Cosmos Quest I-III - The games are removed by the author.

Started by Iliya, Mon 06/04/2009 21:27:40

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Ryan Timothy B

I decided to give this game a try since this whole ratings controversy with your thoughts on the panel.

Without trying to sound like I'm agreeing with the panel out of spite to your actions to remove your game, but after playing CQ3, I must admit that 2/5 cups is a worthy rating.  CQ3 has a poorly written story, horrible and unreal puzzles, bad visual indications of exit locations, confusing dialog, and no real known purpose as to why everything was happening.  It seems like there is only 6 textures in the whole game, every background, every detail in that background uses the same low resolution, repeating texture.

The only thing in the game that I really liked were the animations.

Here are some of the things I've written down while playing the game, things that bothered me or things I felt deserved attention:



After setting the ship to full speed and dying right away, you get the battle cutscene and the text says:
Getz, your shuttle was an easy target for the battle crafts. Radion Space Saion as well. (should be Station)

Why was the messenger useless to me before getting a message, but once there is one, I suddenly want the messenger?

Why is there a barrel of oil with a crowbar on top in the middle of no where?  And looking at the barrel tells me that the area is unpopulated.  I don't get it.  Also using the crowbar on the barrel says "You can't open it, it's sealed". ?

Finger scanner on a random rock?  Hardly visible?  I could have played for weeks without noticing that.  Thankfully there was a walk-through on the internet.  Even once I was told in the walk-through that a rock has a finger scanner, it still took me a while to visually spot it.  It's in a completely random spot, I would have been perfectly happy with a finger print scanner beside the door itself.

The hotspots to go to another room/area in the ice world are a complete pixel hunt. Everything is so zoomed out, and there isn't a single indication that one edge of the screen would take you somewhere when the other edge wouldn't. Not even a trail of condensed snow, or anything that would indicate a path. That my friend is a pixel hunt.

Responses are very odd.  Like using interact with the keycard scanner results in: "Don't tell me that you intend to put your hand in the slot!".  Umm no, I intend to interact with it, thanks though.

Looking at the battery: "It's a battery - Loaded", should be "It's a fully charged battery".

The oil allergy is complete rubbish, and I felt this destroyed that whole scene. I tried forever to swallow the pill, but for some unknown reason, swallowing the pill isn't possible and the player won't tell you that. You need water.  It's a poorly thought out puzzle, idea, and the AGS default inventory GUI made this puzzle even worse.  Especially without the ability to click on the player character.  You'd think interacting the pill on the pill would at least give you a message telling you that you need water, or something as informative.
You also just 'happen' to have only one pill for your 'oil allergies' in your inventory from the start.  I always carry a single pill in my pockets, screw the pill bottle.

All of your 'next' room hotspots in this Isagor bunker are like 20 pixels from the edge of the screen.  You have these huge openings on all the doorways, and you choose to place the hotspot on the edge of the screen instead.

Rhomulian? It's a little close to Star Trek, Romulans.  I get annoyed every time I read it.

A small thermos filled with raw oil is enough to power a space craft?  You could have completely done without that puzzle, and instead you could have just had some sort of power crystal you take from some location in the bunker, perhaps from the power train itself.  Or you could have just had the spacecraft full of fuel/energy to begin with.

The girl in the cell just happens to know the button that you press, and not only that she knows the degree it was facing too.  It was a 270 degree 'C' and a horizontally mirrored L.  Why couldn't she just say "It was a downwards facing C, and backwards L" if anything.

The guy guarding the casino; ask him the right question instead of the 'left' questions?  That's English wordplay, not Zigi wordplay.

How many times do you have to look at the panel to get the robot to serve a table, before the damn thing finally decides to start flashing?  You literally just have to leave the room and come back and suddenly for no reason it's flashing.  Why would there be a need for a serving panel if the customer is pressing it on the table?  Why wouldn't the robot not just go there instead of the need for human interaction.

