasfilm adventures?

At MobyGames we go over this every so often; people keep wanting to somehow
*define* the words adventure game to mean Sierra games (the Quest games,
etc.)  Others want to actually create a new genre specifically for
Sierra-like games.  As official taxonomer for MobyGames, they will forever
remain in our system as what they really are:  Interactive Fiction with
Graphics.  This puts them in the same category as Mask of the Sun, Arthur: The
Quest for Excalibur, etc.  Because when you get down to it, all of the games
Sierra put out from 1984 to 1991 that required text input are exactly that --
interactive fiction with graphics.  The text parser may be bad, but it's still
a parser and still required to complete the game.  Entrance into a new
room/area doesn't always print out a text description, but you do get text
updates of events/locations/dialogue.  So it's a gimmicky variant.
-- 
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Or check out some trippy MindCandy at http://www.mindcandydvd.com/

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Re: [SWCollect] King's Quest 1

2003-01-20 Thread Jim Leonard
Feldhamer, Stuart wrote:
 
 First of all, there was the novelty. At first it was pretty cool to be able
 to see your character on the screen.

That is 90% of it right there.  I can't see any other reason.
 
 Second, the animations. Even in their first game, KQ1, Sierra animated stuff
 like swimming. In later games, when you try to perform an action, you can
 actually see yourself doing it. Contrast this with seeing a picture of a
 snake in front of you and typing kill snake with rock and then the game
 responds with The snake is dead, and it just disappears from the screen.
 From a puzzle perspective this is fine, but from an entertainment
 perspective, I like being able to see what the character is doing.

But the animations were incredibly crude because the sprites were inexplicably
limited to half-horizontal-resolution sprites!  And so were the backgrounds! 
I originally thought this would be for a speed increase or storage requirement
decrease -- but on closer examination, the text boxes that pop up show that
the game is running in 320x200, which is not half-horiz-res.  And since the
game backgrounds were all vector graphics, it would not have taken up that
much more space to hold 320x200 coordinates.  It drove me nuts to see, game
after game, graphics created and displayed at 160x200 running in a 320x200
graphics mode!

I swear, if I ever get in contact with Jeff Stephenson I am going to throttle
that guy :-)  I would LOVE to ask him why he designed the entire thing in
low-res when all the output devices were regular res.
 
 Third, the action sequences. OK, I didn't actually like this, but the
 addition of the 3D movement allowed Sierra to put in such challenging
 tasks as making sure you didn't fall off the bridge into the moat, or
 running away from the dwarf.

This was much much more of a hinderance than providing any actual benefit. 
Like climbing the beanstalk/walking up the stairs to the ogre -- remember how
many times you had to go over that sequence over and over before you got it
right?  You had about 12 pixels leeway before the game was over.
 
 Which tree do you mean, the 1st tree, the 2nd tree, the 3rd tree, the 4th
 treeetc.

I have never encountered that, but then again I've only played about 7 IF
games to completion.  Still, I find it hard to believe that the creators of
the game would allow something like that to get in the way of playing.
 
 OK, maybe not such a great example. But when I played Kings Quest 2 for the
 1st time (the 1st Kings Quest I played), I was always typing LOOK DOWN.
 This actually gave logical responses based upon where on the screen you were
 standing. So it might say You see nothing of note or You see a hollow
 stump. I found that cool also. In general, I think they did a fairly good
 job with the system.

But that was so much extra effort!  Walk, type, walk, type, walk, type...
 
 I will admit though, that it's more fun to click on a spot on the screen
 with the mouse and have the character move there automatically (and start to
 interact with something), than to first have to move the character with the
 arrow keys and then type something in. Sierra eventually realized that too.
 So maybe its original AGI system was ahead of its time, waiting for mice to
 become popular.

Based on the 160x200 argument, I am having a hard time believing it was ahead
of it's time.  :-)  And vector graphics were the *only* game in town for IF+G
games until about 1986.
-- 
Jim Leonard ([EMAIL PROTECTED])http://www.oldskool.org/
Want to help an ambitious games project? http://www.mobygames.com/
Or check out some trippy MindCandy at http://www.mindcandydvd.com/

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Re: [SWCollect] King's Quest 1

2003-01-20 Thread Jim Leonard
Hugh Falk wrote:
 
 Sure, I wouldn't call it 3D either, but I would call it quasi-3D, which is
 why I asked for a definition (since the default definition would be almost
 but not quite 3D).  One could argue that true 3D is not possible on a 2D
 monitor.

