Monday, May 26, 2008

Quest For Glory Epic Let's Play Parts Sixty-Nine and Seventy: Hero of Tarna and Quest for Glory III Credits

In Which Our Hero prevents a war and defeats the Demon Wizard.




The final assault on the Demon fortress begins. Marcus breaks into the next room (OK, he opens the door to the next room) and finds Reeshaka, Rakeesh's daughter who isn't doing so hot. We soon find out why when a Demon possesses her and challenges Marcus to a fight, telling Marcus that everything done to the Demon will be done to Reeshaka as well.

Good thing we've got brains as well as brawn.

A dispel potion later and Reeshaka collapses on the floor, and a portal opens in the room. Uhura, Johari, Yesufu, Harami and Rakeesh all step through. Rakeesh tells of a prophecy where five from different backgrounds stand together against the Darkness. Harami opts out but is replaced by Manu, who jumps in at the last second so his man-friend won't get hurt.

The next room contains five mirrors, one for each character. Demonic dopplegangers appear and start to fight: Marcus is engaged with what looks like a zombie version of himself. You'll note there's a minor cut in the video where several minutes of 'spam attack until you get hurt enough to trigger the end of the fight' was cut (you didn't miss anything, I promise.) Harami appears at the last second, apparently not as chickenshit as we thought, and stabs the demonic Marcus in the back before telling us to climb to the top of the tower and finish it.

On top of the tower is the World Gate and the Demon Wizard. He orders a Gargoyle to attack, which Marcus makes quick work of, and then snares Marcus in its stony hands. No problem, because we didn't really want to get close enough to smell his breath anyway. Marcus chucks the flaming sword into the Demon's chest, then uses his Shield to knock the orb into the gate itself, causing it to close.

And that's it. Tarna is saved, War is prevented, and all is well.

Except.

Marcus isn't dancing for his health! What dark magic is this?



See you in Mordavia!

Quest for Glory III End Credits:

Saturday, May 24, 2008

Bonus Video: Laurel and Hardy Encounter

Quest For Glory Epic Let's Play Part Sixty-Eight: Demon Destroyer

In Which Our Hero arrives at the Lost City and starts tearing things up




This is it: the grand finale. If we're going to salvage what's left of our peace mission, we don't have much time.

The video opens with Manu leading Marcus across the waterfall, which requires a strong vine rope. Luckily there are some vines sitting nearby which make a handy way to cross. On the way, a Demon Worm attacks the monkeys but Marcus is quick to step in and beat it down.

We finally arrive at the Lost City, which is patrolled by apemen and looks like Tarna except abandoned for thousands of years - which it basically is. We fight one of the Apemen and use the Fire Opal on Anubis' eye to open the secret door. We find it guarded by two Demons, who are easy enough to take care of with our big flaming sword.

The video concludes with Marcus standing in front of the door to the rest of the City - and his destiny.

Quest For Glory Epic Let's Play Parts Sixty-Six and Sixty-Seven: You Can't Go Home Again and A New Village

In Which Our Hero discovers Tarna is closed and meets a very interesting character, and finds a new and unlikely village in the jungle.





Marcus runs back to Tarna and discovers the entire city is closed off. He's on his own. Off across the savanna we go, and when we stop for the night we meet a very interesting Aardvark.

The next morning we're off again, with a quick stop by the Simbani village only to discover they don't want us either. Sheesh, you'd think they wouldn't be so hard on Marcus, it wasn't like he cast that spell or anything. Goes to show you what being a Warrior really means: nothing.

There's another quick easter egg encounter with a famous duo and then it's into the jungle. Our 'how the hell are we going to find the Lost City' question goes to the back burner when Manu the monkey shows up and takes us to his monkey village, which is as nice as a treetop village can be. He's pretty proud of it, so we let him talk about it for a bit before asking him to show us the way to the Lost City. After some convincing and persuading, we're off. All the way to the Waterfall, which is where we'll pick up in the next video.

We're about two or three updates away from our one-way ticket to Mordavia, ladies and gents!

Bonus Video: Arne the Aardvark

Quest For Glory Epic Let's Play Part Sixty-Five: A Very Sexy Peace Conference

In Which Our Hero initiates a peace conference, and actually gets to enjoy his marriage.




This is a slightly shorter video with a lot of dialogue, but it's the start of the endgame for Quest for Glory 3. We open right after we left off, with Johari in the jungle. She takes us to the Leopardman village where she says we have to wait until dark to go inside. It's still full daylight. I wonder how we can pass the time?

Cue the funk music, 'cuz it's jungle fever time!