A hole in the coin? I can understand 'maybe' the robot dropping the coin if there was a hole in it, but the restaurant owner tells you he does it all the time.  So what were the odds that, that coin had a hole in it?  Also what are the odds that you have papers in your inventory on robot repair?

Putting that fruit on those steamers seemed like a random puzzle.  You're telling me that one fruit has enough potency to knock out everyone in a large room?



The biggest issue is that your puzzles are more like annoyances, rather than minor obstacles.

I'm sorry man, I'm not trying to sound like an ass, but it's how I felt through the whole game.  Confused, confused, and even more confused.
I know you took a great deal of time to make this game, perhaps I am sounding a little more harsh since you've been angry about your rating, but my opinion is definitely the truth.

I'm hoping if you make another game, you either completely drop the Cosmos Quest series and make something new, or completely think out your game design beforehand.  Not just puzzles, but story as well.  I have no idea why CQ3 ended in a war between the two species only because I helped escape the prisoners and drugged the mine owner at the casino.  I'm completely baffled.  And I have no idea why the game didn't end after I helped the prisoners escape, there was no indication as to why I was sitting around the restaurant or why my stolen vessel was considered a threat.  Not to mention why I was sent to a prison cell at the end.  Is this something you need to play CQ1 and 2 to understand?

Iliya

Ryan,

For all your notes and misunderstandings, I have an explanation except for "Radion Space Saion" for which I'm sorry. I also want to apologize that my English is not fluent. I'm not going to explain all Ryan misunderstandings, just some of them:

Q: Why was the messenger useless to me before getting a message, but once there is one, I suddenly want the messenger?

A: Do you always carry your cellphone when you at home? Why do you want a messenger, with no messages in it? The correct question here is: "Why the character automatically didn't read the message when you already have the messenger?" Its because of the players that are non familiar with the Classic Sierra GUI. Because this is the first object that you are taking, and because it's obvious that you have to read this message, I wanted the players to get used with the object inventory. I wanted they to know that there is a lot of useful information. Just like with the pill.

Q: I tried forever to swallow the pill, but for some unknown reason, swallowing the pill isn't possible and the player won't tell you that.

A: If you look at the pill in your inventory, you will get a message telling you that the pill is SOLUBLE and it's for your oil allergy (in the world of Cosmos Quest there is lot of oil and because the main character is mechanic who have to work with lot of oil, he always have the pill with him. But you don't played CQ1 and CQ2).

Q: Why is there a barrel of oil with a crowbar on top in the middle of no where?

A: When you step on the surface there is a message that the scanning system on the shuttle detects a weak bio-signal (the dying Harg in the snow). That's why you decided to stop there. So it's no "middle of no where". So this answers why there are things like barrels, crowbar and e.t.c.

----------------------------------------------------------

I see that in this community there are people that always shoveling for the bad things in the games. And even word for the good things. I don't know why? We all are making amateurs adventure games. We have to support the game developers! We are not professionals. If we are, we shouldn't be here in this community.

Cosmos Quest is a game that is influenced by my favorite Space Quest with all his dead ends, and sudden deaths, arcade games and illogical puzzles (like when you carry whole ladder in you pockets - SQ3). And this is well described on the website of the game. I'm not saying that Cosmos Quest reached the level of Space Quest. No. Cosmos Quest is an amateur adventure game - made by one man, not by the whole crew.

Unfortunately, I still don't see reason to add my games in a community that only digging the dirt.

At the end, I want to say. I have my supporters. I have people that like Cosmos Quest. And Ryan, I will make Cosmos Quest 4! And will make it just like Cosmos Quest 3.

PS: I expect you to ask me why when your are in open space (in vacuum) you can hear a sounds? It's a game. In every game or movie you will find something illogical.

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Quote from: Ryan Timothy on Mon 11/01/2010 23:00:19


I'm sorry man, I'm not trying to sound like an ass, but it's how I felt through the whole game.  Confused, confused, and even more confused.
I know you took a great deal of time to make this game, perhaps I am sounding a little more harsh since you've been angry about your rating, but my opinion is definitely the truth.