One could argue the game wasn't 3D at all.  :)  Because it wasn't.  You were
limited to 2 degrees of movement, X and Y.  The illusion of 3D can be
attributed to the background graphics you were walking on and sprites
obscuring your screen.  But there was nothing 3D about them.
 
 While I'm on the topic, I'll assert that Atari's arcade version of Night
 Driver was the first ever quasi-3D videogame (released in October 1976).
 It was the first to approximate a 3D perspective.

Unless someone comes up with a better example, I agree.
-- 
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RE: [SWCollect] King's Quest 1

2003-01-18 Thread John Romero
Okay, I thought most people knew the answers to these questions.  Here's
what you're looking for.

(1) The first adventure game with text + graphics was Mystery House.
All adventure games before Mystery House were purely text.
http://www.xyzzynews.com/xyzzy.7f.html

(2) The King's Quest series and all other subsequent Sierra adventures
were based on the Mystery House text + graphics formula with the
addition of being able to control your character.  Even back when King's
Quest was released, most games were still text + graphics but without
character control.

(3) Your question Was King's Quest 1 really the first quasi-3D
adventure game released for the IBM line? The answer: King's Quest
1 was the first GAME ever released for the new IBM PC back in 1984.  The
release date on MobyGames is incorrect -- that's the release date for
the remake.

If you want more info on this:
http://www.adventurecollective.com/reviews/kq1.htm

- John
 


 -Original Message-
 From: Hugh Falk [mailto:[EMAIL PROTECTED]] 
 Sent: Friday, January 17, 2003 11:27 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [SWCollect] King's Quest 1
 
 
 Sure, I wouldn't call it 3D either, but I would call it 
 quasi-3D, which is why I asked for a definition (since the 
 default definition would be almost but not quite 3D).  One 
 could argue that true 3D is not possible on a 2D monitor.
 
 While I'm on the topic, I'll assert that Atari's arcade 
 version of Night Driver was the first ever quasi-3D 
 videogame (released in October 1976). It was the first to 
 approximate a 3D perspective.
 
 Sorry, just being difficult :-)
 
 
 Hugh
 
 -Original Message-
 From: Jim Leonard [mailto:[EMAIL PROTECTED]]
 Sent: Friday, January 17, 2003 8:30 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [SWCollect] King's Quest 1
 
 
 Hugh Falk wrote:
 
  Well, how do you define quasi-3D adventure?  You could say that 
  Mystery House, the first adventure with graphics, was also 
 the first 
  quasi-3D. Since the graphics had a 3D perspective (See attached).
 
 I wouldn't call that 3D -- it's interactive fiction with 
 graphics drawn in a 3D perspective.  To contrast, the Quest 
 games let you move something in front of or behind 
 another on-screen object, so that qualifies more as 3D than 
 Mystery House.
 --
 Jim Leonard ([EMAIL PROTECTED])
 http://www.oldskool.org/
 Want to help an ambitious games project? 
 http://www.mobygames.com/ Or check out some  trippy MindCandy 
 at http://www.mindcandydvd.com/
 
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Re: [SWCollect] King's Quest 1

2003-01-18 Thread Edward Franks

On Saturday, January 18, 2003, at 03:09  PM, John Romero wrote:
[Snip]

(3) Your question Was King's Quest 1 really the first quasi-3D
adventure game released for the IBM line? The answer: King's Quest
1 was the first GAME ever released for the new IBM PC back in 1984.  
The
release date on MobyGames is incorrect -- that's the release date for
the remake.

