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Quest for Glory

A five-game hybrid adventure/RPG series blending humor and legend.

Quest for Glory

Quest for Glory is a series of hybrid adventure/role-playing video games designed by Corey and Lori Ann Cole. Created using the Sierra Creative Interpreter, the series combines humor, puzzle elements, themes and characters from various legends, puns, and memorable characters, forming a five-part series within the Sierra stable. Originally titled Hero's Quest, the series was renamed Quest for Glory after Sierra failed to trademark the name and Milton Bradley Company successfully trademarked an electronic version of their board game HeroQuest.

Quick Facts

Developer
Sierra On-Line
Creator
Corey Cole, Lori Ann Cole
Platforms
MS-DOS, Amiga, Atari ST, Classic Mac OS, NEC PC-9801, Windows
Genre
Adventure/role-playing (I–IV) and action/RPG (V)
First Release Version
Quest for Glory: So You Want to Be a Hero
First Release Date
March 1989
Latest Release Version
Quest for Glory V: Dragon Fire
Latest Release Date
1998

Facts from the source article.

Lore & Background

Lori Cole pitched Quest for Glory to Sierra as a 'rich, narrative-driven, role-playing experience.' The series consists of five games, each following directly upon the events of the last, with recurring characters and non-linear quests that transform the player character from an average adventurer to a hero. The series was revolutionary for its character import system, allowing players to carry their character's skills and wealth from one game to the next. The games feature serious stories leavened with humor, including frequent wordplay, and the second game's ending refers to itself as the hero's 'latest set of adventures and miserable puns.' Recurring story elements include the requirement to create a dispel potion in most installments.

Reader's Guide

The Quest for Glory series is noted for blending adventure game mechanics with role-playing elements, including real-time combat in the first four games and a switch to action RPG in the fifth. Players choose from fighter, magic-user, or thief classes, with the option to become a Paladin through honorable actions. The games feature non-linearity, with puzzles having up to four different solutions depending on character class. Many CRPG enthusiasts consider the series among the best in the genre, lauded for its non-linearity, day-night cycles, NPC schedules, and skill-based puzzle checks. Rowan Kaizer of Engadget credited the hybrid systems for the series' success, noting that skill checks allowed players to succeed through practice rather than being stuck on bizarre item-combination puzzles. The website Polygon and Kotaku blog have characterized the game as a precursor to modern RPGs.

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