Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
Niidae Wiki
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Space Quest
(section)
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Development == [[Scott Murphy (video game designer)|Scott Murphy]] and [[Mark Crowe]], who had already worked together on the [[Sierra Entertainment|Sierra]] game ''[[The Black Cauldron (video game)|The Black Cauldron]]'', wanted to create a humorous science fiction adventure game. They also wanted it to star a janitor (a choice possibly inspired by the mop-wielding main character from [[Infocom]]'s humorous sci-fi text adventure ''[[Planetfall]]''). Murphy commented that "Sierra was in a mindset where everything was medieval and it was all fairly serious. I wanted to do a game that was more fun. We even liked the idea of 'fun death'! I mean, if the player is gonna die or fail, they should at least get a laugh out of it. So we came up with the idea of making death amusing. Let's face it, most adventure games involve a good deal of frustration for the player. But we felt that if we made failure fun, to an extent, you might have players actually going back and looking for new ways to die, just to see what happens!"<ref name=":1" /> Crowe noted, "We wanted to do two things for the player. One, we wanted him to feel as if he were in a movie, where he could just sort of kick back and enjoy the scenery. We also wanted the player to feel as if he really was the character on the screen."<ref name=":1">{{Cite web |title=Space Quest (Franchise) |url=https://www.giantbomb.com/space-quest/3025-340/ |access-date=2022-06-20 |website=Giant Bomb |language=en}}</ref> Although skeptical, [[Ken Williams (gaming)|Ken Williams]] gave the idea a shot. Scott and Mark created a short demo, which ended up becoming the first four rooms of ''[[Space Quest I]]'', at which point Williams gave the project the green light. Both ''Space Quest I'' and ''II'' were developed in [[Adventure Game Interpreter]], Sierra's own programming language. ''[[Space Quest III]]'' was written in [[Sierra's Creative Interpreter|Sierra's Creative Interpreter (SCI)]], which had [[3D computer graphics|3-D]] capabilities. ''Space Quest IV'' marked an evolution in terms of graphics by increasing the number of colors from 16 to 256.<ref>{{cite book|last=Champion|first=Jill|author2=Leinecker, Richard C. |title=The Official Guide to Roger Wilco Space Adventures|year=1991|publisher=Compute Books|isbn= 0-87455-237-0}}</ref>
Summary:
Please note that all contributions to Niidae Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Encyclopedia:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
Space Quest
(section)
Add topic