Opening the game to all Graphic Designers!

We have amazing news.

creative photo

We are opening the game to any graphic designer who wishes to be a part of it.

YES, today we decided to let everybody contribute their part small as big in this game.

We have listed a list of all needed graphic parts of the game we still need artists to develop, and anyone can create one or more of those and submit them to us.

 

Of course we will have a standard to achieve so some of the art will need some modifications, but just give it a shot and be a part of our growing team.

 

Of course all contributers will be listed in the credits as well as other well deserved bonuses will be granted to those contributing.

 

Alas for talking lets get creative:

Click here for the details

The bad about Sierra online’s Quests

Disclaimer – I LOVE Sierra for their quests!, I love most of them and I played many of them and will still replay them in the future, but…

Sierra wasn’t perfect.

Sierra photo

In this post I will address eight disturbing factors in Sierra’s quests.

Originally Ken & Roberta Williams began their Sierra Quests while trying to invent a new Genre – Interactive books.

Roberta loved the idea of having kids play a fairy tale book thus King’s Quest I was created.

Her inspirations were text games which were games without any graphical trace, so on the screen you would see a description of where you are now and you could try doing things using your imagination and the text parser.

Roberta thought to upgrade these games by adding graphics and having the player move the main character over the screen (yes, without a mouse) in order to move between screens or moving in the same screen getting to various objects, while still sending commands using her text parser (move rock, climb tree [Spoilers?] etc).

Sierra quests were massive success and actually were a beginning of a genre, but as with many genre inventers (except Steve Jobs as he was perfect) she tried her hand in inventing these types of games, and many game design decisions were done using trial and error, I just want to emphasize this point as I want to talk now about the things they did wrong  🙂

 wrong photo

What went wrong with those games?

1. In King’s Quest, for example, Sierra built an open world where you could go around and see all of it, but while you had your specific mission (for example: Find the Shield, Mirror and the Chest) you could wander around for hours over hours having no clue what to do next.

As a kid I wandered for days in beautiful CGA Daventry, but I can’t imagine many kids these days having so much patience for it – Are you kidding me ?, After a minute or two they will ask where should they go and if you don’t have an answer ready within one minute tops they will go out of the game and fire up any other shooter / flash game or whatever.

2. Dying frequently – This is not an action genre, but still there were many places where for no apparent reason one could die, a wolf, a witch or many others would appear randomly and kill you unless you fled fast enough from the screen.  Not only that but there were many places where one could fall to his death easily, like stair cases, cliffs, ponds, or even just touching some items could get you killed like poisenous flowers and others. As Sierra had created quests and wanted to make them longer to play they put those death places but IMHO, to make a game longer you should put more puzzles or other goodies, not random places where one could die and will need to load the game IF HE REMEMBERED TO SAVE!

3. Dead Ends – These are one of the most horrible aspects of Sierra games – dead ends!

What do I mean ?  Well, if you didn’t do something (which sometimes looks optional) in an early stage of the game you will get stuck on a later stage without any way to retrace your steps and do that thing (unless you have a good save game you didn’t delete already).  For example, on King’s Quest I you take a carrot which you need in order to lure a goat to follow you (so it will kick the Troll), but there is nothing preventing you from eating the damn carrot, and then how will you move that goat?!

Another example: In Space Quest you need to take a crystal shard at the beginning so later on you will be able to use it in order to finish a puzzle, but if you fail to find it (which is easy) you might still take that one way elevator and get stuck on the other puzzle forever!

4. Treasure Hunting – Some of the items you need to finish your quest aren’t given to you by any character in the game but randomly appear on random screens along the game, so as the game goes you just wander around trying to find an object which might appear on a random scren – frustrating as you don’t even know what you need you just try to take anything which isn’t nailed to the wall..

5. Pixel hunting – Some of the items you need to take along the game are so small , so they literraly are a single pixel big (in those days when the game resolution was so low), and it is frustrating to death to just miss one of those (the whistle on kq4 ?) because of that factor.

6. Damn hard puzzles – Most of the puzzles are good and reasonable, but there are some puzzles along the game which are totally unacceptable, like spelling Rumplestitskin’s name in cypher mode !?

7. Timed scenes – I personally hate this one, when a timer appears on the screen and you must accomplish a task in a timely manner, It happenned alot on King’s Quest III, where you needed to accomplish tasks between Memnnon’s appearances, walking that cliff fast without falling then searching for ingredients and coming back in time was just frustrating for me, not challenging.

8. Text Parser – The early games had no option for a mouse so I understand that a text parser is a must, but still more work should have gone into it (And I know that it is complicated) In the text-parser quests I had to just try any combination of things I could think about, for example, I see a rock so what should I do with it? “Pick rock”, “Push rock”, “kick rock”, “Shove Rock”  you get the hang of it, I remember myself as a kid trying so many things on so many objects which was sooooo frustrating.

Lucasarts on the other hand took the idea of quests from Sierra, but they have built their engine and had an upgraded philosophy which was meant to fix these flaws, well, not on the spot but they fixed their gaming philosophy quite fast.

Although I said from the beginning that Sierra is not to be blamed for the above (IMHO) flaws as they were the first to invent this genre which means that they couldn’t get those games perfect on the first releases, I still think that they could have learned better and changed their game’s philosophy much fastre than they have.

 

Click here for one of the best articles about these points by Ron Gilbert himself

Merry Christmas from Sierra

Sierra have released nice holiday cards in years 1986 till 1992

Here they are in one beautiful video – Enjoy

 

1986 – A Computer Christmas
1988 – Merry Christmas from Sierra On-Line!
1990 – The Seasoned Professional (VGA version)
1992 – Sierra On-Line Christmas Card 1992

 

 

I want to thank DosNostalgia for creating this video

Trailer to the new King’s Quest game by Sierra

Hi all,

kings quest photo

Activision has recently decided to revive Sierra.

