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Quest for Glory

Quest for Glory
Qfganth.jpg
Quest for Glory Anthology cover art
Genres Adventure/role-playing (IIV) and action/RPG (V)
Developers Sierra Entertainment
Publishers Sierra Entertainment
Creators Corey Cole, Lori Ann Cole
Platforms MS-DOS, Amiga, Atari ST, Classic Mac OS, NEC PC-9801, Windows
First release Quest for Glory: So You Want to Be a Hero
March 1989
Latest release Quest for Glory V: Dragon Fire
1998

Quest for Glory is a 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. The series combines humor, puzzle elements, themes and characters borrowed from various legends, puns, and memorable characters, creating a 5-part series in the Sierra stable.

The series was originally titled Hero's Quest. However, 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. This decision meant that all future games in the series (as well as newer releases of Hero's Quest I) used the new name.

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 by recurring characters. The objective of the series is to transform the player character from an average adventurer to a hero by completing non-linear quests.

The game also was revolutionary in its character import system. This allowed players to import their individual character, including the skills and wealth s/he had acquired, from one game to the next.

Hybrids by their gameplay and themes, the games feature serious stories leavened with 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."


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