	Don't you mean the IBM PCjr?  ;-)  The IBM PC was released in August 
1981.  The first game for _that_ was Microsoft Adventure according to 
Dan Bricklin.  http://www.bricklin.com/ibmpcannouncement1981.htm

--

Edward Franks


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Re: [SWCollect] King's Quest 1

2003-01-18 Thread C.E. Forman
 (1) The first adventure game with text + graphics was Mystery House.
 All adventure games before Mystery House were purely text.
 http://www.xyzzynews.com/xyzzy.7f.html

Don't put too much stock in anything in XYZZYnews... I'm the one who wrote
this, back when I was first getting into game collecting and history.  It's
based on what I'd learned from numerous (popular) opinions, and I found
nothing to contradict it at the time, but that doesn't mean there wasn't an
obscure, forgotten graphical adventure game a few months/days before that.



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RE: [SWCollect] King's Quest 1

2003-01-18 Thread Hugh Falk
To add some validation however, this fact has been published by many
soruces, including books, by Sierra itself, and in an article I worte for
C|net (for what that's worth).  And nobody has publicly stood up to dispute
it yet.

Hugh

-Original Message-
From: C.E. Forman [mailto:[EMAIL PROTECTED]]
Sent: Saturday, January 18, 2003 1:52 PM
To: [EMAIL PROTECTED]; [EMAIL PROTECTED]
Subject: Re: [SWCollect] King's Quest 1


 (1) The first adventure game with text + graphics was Mystery House.
 All adventure games before Mystery House were purely text.
 http://www.xyzzynews.com/xyzzy.7f.html

Don't put too much stock in anything in XYZZYnews... I'm the one who wrote
this, back when I was first getting into game collecting and history.  It's
based on what I'd learned from numerous (popular) opinions, and I found
nothing to contradict it at the time, but that doesn't mean there wasn't an
obscure, forgotten graphical adventure game a few months/days before that.



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Re: [SWCollect] King's Quest 1

2003-01-17 Thread Chris Newman
That's why I said it's objective. I take a real 3D adventure to mean a
360 view, such as with today's crop of first person shooters like Thief,
Medal of Honor, Return to Wolf, etc. The technology wasn't there 20
years ago so the 3D was an approximation. In KQ1 Sir Graham cannot
change his viewing perspective, and each scene is flat. 

Stuart Feldhamer wrote:
 
 King's Quest 1 was the first adventure game where you could move the
 character around on the screen, as far as I know. What is a quasi-3D
 adventure game? How about Asylum?
 
 Stuart
 
 -Original Message-
 From: Chris Newman [mailto:[EMAIL PROTECTED]]
 Sent: Thursday, January 16, 2003 8:44 PM
 To: [EMAIL PROTECTED]
 Subject: [SWCollect] King's Quest 1
 
 The opinions about the answer to this question are probably subjective
 but I think it's worth asking:
 Was King's Quest 1 really the first quasi-3D adventure game released for
 the IBM line? There
 were already hundreds of game titles available for the PC when the Jr
 made its debut with Sierra's
 infamous release, but I don't recall if any where of the same style. At
 the time I found KQ1 so
 enthralling that it could have easily clouded by memory in favor of
 Sierra.
 
 Chris
 
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Re: [SWCollect] King's Quest 1

2003-01-17 Thread Chris Newman
True -- I should have said animated 3D adventure. 

Was Mystery House the first graphical game? I know it's the first
runaway hit, but I wonder if there wasn't someone else with a baggie
operation, selling homemade games to stores.

Hugh Falk wrote:
 
 Well, how do you define quasi-3D adventure?  You could say that Mystery
 House, the first adventure with graphics, was also the first quasi-3D.
 Since the graphics had a 3D perspective (See attached).
 
 Hugh
 
 -Original Message-
 From: Chris Newman [mailto:[EMAIL PROTECTED]]
 Sent: Thursday, January 16, 2003 5:44 PM
 To: [EMAIL PROTECTED]
 Subject: [SWCollect] King's Quest 1
 
 The opinions about the answer to this question are probably subjective
 but I think it's worth asking:
 Was King's Quest 1 really the first quasi-3D adventure game released for
 the IBM line? There
 were already hundreds of game titles available for the PC when the Jr
 made its debut with Sierra's
 infamous release, but I don't recall if any where of the same style. At
 the time I found KQ1 so
 enthralling that it could have easily clouded by memory in favor of
 Sierra.
 