I think there're a lot of truths, not only one. CQIII is a Sci-Fi adventure game. I think the most of puzzles are logical inside this context.

And if you analyze all the games like have you done with CQIII, the most of adventures would not obtain more than 1 or 2 cups. I think that you are too hard with Harg because of his decision. Definitively, it isn't fair.


IndieBoy

Quote from: Harg on Tue 12/01/2010 09:31:51
And Ryan, I will make Cosmos Quest 4! And will make it just like Cosmos Quest 3.

Eeek! :-\
Quote from: Calin Elephantsittingonface on Tue 08/02/2011 09:00:55
The only person in favour of the mobs seems to be IndieBoy.. but he's scottish so we dont listen to him anyway.

Khris

That's the spirit! Why the hell would you listen to valid points of criticism, right?

Ryan Timothy B

#45
Quote from: Harg on Tue 12/01/2010 09:31:51
A: Do you always carry your cellphone when you at home? Why do you want a messenger, with no messages in it? The correct question here is: "Why the character automatically didn't read the message when you already have the messenger?" Its because of the players that are non familiar with the Classic Sierra GUI. Because this is the first object that you are taking, and because it's obvious that you have to read this message, I wanted the players to get used with the object inventory. I wanted they to know that there is a lot of useful information. Just like with the pill.
No.  But it's an adventure game.  If he is already going through all that work to pick up the messenger, why doesn't he just take it with him instead?  It doesn't familiarize me with anything, it only annoys me.  Oh.. whats this?  I have to walk to the left side of the screen, touching or looking doesn't change anything, then walk back to the phone and it's suddenly beeping.  Joy for that.

Another thing that completely annoyed me was the fact that you're heading towards this outpost/space station.  Once he gets the message, and knows that where he is traveling will result in death, tell me why touching the speed will speed up the ship and not stop it?  There is zero reason for it.  No, instead you have to QUICKLY look at the navigation screen and find where Q1 and the coordinates are.  If you do it too slowly, you die.  That doesn't familiarize anyone with the inventory at all.  You shouldn't have a speed required task in the beginning of a game, because as you've said, you're trying to familiarize everyone with the controls.

QuoteA: If you look at the pill in your inventory, you will get a message telling you that the pill is SOLUBLE and it's for your oil allergy (in the world of Cosmos Quest there is lot of oil and because the main character is mechanic who have to work with lot of oil, he always have the pill with him. But you don't played CQ1 and CQ2).
I understand your twisted logic for having an individual pill in your pocket.  But what would be the harm in having the whole pill bottle?  It wouldn't change the game, it would just make his stupid allergy look more authentic.

Soluble: capable of being dissolved or liquefied.
Now what does that tell you?  It means the pill can be dissolved or liquefied.  What is your saliva made of?  Sand?  Don't argue with me on this one, that was a stupid puzzle, and you can't protect it.


QuoteQ: Why is there a barrel of oil with a crowbar on top in the middle of no where?
A: When you step on the surface there is a message that the scanning system on the shuttle detects a weak bio-signal (the dying Harg in the snow). That's why you decided to stop there. So it's no "middle of no where". So this answers why there are things like barrels, crowbar and e.t.c.
Ok now let me take you out of this fairy world you're living in and ask you again.  WHAT is the REASON for having a barrel in the MIDDLE of no where?  They have a shuttle bay for transporting their goods.  The barrel wasn't anywhere near the base.  And it was only one barrel.  Not a whole shipment or anything.
It was odd, and completely out of place.

I understand why the ship landed, the weak bio signal (it's funny cause the Harg was frozen).  I would have prefered "my ship saw this barrel in the middle of no where, some idiot worker left it there I guess, now I must land and walk 5 km to an invisible finger print scanner".

QuoteCosmos Quest is a game that is influenced by my favorite Space Quest with all his dead ends, and sudden deaths, arcade games and illogical puzzles (like when you carry whole ladder in you pockets - SQ3).
But your game isn't comical (or at least I hope it wasn't supposed to be).  Don't try telling me that putting a ladder in the pants of the ego in CQ3 wouldn't break the game.

