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"Quest for Glory" as a Skyrim Mod


emg22a

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I actually raised this subject in a Reddit thread about old games that would be fun to play with current graphics. The original "Hero's Quest" / "Quest for Glory" ("So you want to be a hero") game from Sierra seems like it could quite easily be remade as a Skyrim standalone mod by someone with the requisite skills. Alas, I utterly lack the requisite skills. I would be more than happy to serve as a project manager / creative consultant / beta tester for such a person however.

 

If you played QG1 back in the day, much of what I'm about to write will probably make sense to you immediately. (If you never played it but are very bored, someone posted a detailed walkthrough here.)

 

Most of the settings, character, skills, and quests from QG1 have ready-made counterparts or portable functionality in Skyrim.

 

Landscape:

  • The environment for QG1 is a forest landscape surrounded by mountains -- Skyrim has those graphics covered.
  • QG1's main town could be nicely approximated using Skyrim's basic building blocks -- homes and shops inside city walls -- Whiterun and Riften have the main elements covered.
  • QG1's Spielburg Castle and grounds could be best replaced by one of Skyrim's "Fort" locations.
  • Even the QG1 brigand hideout is similar in appearance to the bandit camps of Skyrim.
  • QG1's Mount Zauberberg could finally be done justice by replacing it with the "Throat of the World" climbing expedition from Skyrim.
  • QG1 also features a couple of caves, a circle of mushrooms, waterfall, and many other elements that Skyrim has covered.

 

Characters/Enemies

  • QG1 trolls = Skyrim giants
  • QG1 brigands = Skyrim bandits
  • QG1 goblins = Skyrim falmer
  • QG1 katta = Skyrim khajit
  • QG1 Dryad = Skyrim Spriggan Matron (right down to the animation of it emerging from a tree)
  • QG1 Baba Yaga = Skyrim hagraven . . . perhaps.
  • QG1 antwerp = Skyrim horker with some creative re-coloration and animation.

 

Skills

  • Frankly, skills wouldn't need to be modded in order to capture the basic playing experience of QG1, but if you were so inclined, a scenario in which the Hero must choose his/her class by touching either the mage, warrior or thief stone at the beginning of the game (with resulting limitations on available skills or how high they can advance) would be a nice touch.

 

Issues

  • A handful of things from QG1 do spring to mind as perhaps being difficult to replicate with Skyrim's "out of the box" elements. Specifically: Yorrick's "M.C. Escher" room, the Mage's Maze game, the Meeps, the Spirea, and the flying hut. I'm sure there are more challenges, but that is just off the top of my head.

 

I would love to see this happen, and assist in any way possible with making it happen.

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Yeah, could see this working well as you described. Cheetaurs, mantarays and the saurii could prove trickier to implement, though. Was looking at doing something similar, but set a fair bit after the events of QFG1, though I've got other stuff to attend to at the moment and other projects on my mind.

 

With the cheetaurs, perhaps modifying the sabre cat model to add an additional torso and adjusting the animations to suit could work. Mantarays could be remodelled ice wraiths with a shock attack, and perhaps the saurii could be a modified werewolf or werebear model with a different running animation, sort of like an argonian grafted onto a werewolf in a way. Meeps could be modified chicken models, with the opening and closing of the rocks as a scripted event. The ogre guarding the cave could be a modified troll model with some creative reskinning. The Mage's Maze could be like the Sheogorath part where you need to use the wabberjack for a certain duel (perhaps using a set of custom wabberjack effect spells for the trigger, fetch and so forth spells needed).

 

Stretching my memory a bit now, but hopefully what I wrote will help in some way.

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