Notable Titles: King’s Quest I-IV, Police Quest I-II, Space Quest I-III, Leisure Suit Larry I-III, Gold Rush, Conquests of Camelot, Hero’s Quest, Quest for Glory II, Colonel’s Bequest
Sierra Entertainment had a fantastic idea for the next logical step of adventure gaming. Some time earlier, Sierra already had an engine that was capable of rendering pictures to go along with a basic IF-styled game, with the at-the-time groundbreaking idea that they could create an on-screen image using purely vectors.
Great things come from humble beginnings |
They truly reached for the skies with this game |
Well, we had to give it a try. |
These games all included the option to further clarify what something onscreen was, giving an old-fashioned text screen of what was going on in addendum to simple pictures that gave a solid idea of what was on screen. The main problem with these games was and is that they faced the dilemmas of both interactive fiction and graphical adventures. They continued to use the parser system – there's a classic example in Leisure Suit Larry 2 where this actually made the ending of the game almost impossible to complete. By giving the freedom of both typos and alphabets, there was always the possibility for minor issues to sincerely impact gamers.
What am I doing wrong here? |
At the same time, these games were very particular on the position of your character - “Go a little bit closer” is a message you are bound to see in many games of this style. Furthermore, not knowing that a small speck on the screen is a pen/rope/bar of soap means that if the item isn't named in the overall LOOK description, the game is made exceedingly difficult. Later versions of Sierra's games included mouse support, which meant that one could right click on the things in question to LOOK at something without the parser – which is where we all know the gaming world ended up heading.
Another problem: you know you should check the condition of your vehicle, but parser doesn't appear to understand your commands, because you are meant to just walk Sonny around the car |
When you combine all these problems with the occasional pointless death scene and dead end, you might find a reason why this particular style of adventure gaming was not favoured by any other prominent producers. A few other games of this style were published at the beginning of 90s - notable examples are Hugo-series, Les Manley: Search for the King and Earthrise, but these were more like a last breath of an outdated fashion.
Trilby's Notes is a particularly noteworthy modern take on this adventure game subtype.
ReplyDeleteI'm almost tempted to add something about that game to the post, but maybe I'll just let it pass.
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