 Chris
 
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   Name: Mysteryh[1].jpg
Mysteryh[1].jpgType: JPEG Image (image/jpeg)
   Encoding: base64

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RE: [SWCollect] King's Quest 1

2003-01-17 Thread Feldhamer, Stuart

Supposedly it was the first text adventure with graphics, but I suspect it
would be difficult to prove this...

Stuart

-Original Message-
From: Chris Newman [mailto:[EMAIL PROTECTED]]
Sent: Friday, January 17, 2003 9:38 AM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] King's Quest 1


True -- I should have said animated 3D adventure. 

Was Mystery House the first graphical game? I know it's the first
runaway hit, but I wonder if there wasn't someone else with a baggie
operation, selling homemade games to stores.

Hugh Falk wrote:
 
 Well, how do you define quasi-3D adventure?  You could say that Mystery
 House, the first adventure with graphics, was also the first quasi-3D.
 Since the graphics had a 3D perspective (See attached).
 
 Hugh
 
 -Original Message-
 From: Chris Newman [mailto:[EMAIL PROTECTED]]
 Sent: Thursday, January 16, 2003 5:44 PM
 To: [EMAIL PROTECTED]
 Subject: [SWCollect] King's Quest 1
 
 The opinions about the answer to this question are probably subjective
 but I think it's worth asking:
 Was King's Quest 1 really the first quasi-3D adventure game released for
 the IBM line? There
 were already hundreds of game titles available for the PC when the Jr
 made its debut with Sierra's
 infamous release, but I don't recall if any where of the same style. At
 the time I found KQ1 so
 enthralling that it could have easily clouded by memory in favor of
 Sierra.
 
 Chris
 
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   Name: Mysteryh[1].jpg
Mysteryh[1].jpgType: JPEG Image (image/jpeg)
   Encoding: base64

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Re: [SWCollect] King's Quest 1

2003-01-17 Thread Jim Leonard
Feldhamer, Stuart wrote:
 
 Supposedly it was the first text adventure with graphics, but I suspect it
 would be difficult to prove this...

Hardly -- I remember playing Mask of the Sun in 1983, a full year before
King's Quest.  The very first interactive fiction game with graphics would be
pretty hard to lock down -- I guess you can argue it was Mystery House, but
the parser in Mystery House is so pathetic that it barely qualifies as
interactive fiction :-)
-- 
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Want to help an ambitious games project? http://www.mobygames.com/
Or check out some trippy MindCandy at http://www.mindcandydvd.com/

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Re: [SWCollect] King's Quest 1

2003-01-17 Thread Jim Leonard
Chris Newman wrote:
 
 The opinions about the answer to this question are probably subjective
 but I think it's worth asking:
 Was King's Quest 1 really the first quasi-3D adventure game released for
 the IBM line? There

If you are defining quasi-3D adventure game as the stereotypical Sierra
game -- meaning, a visible protagonist who moves around the screen, and a
limited text parser -- then yes, because it was the first game from Sierra
using that system.

In normal oldwarez or abandonware circles, my next comment would anger a lot
of people, but in this crowd I think I'm amongst peers when I say:  Sierra's
adventure system simply didn't make any sense whatsoever.  In a normal piece
of interactive fiction, you type things like use key to unlock door.  open
door, then enter. and a lot of niggly stuff was taken care of, like walking
over to the door, using the key, opening the door, and walking through it. 
But in Sierra's Quest games, you have to physically maneuver an on-screen
avatar over to the door, type use key to unlock door anyway, and then
maneuver him through the door.  I mean, why so complicated?  What is the point
of making the game much harder to play?  Was it an attempt at compensating for
the incredibly weak text parser?  If you were nowhere near the door on the
same screen but typed use key to unlock door, the game would actually
respond You're not close enough.  Excuse me?  Why are my actions limited by
distance?  Hello?

My theory is that these types of games survived because they were a novelty. 
Something pretty was onscreen, and sprites moved behind other sprites giving
the illusion of depth, and on certain platforms you had decent music.  But
overall *any* piece of interactive fiction with graphics is better -- you get
to see the graphics, but you don't have to do stupid crap just to immerse
you in the game.  A decent story and flexible parser with multiple outcomes is
what immerses you in a story, not moving a little blocky sprite around the
screen.

