QfG5: Finished

qfg5-dragonThe 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. 1An 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. 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. 2In fact, it turns out that you can’t always choose Erana or Katrina. Neither of them is willing to mary a Thief.

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.

qfg5-rooftopsBut 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.

qfg5-endI 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 not 3If 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., 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. 4New to this blog, anyway.

References
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: Anticipating the Dragon

I have been really dragging my heels on this game — it’s not that big, but I’ve been taking about a week between sessions. I’m not sure why. It’s enjoyable when I’m playing it, but somehow I find myself more willing to waste my leisure hours on other pursuits lately. Maybe this whole computer game thing was just a phase for me and I’m finally outgrowing it. Ha ha. Seriously now, let’s talk about the game.

I made a lot of progress last night: by the time I stopped, I had 920 out of 1000 possible points and had completed six out of the seven Rites. The seventh one is to actually identify and stop the villain who’s trying to free the Dragon of Doom, bane of Atlantis. I assume that I’ll have to confront the dragon itself, and that this will be the ultimate encounter for the entire series. Which is kind of weird. QfG3 had you battling demons, and QfG4 put you up against a Lovecraftian Great Old One. Going from that to a dragon seems like a step or two down.

It really all comes down to QfG1. There manual for that game talked about dragons, even though there were none in the game. Dragons were the thing you’re not tough enough to beat yet, which is quite reasonable for the first episode, when you’re just starting to learn heroing. QfG1 generally kept things small — instead of battling to save the world from destruction, as is the fantasy-game cliché, you battled to rescue a baronry (not even a kingdom!) from a curse. The biggest menace was a band of brigands. At the time, I thought that starting small and leaving the story with room to grow in scale was a good move. I more or less changed my mind about that when I played Final Fantasy VII, which starts big and manages to keep escalating in scale anyway, but good or bad, QfG1‘s scale was sub-dragon. However, its outro pretty heavily implied that there would be a dragon in QfG2, which was suggestively subtitled Trial by Fire. There wasn’t. For all I know, there may have been a dragon in some draft spec, but the game we got used elementals and djinni as its big monsters. So perhaps the authors had painted themselves into a corner here: having made a big deal about dragons, they had to produce a payoff, and the longer they put it off, the more epic it had to be. The disappointing part of this is that it means I probably won’t get a chance to actually fight it. I saw the skeleton of a dragon during the pseudo-Grecian-hero’s mandatory jaunt through Hades, and it was large enough to seem architectural rather than biological. I can’t imagine something like that working in this game’s combat engine. (In Final Fantasy VII, sure, but not here.) But I suppose that if you really want to go toe-to-toe with a dragon, you get your chance with the Hydra back in Rite 3.

Anyway, assuming I figure out how to even get started on the seventh Rite, one more session should be enough to reach the end of the story as a Wizard. But I’ll still have a way to go before I’m really finished with the game. Not only are there the other character classes, there’s a bit of plot branching that seems worth exploring, particularly where it concerns the game’s courtship mechanism. I’ll talk about that in detail in the next post.

QfG5: Score

One of my oldest and dearest memories of concerted completism is getting a complete score with all three character classes in Quest for Glory I (or Hero’s Quest, as it was called at the time). The maximum score was 500 points, and through careful note-taking, I noticed that 450 of those points could be earned by any class. 50 being a nice round number, I reasoned that the last few points had to be earned through class-specific actions. Anyone could beat up a goblin, but only the fighter earned points by doing so. In addition, I noticed that for two of the classes, I had earned a large portion of the 50 class-specific points by besting a master of that class at some challenge, and realized that the third should be looking out for a similar challenge.

Quest for Glory 5 aids such analysis by tracking your “deeds”, a list of everything you’ve done that earned points. In other words, it’s like the “fullscore” command in Inform games, except that it doesn’t say how many points things earned. (And in some cases I can’t tell even from observing how much my score went up; sometimes two deeds happen together.) Anyway, it’s always nice to see graphic adventures catching up to features that are commonplace in text games. The deeds list is a little sloppily put-together, with some things recorded incorrectly — monsters have different names and the like. Well, scoring is usually an afterthought in adventures. This list is pretty definitely more important to me than it was to the game’s designers.

The games in the series have certain common practices in scoring. Wherever in the world you are, there’s always a few points to be earned by signing the logbook in the Adventurer’s Guild. Getting an item that’s necessary for solving a non-optional puzzle always gives you points, which is handy for winnowing out the really important stuff in shops. If you play as a fighter — which I still am, despite starting over and thus having a clear opportunity to pick a new class — you get a few points for each distinct type of monster you slay — gotta kill ’em all! And that last part is affecting how I’m playing this game in a way that the authors didn’t intend.

This relates to what I was saying before about timing. I’ve done some experiments by staying in my room and sleeping for weeks at a time 1In the game, I mean., and it looks like I was right: there are no negative consequences for starting the Rites of Rulership later. Since I know there are negative consequences for not being able to complete the tests quickly enough, I want to get as much of the game done as I can before I start the clock ticking. Obviously this includes getting the Fighter’s class-specific points for big game hunting. Some of the monsters are tough, but no match for my ability to pop healing pills during battle. (The world will be doomed once the monsters figure out that trick). Some are rare and hard to find. All would be easier to kill if I had access to the magical weapons that you can only buy after you enter the Rites. But I think I’ve klled everything that’s available to be killed before the Rites open up new areas. And I really wasn’t supposed to.

I think of my experiences with QfG1. There was no compulsion on the player to complete events within a certain timeframe, so I basically just tried to kill things as I encountered them over the course of traipsing around and trying to solve puzzles. It was an unstructured melange of puzzles and combat. Whereas QfG5 gave me just enough motivation to segregate the two realms. Part of the strength of QfG1 was the way that the two aspects of the game complemented each other — that you could go grinding when you were stuck on puzzles, and puzzling when you were tired of grinding. In some cases, if you couldn’t solve a puzzle the clever way, you could exercise your stats to the point where you could overwhelm it. But I’m going to miss all that in this playthrough. I’ll just have to save the clever stuff for when I play as a Thief.

References
1 In the game, I mean.