I'm not sure whether to thank you for your comments or tell you to fuck off. I err more towards thanking you for your comments and responding with my thoughts on your ideas.
Now if I may, here are the things a new version would need (hypothetically):
Just because you want to keep a 1:1 plot, doesn't mean you can't expand dialogue. Like you already have but more More MORE. It essentially feels like what it did in 1987 (though back then it seemed like enough), that is a moving story driving characters we don't know and therefor lack sympathy beyond their basic archetypes. Alex's biggest gush of speaking is in an easter egg, but he seems like he'd like for us to take him seriously; some bad attempts of flirting with the barmaid, some history of Lywdor from baby bear (aiding credibility to Papa bears' concernes about pedophelia) , a serious heart to heart with Manannan after he becomes a cat, etc.
Not to say that the story and puzzles couldn't use a facelift too, but like you say, if it ain't broke...
It's a design choice, we wanted to honour the game as it was, and we wanted to make something we enjoyed. In the end, as much as some people will tell you it's all for the fans blah blah blah, it's not. It's for us. We loved KQ3 back in the late 80's and think the game's story still stands up as an adventure game now. We really just wanted to update the graphics and add a voice pack. Everything else we did was just because we wanted to. We added in the scene between Graham and Rosella because we wanted more lines for Josh Mandel. We added in the scene between Mordack and Manannan because we liked Andy Hoyos and he was happy to reprise Mordack for us, as well as voice Manannan. We didn't do these things because it added to the story (it does which is pretty cool) but because we thought it'd be fun. So yeah, the whole game story and puzzles could use a facelift, but in the end it just becomes a new game. We like the old one.
More ways to fuck up, there used to be a series of steps to remember in preparing the spells which would still be much easier to do graphically rather then parser. As it is to much is automatic (recipes, pushing the lever/sliding the book combo, locking the cabinet, magic map teleports you to the top of the mountain rather then the bottom) and point and click saves one so much more time that even new players (I'm guessing) would be left with too much idle time at the house waiting, or making all the spells to soon. One of the best things in the original was the ever present threat of the clock, thinking "will I be able to clean up all this before he wakes/returns", but that seems lacking in the remake as the clock goes on pause when you open the spell book.
I made the spell book too easy. I admit that now. At the time, I considered it copy protection, which it is. But it seems to be the thing people liked / hated most about the classic game. So I'd probably do it differently now. Maybe a Freddy Pharkas style combine the objects thing. Who knows?
And there should be more things that piss big M off, like wouldn't he notice the stuff that goes missing from his room?
Again, back to the original vs remake thing about the story.
There's no list of spell components, except extrapolated from the directions.
Yes there is.
The ability to use spells at the wrong time without the opnipotent narrator saying wait. I may be wrong, but couldn't you become an eagle at any time in the original, and control the movements?
Yes you could. We tried filling in a dead-end there but not allowing it to be wasted.
Manannan never (seems to be) using his telescope, though it was fun to watch him plot and rave.
Yep, he does.
Either clean up the Daventry screens to be a lot sharper, or make the first half of the game look much shitier, can't have it both ways.
What's wrong with the Daventry screens? I like them. The only screens I really don't like in the whole game is that stupid path down from manannan's mountain.
I see you didn't have the guts to try to program Rosella following you down the mountain... I don't blame you, keep that how it is.
Guts? It's a pointless part of the game, all the points are already given, it's just an extended ending that doesn't do anything that couldn't be done on automation. The precedent is set by Sierra with their KQ1 remake, they turned what used to be a playable start to KQ1 into the introduction. We did the same with the ending here.
Well ok, do it, but wait for a month, and for your own safety make sure no one has played recently,
Can't wait for space quest and your other games to come to term, just for God's sake, get them right the first time cause I can't wait, I will likely combust if you force me to play it twice.
I'll remember to keep you at the top of my thoughts when I look for bugs to fix. That's surely great inspiration for not sending out a buggy product.