Archive for the 'RPG' Category


Puzzle Quest: Distribution Channels

Puzzle Quest seems like the logical next step in our examination of nonstandard combat mechanics. Like Bookworm Adventures, it’s a RPGification of a casual game mechanic based mainly around pattern recognition, this time Bejewelled and other “match 3″ games. Match 3 games are usually classified as puzzle games, even though they generally don’t contain what I personally think of as puzzles — which is to say, things where the player’s effort goes toward trying to figure out a solution. Presumably it’s because their lineage can be traced back to Tetris, and thus to polyominoes and other assembly puzzles.

But before I go into the gameplay, I’d like to talk about distribution channels. This is a game that’s available both on physical media and through online download, as is increasingly often the case. In the past, I’ve preferred to get games on discs where possible, but I’ve been rethinking this lately. On the one hand, physical discs give a greater illusion of permanence, which is important to those of us who like to play old games. There are discs on the Stack that I’ve had for more than 15 years. I don’t think I still have any downloadable installers that old on my system (and yes, such things did exist back then, mainly for shareware titles), nor the means to re-download them from their now-mostly-defunct publishers. On the other hand, my still-green experiences with long-distance moving have taught me how easy it is for physical objects to get lost, and Steam is making downloads seem like a more solid prospect, by making downloads from multiple publishers available under a single account that you’re less likely to forget about, and by being less likely to go out of business soon than a single indie publisher.

I started using Steam only very recently, and basically out of impatience: the one software retailer 1 within easy walking distance of my apartment didn’t have the Orange Box in stock, and I wanted to play Portal right away. And since the Orange Box was going to require “activation” through Steam even if I bought it retail, there seemed little harm to it. (I’m not happy with “activation”, but I’m willing to tolerate it on the assumption that I’ll be able to download a crack if Steam goes out of business.)

Now, Puzzle Quest can be obtained through Steam, but also through other online distributors. So it clearly doesn’t require Steam activation (although for all I know the Steam version might require activation anyway; if the process is fast and automatic, you wouldn’t necessarily notice it happening). Still, I chose Steam, mainly because I would otherwise face the inconvenience of creating an account on some other system. And when you think about it, that includes most online stores where you could buy the physical-media version. So Steam is basically the iTunes model, providing enough convenience that you’ll use it in preference to other channels. I’m wary that they’ll abuse this power, like any DRM-enabled distributor seems to do eventually, but not wary enough to resist being sucked in.


  1. Software retailers just aren’t as dense in San Francisco as they are in Manhattan. Before the move, there were four within my customary orbit. []

Bookworm Adventures: Finished

Always try to tack an S on the end.  Even if it seems dodgy, it might work — who knew that gratitude could be plural?Bookworm Adventures is a pretty short game. It has three chapters (themed on Greek mythology, Arabian Nights stories, and classic horror — all it needs is a generic fantasy/fairy tale chapter and an African chapter and it would be the Quest for Glory series). I completed one chapter per session. I’m not sure how to feel about this. On the one hand, I’m not a fan of padding games out unnecessarily. This game demonstrates all of the special attributes monsters can have — attack side-effects, defensive powers, vulnerabilities to particular categories of word — and once the game is out of new tricks, it doesn’t overstay its welcome. On the other hand, padding things out is largely what RPGs do. It somehow seems wrong to keep it short.

It may have been designed this way because PopCap is more comfortable with the casual stuff, and regarded Adventure mode as a mere introduction to the real meat of the game, Arena mode, which is unlocked when you finish the plot. In Arena mode, you challenge the various boss monsters again, starting over at experience level 1, but with all of the game’s magic items available. There are changes in how you acquire potions and how experience points are earned, but the main difference is that Arena mode is realtime. So much for sedate gameplay and falling asleep mid-battle. I don’t really care for Arena mode: much of the pleasure in Adventure mode came from searching for the very best word that the available tiles could make, and you just don’t have time for that when the enemy is killing you whether you play or not. Instead, you have to play whatever mediocre words you can find quickly. It’s probably more interesting to watch than Adventure mode, though, in which (as I played it, at least) the player spends a lot of time just staring at the screen without doing anything.

Bookwork Adventures: Sleepy

Two nights now, I have played Bookworm Adventures. And two nights have I fallen asleep playing it.

