The Hint System
We all know Telltale's going to throw in a hint system regardless. Every one of their games has one. But I just thought of a cool way they could pull it off in King's Quest:
Do the hint system in the style of one of those old Sierra hint books. You know, the ones covered in red ink where you have to look through red cellophane just to see subtle hints and answers. An in-game version of that would be much better suited towards KQ than having the character blurt out what they think they should do next.
Do the hint system in the style of one of those old Sierra hint books. You know, the ones covered in red ink where you have to look through red cellophane just to see subtle hints and answers. An in-game version of that would be much better suited towards KQ than having the character blurt out what they think they should do next.
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I think the snippets of fairytale would work.
I remembered the parody hint book in "Space Quest 4" and that's what struck me as an interesting way to do it in KQ. Of course, maybe that idea would be better reserved for an SQ series.
Personally I have no problem with hint features as long as you have the option to not use them or, even better, turn them off entirely.
I also liked how the game handled the level of difficulty. It didn't dumb down the puzzles, but instead it determined how many hints you would be able to use. On Easy mode you would have unlimited hints, on normal mode you would have several hints, and on expert mode you would have very little hints. If at any point of the game the level of difficulty would be too easy or too hard, you could always change the level and the number of hints would change accordingly.
Souds like what they did in Puzzle Agent.
Cedric: "Graham, if your having trouble getting past this puzzle, there's a POIsonous hint button on the top right corner of the screen!"
First hint gives cryptic clue
second hint is just slightly less vague
hitting hint a third time on a single puzzle kills you instantly!
For the record TellTale, I'm pretty certain this is sarcasm from Datadog. I know you probably know this, but I'm taking no chances
Yes, have a hint system. Put it in the same place it's always been: subtly embedded in the scenery, descriptions, dialogue, symbology, music, sounds and books (say an in-game Guidebook to the land of the green Isles sort of thing).
We're pampered enough with the internet for the game itself to say, "it's o.k, you don't have to be struggle, You deserve to keep watching this movie!". What if all our teachers did that?
Let's even improve that.
Cedric: "Graham, if your having trouble getting past this puzzle, there's a POIIIIISONOUS hint button on the top right corner of the screen! Maybe we can UUUUUUUUUUSE it.
Edit: and when the player klicks on the hint system ist is a death trap.
Graham: *uuuuuuuuuuses hint system*
Cedric: No Graham stay away frem the edge
Graham AAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!
I am a high school math teacher, and you have no idea how right you are.
Now if only that thing would have really worked.
Meh, it's just not the same without Gary Owens.