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Re: Why SIERRA GAMES Failed (And How They Could Have Succeeded)

Posted: Tue Feb 05, 2019 6:26 am
by Rath Darkblade
Fair enough. I guess I didn't know much about the nature of episodic games - the only Telltale game I bought was Tales of Monkey Island, and I didn't even know about it until I saw it in a computer games store and snatched it up. ;)

But yes, I can understand the disappointment about episodic games. It's too bad about Telltale. I wondered whether they might do future MI games.

Is it Disney now who own the rights to Monkey Island? If so, the future looks bleak for poor ol' Guybrush ... :(

Re: Why SIERRA GAMES Failed (And How They Could Have Succeeded)

Posted: Tue Feb 05, 2019 8:43 am
by MusicallyInspired
Disney owns everything LucasArts did since they bought LucasFilm in 2012 or whenever it was.

I'm glad Telltale is toast, personally.

Re: Why SIERRA GAMES Failed (And How They Could Have Succeeded)

Posted: Wed Feb 06, 2019 6:32 am
by DeadPoolX
I think the new KQ failed not because it was episodic (well, that certainly didn't help) but because each chapter felt so incredibly different from one another that it felt like each chapter was designed by entirely different team.

Also, the inability to save when and where you want was a severe drawback. The TellTale games (other than their really early titles) suffered from this problem as well. I know some people don't mind that or, oddly enough, actively like it enough to say something really stupid such as "it means your actions have consequences." To that I reply: screw off*.

Seriously, I play games for fun. If I want something that's hardcore and lacks a save where my actions have long-term consequences, I'll turn off my computer and do stuff in real life.

* This comment is not directed at anyone here. Just the random moron gamer.

Re: Why SIERRA GAMES Failed (And How They Could Have Succeeded)

Posted: Wed Feb 06, 2019 10:00 am
by Tawmis
DeadPoolX wrote: Wed Feb 06, 2019 6:32 am I think the new KQ failed not because it was episodic (well, that certainly didn't help) but because each chapter felt so incredibly different from one another that it felt like each chapter was designed by entirely different team.
Also, the inability to save when and where you want was a severe drawback. The TellTale games (other than their really early titles) suffered from this problem as well. I know some people don't mind that or, oddly enough, actively like it enough to say something really stupid such as "it means your actions have consequences." To that I reply: screw off*.
Seriously, I play games for fun. If I want something that's hardcore and lacks a save where my actions have long-term consequences, I'll turn off my computer and do stuff in real life.
* This comment is not directed at anyone here. Just the random moron gamer.
Liar! You know that's directed at me from our discussion on here back in the day! :lol:

These days though, I am more inclined to side with you - with being able to save whenever. Too often, I will be in a game that has "Check Points" and I have to go do something - with no way to just save. I do like "Check Points" as "Auto Save" points. But wish you could manually save these days.