That’s sort of a double-edged thing to say. If it were a movie or a play, to say “I fell asleep” would be to call it boring. But in games, there’s the “I kept playing until I dropped from exhaustion” option. And honestly, it was a little of both in this case. If it were genuinely boring, I wouldn’t have kept playing even as I began to nod off. But it’s hardly exciting, either. It’s sedate. The background music is as comfortable and child-friendly as a lullaby, and the character animation consists mostly of things rocking gently in place. Aside from some optional time-limited minigames you can play for extra potions and gem tiles, it’s completely turn-based. And, since knowing what happened on previous turns doesn’t really help you much, you can actually doze off repeatedly during play without your performance suffering much.

Still, my mental state meant that I didn’t really process the plot at the beginning of chapter 2, when my first session ended. When I came back to the game the next day, I had no idea who the player character was talking to or how they met. The story element in this game is pretty light, though, and doesn’t affect player decisions at all; mainly it’s just a series of excuses to put you through different monster themes. Which is not to say that it’s bad — the whole thing was written by Stephen Bob the Angry Flower Notley, and is full of his sense of humor. It’s more G-rated than Bob, and I’d almost say it’s less gratuitously absurdist, but then I remember that it’s a story about a worm in spectacles who fights legendary monsters inside books.

Bookworm Adventures

GRAPHITES!A long time ago, in the heyday of Ultima, I had an idea. I felt that the combat tactics of the CRPGs of the day were generally shallow and uninteresting, and should be replaced by something else. Like, say, chess. Combat mode was generally a distinct mini-game anyway, not sharing any mechanics with the exploration/NPC-interaction mode. It wouldn’t be standard chess, of course — different enemies would have different sets of pieces (including nonstandard ones whose movement rules the player might have to figure out from observation), there would be magic items that gave pieces special powers, and so on.

I never implemented this idea, mainly because writing a program that could play chess decently under the kinds of varying condition that it demanded was beyond my abilities. But the core idea isn’t really about chess specifically, it’s about replacing the D&D-inspired combat simulation at the core of most RPGs with something completely different — maybe even something that doesn’t even try to resemble a combat simulation — while leaving the RPG superstructure intact.

There have been a few recent games that play with this idea. PopCap’s Bookworm Adventures looks like the shortest and simplest of them. In fact, it’s simple enough that it barely has that RPG superstructure: it has experience levels and equipment slots, but no exploration, no choosing your battles or when you’re ready for them. You go through a linear series of levels, each of which consists of a set series of combat encounters ending in a boss. The only reason you’d ever repeat an encounter is because you died — and since dying just sends you back to the beginning of the level with one less healing potion and doesn’t affect your XP, I can imagine someone deliberately dying just to gain experience levels faster.

Within each encounter, you trade blows with a monster by making words out of a set of 16 tiles. In the simplest case, each tile you use does 1, 2, or 3 hit points of damage, depending on the letter, and once used, they’re replaced with random new tiles. The tiles are arranged onscreen in a 4×4 grid, but the arrangement is basically irrelevant, and you can think of it as an oversized Scrabble hand. And, indeed, some of the thought processes involved are similar to those in Scrabble. You don’t want a hand full of difficult letters, but you also don’t want to waste your turns making low-scoring words just to get rid of them.

There are complications. Long words are rewarded with special “gem tiles” that provide damage multipliers and other special effects when played (like weakening the enemy’s attacks, or causing it to skip a turn), so there’s an element of resource-management in deciding when to use them. You can also get gem tiles for overkill on your final blow against an enemy, so there’s some motivation to use damage multipliers just in the hope of getting a stronger damage multiplier.

Bookworm Adventures is of course based on Bookworm, which is more the sort of casual game that PopCap is known for. I played Bookworm some when it came out, and felt the same way about it that I feel about most PopCap games: it was amusing enough while I played the demo, but I didn’t feel compelled to register it. The central mechanics in Bookworm and Bookworm Adventures aren’t quite the same — the arrangement of tiles is actually significant in Bookworm, which means you spend a lot of time trying to set up high-scoring words by clearing tiles that are in the way. But even taking that into account, I think it’s interesting how different the Bookworm Adventures experience is simply as a result of the motivations. I’ve never cared much about high scores,1 but completing quests, defeating bosses, and collecting magic items that give me special powers? These are things I can get into.