After proving actions speak louder than words, we witness the change ritual and are introduced to the Leopardman leader. We hand the Drum over to him and receive the Spear of Death in return - what we need to return to the Simbani, who will now discuss peace with the Leopardmen in Tarna.

So we arrange the peace conference. We're almost asleep during one of the really boring parts when all of a sudden our Marcus sense starts tingling. This happens about five seconds before the Leopardman leader kills the Laibon, Yesufu kills the Leopardman leader, a Demon leaves the Leopardman leader's body, and we run like hell out of the city so we can figure out how to fix this mess.

Quest For Glory Epic Let's Play Parts Sixty-Three and Sixty-Four: Jumping the Broom and Married Life

In Which Our Hero gets married. Really. And enjoys his first night as a married man, and goes on an interesting honeymoon.





The first video covers Marcus' marriage, which frankly isn't exactly what he imagined when he was growing up. First, he talks to Yesufu, who reiterates his desire to take the Leopard Lady as his wife. So Marcus, being noble and not at all interested in the very beautiful dark-skinned lady in the cage, goes to the Laibon himself and ponies up for the Bride Price. And just like that, with the exchange of a few zebra skins and some words from the Laibon, Marcus Warwick the Pure is a married man.

OK.

The second video picks up a little after the first, since there's a conversation with Uhura that's supposed to be triggered but doesn't come until the next day. Note: there is a glitch in the game here. Both telling Uhura about the Initiation AND asking her about the gifts SHOULD award us points, and neither do. I have tried every possible work-around for this and cannot get these points. I believe the game glitches in a couple of other places as well, so we will actually finish the game with less than 500 points - but we've done everything required to get the complete 500 points, according to the FAQ. So I apologize in advance for that.

Anyway, Uhura tells us of three gifts: one of friendship, one of beauty, and one of trust. Good thing we've got all three of those: the Leopard carving, some beads, and the fine dagger we bought. We give all three to the prisoner, then release her. And as a reward, she runs off. Awesome.

We nonchalantly make our way out of the village and then run like hell after her. She finds us in the jungle; turns out she's been watching us, too. Hmm. Maybe there is something here after all? We talk to her a lot about why we're there and finally hear the Leopardmen side of the story. According to them, a thief stole their Drum but a Simbani warrior was found dead with the Spear of Death just outside of their village. Marcus may not be an educated man, but these clues are about as obvious as an Antwerp to the face: someone's trying to goad both sides into War. Fair bet it's Rakeesh's Demons.

Next time, we'll see the Leopardman village and initiate a peace conference. I wonder how that will end?

Quest For Glory Epic Let's Play Part Sixty-Two: Simbani Initiation





We've known this has been coming ever since we arrived at the Simbani village. To marry the Leopard Lady, we have to be a Warrior. To be a Warrior, we have to pass the Initiation. So let's get to it.

Our first challenge is to knock a ring off a tree branch. Here's the catch: if we tie Yesufu in the number of moves it takes to win, the tiebreaker will be whoever uses the most 'brains'. OK. There's a convenient vine hanging off the tree. Guess what makes it easer to knock a ring off a tree branch? A vine tied to a spear, that's what!

Next challenge: the wall of thorns. This is pretty easy. There's a big log sitting by the wall. How do you think we should get through? Yeah, push the log into the wall. Good call.

Next isn't a challenge: we find Yesufu, who has caught his leg in a hole. Gee, would a Paladin help his friend or leave him? Do you really need to ask? Help Yesufu, then we go on.

After that, it's the throwing of the spears. That thing we were grinding to get good at for so long. And the grinding pays off: we win handily. Or not handily, at least in the first part. In fact, we win only because our opponent sucks worse than we do. But hey, we do win.

Last up is the Battle Bridge, which is a cinch compared to the rest of it.

And finally, we can ask the Laibon a favor for being the winner of the ceremony. That nice drum he's got there? Yeah. That might come in handy if we're trying to make peace. Let's just have that and be on our way.

Next time: Marcus gets married. Really.

Thursday, May 15, 2008

Quest For Glory Epic Let's Play Parts Sixty and Sixty-One: What's Up Pussycat? and Capture a Story







Picking up after the montage ended, we're back in the Simbani village but there's something a little different here. Like that prisoner in a cage. They caught a Leopardman spying on the village! And it sounds like they're going to get some information from him in any way possible! And they haven't heard of or don't respect the Geneva conventions! Who cares if he was just taking pictures of a parking garage, he's still a suspected enemy combatant!

But Marcus has a better idea. Why don't we see if we can force the Leopardman to go back to his human form, say with one of these new dispel potions the apothecary gave us? Nom nom nom, little kitty. Now...

