Play it Again for the First Time - King's Quest I (AGI): Day 2

Chris Kennedy's picture

King's Quest AGI BoxDay 2 of KQ1 was a true reflection of the nature of any given adventure game - We had to start over. The fun factor remained despite this, and we found ourselves establishing that "adventure gaming rhythm" that you want to have during gameplay.

1/24/2011 -

(Obvious spoiler alert here)

Blog entry:

Killing the goat in a previous game came back to bite us as we got frustrated with the goat (or laughed a bit too long) and left the pen's gate open. In addition to that, we solved several puzzles in what we figured was the wrong fashion. While we shrugged off some of the puzzles, the missing goat was a problem. We had to accept the cold, hard fact, that we were going to have to start over thanks to letting the goat out of the pen.

That is one thing you had to accept about these games - starting over.

We started over and were more efficient. We realized how lucky it was to have the fairy godmother's spell as we entered the gingerbread house with the spell in an active state.

We also found a new item that we realized would have allowed us to do a better job on a puzzle we solved prior to our restart.

After our restart, we caught up to where we had been, solved puzzles in a more lucrative fashion (we got a lot more points for it), and got further than we had been. However, we made a discovery that we couldn't figure out - the giant.


Additional thoughts:

The time it takes to figure out a puzzle in an adventure game can be exponentially longer than it takes to execute the solution. After logging hours upon hours of gameplay, the idea of starting a game over seems a bit daunting. What one has to realize is that already knowing the solutions to puzzles makes it quite easier to catch up to where you left off.

I like the idea of having multiple ways to solve a puzzle. In fact, I wish that Sierra games had a great deal of alternate ways to solve something. The only problem with creating a game with multiple solutions for many puzzles is the problem of debugging the various paths to take. That, and you will probably end up with a pretty LARGE inventory of items at the end.