QuoteUnfortunately, I still don't see reason to add my games in a community that only digging the dirt.
I don't dig up 'the dirt', I just don't have any problems telling it like it is.  It's for that very reason you stated, "We're not professionals" (you did sell the game commercially, so technically you're a bad professional), I give advice on what I thought was weak.  It's what I do.

QuoteAnd will make it just like Cosmos Quest 3.
Eeek x 2. lol
At least let me read your storyline and puzzle guide, and I can try to help you.
Do me one favor though.  Don't zoom out so much.  All Sorry, I meant most, of your backgrounds, the character was this tiny little guy.  It makes it so much easier for the person playing to be drawn into the world you create if everything is closer.

QuotePS: I expect you to ask me why when your are in open space (in vacuum) you can hear a sounds? It's a game. In every game or movie you will find something illogical.
Every game / movies / tv show do it.  Heck, I'd do it.  It only makes sense to do it.  Otherwise it'll look empty without the sound effects.
One tv show I know of is Stargate: Universe, and they actually drown out the sound.  So it's very faded and kinda echoey (kinda like when your head is underwater).  Still not realistic, but very effective at giving that 'empty space' feeling.

Edit:
Quote from: Nergal on Tue 12/01/2010 13:00:29And if you analyze all the games like have you done with CQIII, the most of adventures would not obtain more than 1 or 2 cups. I think that you are too hard with Harg because of his decision. Definitively, it isn't fair.
Nah.  I don't think I'm being unfair at all.  I haven't played all that many AGS games (maybe 30-40 games--possibly more).  There is only one game (edit: other than Cosmos Quest 3) that I can think of at the moment that sent my brain for a trip, mostly because most of the puzzles were a little odd.  But it was actually a comedy game, so the puzzles felt like they fit, it just takes me a while to think it through (I believe most of the game I used a walk-through).  It was Charlie Foxtrot.  Now that game follows closer to Space Quest than Cosmos Quest.  
Which I don't actually see a resemblance to Space Quest in CQ3.  He's wearing a solid suit of armor.  It's not funny.  And there isn't a narrator or even the player character that tells you what is happening in the storyline (at least not well).

And Harg, I understand you're not a native English speaker.  I understand that your grammar, and word placement was a little odd in CQ3.  I didn't actually make that a weak point, because I understand.  It was mostly just the convoluted puzzles and confusing storyline.

Calin Leafshade

Quote from: Harg on Tue 12/01/2010 09:31:51
I see that in this community there are people that always shoveling for the bad things in the games. And even word for the good things. I don't know why? We all are making amateurs adventure games. We have to support the game developers! We are not professionals. If we are, we shouldn't be here in this community.

This is not amateur adventure game studio and we are not 'here' to do anything except what we want. Some people who are in this community have no interest in making games they just want to play ones other people make, which is fine.

We should all try to transcend this idea of 'amateur' anyway... if you are going to do something, do it well.

Bai Karl

Ryan Timothy, you have your point of view. It sounds little strange to me how a pill can be so important to you. And "why the barrel is there"? Dude, use you imagination? I can imagine at least 10 reasons for that!

'To kill a fly with a fork' - this is an odd puzzle, not these.

And stop this game dissection.  It's obvious that you are prejudiced.

Dualnames

Quote from: Calin Leafshade on Tue 12/01/2010 16:52:04
Quote from: Harg on Tue 12/01/2010 09:31:51
I see that in this community there are people that always shoveling for the bad things in the games. And even word for the good things. I don't know why? We all are making amateurs adventure games. We have to support the game developers! We are not professionals. If we are, we shouldn't be here in this community.

This is not amateur adventure game studio and we are not 'here' to do anything except what we want. Some people who are in this community have no interest in making games they just want to play ones other people make, which is fine.

