TSL: Re-inventing the Wheel
Posted: Tue Aug 17, 2010 4:29 am
I posted this on the TSL forums...I figured I'd repost it here:
''From what I've seen and heard about what the next episodes of TSL have in store (including quotes from Cesar and the rest of the team, about taking TSL in the ''teen fantasy'' direction and exploring the traumas left on Alexander and Rosella, making the characters more like ''real life'') the team's goal is to put a new spin on the KQ series, giving it a darker, more mature quality to appeal to older audiences.
But does the KQ series really NEED reinventing (aside from the addition of updated graphics, sound, etc.)? After all, MOE was an attempt to revitalize the series as well, and a lot of KQ fans didn't like it. This wasn't just because of the action-adventure element, but because of how much of a departure from the typically light-hearted tone of the previous games it was.
The first seven KQ games were certainly dark at times, but never as dark as they were in MOE. They were also family-oriented games, so that everyone of all ages could enjoy them. However, members of the TSL team argue that "the story should mature along with the audience", and so have written a story targeted towards older audiences. However, there are many here who entered King's Quest at a young age--Some even younger than the teenage years--And that was always the intent of King's Quest, to be a family series which people ages 5 to 95 could enjoy.
Wouldn't it be a much safer course of action to follow in the footsteps of the official games and appeal to a much broader range of gamers instead of risking putting off younger ones who might have otherwise become interested in the series as a whole (and even possible future sequels)?
The intended audience was always said to be ''the fans'', yet I've seen quite a few interviews where the team talks about updating the tone of the game and getting rid of some stuff (such as dead ends) to sate modern audiences. So it's also a question of who is the team attempting to please? You can't please everyone--That's what MoE tried to do and failed (Not enough adventure for adventure game fans; not enough action for action gamers; not enough RPG elements for RPGers--all because of attempt to try and please everyone).
If the project's intended audience is ''the fans''--Those who enjoyed the series, were dissapointed with Mask and wanted something ''closer to home'', than why any need for re-invention, or updating the tone of the game? If anything, the whole reason for this project's existence was the fans' desire for ''more of the same'', rather than a bold new re-invention--Something more traditional as a result of the shock of Mask of Eternity.
The point being: Re-invention is still re-invention. Roberta attempted to re-invent King's Quest by changing the game-play mechanics; TSL seems to be trying re-invent the wheel by changing the tone. Sure, there'll be some light spots as we've been told, but overall, as we've also been told the goal is to create a darker, more mature King's Quest--Both re-inventions of the wheel, albeit with different new designs in mind.
The question is: Why re-invent the wheel?''
''From what I've seen and heard about what the next episodes of TSL have in store (including quotes from Cesar and the rest of the team, about taking TSL in the ''teen fantasy'' direction and exploring the traumas left on Alexander and Rosella, making the characters more like ''real life'') the team's goal is to put a new spin on the KQ series, giving it a darker, more mature quality to appeal to older audiences.
But does the KQ series really NEED reinventing (aside from the addition of updated graphics, sound, etc.)? After all, MOE was an attempt to revitalize the series as well, and a lot of KQ fans didn't like it. This wasn't just because of the action-adventure element, but because of how much of a departure from the typically light-hearted tone of the previous games it was.
The first seven KQ games were certainly dark at times, but never as dark as they were in MOE. They were also family-oriented games, so that everyone of all ages could enjoy them. However, members of the TSL team argue that "the story should mature along with the audience", and so have written a story targeted towards older audiences. However, there are many here who entered King's Quest at a young age--Some even younger than the teenage years--And that was always the intent of King's Quest, to be a family series which people ages 5 to 95 could enjoy.
Wouldn't it be a much safer course of action to follow in the footsteps of the official games and appeal to a much broader range of gamers instead of risking putting off younger ones who might have otherwise become interested in the series as a whole (and even possible future sequels)?
The intended audience was always said to be ''the fans'', yet I've seen quite a few interviews where the team talks about updating the tone of the game and getting rid of some stuff (such as dead ends) to sate modern audiences. So it's also a question of who is the team attempting to please? You can't please everyone--That's what MoE tried to do and failed (Not enough adventure for adventure game fans; not enough action for action gamers; not enough RPG elements for RPGers--all because of attempt to try and please everyone).
If the project's intended audience is ''the fans''--Those who enjoyed the series, were dissapointed with Mask and wanted something ''closer to home'', than why any need for re-invention, or updating the tone of the game? If anything, the whole reason for this project's existence was the fans' desire for ''more of the same'', rather than a bold new re-invention--Something more traditional as a result of the shock of Mask of Eternity.
The point being: Re-invention is still re-invention. Roberta attempted to re-invent King's Quest by changing the game-play mechanics; TSL seems to be trying re-invent the wheel by changing the tone. Sure, there'll be some light spots as we've been told, but overall, as we've also been told the goal is to create a darker, more mature King's Quest--Both re-inventions of the wheel, albeit with different new designs in mind.
The question is: Why re-invent the wheel?''