The Sierra Quest "pattern"
Posted: Fri Apr 24, 2009 12:51 pm
Is it me or did all Sierra quest series follow this pattern:
1) Start with modest EGA text-parser beginnings. Gameplay was basic but fun. Cheap deaths ran rampant as a way to extend the life of the game.
2) Improve the formula over the years. Move from EGA to VGA graphics, text-parser to icons. Develop deeper storylines and richer characters. This usually culminated in the high point of the series, around 1991-1993.
3) Make major changes to the series that alienate long time fans and garner middling reviews from the gaming community at large. This would be most of the games released from late 1994 on. I think the harbinger of this movement was KQ7.
4) With development costs at all time highs, flagging sales cause the whole series to be submarined. The end.
The timeframes differ a year or two for each series, but generally this happened to all of them.
1) Start with modest EGA text-parser beginnings. Gameplay was basic but fun. Cheap deaths ran rampant as a way to extend the life of the game.
2) Improve the formula over the years. Move from EGA to VGA graphics, text-parser to icons. Develop deeper storylines and richer characters. This usually culminated in the high point of the series, around 1991-1993.
3) Make major changes to the series that alienate long time fans and garner middling reviews from the gaming community at large. This would be most of the games released from late 1994 on. I think the harbinger of this movement was KQ7.
4) With development costs at all time highs, flagging sales cause the whole series to be submarined. The end.
The timeframes differ a year or two for each series, but generally this happened to all of them.