Latest update.
Both their programmer quit, so they need programmers.
The plush toy meeps are being made.
Bt
They were never project leads. They were lead designers. They worked at one of the most successful, best-run adventure game production houses ever. Corey "I could have run QfG 1-4 from my living room" Cole would probably take credit for everything, but it's very obvious that the company of Sierra played a very large role in QfG's success.
Wow, I'm really impressed by the obliviousness of some of these posters who insist that the Sierra 2.5D look was the essence of Quest for Glory. And that we're "raping" our own babies by using top-down graphics in Hero-U. Our games were *never* about the background graphics. We could as easily have moderated Quest for Glory in our living room as on the SCI engine. In fact, it would have been better, because that would allow more input responses.
Oh yeah, you did say that.I mentioned that one of our fans had sent us a game that looked like what we were discussing. The fan was Andrew Goulding, and the game was Brawsome’s latest creation, MacGuffin’s Curse. Lori and I looked at the demo and said, “Hey, this is really charming.” Then we played a little of the game, and it was really fun. Snappy dialogue, interesting puzzles, intuitive interface, cute character design – Everything worked.
Just as importantly, the look of the game was right in line with what we had been discussing for our new game. Top-down, tiled interface, something like a Rogue dungeon in closeup so you can see the details, cute character closeups… all that, and the game was fun too!
I wrote about MacGuffin’s Curse last month in my Quest Log blog – http://www.theschoolforheroes.com/questlog/1428/puzzling-under-a-full-moon/.
Do yourself a favor – Buy the game (it isn’t expensive) and play it. Then blink a few times and imagine an old-school dungeon crawl with a similar look. Blink again and imagine Quest for Glory’s character dialogue and story integrated into it. That’s pretty much what happened with us when we played Andrew’s game and talked about ours.
In terms of adventure game sequels, I'd put PQ #3 behind Gabriel Knight and King's Quest. Damn, a modern PQ would be slick.P.S.: a new Police Quest would be great, too
Well then good news, Jim Walls is planning a Kickstarter sometime this year for a new Police Quest-like game.In terms of adventure game sequels, I'd put PQ #3 behind Gabriel Knight and King's Quest. Damn, a modern PQ would be slick.P.S.: a new Police Quest would be great, too
Creator Corey Cole about 16 hours ago
@Micartu (and anyone else concerned): The delay has cost us very little in dollars. We're paying the contractors for specific tasks rather than having employees with monthly salaries. So mostly the delay has given us a chance to experiment with the art process and talk about the game design and story. In addition, we maydo a second funding drive when we have a solid playable demo. That would allow us to add voice acting and to pay the contractors more than peanuts and bananas.
That further solidifies the theory that they got way less money than they expected. The kickstarter just barely made the goal. Doing a second kickstarter after a first successful one is just milking the hell out of people. Come on.From the Kickstarter Comments for Hero-U
Creator Corey Cole about 16 hours ago
@Micartu ... In addition, we maydo a second funding drive when we have a solid playable demo...
The big problem with these Kickstarters is that they're being run by individuals, not studios. Al Lowe, Scott Murphy, Mark Crowe, Jane Jensen, Jim Walls, Lori Cole, and Corey Cole may have "designed" some of our favourite adventure games of all two decades ago, but can you just drop money on a designer and expect them to turn into a small business, or even a small businessman?
Yeah, these guys that are working solo or with hired help don't seem to be doing too well. Many seem to have management problems at the very least. Then you take guys like Brian Fargo and Feargus from Obsidian who already have business experience and are running successful companies and you can see how everything from the kickstarter campaign itself to the design of the game is executed much more smoothly.The big problem with these Kickstarters is that they're being run by individuals, not studios. Al Lowe, Scott Murphy, Mark Crowe, Jane Jensen, Jim Walls, Lori Cole, and Corey Cole may have "designed" some of our favourite adventure games of two decades ago, but can you just drop money on a designer and expect them to turn into a small business? Or even a small businessman?
They were never project leads. They were lead designers. They worked at one of the most successful, best-run adventure game production houses ever. Corey "I could have run QfG 1-4 from my living room" Cole would probably take credit for everything, but it's very obvious that the company of Sierra played a very large role in QfG's success.
Well, you did say this...
Wow, I'm really impressed by the obliviousness of some of these posters who insist that the Sierra 2.5D look was the essence of Quest for Glory. And that we're "raping" our own babies by using top-down graphics in Hero-U. Our games were *never* about the background graphics. We could as easily have moderated Quest for Glory in our living room as on the SCI engine. In fact, it would have been better, because that would allow more input responses.