  1. Perfect scores, now, that’s something else. That’s a challenge to be met. But trying to beat your old record is just an activity. []

QfG5: Finished

You don’t really notice how lousy the dragon looks when you’re concentrating on not getting hit by its deadly particle effect.The point I was stuck on turned out to be decidedly lame: the only way to catch the assassin is to actually be attacked by him, and this only happens in one location, at night, if you enter from the right direction. I suppose the designers were thinking that players would naturally walk through that area on the way home from questioning people at the bar, but why walk when you can teleport? This is an example of a problem that plagues Sierra games in general: the problem of plot advancement depending on player actions that the player has no motivation to perform. And in fact it’s a fairly mild example, because once the assassin appeared, it was pretty clear what the trigger was. 1 Mild enough, anyway, for me to get through it.

Having gotten unstuck, I finished the game with all three base classes. (I haven’t even tried the Paladin yet. I may do so in the future, but even so, the game is now officially off the Stack.) And in all three, I had the full 1000 points. This didn’t work out quite like I expected: unlike earlier games in the series, the maximum score isn’t the total quantity of available points, but rather, the largest score allowed. You can keep racking up more Deeds in the endgame, each accompanied by the score-goes-up noise, but the displayed score never goes above 1000. Once I realized this, in my first endgame experience, I didn’t bother hunting down obscure points with the other characters, and was free to choose whatever wife I felt was appropriate for each of them, regardless of point value.2

The first class I finished with was the Wizard. This is because the Wizard is the game’s easiest class. Not the simplest, mind you — that would be the Fighter. The Wizard is much more complex than the fighter. Figuring out the Wizard’s strengths is more difficult, because there are so many more possibilities to try. But once you have a handle on them, you can just exploit them for all they’re worth, and that makes the game easy. Where the Fighter battles his way through Minos’ fortress — a risky, time-consuming process — and the Thief sneaks his way in — also time-consuming and risky, even if the risks are different — the Wizard can pretty much get away with casting Calm and sauntering through. That’s power, man: the ability to walk through a batlefield unmolested. And if you decide you like killing things, like I’ve said, the Wizard is overpowered there too. In the end, you’re joined by several NPCs who fight the dragon alongside you — and, despite my earlier doubts, it is a real battle fought in the game’s regular combat engine — but I can easily see the Wizard trouncing the dragon solo.

If only he had a cool hat.  Then he’d be a REAL thief.But while the Wizard is the easiest, and the quickest to play if you don’t restrain yourself, I think the Thief is the most engaging class this time round. It has a lot to do with the adoption of (simplified) stealth mechanics from other games: QfG5 was released the same year as Thief: The Dark Project and Metal Gear Solid, so it gives you a blackjack and a couple of fortresses full of guards patrolling in regular cycles or conveniently looking in the wrong direction. In previous QfG games, stealth was basically a matter of skill checks to see if people heard you plus a certain amount of special-cased hiding scenarios, not general line-of-sight stuff. Also, you get to sneak around on rooftops. I was always disappointed with the fact that QfG2 — the one in the “Arabian Nights” setting, which suggests Thief of Baghdad hijinks to me — didn’t have any satisfying rooftop escapades, but instead basically just repeated the kind of housebreaking you did in QfG1. So I’m pleased to see some of that here, even if it’s rather small.

My one complaint about the Thief is actually a pretty large one. The Thief can’t always avoid combat. There are several mandatory fights, essentially boss fights that follow a bout of sneaking, and the Thief isn’t very good at them. Traditionally, the Thief’s combat method in the QfG series is to stand at a distance and throw knives, running away if necessary. But I found this unworkable in the new combat UI, so I wound up playing the mandatory combat basically like a less-powerful Fighter. Unfortunately, one of those encounters is with the dragon at the end. I mainly played support on that one in my Thief game, performing functions such as handing out equipment and convincing Gort to sacrifice himself.

Actually, I was hoping I could convince you to make Gort king.  I want to see how that works out.I had some trouble at first with the game crashing in or immediately after the final battle — consistently enough that I almost gave up before seeing the congratulations sequence. Either rebooting or playing from a different save helped, I’m not sure which. Anyway, it was anticlimactic. They obviously spent their cutscene budget on FMV scenes of the dragon. After it’s dead, you just have the player and a bunch of NPCs gathered in the throne room talking. You get to choose whether you want to actually be king or not3, and your engagement (if any) is announced, and that’s it, unless you’re playing a Thief, in which case you can get an additional scene in the Thieves’ Guild where you’re proclaimed Chief Thief. If you choose to become king, you don’t even get a crown, or at least not where the player can see it. I want my crown! Sir Graham got a crown when he became king of Daventry. He had to pick it off his predecessor’s corpse himself, but it was a crown.

