Reputation Activity
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Caldric got a reaction from pcj in Space Quest Historian Season 3From a completely selfish standpoint, as a coder myself, I'd love to hear more about behind-the-scenes programming stuff. I'm curious what the really hard parts about building the early Space Quest games were, and how those challenges changed as technology advanced. Culminating in, I suppose, a comparison with which parts of SpaceVenture are proving difficult and why. I know we've heard bits and pieces about this already in previous episodes, but hearing about the progression of programming over time would be fascinating.
To me, at least. :)
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Caldric got a reaction from Atomic_Matter in Space Quest Historian Season 3From a completely selfish standpoint, as a coder myself, I'd love to hear more about behind-the-scenes programming stuff. I'm curious what the really hard parts about building the early Space Quest games were, and how those challenges changed as technology advanced. Culminating in, I suppose, a comparison with which parts of SpaceVenture are proving difficult and why. I know we've heard bits and pieces about this already in previous episodes, but hearing about the progression of programming over time would be fascinating.
To me, at least. :)
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Caldric got a reaction from suejak in Space Quest Historian Season 3From a completely selfish standpoint, as a coder myself, I'd love to hear more about behind-the-scenes programming stuff. I'm curious what the really hard parts about building the early Space Quest games were, and how those challenges changed as technology advanced. Culminating in, I suppose, a comparison with which parts of SpaceVenture are proving difficult and why. I know we've heard bits and pieces about this already in previous episodes, but hearing about the progression of programming over time would be fascinating.
To me, at least. :)
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Caldric got a reaction from Frede in Space Quest Historian Season 3From a completely selfish standpoint, as a coder myself, I'd love to hear more about behind-the-scenes programming stuff. I'm curious what the really hard parts about building the early Space Quest games were, and how those challenges changed as technology advanced. Culminating in, I suppose, a comparison with which parts of SpaceVenture are proving difficult and why. I know we've heard bits and pieces about this already in previous episodes, but hearing about the progression of programming over time would be fascinating.
To me, at least. :)
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Caldric got a reaction from drdrslashvohaul in Space Quest Historian podcast - season 2For me that's true. Don't get me wrong - I love a good movie, but I always connect better with a novel.
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Caldric got a reaction from nockgeneer in Something that DOES worry me...This could be like an anti-Kickstarter, where people would pay to PREVENT a developer from making a game. Kickstopper?
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Caldric got a reaction from drdrslashvohaul in Something that DOES worry me...This could be like an anti-Kickstarter, where people would pay to PREVENT a developer from making a game. Kickstopper?
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Caldric got a reaction from pcj in Something that DOES worry me...This could be like an anti-Kickstarter, where people would pay to PREVENT a developer from making a game. Kickstopper?
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Caldric got a reaction from JimmyTwoBucks in Something that DOES worry me...This could be like an anti-Kickstarter, where people would pay to PREVENT a developer from making a game. Kickstopper?
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Caldric got a reaction from Troels Pleimert in Your thoughts on SQ6?I'm new here, but I'm doing a replay of the series, and am in SQ6 right now, so I'll chime in. This is my first series replay, and its interesting what memories get dredged up while replaying. In the early stages of SQ6, I really didn't like the recycling of characters and ideas from past games. The rapid fire "Oh look, here's Fester Blatz! Oh look, here's a space bar! Oh look, here's Elmo Pug! Oh look, here's a video arcade!" was offputting, and made me worry that the whole game would be a mash of unoriginal ideas. Luckily that wasn't the case, but it made for a bad first impression on me.
The level of detail in the game is a definite step up from previous installments. I had a lot of fun clicking around to see what gems the designers buried...I'm a sucker for that kind of thing. And of course, the return of Gary Owens was very welcome. I read all printed narration in other SQ games in his voice. Always.
Regarding narrative structure, I agree that making Roger and the Narrator aware of each other was a jarring change; not something I hated, but something I had to adjust to. However, I do like exploitation of the fourth wall, and I find the idea of an evolving Narrator-Character relationship (and Narrator-Character-Player relationship, really) absolutely fascinating. There are so many avenues for interesting storytelling with a less-than-solid fourth wall. And I'm really a fan of creator-creation interaction (Animal Man #5 is a fantastic example); one of the reasons I like SQ3 so much.
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Caldric got a reaction from MusicallyInspired in Broken AgeI second your plea for hard puzzles! One of the reasons I'm so fond of the Space Quest games, especially the early ones, is that I spent days, sometimes weeks, stuck in certain areas. (Give me a break...I was young!) I will never forget the feeling of instant elation in SQ1 (EGA) when I finally found the broken glass outside the crashed escape pod on Kerona and knew I could finally pass those frickin' lasers! Also, all that time spent in "what-did-I-miss" mode helped me to find, and to really appreciate, the myriad little details and descriptions that went into each game.