Honestly, what is the appeal of Sierra's Quest games?  Anyone who likes
them, please shed some light on the subject.
-- 
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Want to help an ambitious games project? http://www.mobygames.com/
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RE: [SWCollect] King's Quest 1

2003-01-17 Thread Feldhamer, Stuart

I was talking about Mystery House, not King's Quest...

-Original Message-
From: Jim Leonard [mailto:[EMAIL PROTECTED]]
Sent: Friday, January 17, 2003 11:16 AM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] King's Quest 1


Feldhamer, Stuart wrote:
 
 Supposedly it was the first text adventure with graphics, but I suspect it
 would be difficult to prove this...

Hardly -- I remember playing Mask of the Sun in 1983, a full year before
King's Quest.  The very first interactive fiction game with graphics would
be
pretty hard to lock down -- I guess you can argue it was Mystery House, but
the parser in Mystery House is so pathetic that it barely qualifies as
interactive fiction :-)
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Re: [SWCollect] King's Quest 1

2003-01-17 Thread Jim Leonard
Hugh Falk wrote:
 
 Well, how do you define quasi-3D adventure?  You could say that Mystery
 House, the first adventure with graphics, was also the first quasi-3D.
 Since the graphics had a 3D perspective (See attached).

I wouldn't call that 3D -- it's interactive fiction with graphics drawn in a
3D perspective.  To contrast, the Quest games let you move something in
front of or behind another on-screen object, so that qualifies more as 3D
than Mystery House.
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Want to help an ambitious games project? http://www.mobygames.com/
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Re: [SWCollect] King's Quest 1

2003-01-17 Thread Jim Leonard
Feldhamer, Stuart wrote:
 
 I was talking about Mystery House, not King's Quest...

Whoops -- my bad.  :)  It was the first commercially successful one, but I
agree it seems foolish to call it the *first* interactive fiction with
graphics.  But until another is found, it wins.
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Want to help an ambitious games project? http://www.mobygames.com/
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RE: [SWCollect] King's Quest 1

2003-01-17 Thread Feldhamer, Stuart

OK, let's see here:

First of all, there was the novelty. At first it was pretty cool to be able
to see your character on the screen.

Second, the animations. Even in their first game, KQ1, Sierra animated stuff
like swimming. In later games, when you try to perform an action, you can
actually see yourself doing it. Contrast this with seeing a picture of a
snake in front of you and typing kill snake with rock and then the game
responds with The snake is dead, and it just disappears from the screen.
From a puzzle perspective this is fine, but from an entertainment
perspective, I like being able to see what the character is doing.

Third, the action sequences. OK, I didn't actually like this, but the
addition of the 3D movement allowed Sierra to put in such challenging
tasks as making sure you didn't fall off the bridge into the moat, or
running away from the dwarf.

Ultimately, you are right that A decent story and flexible parser with
multiple outcomes is
what immerses you in a story, not moving a little blocky sprite around the
screen. Luckily, games with sprites moving around the screen can also have
good stories and flexible means of entering commands.

I'd like to respond to some of your other criticism about getting closer
and stuff like that. Imagine this scenario:

LOOK

You see a grove of 10 trees.

EXAMINE TREE

Which tree do you mean, the 1st tree, the 2nd tree, the 3rd tree, the 4th
treeetc.

In a Quest game, you just walk to the tree you are interested in and poke
around.

OK, maybe not such a great example. But when I played Kings Quest 2 for the
1st time (the 1st Kings Quest I played), I was always typing LOOK DOWN.
This actually gave logical responses based upon where on the screen you were
standing. So it might say You see nothing of note or You see a hollow
stump. I found that cool also. In general, I think they did a fairly good
job with the system.

I will admit though, that it's more fun to click on a spot on the screen
with the mouse and have the character move there automatically (and start to
interact with something), than to first have to move the character with the
arrow keys and then type something in. Sierra eventually realized that too.
So maybe its original AGI system was ahead of its time, waiting for mice to
become popular.