Oh.

Oops.

Well, he's a she and that changes everything. You can't beat a she for information, but you can marry her off and that's exactly what the Laibon has in mind. Quickly Marcus runs to Tarna to get Rakeesh's take on this new development:





Then pick up in video 2 (I wasn't going to show the 10 fights Marcus had to do to get to Tarna and back, it would have been two more videos worth of footage.) Uhura also weighs in but has a slightly more pragmatic (and sarcastic) approach to her people's buying and selling of women as brides. Then the storyteller regales us with another nonsensical (but points-awarding) story, and it's off to bed.

The next morning: we will compete to be initiated as a Simbani warrior! See you next time.

Wednesday, May 14, 2008

Quest For Glory Epic Let's Play Part Fifty-Nine: An East Fricana Montage



It's an East Fricana MONTAGE!

This montage covers several things: a whole bunch of grinding and a few throw-away scenes here and there that either took a lot of time to go do or would have been boring to watch otherwise.

The first part of the video is fighting and spear-throwing right before our last journey back to Tarna and the collection of the quest items. We go east to the Deep Jungle, where we meet and help Manu, a monkey trapped in a cage. A talking monkey. And you thought you'd seen it all.

Then we go into some of the fighting and running around we did killing time around Tarna waiting for things to happen. Namely, waiting three days to get these points from Harami:







Then running back to the village and grinding our throwing skills up (as opposed to our throwing up skills?) Once it was around 205, Marcus beat Uhura at the spear-throwing contest. Oddly enough it did not award points for beating her or beating her on the bridge, so I'm beginning to wonder if that might be a bit glitched, or if the points list/walkthrough I'm following is a little off.

Then we go out on the savanna one last time to grind our combat skills up to all 300s, which brings our primary stats up as well, except for Strength which we should have very close to 300 by the end of the game.

Enjoy the montage - next time we meet a new character. A very, very attractive new character. It also appears our time in East Fricana may be drawing to a close reasonably soon as well. Time to look into those flights to Mordavia!

Sunday, May 11, 2008

Quest For Glory Epic Let's Play Parts Fifty-Seven and Fifty-Eight: And Old Friend and System Shock

In Which Our Hero meets someone he has unwittingly sentenced to die and hears about the failed peace mission to the Leopardmen.

First Video With Subtitles
Second Video With Subtitles

This video opens exactly where the last one left off, with Marcus offloading more quest items to the apothecary. He gives us some healing pills now that he can make more and can now make dispel potions, which may or may not come in handy in the near future (foreshadowing detected!) Then it's off to the marketplace for quick wander around where we meet up with Harami, the thief we caught in the first part of the game. He needs to meet with us tonight. No problem.

Jump to the second video where time has fast-forwarded a little bit (you didn't really want to see five minutes of wandering around the savanna killing time did you?) and we make a quick stop in the inn to meet the Survivor of the peace mission, who's a little shell shocked to say the least. We are able to question him about it and earn some points, and the story he has to tell doesn't sound at all like Leopardmen. There may be far more sinister forces at work here, like Rakeesh suspects. Good old Rakeesh.

Back in the marketplace we meet Harami again and give him some food. Being 'without honor' apparently means that no one will so much as look at him let alone sell him things, which means he's desperate. He may be responsible but so are we (after all, we did catch him) so why not give him some chow. Who knows, maybe this good deed will come back to help us later?

Next time: we need a MONTAGE!

Embedded videos:



Quest For Glory Epic Let's Play Part Fifty-Six: Meeting the Gods

In Which Our Hero talks to the gods.

Video With Subtitles

Marcus begins Day 11 of his Quest in Tarna at the Welcome Inn, where he rolls out of bed and breaks his fast and flirts a bit with the Welcome Woman. Then it's off to the Temple of Sekhmet to be judged, which means a fun little mini-sequence where Marcus enjoys some very circa 1992 fractal-style graphics and chooses symbols that correspond to his Nature and decisions in various fictional scenarios meant to test his character. Needless to say, he passes with flying colors.

We wrap this video in the apothecary, where we're about to unload some quest items and get something important for the next phase of the game.

The Sekhmet sequence is the vast majority of this video. Be sure to pause and read all the choices for the scenarios. Some of them are really funny. Next time we'll meet up with an old friend and get ready to return to the Simbani village for the next phase of the game. The montage video is coming soon, and will cover the training material that came before what you see now and Marcus raising his stats. Once the next phase of the game starts, our time for training will be somewhat diminished. I'd also really like to win all the challenges during the Initiation ceremony as I've never done it before, so that means getting Marcus' throwing skill up (a lot.)