But then, all of the endings in the series were disappointments compared to the impact of the ending scene of the original QfG1: the celebration, the reiteration of prophetic verses that you understand now (with no mundane dialogue to spoil it; we’re in storytelling mode now), then the music transitions to the gentle Erana’s Peace theme while the credits roll over the hero and his new friends floating lazily on a magic carpet over the valley where the game took place — your first view of the valley as a whole! This is what you were saving, kids! And finally, the barest hint of what was to come in the forthcoming sequel. If there’s one element of this that I think would improve the ending to QfG5, it’s the shifting away from NPC dialogue to narrator voice. That’s what we really need at the end of an epic: something along the lines of “And so King Baf ruled wisely, and lived to an old age” or whatever.

I’ve spent a lot of time on this game now. Probably more than it deserves. I don’t try for perfect scores on every game I play, let alone perfect scores with every character class. I’m quite happy with my “43% complete” in GTA3. But I have some sentimental attachment to the QfG series. And as such, I don’t even feel qualified to say if anyone who doesn’t have my attachment to it should play it at all. It has its ups and downs (and silly clowns). I’ve been complaining about the bugs and gameplay issues a lot, but if nothing else, it has some really good music, always one of the high points of the series.

Next post: Something new.4


  1. An example from another game that doesn’t share this property: In King’s Quest IV, visiting the wicked queen’s castle makes a whale appear in the ocean. You’re likely to trigger this once, because your initial exploration will include the castle, but if you restart the game, you’re likely to avoid the castle, because you’ve learned that there’s a limit to how many times you can visit it safely. And then you’ll be confused about the whale’s absence, because you weren’t aware of doing anything special to make it appear the first time. []
  2. In fact, it turns out that you can’t always choose Erana or Katrina. Neither of them is willing to mary a Thief. []
  3. If you choose not to become king, Elsa is chosen instead. So if you’re engaged to her at that point, you get to still live in a palace and everything without the duties of rulership. []
  4. New to this blog, anyway. []

QfG5: Silly Clowns

I just noticed that the options menu, the one with the Save/Lod buttons and so forth, had a new option added to it.

But I thought the hospital had only three floors!Actually, that’s not quite right. I noticed an option menu that I didn’t remember, and wondered if it had always been there without my noticing. Silent Hill plays tricks like this in order to create unease in the player, to make you doubt your memory. But any sense of unease here was diminished by the text of the option: “Silly Clown”.

This is a reference to QfG2, which had an undocumented Silly Clowns option in its drop-down menu. It wasn’t obvious what it did — you select it, nothing happens. I can personally attest that checking it causes a couple of sarcastic comments to be added to one cutscene. I’ve seen it claimed that it also adds certain jokey mirages to appear in the desert areas — for example, one can glimpse a golf club repeatedly being swung on the other side of a dune, as if stuck in the world’s largest sand trap. It seemed to me that I got these things without Silly Clowns selected, but I could be mistaken.

According to a FAQ I just found, the Silly Clowns option in QfG2 was born when “someone mentioned how all the productivity software (spreadsheets and stuff) always seemed to have at least one menu item that did absolutely nothing… So we resolved to have a menu option in QG2 that did nothing.” The QfG2 Silly Clowns option doesn’t quite do nothing, but it really seems to do nothing whatever in QfG5. I’ve looked on Google. Nothing.

In fact, as further evidence that it’s just a joke: If you press the Silly Clowns button a second time, it tells you that silly clowns cannot be turned off. Continuing to press it cycles through eight messages, inlcuding the initial one saying that sily clowns are now activated. It reminds me of the “increase lewdness” option in one of the Leisure Suit Larry games — I think LSL3. You could keep increasing the lewdness indefinitely, appending a modifier to the description of the current mode each time to no effect. So this kind of thing is a Sierra tradition. It’s also part of why I describe QfG5 as “goofy”.

Actually, the cooks just hate you.It should be noted, however, that there are some silly clowns — or former clowns, anyway — in the game, working as cooks at the inn. You never see them, but their antics are described by the proprietor whenever you eat a meal there, as excuses for the food’s oddness. The nice thing about this is that they’re not explicitly described as clowns until very near the end of the game. I was imagining them as merely gnomes, like their employer. We know from previous games that gnomes are fond of puns and practical jokes, which isn’t far removed from slapstick. But clowns makes more sense.