Stuart

-Original Message-
From: Jim Leonard [mailto:[EMAIL PROTECTED]]
Sent: Friday, January 17, 2003 11:26 AM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] King's Quest 1


Chris Newman wrote:
 
 The opinions about the answer to this question are probably subjective
 but I think it's worth asking:
 Was King's Quest 1 really the first quasi-3D adventure game released for
 the IBM line? There

If you are defining quasi-3D adventure game as the stereotypical Sierra
game -- meaning, a visible protagonist who moves around the screen, and a
limited text parser -- then yes, because it was the first game from Sierra
using that system.

In normal oldwarez or abandonware circles, my next comment would anger a lot
of people, but in this crowd I think I'm amongst peers when I say:  Sierra's
adventure system simply didn't make any sense whatsoever.  In a normal piece
of interactive fiction, you type things like use key to unlock door.  open
door, then enter. and a lot of niggly stuff was taken care of, like walking
over to the door, using the key, opening the door, and walking through it. 
But in Sierra's Quest games, you have to physically maneuver an on-screen
avatar over to the door, type use key to unlock door anyway, and then
maneuver him through the door.  I mean, why so complicated?  What is the
point
of making the game much harder to play?  Was it an attempt at compensating
for
the incredibly weak text parser?  If you were nowhere near the door on the
same screen but typed use key to unlock door, the game would actually
respond You're not close enough.  Excuse me?  Why are my actions limited
by
distance?  Hello?

My theory is that these types of games survived because they were a novelty.

Something pretty was onscreen, and sprites moved behind other sprites giving
the illusion of depth, and on certain platforms you had decent music.  But
overall *any* piece of interactive fiction with graphics is better -- you
get
to see the graphics, but you don't have to do stupid crap just to immerse
you in the game.  A decent story and flexible parser with multiple outcomes
is
what immerses you in a story, not moving a little blocky sprite around the
screen.

Honestly, what is the appeal of Sierra's Quest games?  Anyone who likes
them, please shed some light on the subject.
-- 
Jim Leonard ([EMAIL PROTECTED])
http://www.oldskool.org/
Want to help an ambitious games project?
http://www.mobygames.com/
Or check out some trippy MindCandy at
http://www.mindcandydvd.com/

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Re: [SWCollect] King's Quest 1

2003-01-17 Thread Karl Kuras
 Honestly, what is the appeal of Sierra's Quest games?  Anyone who likes
 them, please shed some light on the subject.

Ok, I guess I have to throw my hat into this ring... As a huge fan of both
the old text/still graphic adventures AND the Sierra/Lucasart style games,
they both have their own appeal.  But the Sierra games did change some key
aspects of the old text games and for the better.

Now your main gripe seems to be with the fact that you can't just be in a
room and say I want to do X.  This was at first mainly a technical problem
of doing pathfinding routines (notice that later Sierra and Lucasarts games
all take care of this for you automatically through mouse controls.  KQ1 was
meant to be played with a joystick or keyboard, so you didn't have a mouse
to point at stuff and intereact with it through icons (granted the Amiga and
I believe Mac versions both had mouse support but they were just ports made
at a later time.  When Maniac Mansion is released these problems are dealt
with).

Also, the old descriptions in text adventures were replaced by graphics.
This changed the nature of the puzzle solving from the old ok, what items
are listed in the descrption and let's play with those to what items are
drawn with any kind of detail and let's play with those.  Part of the
appeal, especially in those early games was to try to find the items of
interest, like watching an old detective movie and spotting which character
was missing from the scene, because he was off murdering someone.  Text
adventures just had to tell you what happened and give it away or not tell
you making it unfair.

The visual nature of the games (which many people including Ken Williams
admit were one of the big reasons people bought Adventure games, aka show
off your hardware) was a major issue on its own and was therefore very
important.  The whole idea that you could move a sprite behind stuff was
pretty far out back then for a home computer and made the game more
accessible to younger audiences that were quickly bored by pages and pages
of text.

I can't recall how many times I was ticked off at text adventures that would
show stuff in the images (especially on later games for 16 bit machines,
which had much more detailed pictures) and since they weren't mentioned in
the descriptions I couldn't interact with them.