Embeded video:

Bonus Video: All Toked Up

Video

Just a quick update: Quest for Glory 3 contains some pretty blatant drug references with the apothecary. And that giant water pipe. But what happens to a hero when he smokes too much?

Click the link and find out on a Very Special Quest for Glory Let's Play.

And remember: winners don't use drugs.

Embedded video:

Wednesday, May 7, 2008

Quest For Glory Epic Let's Play Part Fifty-Five: A Little Honey

In Which Our Hero meets a bird and rescues a monkey. Cat. Thing.

Video With Subtitles

This video picks up shortly after where the last one left off: our hero has replenished his Pool of Peace water, killed a couple of crocs and is one skareen length to the west. Our goal is to try to get to Tarna and resolve some dangling quest lines. Our first stop is the honeybird, which Marcus deals with in short order. Not by killing it, but by pouring honey on the ground so the bird can wallow in it. When the bird flies off, we get the feather. Quest item!

Then we fight a big dinosaur and stop by the Meerbat Manor where a young Meerbat gets caught in the Venomous Vines. A little Marcus-style puzzle solving later and we're now the hero of the Meerbats. If we can't stop a war at least we can save fuzzy animals.

Another croc fight fight and the grateful Meerbat gives us a fire opal and the fruit of the venomous vine, two more quest items. Our task on the savanna done, we finally make it to Tarna and head to bed. Tomorrow will be a full day.

Embedded video:

Quest For Glory Epic Let's Play Part Fifty-Four: One Big Tree

In Which Our Hero climbs to the top of the biggest tree.

Video With Subtitles

This video doesn't pick up exactly where the last one left off; there is a little grinding at the old spear range that happens beforehand which will be shown in the montage video coming up. But we start by trekking across the savanna and into the jungle, stopping to deal with a couple of monsters along the way. New critter alert: Flying Cobra and the rare Leopardman encounters, which add to our overall point totals.

Then it's on to the tree itself. The Tree is one of my favorite parts of any Quest for Glory game; the concept is really cool (a massive ancient tree that's so large it has its own waterfall and ecosystem and you can walk up it), plus the artwork is gorgeous. We meet the Guardian, who gives us some Gems for our trip back to Tarna and tells us to get the Gift from the Heart of the World we'll have to pour some Pool O' Peace water in the top of the tree. Whaddya know, we've got some right here!

Climb all the way to to the top, pour the water, and receive your present. Couldn't be simpler!

Next video: we'll skip ahead a little bit more and join Marcus just south of the Simbani village as he journeys back to the City of Tarna to clean up some quests and points there. Then it's time to get serious about preventing this war...

Embedded video:

Monday, May 5, 2008

An Interview with Lori Ann and Corey Cole, the Creators of Hero's Quest / Quest for Glory

An interview with Lori Ann and Corey Cole, designers of Quest for Glory.

This interview was conducted via email in April 2008 and originally appeared in the Quest for Glory Epic Let's Play thread on Something Awful.

Q = the questions, LC = Lori Cole, CC = Corey Cole. Enjoy!

Q: Quest for Glory I (or Hero's Quest as it was called when I bought my copy long, long ago) was an 'open-world' 'sandbox' game before there was such a thing – or as close to a sandbox games as games could get at that time. The other games in the series switched to a sandbox feel with a linear timeline – what was the reasoning behind the switch?

CC: I never really thought of the Quest for Glory games as "sandbox" games. Yes, you can enjoy the games without furthering the story, such as by fighting monsters or practicing your skills. However, Quest for Glory has also been a story-oriented game. You are thrust into the midst of dire situations that require a Hero to solve. Some of the games - notably Trial By Fire - are on a timeline, so if you do nothing, events still transpire around you.

LC: With the Quest for Glory games, the first rule of design was to create a game I would enjoy playing. The games that I played most were D&D and computer role-playing games. Adventure games frustrated me - if I couldn't solve a particular puzzle, there was nothing else to do in the game. I'm not the sort who enjoys hitting my head repeatedly against a brick wall. I wanted a game that was open - filled with things to do and people to talk to. And yet, I wanted the game to tell a story. I wanted the game to feel real to the player - the player could forget that he was sitting at his computer typing on his keyboard. You are the character in this magical world. You are the hero.

LC: We had planned to do a series right from the initial proposal. The first game was intended to introduce Sierra On-line's strong adventure game fandom into the role-playing genre. "So You Want to be a Hero" was set in a fairly generic fairytale setting of a Germanic valley. You enter this game walking on a road with only a vague goal that you wanted to be a hero. No backstory or history for the main character - we let the player fill in who the hero was in his own mind. The whole goal was for the player to define who he wanted to be in the game.

