Posted October 10, 2012
high rated
I find your lack of faith disturbing. :-) If we wanted to make a mediocre game, we could have done so anytime in the last ten years. We're doing Hero-U: Rogue to Redemption now because we finally have the opportunity to make a *great* game with fan support and a very talented team.
Lori and I are gamers first and foremost. Quest for Glory looked and played the way it did because Sierra tools were best suited for that style of game. Those tools informed the look and feel, but not the essence of Quest for Glory. The heart of the game is not in its appearance; it's in what you can do, how you feel about your character, and how you interact with other characters and the game world.
We started out writing and running paper games before we made our first Sierra game. Those got positive reviews also. Will we make a bad game just because it doesn't look like a Quest for Glory? We say, "Of course not." But if some of you only want to see Sierra-style adventures... well, there are plenty up here on gog.com, including the whole QfG series.
It isn't possible for Lori and I to make one of those without a major development team and a multi-million dollar budget. We'd rather put the same work into the story, characters, puzzles, and combat, and eschew the graphic adventure look. We will make a good game, and we will do it with a 2D tiled interface for a budget that Kickstarter fans can afford. If something wild happens and we get millions, we'll make it a better game and use some of the funds to ensure we make the whole series. We won't waste them on background art that doesn't add to game play.
Will you be able to "save anywhere"? I expect so. Perhaps not in the middle of a battle, because that would encourage cheating (which is why we didn't allow that in QfG).
Lori and I are gamers first and foremost. Quest for Glory looked and played the way it did because Sierra tools were best suited for that style of game. Those tools informed the look and feel, but not the essence of Quest for Glory. The heart of the game is not in its appearance; it's in what you can do, how you feel about your character, and how you interact with other characters and the game world.
We started out writing and running paper games before we made our first Sierra game. Those got positive reviews also. Will we make a bad game just because it doesn't look like a Quest for Glory? We say, "Of course not." But if some of you only want to see Sierra-style adventures... well, there are plenty up here on gog.com, including the whole QfG series.
It isn't possible for Lori and I to make one of those without a major development team and a multi-million dollar budget. We'd rather put the same work into the story, characters, puzzles, and combat, and eschew the graphic adventure look. We will make a good game, and we will do it with a 2D tiled interface for a budget that Kickstarter fans can afford. If something wild happens and we get millions, we'll make it a better game and use some of the funds to ensure we make the whole series. We won't waste them on background art that doesn't add to game play.
Will you be able to "save anywhere"? I expect so. Perhaps not in the middle of a battle, because that would encourage cheating (which is why we didn't allow that in QfG).