QfG5: UI

My last session was short, and I didn’t really discover anything new. So in this post I’ll critique the user interface.

Quest for Glory V is basically a point-and-click game, like most of Sierra’s adventure titles after King’s Quest V. 1 But unlike earlier Sierra point-and-click games, including the previous two QfG games, it doesn’t provide a verb menu. Clicking on stuff generally performs the obvious action: “pick up” if the thing clicked on can be picked up, “talk” if it’s a person, “go” if it’s an exit or bare ground, etc. In some cases, multiple actions on a single object are supported by popping up a menu. In fact, it’s exactly the same sort of menu as is used for conversation. Double-clicking makes you run, a nice feature, especially since you only need to single-click to pick a new destination once you’re running — most locations are wider than the screen, so running all the way to a different exit requires you to click repeatedly as the screen scrolls. (Alternately, you can also move about using the arrow keys, but that’s even more cumbersome, as it forces you to navigate around obstacles manually.) Right-clicking, or left-clicking a button in the UI controls on the bottom of the screen, switches you to “examine” mode, something that’s signalled by a visual change in both that button and the mouse cursor. This is all nicely discoverable without reading docs.

My things.There are two parts to using inventory items. First, you can bring up an icon-based inventory dialog by clicking another button in the main controls. Every icon has a tooltip giving its basic stats, and double-clicking an icon brings up a dialog box with more detailed information and a basic “use” or “equip” button. My things I can wear.Items can also be equipped from a special interface in a separate tab of the inventory dialog. This provides no new capabilities, but it helps you by gathering the relevant information together: showing you what you have currently equipped, reducing the display to equippable items, and displaying all potentially-affected stats, so you can observe how they’re affected by different items. It bears mentioning that whenever you look at your stats, things that have gone up since you last saw them are displayed in green and things that have gone down are displayed in red, making it easy to tell which stats an item affects even if you’re not paying close attention. I suppose most of this is fairly standard in RPGs by now, but that’s because it’s a really good design. Spells are treated the same as inventory items, but have their own tab.

I’m less enamored with the other half of the inventory UI: the way you apply them to the rest of the world. This is done through a quick-select toolbar with nine numbered slots, something that’s been an indispensable part of RPG interfaces since Diablo at least. 2 Once you’ve dragged an item or spell from the inventory to the toolbar, you can “Use” it via the keyboard, which is handy for things that you need to use frequently, such as healing pills. You can also click on an icon to switch to point-and-click-adventure “apply this item to other stuff appearing on the screen” mode, or double-click it for the same detail window as you get from the main inventory. My main beef with this mechanism is that it’s the only way to apply inventory items to the environment. You can’t switch to “apply item” mode directly from the inventory dialog; you have to drag the item onto the toolbar first and then use it from there. That may be OK for RPGs, where you tend to use the same things repeatedly, but for adventures, where exceptions are the norm, the “quick select” actually slows you down. I have a backpack full of items that are only useful in one or two situations, so they’re never already on the toolbar when I need them.

Also, there’s a little conceptual inconsistency that confused me at first. Remember, any item can go into the toolbar, even a weapon. In fact, when you start the game, your starting weapon is already in slot 1. Pressing the key corresponding to a weapon toggles it, equipping it if it’s unequipped and vice versa. This is effectively a mode change: equipping a weapon doesn’t have a direct effect, but changes the action you perform when clicking on an enemy. Offensive spells are conceptually similar to weapons, so the player3 is likely to try to use them the same way at first, and it doesn’t work. You have to click on the spell icon to cast it at something; just pressing the number is always interpreted as casting it without a target, which only works for spells that affect the player character (like Levitate) or the general area (like Calm). I’m not sure what the best solution to this is. Obviously you could make things consistent by taking away the weapon-toggling, but being able to switch between combat and non-combat modes quickly seems important, so I suppose I’d resolve it by introducing more inconsistency, which hardly seems like a solution at all.

Playing a spellcaster adds a mana gauge to the display and the “spells” tab to the inventory, and in both cases they’re added in places that didn’t even look empty when I was playing as a Fighter. The Thief has additional capabilities too, but the game doesn’t add anything to the GUI for them. This is a break from the previous games: QfG3 and QfG4 put Thief skills into a special section of the action menu, similar to how they handled spells. In QfG5, they’re handled either through Thief-only inventory items or additional menu options: click on a locked door, and you get “Pick lock” appended to the normal list of “Listen”, “Knock”, and “Force open”. This is mostly handled well, although I have to wonder why a guy who was scaling walls with his bare hands four games ago is now completely dependent on his rope and grapple.