LC: This meant giving the player the freedom to explore and do things. That's why the first game was designed with the 'sandbox' style.

LC: However, the Quest for Glory series was conceived as a grand adventure with an over-arching story. To get the sort of deep emotional experience in a game, we had to be able to control certain events. In addition, we wanted to have a game where what the player did was really meaningful to the game. Actions have consequences for good or ill. So the player's actions triggered events which set him along the path of the story behind the game.

LC: Thus, the games became more linear as they went on in the series.

Q: How much control over the art direction did you have in the games? Are there any artists in particular you enjoyed working with, or any bits that still make you say 'wow?' (My personal favourite is the sunrise over the caravan in Quest for Glory 2.)

LC: We had a lot of control initially over the art that went into the series. As the teams grew larger, our influence diminished. We had many fine artists working on the games. My personal favorite was Jerry Moore, who really helped to shape the series. I had envisioned the games as serious fantasy with only a touch of humor and a few quirky characters. However, the limitations of graphics at the time gave the game a very cartoony feel. Jerry was a master of this style of cartooning and he understood the fantasy genre. He loved to put in 'easter eggs' and in jokes. I think he managed to put the starship Enterprise into most games he worked on. It was his idea to make the three guards in our endgame sequence look like the 'Three Stooges.' This set the trend for cameo characters borrowed from movies and TV shows that were a tribute to memorable icons. In the brigand's lair, he put a image of the Maltese Falcon as part of the treasure. I incorporated that into the quest line for the rogue player character. From then on, the "Black Bird" was a maguffin for the rogue to chase.

LC: So Jerry Moore gave the game series some of its humor and style. Kenn Nishiuye, who worked on games one and two, did the sunrise image and some of the more beautiful scenes. He was the best artist Sierra had at the time.

LC: There wouldn't have been a QG5 if it wasn't for artist Terry Robinson. He was my co-director on Dragonfire and had to wrestle with the complexities and limitations of the 3D art. Every piece of art in that game was redone at least three times because of technology changes. It was amazing that the game actually shipped.

Q: Human-animal hybrid creatures play a large role in the series, from straight mythological (centaurs) to more fantastical (cheetaurs, liontaurs) to humanoid animals (Katta). Was there any particular reason for including so many of these kinds of creatures? Is there an in-game reason why so many of them 'evolved' in Glorianna? (Note: I read the Wikipedia entry, but couldn't find a good source online for it so I figured I'd ask the experts!)

LC: I wanted Glorianna to be a unique fantasy world, not a Tolkien wannabe. While the world is very much a mirror of Earth in the geography, magic altered the history. At one point in time, there was a huge explosion of magic which created the anthropomorphic creatures that inhabit the lands.

LC: Mostly though, it was because I enjoyed playing those kind of idiosyncratic non-human characters. I'm a role-player at my heart, and the best part of writing and game design is that I get to think like the people with which I populate my worlds.

CC: Originally we wanted the player to have the option of playing as a Centaur. Bob Heitman convinced us that we would have major headaches trying to pull that off using Sierra's tools. For example, a Centaur climbing a set of stairs would require custom animation. The size of the character would also affect animation speed and might get stuck in narrow areas of the game.

CC: We also wanted to allow a choice of a male or female Hero. We had to eliminate that one just because of the animation budget - We already had extra animation sequences for the fighter, magic user, and thief, and would have had to double all of them to have male and female characters. So a lot of the game decisions were dictated by limitations of the budget or the medium.

Q: For Lori – did you write the games yourself, or was there more of a writer's pool where you tossed ideas around similar to writing for a TV show?

LC: I wrote the game storylines with help from Corey. I wrote all the dialogue in the game and the scripts for what happened in a given location. The only things I didn't write for the game were the item by item descriptions of what was in a given room. Corey and I both did some of the humorous descriptions, but the programmer who worked on a room got stuck with most of the job. In QG5, we actually had a writing team put in some of the room descriptions.

LC: Corey and I did work start out all the projects with "Idea Tossing." We do that for everything we do. :-) We really are a team.

CC: Well, I wrote a *little* of the dialogue, but Lori did 95% of it. I did my share of the writing (mostly descriptions) on Shadows of Darkness, but on most of the other games I was too busy programming to spend much time on writing.

Q: Djinn sling (the drink): any particular reference or in-joke there?

LC: It was a pun on Gin Sling - a traditional drink.

Q: Does Zeppo make an appearance in Quest for Glory 2?

