Response from Laurent Stanevich, Learn Technologies Interactive: I was one of the design leads on "Qin: Tomb of the Middle Kingdom", and I came across your site in one of my regular sweeps of the Web and UseNet for Qin-related material. Let me say first off that I'm always impressed with sites like yours -- it's always gratifying to see a response out in the greater world to something that's taken up the past year of your life. I thought I'd respond to the comments at the end of your walkthrough, not so much to change your mind about anything, but many of them did seem directed to the designers of the product more than a general audience, and I figured someone who's put as much time and effort as this deserves a response. "The game's weakest point by far is its extreme slowness in responding to mouse movements. The circle-and-dot mouse cursor itself seems to have been designed with this lack of responsiveness in mind. Qin apparently was not written in Macromedia Director, as many of the better Windows games are. One wonders why a workable interface was reinvented, only to produce an inferior result." I'm sorry you found that to be the case, but I'm not quite clear on whether you're referring to the way in which the Qin cursor acts differently than a normal cursor, or the poor responsiveness we've seen on some machines to clicks and such. As far as the cursor behavior goes, I'll be honest with you -- using a different model for the "physics" of the cursor was my idea, and I had to argue for it even within our design group. (As I initially designed it, it was _very_ different from a conventional cursor. By the end of the process, though, the only real difference was the nature of its motion.) Nevertheless, if you don't prefer that type of behavior, the "Cursor Speed" setting in the "Preferences" screen should restore to an almost entirely normal behavior, or anywhere in between. If you're referring to any mechanical "flakiness" in its responsiveness, then you're right, it's unfortunate. We've seen better and worse responses on different machines, and while our talented engineers did their best to wring out the best performance from our game engine, it's by no means perfect at this stage in its development. "The recommendation in the game's README.TXT file for using a 640 x 480 pixel Windows video mode is in fact a requirement if text in the Archive is to be readable without being truncated at the right. A scalable Windows font would have been more flexible." Much to our chagrin, you're right about the encyclopedia getting truncated -- that one slipped by us _and_ the testers. Most of our font options, however, were constrained by the text display engine we used to create the encyclopedia. "Although the history and extensive background information in the Archive was helpful in setting the game atmosphere and providing clues to puzzles, the overall tone of the game is much too serious. The whole concept of Qin's tomb under Mount Li was done better, and with more humor, in The Riddle of Master Lu." So be it. We didn't and don't think so, but that's a subjective evaluation, and I wouldn't argue the point. "The reference to "traps" in the advertising on the game packaging would appear to be essentially false since no traps exist in the game (other than sometimes being at a loss as to what to do next). While the game _technically_ had multiple endings, most of the gameplay was very linear." Understood. In the interest of making a more accessible product, I was probably the most vocal in insisting that the player not get officially "stuck" (i.e., find themselves in an intentionally designed trap with nothing they can do to get out). That doesn't always mean that the player is 100% certain what to do next. (Game players have been very divided on whether they like being guided or not -- some feel it's poor design to have to figure out what to do next, and others are insulted when they feel they're being led around. Our design team had the same divisions. Personally, I'd rather a player never _not_ know what to do, but others felt we would be condescending to people.) This also doesn't mean the game is absolutely free of flaws in its implementation, either. Along those lines, there's a bug that was found very quickly after the release where the objects on the sacrificial altar do _not_ behave correctly -- if you pick up the "animal sacrifice" and then immediately pick up the "precious object", the animal sacrifice will disappear permanently, and the only way to get it back is to return to an earlier saved game. This is of course the type of thing that makes us lose sleep at night, but now that we know about it, I'd rather people be aware of it than not. "The online game on the Qin web page at http://pathfinder.com is very misleading when it implies a prize would be awarded on completion of the demo. After you finish the online game, you are given merely a _chance_ to win a Qin game or some other product." Misunderstandings like this are regrettable -- I understand your concern. "The maps with teleportation features and the compass were helpful in avoiding tedious repetition of movements during gameplay and in maintaining bearings in new environments. It would have been preferable to show _all_ compass stops, rather than just the adjacent two." We tried that. There were a few issues involved in choosing only the two adjacent points, but it basically boiled down to the fact that it was something we realized would be helpful late in the game. I definitely believe it was a better choice to have a simpler, slightly less informative display than one that was more complex to implement, and because it was slipped in late, potentially more troublesome/buggy. Overall, we did try very hard to eliminate a lot of the tedium involved in slideshow type games -- I've found a lot of products that claim to take "20-30 hours" to complete, but a large portion of that is spent walking back and forth, figuring where the hell you are, etc. Of course, it's a double-edged sword, because if you eliminate those factors from the game experience, a player looks at their watch when they're done and says, "Hey, that was fun, but it didn't take me _nearly_ as long to finish as [tedious product of choice here]". "The Archive display function needs a PageUp/PageDown feature, and its useful search function would be even better with a FindNext button." Yup. "The single footstep heard during movement could have been improved with a full sequence of step sounds such as was used in _Buried in Time_." I'm not sure exactly what you mean -- I haven't seen "Buried In Time" for a while, and I don't remember exactly what the steps sound like. Again, though, in the end it's a design decision our sound designer made. I know he felt that playing a bunch of footsteps every time you move (especially in a space as large as some of the Qin realms) got tedious fast. Personally, my primary concern was giving audio feedback when you made a valid movement (in addition to the lit arrow), and using a footstep seemed more appropriate than some sort of tone or a sample that didn't feel like it was within the space itself. "Unlike Director, Qin's savegame feature includes a file-overwrite warning." Yup. Stuff like that's important. Like I said before, I didn't write this to change your mind or to make apologies for our product. Having been in the multimedia business for a while now, I had to accept a long time ago that I will _never_ be part of the process of creating a perfect product -- not because I'm not a good designer (I am), but because no one ever will. That definitely does not mean we have to blithely accept flaws -- believe me, your list doesn't even come _close_ to the list each of us carries in our hearts of the things we would have liked to do better on "Qin". By the end of the production process, it's a serious morale issue to stop people from focusing exclusively on the flaws they see, because everyone takes the standards we aspire to very seriously. Nevertheless, there's a lot of "great" products that never see the light of day because the teams that produce them can't let go, or they can't distill what's feasible within their budget and schedule from what's not, and they'll never release something that's technically and commercially viable. Everything that's released as a commercial product is released to public scrutiny (and that's good), and the most we can hope for is that the criticism we receive is constructive and focused (like yours), rather than just flames and ad hominem attacks. There are already a lot of people who really like "Qin". I'm not quite sure whether you did or not, but whether or not everyone loves it, it's always gratifying to see people pay attention and offer intelligent feedback. Thanks. Laurent R.O. Stanevich Senior Designer Learn Technologies Interactive "lairbob@learntech.com" 20-AUG-96