But there’s one Thief skill that can’t be used from the GUI at all, and it’s a very important skill: Sneak. Sneaking is a mode, not an action, and there’s no GUI button for it, so the only way to toggle it is through the keyboard. I’ve noted before how certain actions in combat can’t be performed without the keyboard, and it still it seems like a bad move to me, even putting aside the flakiness of keyboard events in this game. Not my thing yet.This is a game that’s clearly dependent on the mouse (as there’s no other way to target environmental objects), and the mouse alone is sufficient for 99% of the things you do in the game. Even the haggling interface allows you to alter your offer price by clicking on +1/-1 buttons. (It would be impractical to use this for prices in the thousands, but the option is there all the same.) But there’s that 1% of cases that can’t be handled through the game’s dominant input device, and it rankles.


  1. In fact, the last Sierra game that had a text parser and 16-color EGA graphics was QfG2, which seems to use a kind of transitional hybrid engine with features of both SCI0 and SCI1 (the engines used by KQ4 and KQ5 respectively). For example, the hero sprite generally has four orientations in Sierra’s EGA games and eight in their VGA games. QfG2 is the only exception, with eight orientations in EGA. []
  2. There are probably earlier examples, but as far as I can tell, Diablo is the game that popularized it. []
  3. By which I mean me. But I’m not alone on this: other people have reported similar confusion in the forums I visited while looking for help with bugs. []

QfG5: Freedom and its Complications

There are always complications, aren’t there?

The Rites of Rulership are a series of tests of worthiness to become king of Silmaria. The content of the Rites is not fixed, but chosen to reflect the problems facing the kingdom at the time. Thus, it’s all a big contest to see who’s most capable of providing the kingdom with the kind of help it needs. In this game, the rites chosen are:

  1. The Rite of Freedom: The fishing villages along the coast are occupied by Hesperian mercenaries. Each of the five candidates for the throne is supposed to liberate a different village, and return with its sigil as proof. (I suppose the fact that there are five villages is the reason that the Rites require five participants.) The significance of the sigil is unclear to me, but the mercenaries must think it’s important, because they abandon the village when you find it.
  2. The Rite of Conquest: Assault the mercenaries’ island fortress and bring back their general’s shield. There doesn’t seem to be a nonviolent way to do this, even though you’re explicitly told that negotiating a truce would be considered just as much a success as flipping out and killing everyone.
  3. The Rite of Valor: On a remote island lives the Hydra. It never truly dies, but chopping off its heads and applying fire to the stumps will render it dormant for years, and it’s kind of traditional for heroes to do this. This Rite apparently requires two people, one to administer the chopping and one to handle the fire, but only one person can bring back its teeth as proof of victory. Although it seems like the Paladin’s flaming sword should be able to do both jobs, no?
  4. The Rite of Destiny: The first Rite that doesn’t involve fighting! All you have to do is go to Delos Island and listen to the sybil there tell your future. In the case of the player character, this consists mainly of dire warnings about the need for self-sacrifice to avert disaster.
  5. The Rite of Courage, which you might think is a synonym for Valor, but no, it’s a different rite: Descend into the underworld and bring back water from the river Styx. And while you’re down there, you might as well pick out a wife.
  6. The Rite of Peace: In something of a throwback to the first two rites, you have to stop attackers from making war on the kingdom’s ships. This time, though, it’s the tritons inhabiting the sunken ruins of Atlantis, which gives the designers an opportunity to show off underwater combat.
  7. The Rite of Justice: Find out who the ultimate bad guy is and win the game. This is the one rite I still haven’t finished.

You might object that some of these rites don’t seem to be helping the kingdom at all. How is there a pressing need to kill a hydra on a distant island? Or to visit an oracle? If you make such objections, you’ll be pleased to learn that you’re not alone: Elsa von Spielburg voices similar sentiments. Rakeesh, a liontaur paladin and old friend of the hero who’s helping out in organizing the Rites, will explain if you ask him: during each of the first two Rites, one of the participants was murdered. So for the third and fourth, they just wanted excuses to get you as far out of harm’s way as possible.