LC: Nope. As it was, Harpo was just a cameo walkthrough. :-)

CC: We wanted to make the QG2 alleyways a little richer in terms of events and game mechanics, but just displaying them took up so much of the virtual machine's resources, we couldn't fit anything else in there.

Q:: Which title do you prefer – Hero's Quest, or Quest for Glory?

LC: Hero's Quest, by far. The game was never about a quest for Glory, it was about doing what was right. It's the true Hero's Journey, starting from ignorant wannabe hero to the hero of the world, not about fame and fortune.

CC: No question - Hero's Quest was better. We lost a lot of sales momentum, which in turn affected the budgets of the later games, because of the forced name change. The name "Quest for Glory" was chosen from a contest among Sierra employees, but we influenced it a bit by suggesting the name to a couple of people at Sierra so that it got more submissions. :-) I think it's a little cumbersome and doesn't describe the theme of the series as well as Hero's Quest. Later, the movie "Glory" came out and some people assumed Quest for Glory must be a Civil War game.

Q: I'd love to know how much of the overall 'story' you mapped out before beginning the first game – did you have a vague idea of what would happen in parts 2, 3 and 4 (2 will take place in a large city in the desert), or was it more specific (2 will feature an evil Wizard villain who has a Dark Master who will be a primary character later in the series)?

LC: From the start, we knew the locations of the four games of the series - Spielburg Valley, Shapier, Mordavia, and Silmaria. I knew that the villain from game two was taught by the Dark Master of Mordavia. That was about it as I proposed the series. We later inserted Game three "Wages of War" with Fricana (Africa) because the characters of Rakeesh and Uhura cried out to have their story and lands told.

CC: We also knew that Baba Yaga would return in the Mordavia game. We also went out of our way to foreshadow Trial By Fire in the first game through the characters of Shameen, Shema, and Abdulla Doo and with the magic carpet in the brigands' treasure room.

CC: We were concerned that Shadows of Darkness would be too much of a jump in difficulty from Trial By Fire. Ellen Guon, a Producer and friend at Sierra, said "I know what Quest for Glory 3 is going to be about. You're going to Rakeesh's homeland to find out more about the Demon that injured him." We thought about it and decided that she had a great idea, so we interpolated Wages of War (aka Seekers of the Lost City) between the planned stories of Trial By Fire and Shadows of Darkness.

Q: What do you feel is the 'ideal' play-through or the strongest narrative thread? Which class? Choosing any non-class skills (a fighter with Magic, for example, who becomes a paladin?) Which marriage option in Quest for Glory 5?

LC: I'm not sure if there is an ideal play through. When I played them, I usually picked a fighter/mage combination. However, the Thief had the most variations in the story and the most unique things to do (the break-ins to different locations, getting to hide in the harem, finding the True "Black Bird" and becoming the Chief Thief). And the Paladin had the most emotional stories - saving the Rusalka, saving Erana...

LC: However, I think that the redemption of Katrina was probably my favorite storyline to follow. She was always my favorite character.

CC: I tend to play games as a Magic User, but that's just a personal preference. The Thief definitely gets some interesting things to do, and a Thief who wants to become a Paladin is the most challenging path in the game. We originally thought of the Paladin as a Hero Class for Fighters, but decided to open it up to all character types. This caused some bugs in the initial version of Quest for Glory 3, as the Paladin had to use some skills that she might not have if she started out as a Magic User. We quickly fixed that in a patch by making sure all Paladins got the necessary skills.

Q: One of the major strengths of the series is that female characters are very strong and have a lot of depth – even mythological archetypes like Baba Yaga are more three-dimensional than other female characters. How do you feel this aspect of the series has held up against modern games? And, do you feel the marriage options in Quest for Glory 5 compromised this aspect at all? Were they there to give the male character some closure, or was there a deeper narrative
intention?

LC: Truth is, I'm a romantic. I wanted the main character to find his one true love. And it wasn't just a canned script sort of thing - it was up to the player to actively court and marry someone. It was always just an optional thing for the player.

LC: However, it was about closure. This was conceived as a series from start to finish. Game five ended the Hero's story. This was not a comic book world where no matter how many times the hero saved the world, it was always messed up for the next comic. What the hero did in the games had long term consequences, and the world was a better place because of those actions. And now, it was a chance for the hero to be rewarded for all the things he had done by being rewarded with wealth and happiness.

CC: Having a woman as the main author probably helped us to get richer female characters. I also like having a balance of strong male and female character and love breaking stereotypes. Many of our game situations are built around the idea of doing what's right rather than accepting what's "normal". For example, the Eternal Order of Fighters in QG2 follows many of the stereotypes of "all brawn, no brains" fighters; to become a Paladin, you have to rise above their small-mindedness.