One of their first attempts is recruting “The odd gentelmen” game studio to build a new King’s Quest Game!

The new game will focus on King Graham telling the King’s Quest story to his granddaughter Gwendolyn.

 

They will probably create this game in episodes (selling and distributing this games in parts), and as it seems from the trailer the graphics look amazing, the gameplay much more fast paced and my guess from the trailer is that the game will focus on the plot of the first King’s Quest game.

 

So without further ado here is the trailer

Every fan has to do his part!

This is a direct quote from one of our more dedicated fans.

 

This fan named Isaac45 is one of many of King’s Quest fans, and when he heard our call for help (needing an artist) he came full speed ahead, gave some ideas where we can find someone, and then continued ahead and contacted someone he thought could help us!

 

When I thanked him he replied:

Every fan has to do his part! 

 

thank you photo

And you know what – he is right, our whole group dedicate their precious hours, hard work and even some money to this goal, and we as a group don’t earn a dime.

 

 

But you know what – it is worth it, because we get something much bigger than money or recognition, we get to remake this wonderful game which should find it’s suitable place, and we will get to make many fans – Exactly like us! happy.

 

So you are part of the team as we are, feel free to participate in the forums, throw encouragements, and help if needed wherever you can, because like us – you also are included in Isaac’s applaudible sentence:

Every fan has to do his part! 

I am happy to introduce Ellivia – our new Script writer

Hi all,

 

I have good news,

Ellivia has joined our team as our new Script writer.

script photo

What is a script writer?

Well, you will notice her work in every step of the game as she writes all of the scripts in the game, for example, when you click on the hand icon then click on a tree – you will get a response, and while you may get a plain response like “Can’t do that”, a good script writer will make it much more fun and may write a witty response, a clue about the real click one should try or anything else.

 

Here is her first work – enjoy:

Path to Lolotte’s castle

Castle

Touch: You are too far away

Speak: Castles don’t talk

Path

Touch: You bend down to feel the rough path. A few rocks break loose and fall to the chasm below. You better watch your step.

Speak: You get no response.

Trees

Touch: You don’t need to touch the trees. Besides, they’re too far away.

Speak: Your voice echoes all around you. You get no response

Rosella: I’m alone

Person Icon: When you walk to the edge of the path, your foot slips under the unstable rock.

Rosella:Uh Oh

Unable to regain your balance, you slip off the path and fall to your death.

BAM!

Look: The forest of green trees below you remind you fondly of Daventry.

Sky

Touch: You raise your hands up to the sky. A warm breeze passes through your fingers

Speak: The birds in the sky chirp back energetically

Look: The sky is a beautiful shade of light blue. The weather is perfect.

King Graham is still sick, so Rosella continues her quest to find the magical fruit

Yes, we are still here.

Magical fruit photo

We had a big draw back when Karen died as she was the project leader and main graphic artist, yes, we almost despaired and closed the project, but NO we didn’t give up.

 

As a team we decided to continue the quest in Karen’s memory, our forum administrator – Jack stood up and took the role of project leader.

One of our fans Ellivia, joined the team to help with the scripts.

 

And so the quest continues – stay tuned!

 

Our heart was taken

 

Today I am the bearer of very sad news.

Our most beloved graphic designer had some health problems which took her to the hospital, and after several days she was taken from us permanently.

Actually, to call Karen only “our graphic designer” is to really belittle her part in our project.

Karen was the heart of this project, she began the project and all of the team just joined her.

Karen began by joining Magic Mirror Games which is the company which wanted to create “The perils of Rosella” in 2d graphics, after creating most of the 2d graphics for the Magic Mirror company she left them to continue the game without her (Unfortunately, they have stopped developing the game several months ago).

Karen’s love for “The Perils of Rosella” didn’t stop there though, so she continued on her own, this time by developing 3d graphics for the game – just to see how the game will look in 3d.

 

I saw her graphics and was amazed by the beauty of her graphics – I knew that to leave those graphics in forum posts without giving them a chance to bloom as a full blown game will be really unjust.

 

So we created our team, while our heart and dreamer was Karen.

 

She was everywhere, working many hours a day, creating backgrounds, walkovers, sprites, site graphics – for every need – Karen was there.

This is her project, she started it, was the heart of it and pushed it forward, but above all this was her dream and she literally gave her life essence to it.

 

While talking to her she thought about the name of our team UnicornTales – She was everywhere, she still is everywhere, her essence is all over our game and site.

 

But more than just the game heart, Karen was a very dear friend of mine and of other team members, I talked to her regularly, we shared a special bond created by a joined vision, and shared creation of this game.

Karen was a gentle person, she knew what she wanted and guided the project with a gentle touch, I cared a lot for her, and her passing is a very big loss to the community, to the team and to me (and other team members) personally.

 

Some of Karen’s work:
Lots of graphics at Magic Mirror Games Studio for the 2d remake of King’s Quest 4

All of our main 3d graphics which a part of them can be found at our Image galleries

Actually she created 3d graphics for several King’s quest games – I put some of it in our galleries too:
King’s Quest V

King’s Quest III

Misc King’s Quest Graphics

 

She helped with creating King’s Quest IX – the Silver Lining by Phoenix online Studios, and her print is visible there too.

Karen also helped create the graphics for The Heroine Quest by Crystal Shard

 

Karen, your absence makes my heart yonder.

Love,

Avi & Team