Now, to some extent, the rites support multiple approaches. You can win the Rite of Peace by singlehandedly taking on the Altantis home guard and forcing the queen to surrender, or you can sneak into her throne room and use diplomacy, convincing her of your honest intentions and then proving that she’s been tricked into war by the story’s true villain. (Fighters get extra points for choosing the violent route, and I think it likely that Thieves are rewarded for the sneaky one.) Similarly, I was able to complete the first rite, the Rite of Freedom, without fighting at all in my Wizard game simply by casting Calm repeatedly until I had the sigil.

As a Thief, I can do almost as well at avoiding combat in the Rite of Freedom. If I wait until nightfall, I can sneak to the building containing the sigil without being spotted. However, there are four guards inside, and no obvious way to avoid them. Even as a Thief, I can take them in a fight if I pop a healing pill every four seconds. But I feel like there must be a more thiefly way — something where I create a distraction, make them evacuate the building or something. So I’ve been devoting more thought this rite as a Thief than I did with the Fighter or Wizard.

How does a Thief approach this kind of competition?

When you think about it that way, the answer is obvious: He cheats.

OK, so how do you cheat? The only way I could think of was to interfere with the other candidates. If I could steal their sigils from them before they brought it back, they wouldn’t get credit for winning. Better yet, perhaps I could sneak in there and get the sigils from the other villages before them.

Somewhat to my surprise, this worked. Not only is it possible to get the sigils from all five villages for yourself, you also get ten points and a unique magic item with each one. And this reward isn’t limited to the Thief, which makes sense when you think about it. All five villages need to be saved, and you’re a hero, so save them is what you should do, regardless of whether you’ve been assigned to the task or not. I’ve been saying all along that starting over with a different class is a good way to find things that you missed the first time round, but I wasn’t expecting to find missing points before I completed the game and knew how many points I was missing.

At any rate, I still think I may be missing out on something with the Thief. But now I have a motivation to replay most of the game with the Fighter and Wizard as well, to get the 40 points. At this point, I’m glad I advanced them as much as I could before starting the Rites. I may well stop devoting my time to one class at a time now, and play the game more like I played QfG1: bouncing back and forth between saved games for every class, playing whatever part of the game I have ideas about.

QfG5: Bugs

I’ve been doing as much as I can with the Thief before starting the Rites. I expect the Rites will go fairly quickly once I start them, since I already know the puzzles for most of the game, will have most of my stats maximized already, and won’t have lengthy combat scenes slowing me down.

It turns out that the Thief does get a certain nmber of points for wrongdoing. I basically just hadn’t been aiming high enough. Why should a master thief be rewarded for pinching a vase from an empty house when there’s a bank vault to rob? I think I’ve gotten all the Thief-only points you can get pre-Rite, but it took some doing. Much of my gaming time since my last post was spent battling a bug that prevented the game from acknowledging one of my deeds.

The bug occurs when you try to learn pickpocketing, the new thief skill for this game. It’s not clear to me if picking pockets is ever actually worthwhile in gameplay terms — the loot you get is paltry, and accompanied by a hefty loss of Honor. But you get five points the first time you do it successfully, so clearly it’s a skill I have to learn. The Thieves’ Guild has the traditional practice dummy covered in bells, and training on it can also yield five points, in theory. (The Deeds list describes it as “Successfully pickpocket the dummy”, but in fact it seems to take several successes at increasing difficulty levels.)

LIESIn the first session where I tried training on the dummy, I got my five points, but subsequently quit without saving. (I had gone on a pickpocketing spree as soon as I had the skill, resulting in no successes and unaccaptable loss of Honor.) Resuming later, I found that I could never get the coin from the dummy’s pocket: even when I avoided the bells, I was told that I had “already stolen all that was there”. I don’t know the exact cause — I had some theories, but they didn’t hold up under testing — but the dummy seems to sometimes get stuck in the “already picked” state if you fail to pick it on your first try in a visit. I ultimately got around this by training up my pickpocket skill before even trying it on the dummy, by repeatedly attempting to rob the guy tending shop in the guild hideout. (This never succeeds, but it’s a lot faster than training on the dummy, and doesn’t cost any Honor.)

There are a lot of bugs in this game — more than I’d expect after applying patches by both its creators and its fans. I’ve mentioned a few: the problems with sound and video, the poor keyboard response that makes some combat options unusable. The game uses a set of custom mouse pointers (the appearance varying with context), but on my system the OS default mouse pointer overrides it. Quite by chance, I discovered that you can fix this by switching to another app with alt-tab and then switching back, so now that’s the first thing I do at the beginning of every session. Then there’s the probably-inadvertent imbalance of breath weapons, which are nearly instant death. This cuts both ways: the Wizard has a spell, “Frost Bite”, that acts like a breath weapon, making him basically invincible as long as his supply of mana potions holds out, but the Fighter has great difficulty getting his Fighter points for slaying dragonlike monsters. The Dragonlings, miniature dragons that swarm like bats, are particularly fearsome in this regard, because their breath has the strongest offensive capability imaginable: the ability to crash the game.

