when i played the game, years ago, while hongfire was still active and
the developers that it had back then, i got stuck often. there was only
bad ends back then, and some of them, like becoming a dog, was
reversible only one single time. after that, if you were converted into a
dog again, there was no way back. but was not told , so i got stuck
searching a way to reverse it for a second time. for a long time i was
searching everywhere. until i knew that there was no reverse process
provided.
The library book, for instance, is from that era. and was quite
difficult. i got stuck there too. was very very tricky to find out that
you needed to talk to the pig farmer by night. i managed to find all the
books, but.. dude.. to find out that was that farmer, on his farm, 2nd
floor.. and by night.. That was really tricky. And i got stuck until
some caritative soul told it to me, after i had searched everything
else.
This was the game as it was intended back then: difficult quests to progress and time consuming.
When i took it, one of the 1st things that i did was to provide a method
to reverse the doggy conversion. I dont know what the person who did it
would have thought about it, but to me .. leaving garnet permanently
converted in a dog and without any solution.. was a bad end. which is
not bad per se if the game would tell you that was a bad end. but it
didn't. and that was really mean.
So i changed that. bc for me it was wrong.
recently i've provided hints to find the library books, bc i understand
that is very time demanding. and that quest it is too essential in the
later progress, and easily forgotten. even with hints is complex and
tricky. without them.. i do think that was too hard by nowaday
standards. so i added the hints.
when i've planned a new quest, since i pretended to keep the same style
of things as a way to make it seem an organical growth, a continuity of
the same project, ive tried to keep the same way of doing things.
Garnet keeps having the same personality, story keeps being the same,
... i try to integrate the new into the old in a way that is difficult
to know where ends one and begins the other. to make it felt like a
whole, like a part of the same game.
with that in mind i've kept the same style of quests, someway: they are a
bit tricky, not too hard, but not too easy. if a player has played the
game and know its areas, i think that it is not too difficult.
when i arrived to Carthage my first time and reached that place where
the market is, i talked to the bouncer. always would tell me that i
didnt have permission to enter in that underground place. and i wanted
to go there. Well, happens that the place was not done, so i did it
later. just to experience the pleasure to enter there and pass through
the bouncer. as a way of progress, in some way.
and, after doing it, i included it in the main plot story, bc at some
point, all the developed areas should have a purpose. Thats the point of
doing them in the first place.
thats the reason that some quests in the later stage of the game include searching in those areas in a given moment.
bc is the way things were done when the game was created, bc by doing so
i think that i keep the same spirit and challenge, and bc it gives to
those places a purpose. not all of them, of course. only those who were
not part of any quest or plot and i think that they deserved it.
i may be wrong, of course. ive tried to avoid underdeveloped areas, like
clairia. and ive created my own areas most of the times in order to not
interfere with the original work of others, in case that any of them
would happen to come back and retake the job where they left it. but i
thought that using existing areas would increment the cohesion feeling.
i'm not programmer. i make lots of mistakes in english vocabulary,
grammar, and my lack of knowledge result in bugs in game, here and
there, that i try to fix.
i just try my best with what i got. and to keep coherence and cohesion
with a previous work done more than a decade ago by several people with
several mindsets.
with all of this in mind, i do what i can.
and my goal is that garnet finally finds her father in a way that it feels as a whole within the game.
about the walkthrough...yes, it would make the game easier. At some point.. maybe will be necessary doing one.
but.. without it, you do the quests by your own, without help, for the
first time, and when you get the prize, you fully deserve it.
I mean..the game is not even finished. why that rush? let people try to
figure out things, to explore, to think.. and if they are really stuck..
then .. here are us.
no?
but yes... i guess that at some point, a walkthrough will be needed.
that was, in part, the purpose of the "trophy room". and there is room
there for more candles.
an answer to a question that i deleted later
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