Q: Is there any chance we'll see any more of the 'Quest for Glory' world appear in other games – Quest for Glory games or otherwise? Maybe more action-oriented games, or even puzzle games? And a corollary question – do you own the IP for that world, or does Sierra/Vivendi?

LC: Right now, Corey and I are creating a very retro "School for Heroes" text adventure/interactive fiction game set in Glorianna. I've had an online "How to Be a Hero" school that combined role-playing and real life heroism for several years. So now we're bringing back the world and the game.

Vivendi owns the rights to the games. We do our best not to infringe upon their copyright. If they were still releasing the games, we'd try to do a deal for co-marketing, but they've just buried the games for now.

Q: As far as the novelizations go – when should we start pre-ordering them from our local bookstores?

LC: My co-author, Mishell Baker, is currently working on another novel. When she finishes with that, we plan on completing the series. So we'll let you know when the books are being published.

Q: Quest for Glory 5 has a different feel than the rest of the games – an emphasis on more RPG-like (or Diablo-like) elements like equipment swapping and so forth. Any particular reason why that is?

LC: I prefer role-playing games over adventure games. They are more about decision-making than puzzle-solving. My puzzles were more about "problem-solving" than "scratch your head and figure out the right answer". Most of the problems in the game had multiple solutions so that you could find a way to solve them. Frustration does not equal fun, to me.

Q: How much of the making of Quest for Glory 5 do you attribute to fan intervention or fan demand for the game? I know there's probably a lot that can't be said about what happened 'behind the scenes,' but I'm curious if fan response/requests played as large a role as I'd like to think it did.

LC: When Sierra decided to make QfG again about three years after breaking our contact and waving good-bye to us, it was because they had a problem. They had an aged on-line role-playing system, The Realm, which was starting to lose subscribership and definitely was dying out. They wanted to bring it back to life and so the "Powers That Be" decided that they should mix the Realm with QfG. Since the PTB were different PTB when we left Sierra, I really believe they were influenced by all the fan letters and the "Quest for MORE Glory" website.

LC: They brought me back into Sierra because no one else knew how to do a Quest for Glory game. Since I really wanted to finish off the series, I was happy to forget the past and step once more into the breach.

Q: As far as current games go – do you feel advances in technology (improved graphics, big budgets for professional voice actors, etc.) have made storytelling in games better, or has the technology started to overshadow the storytelling? (I tried to ask that as neutrally as possible, so please ignore any 'interviewer bias!')

LC: QG5: Dragonfire, was certainly made at a bad time in technology. It was as the world of computer games were transitioning from 2D to 3D. Our 3D engine was being developed in-house at the same time I was creating the game. It definitely did not help the game to have it have to be programmed and reprogrammed repeatedly as the system changed out from under it.

LC: On the other hand, the improvements in art and music over the course of the series was tremendous. I've always been a fan of cartoons and voice acting, and we had some very quality voices on our games. Having John Rhys-Davies be the narrator for QfG: Shadows of Darkness was definitely a crowning moment for the game.

CC: Incidentally, working with John was incredible. We handed him about three times as many lines as he thought he was going to perform, and he stepped right up to the task. I would love to work with him again. All of the voice actors I worked with on Quest for Glory 4 were fantastic actors and people.

LC: My goal was always to have the player immersed into the world. The beauty of the art, the quality of the voice acting, and the magic of the music all combine to bring the world to life.

LC: The high point in my career at Sierra was when the DragonFire team was all called in for a meeting. Chance Thomas played the orchestrated CD of the soundtrack for DragonFire. The music was beautiful. When the strains of the original theme for Quest for Glory came up, I was moved to tears. Five games, years of pain, overwork, and suffering, yet all the trials were worth it. We have fans of the games around the world who felt the call to be a hero. This was why we made the games - so that everyone could be a hero.

Q: What are some recent games you think 'got it right' in terms of
telling a good story?

LC: At the moment, I play World of Warcraft. It doesn't tell a good story, but it is a fine sandbox.

Quest For Glory Epic Let's Play Part Fifty-Three: A Thousand Splendid Crocs

In Which Our Hero settles into life in East Fricana.

Video With Subtitles

I have to admit, this video isn't all that exiting; at this point in the game, Marcus is supposed to be fighting, practicing the various Simbani challenges and exploring around. Which we do a bit of.

We start right where we left off - over the corpse of a dead ant. It's back to the village for a little practice on the bridge, which Uhura handily wins because we forgot to restore our stamina. Oops.

Back to the Pool of Peace, where you - take note - have to fill your waterskins one at a time. Inconvenient, but them's the shakes I guess. Then it's exploring around, killing monsters and raising stats until nightfall, where I bumble a bit trying to remember how to light a damn campfire. Sheesh.