Despite the fact that this post is coming out a bit disjointed, another
great addition of the Sierra style game was that you could finally have
something besides straight choose your own adventure style gameplay.  Action
sequences were added to the games (Conquest of Camelot being probably the
best example of this), which began to bridge gaps between genres and giving
much more realistic feeling experiences, especially since you could now
actually see scenes played out that would otherwise just be described.

I guess a good comparison would be between the text adventure The Hobbit and
Sierra's The Black Cauldron (which yes, was a point and click affair, but
still).  I use both of these because they were both cartoons and books I
grew up on and so they spanned all three of my favorite mediums.  There are
moments in The Hobbit that just don't come to life, not only because of the
relatively limited parser (not the greatest game engine in the text
adventure arena), but because you just lack the animation.  At the end of
the Black Cauldron when the little furry guy runs right into the pot, that's
a moment that will stick with me forever... much more so then a paragraph
describing it.

Karl Kuras
aka Trantor
http://drawnsword.trantornator.com
Yeah, go visit my webcomic!


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RE: [SWCollect] King's Quest 1

2003-01-17 Thread Hugh Falk
Sure, I wouldn't call it 3D either, but I would call it quasi-3D, which is
why I asked for a definition (since the default definition would be almost
but not quite 3D).  One could argue that true 3D is not possible on a 2D
monitor.

While I'm on the topic, I'll assert that Atari's arcade version of Night
Driver was the first ever quasi-3D videogame (released in October 1976).
It was the first to approximate a 3D perspective.

Sorry, just being difficult :-)


Hugh

-Original Message-
From: Jim Leonard [mailto:[EMAIL PROTECTED]]
Sent: Friday, January 17, 2003 8:30 AM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] King's Quest 1


Hugh Falk wrote:

 Well, how do you define quasi-3D adventure?  You could say that Mystery
 House, the first adventure with graphics, was also the first quasi-3D.
 Since the graphics had a 3D perspective (See attached).

I wouldn't call that 3D -- it's interactive fiction with graphics drawn in a
3D perspective.  To contrast, the Quest games let you move something in
front of or behind another on-screen object, so that qualifies more as 3D
than Mystery House.
--
Jim Leonard ([EMAIL PROTECTED])
http://www.oldskool.org/
Want to help an ambitious games project?
http://www.mobygames.com/
Or check out some trippy MindCandy at
http://www.mindcandydvd.com/

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RE: [SWCollect] King's Quest 1

2003-01-16 Thread Stuart Feldhamer
King's Quest 1 was the first adventure game where you could move the
character around on the screen, as far as I know. What is a quasi-3D
adventure game? How about Asylum?

Stuart

-Original Message-
From: Chris Newman [mailto:[EMAIL PROTECTED]]
Sent: Thursday, January 16, 2003 8:44 PM
To: [EMAIL PROTECTED]
Subject: [SWCollect] King's Quest 1


The opinions about the answer to this question are probably subjective
but I think it's worth asking:
Was King's Quest 1 really the first quasi-3D adventure game released for
the IBM line? There
were already hundreds of game titles available for the PC when the Jr
made its debut with Sierra's
infamous release, but I don't recall if any where of the same style. At
the time I found KQ1 so
enthralling that it could have easily clouded by memory in favor of
Sierra.

Chris


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RE: [SWCollect] King's Quest 1

2003-01-16 Thread Hugh Falk
Well, how do you define quasi-3D adventure?  You could say that Mystery
House, the first adventure with graphics, was also the first quasi-3D.
Since the graphics had a 3D perspective (See attached).


Hugh

-Original Message-
From: Chris Newman [mailto:[EMAIL PROTECTED]]
Sent: Thursday, January 16, 2003 5:44 PM
To: [EMAIL PROTECTED]
Subject: [SWCollect] King's Quest 1


The opinions about the answer to this question are probably subjective
but I think it's worth asking:
Was King's Quest 1 really the first quasi-3D adventure game released for
the IBM line? There
were already hundreds of game titles available for the PC when the Jr
made its debut with Sierra's
infamous release, but I don't recall if any where of the same style. At
the time I found KQ1 so
enthralling that it could have easily clouded by memory in favor of
Sierra.

Chris


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attachment: Mysteryh[1].jpg