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.
-- 
http://www.MobyGames.com/
The world's most comprehensive gaming database project.

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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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