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Quest for Glory Epic Let's Play Part Fifty-Two: The Wide Open Plains

In Which Our Hero fights some monsters, Tarna-style.

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Back on the savanna, Marcus is kicking it around the Simbani village but it's time he got out and worked his muscles a bit - maybe find a monster or two to beat up.

Once out of the village our first step is to get oriented. The only thing on the map that looks remotely interesting is that big lake down there, so that's where we'll head. Looks like Erana might have made it all the way to Tarna - or there's some other magic at work here.

Then it's monster mashing time! Some uppity Croc Man thinks he can take us, but a few short seconds later and he's on the ground. As I note in the video, combat in this game is way different than the others - you're basically 'penalized' for spamming attacks, so you have to wait until the attack animation finishes before doing the next attack. Although you can spam to build your stats.

The Croc Man is the only monster we meet this day, so it's back to the village at nightfall to meet with Uhura and then back to our hut to rest up for another day of monster mashing - where we meet a giant ant and beat it into the ground as our finale.

Next update, it's time to find out what's over that next rise...

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Quest For Glory Epic Let's Play Parts Fifty and Fifty-One: Pillow Talk and Village Life

In Which Our Hero discusses the many events of the last day and In Which Our Hero chucks some spears, crosses a bridge and plays a game.

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The first video picks up right where we left off, in Uhura's hut in the Simbani village. It's basically the second half of the cutscene from the previous video, and the only commentary is at the beginning - the rest is exposition about the war and Marcus' role in preventing it. The important parts are: the Laibon isn't being completely forthcoming with the story of how the Spear disappeared, and he's acting a little strangely - usually he's a very thoughtful and considerate leader.

Note that in the playthrough I uploaded I managed to miss asking two questions (for a total of 5 puzzle points): one to the Laibon about the Spear, the other to Uhura about the Spear. Here are their responses:


The second video has a little more action. We met Yesufu, who will become one of our new friends. He shows us how to play a game called Arawi, a variation on a Mancala game, which I admit I'm not very good at. So we lose.

Exploring the Simbani village a little more we find the spear throwing area, where Uhura directs us in the fine art of throwing a spear at a distant target. It looks like we're going to be spending some time here in the future because our aim is just a little bit off.

And last but not least, the bridge, which anyone who has played this game knows can be a major headache later on. Right now, Uhura just tells us about the bridge - the challenge, the history, and how it will come into play should we ever decide to take the warrior challenge to try to become a Simbani warrior. It's not like they haven't been dropping all kinds of hints about it or anything.

Quest For Glory Epic Let's Play Part Forty-Nine: Journey to the Simbani Village

In Which Our Hero takes a long trip across East Fricana.

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Before heading out into the wild, we appear before the Council of Judgement with Rakeesh to swear an oath to stop this war, or our honor will be forfeit and we face expulsion from Tarna. Not a big deal for us since we just got here, but that's a pretty big deal for our furry pal so I guess we should help him out.

We then set off across the savanna and Rakeesh instructs us in the ways of the Paladin, most of which we already know because we're been doing it since the start of last game. He fills us in our growing abilities and what to expect from the Simbani.

When we arrive at the Simbani village we're introduced to their leader, the Laibon, who fills us in on his side of this whole war thing. He tells us that the Leopardmen stole the Spear of Death, and it must have been the Leopardmen because it happened at night and Leopardmen travel at night. There are lots of other things that travel by night, but never mind that - definitely the Leopardmen. Also, Leopardmen use magic which we all know is tantamount to signing a written confession of stealing the Spear of Death.

Anyhoo, it looks like we've got our work cut out for us. At least we're not preventing a war over taxation of the Naboo system.

Quest For Glory Epic Let's Play Part Forty-Eight: Savanna Stories

In Which Our Hero journeys out into East Fricana for the first time.

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We head out of the Inn to get a look at Tarna at night, which seems to be a very dull and deserted place. After sleeping in a hole in the wall (literally), we're up and we go to ask the amulet seller about rumors. Then it's out of Tarna!

But first we have a lively conversation with the gate guards about the current political situation in Tarna. It appears there are two factions: one that thinks Rajah is right and should go to war, and another that thinks Rakeesh is right and a peaceful solution should be explored. Not unsurprisingly, the peace side is the older, wiser side.

The savanna is, well, big. It's a giant open grassland with some trees. And some meerbats, which we meet for the first time, before our alarm clock goes off and we have to go back to the city so we're well rested for our trip with Rakeesh tomorrow.

Until then...