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Quest for Glory
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Quest for Glory : ウィキペディア英語版
Quest for Glory

''Quest for Glory'' is a popular series of hybrid adventure/role-playing video games, which were designed by Corey and Lori Ann Cole. The series was created in the Sierra Creative Interpreter, a toolset developed at Sierra specifically to assist with adventure game development.〔(【引用サイトリンク】title=RPG Codex Interview: Corey Cole on Quest for Glory and Hero-U (Now on Kickstarter!) )〕 The series combined humor, puzzle elements, themes and characters borrowed from various legends, puns, and memorable characters, creating a 5-part series of the Sierra stable.
Although the series was originally titled ''Hero's Quest'', Sierra failed to trademark the name. The Milton Bradley Company successfully trademarked an electronic version of their unrelated joint Games Workshop board game, ''HeroQuest'', which forced Sierra to change the series' title to ''Quest for Glory''.〔(【引用サイトリンク】 title=Interview with Corey Cole, creator of Quest for Glory, on upcoming Kickstarter: Hero U )〕 This decision caused all future games in the series (as well as newer releases of ''Hero's Quest I'') to switch over to the new name.
==Series==
Lori Cole pitched Quest for Glory to Sierra as a "rich, narrative-driven role-playing experience".〔
The series consisted of five games, each of which followed directly upon the events of the last. New games frequently referred to previous entries in the series, often in the form of cameos from recurring characters. The objective of the series is to transform the player character from an average adventurer to a hero〔(【引用サイトリンク】title= Quest for Glory: So You Want To Be A Hero )〕 by completing non-linear quests.
The game also was revolutionary in its character import system, which allowed you to import your individual character, including the skills and wealth he had acquired, from one game to the next.〔〔(【引用サイトリンク】title=Best games of July 2014 - The Besties )
Hybrids by their gameplay and themes, the games feature serious stories leavened by humor throughout. There are real dangers to face, and true heroic feats to perform, but silly details and overtones creep in (when the drama of adventuring does not force them out). Cheap word play is particularly frequent, to the point that the second game's ending refers to itself as the hero's "latest set of adventures and miserable puns."
The games have recurring story elements. For example, each installment in the series requires the player to create a dispel potion.〔
The games also have some memorable easter eggs, including a number of allusions to other Sierra games. For example, if one types "pick nose" in the first game, (or click the lockpick icon on the player in the new version), if his lock-picking skill was high enough, the game would respond "Success! You now have an open nose"; If the skill was too low, the player would insert the lock pick too far, killing himself. Another example is Dr. Cranium, an allusion to ''The Castle of Dr. Brain'', in the fourth game.
Each game drew its inspiration from a different culture and mythology (in order, Germanic/fairy tale; Middle Eastern/Arabian Nights; Egyptian/African; Slavic folklore/Eastern European folklore; and finally Greco-Mediterranean) with the hero facing increasingly powerful opponents with help from characters who become increasingly familiar from game to game.〔(【引用サイトリンク】title=Quest for Glory series )
Each game varied somewhat from the tradition it is derived from; for example, Baba Yaga, a character borrowed from Slavic folklore, first appeared in the first game. The second game introduced several Arab and African-themed characters who reappeared in the third game, and characters from every game and genre in the series reappeared in the fourth and fifth games. In addition to deviating from the player's expectations of the culture represented in each game, the series also included a number of intentional anachronisms, such as the pizza-loving, mad scientists in the later games.
Many CRPG enthusiasts consider the ''Quest for Glory'' series to be among the best in the genre,〔 and the series is lauded for its non-linearity.〔(【引用サイトリンク】title=AdventureDex: A Conversation about the State of the Adventure Genre )〕 The games were notable for blending the mechanics of adventure video games and roleplaying video games,〔 their unique tone which combined pathos and humour,〔〔 and the game systems which were ahead of their time, such as day-night cycles, non-playable characters which adhered to their own schedules within the games, and character improvement through both skill practice and point investiture. Polygon and Kotaku have characterised the game as a precursor to modern day RPGs.〔〔 Fraser Brown of Destructoid considers the games "one of the greatest adventure series of all time".〔
Rowan Kaizer of Engadget credits the games' hybrid adventure and roleplaying systems for the series' success. "The binary succeed/fail form of adventure game puzzles tended to either make those games too easy or too hard," he wrote, "But most puzzles in Quest For Glory involved some kind of skill check for your hero. This meant that you could succeed at most challenges by practicing or exploring, instead of getting stuck on bizarre item-combination puzzles."〔

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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