I’m guessing this is Sierra-speak for “null pointer exception”.Those bugs are probably all consequences of playing the game on a sytem with specs years in advance of anything that the programmers could have tested on. Even the breath-weapon imbalance could well be a matter of not correcting for CPU speed correctly. There’s another class of bugs, game logic bugs that must have been present from day one, such as when you examine a mounted skull in the Adventurers’ Guild and get the response “Oops! You tried something we didn’t think of. SCI version 1.000.072″. For the most part, these are minor things, and easily detectable when they happen.

The really insidious thing about the pickpocket-dummy bug is that it’s something that you wouldn’t necessarily notice when it happens. It’s only by luck that I managed to “successfully pickpocket the dummy” the first time. I could have easily played the rest of the game, and wound up wih 995 points and no clue about where to find the rest. Even worse is knowing that most players probably wouldn’t care. In trying to find help for the bug online, not only did I not find any suggestions, I found that the people asking for help with it were outnumbered by the people who said things like “Don’t bother learning Pickpocketing, it’s not worth it.” Which makes me doubt my points-as-motivation thesis somewhat. It seems they’re only a motivation for some people.

QfG5: Thief

I’ve made a certain amount of progress with my new Thief character in Quest for Glory V. I haven’t yet started the Rite of Rulership, but I’ve joined the Thieves’ Guild, practiced my skills there, stocked up on equipment, and done a little housebreaking.

From the beginning, QfG’s take on the Thief has been characterized by:

  • A greater emphasis on adventure-game puzzlery, with lots of use of inventory items against obstacles that the Wizard overpowers with spells and the Fighter charges through with significant but sustainable loss of hit points
  • Extra content, including houses that can be burglarized and assignments from the Thieves’ Guild. In QfG5, there’s a subplot about a contest to become Chief Thief, paralleling the contest for kingship in the main plot. (I wonder if it’s possible to hold both titles?)
  • Additional opportunities to be a jerk.

My favorite example of the Thief being a jerk occurs in QfG3. There’s a musician in the open-air marketplace of the city where the game starts, with a bowl set out for coins from passers-by. Any character class can put a coin in the bowl, and earn a few points in the process. But the Thief has the option of stealing coins from the bowl instead, pretending to put a coin in to cover his movements. You get the same numbr of points for this.

Now, in that example, the consequences of being true to your profession are that you have slightly more cash, somewhat less Honor (making it basically impossible to become a Paladin), and the same score as you would otherwise. But other acts of theft in the games tend to just give you points that you can’t earn without antisocial behavior. The score in an adventure game is a non-diegetic reward mechanism. It’s a way for the author to reward the player for doing things the way the author wants them done, even in cases where there’s no benefit to it within the game. In particular, the QfG games use it as a way of rewarding you for staying in character. I’ve commented before on how the Fighter in QfG5 gets points for winning the Rites, while the Wizard does not. This tells me that the Fighter is more ambitious, more driven to win.

The thing is, I haven’t really seen this happening in QfG5. I’ve stolen some petty valuables from an empty house, but didn’t earn points for it. The game provides even greater opportunities for antisocial behavior than the previous games, mainly by adding the Pickpocket skill to your repertoire. You can try to rob everyone you meet, if you’re so inclined. You can even steal things that people would gladly give you for free if you asked them. But I have yet to see my score go up for such an action.

It’s seemed to me that the series toned down the crime over its run, which isn’t at all unusual for the morally questionable aspects of a series that’s supposed to be about a Hero. The Thieves’ Guild was a significant part of QfG1, a very minor part of QfG2, nonexistent in QfG3, and present but abandoned in QfG4. Opportunities for crime, while still present and rewarded in 1-4, lessened in number. In QfG5, we suddenly have a fully-functional Thieves’ Guild again, and there’s more opportunity for crime than ever before, but very little explicit motivation for it. Mind, this was a few years before GTA3 made it clear that crime for crime’s sake was viable in games. The original GTA had been released, though, so who knows, maybe there was some influence there.

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