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by danso
3585 days ago
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> Roberta Williams, an example of that rare species of adventure-game designers who don’t actually play adventure games, likely had little idea just how torturous an experience her games actually were. Taken as a whole, Roberta’s consistent failings as a designer seemingly must stem from that inability to place herself in her player’s shoes, and from her own seeming disinterest in improving upon her previous works in any terms but those of their surface bells and whistles. That said, however, King’s Quest IV‘s unusually extreme failings, even in terms of a Roberta Williams design, quite obviously stemmed from the frenzied circumstances of its creation as well. Wow, I had no idea that KQ4 was so controversial. I remember it fondly, though now that I think about it, I remember it fondly for its graphics and setting. I don't remember actually ever finishing it. All the KQ games do seem poorly designed in retrospect but I do remember chugging through the first few of them through trial and error. I've wondered if that perseverance is something that is part of the stupid bullheadedness of youth (or the weakness of age), or if at the time, we just accepted that games were supposed to be unfair and cruel. |
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I know that if those games were released today there's no way I would play them for long and I'd recognize them as poorly designed. But when I was a kid every new game was a big deal and so I pushed through the puzzles (I felt certain ones were ridiculous, but generally just accepted them as what adventure game puzzles were). Sometimes I'd get stuck and come back months later. Ultimately I beat most of the King's Quest and Space Quest games, even years later.
It's hard to imagine that today with the unlimited buffet of cheap or free games. The constraint used to be money, now it's time. Even for kids.