We should all try to transcend this idea of 'amateur' anyway... if you are going to do something, do it well.

I was about not to say more on this topic, but well, your last phrase is wrong. In every aspect of it. If what you said would ever become true , the world wouldn't be the same.

Especially for games. Doesn't mean that making a good first game or something like that, that it places you in the pantheon or anything.

"It's not how many times you'll fall..it's how many times you'll rise that matters."
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Calin Leafshade

Dualnames what exactly about my last statement could you possibly disagree with?

I said all developers should try and make their work as professional and 'non-amateur' as possible.
and yes its fairly obvious that amateur games will ALWAYS exist but that doesnt mean we shouldnt try and better ourselves.

Dualnames

Quote from: Calin Leafshade on Tue 12/01/2010 20:28:54
Dualnames what exactly about my last statement could you possibly disagree with?

I said all developers should try and make their work as professional and 'non-amateur' as possible.
and yes its fairly obvious that amateur games will ALWAYS exist but that doesnt mean we shouldnt try and better ourselves.

Of course we should better ourselves. No point arguing in that. I just disagreed with the "do something and do it well", it sounded a little more awkward than I thought.

Hope no hard feelings for my misunderstanding.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Macay

Quote from: Snarky on Mon 11/01/2010 18:14:27
The singular of "criteria" is "criterion". A criterion, multiple criteria. Never "a criteria".

Good to know that.

ddq

Quote from: Macay on Wed 13/01/2010 03:40:40
Quote from: Snarky on Mon 11/01/2010 18:14:27
The singular of "criteria" is "criterion". A criterion, multiple criteria. Never "a criteria".

Good to know that.
While we're on the subject, know the difference between data and datum. Also, indexes is pronounced "in'-deh-seeze," not "in-dex'-ez." Captain Silly Grammar Advice strikes in the night!

cosmicr

Quote from: ddq on Wed 13/01/2010 04:01:19
Quote from: Macay on Wed 13/01/2010 03:40:40
Quote from: Snarky on Mon 11/01/2010 18:14:27
The singular of "criteria" is "criterion". A criterion, multiple criteria. Never "a criteria".

Good to know that.
While we're on the subject, know the difference between data and datum. Also, indexes is pronounced "in'-deh-seeze," not "in-dex'-ez." Captain Silly Grammar Advice strikes in the night!

Indexes is pronounced 'In-dex-es',
'indices' is pronounced 'in-deh-sees'

ddq

Quote from: cosmicr on Wed 13/01/2010 04:14:33
Indexes is pronounced 'In-dex-es',
'indices' is pronounced 'in-deh-sees'

You know I would make a mistake as stupidly simple as that. I totally left out a whole sentence about how one worked only for the noun form and the other for the verb. As usual, I blame Japan.

Snarky


ddq

A thread for that? Really?!? Swee- Aww... I thought it was for blaming Japan...
Either way, this is starting to get off topic in this already off topic thread, so let us resume discussion of the potential for individual objectivity.

m0ds

I haven't played Cosmos Quest,
but I hear it's very good  :=
Everyone should play the game,
because "it feels like wood!"

Barrels (and crates) are certainly a species of their own in game design. I think all adventure gamers should expect a certain level of barrel in the wilderness or crate falling from sky. In the astral planes there are portals just lying around, so why can't a barrel?  ::)

Iliya

Very original, Mods. But where the barrels and the crates are located, is not wilderness!!! So your post is meaningless.

Bai Karl

Quote from: Mods on Wed 13/01/2010 15:29:13
Barrels (and crates) are certainly a species of their own in game design. I think all adventure gamers should expect a certain level of barrel in the wilderness or crate falling from sky. In the astral planes there are portals just lying around, so why can't a barrel?  ::)

Barrels are few meters from the entrance of the bunker, and the crates are inside the bunker. I don't see nothing unusual. I wonder why are you so mean to this game?

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If James Cameron is reading this I want to ask him something? Why there are bows and arrows on Pandora planet!?! Are they falling from the sky?

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