If I Made Another Monkey Island (2013)
grumpygamer.com
grumpygamer.com
It takes getting used to the art style, but I felt like 3 really hit the spot with the humor, puzzles, voice-acting (!) and even mostly doing away with verbs (something he stated that he wanted). I totally get that there is a certain charm in 1 and 2 that isn't in 3 because of the major differences in art style. I just feel that 3 is such a strong game that shouldn't be overlooked. If I had to criticize it, I would just say that the last act (or two?) falls short. When the theme park part starts, it felt like they just wanted to rush to finish the game. The rollercoaster ride at the end as the boss battle was also lacking. Though, it was actually structurally quite similar to the final battle in MI2.
He just said it wasn't his game, in the sense that it wasn't his way of continuing the story, and that he'd like to pick off where he left of after MI2.
CMI pretty much eschews the MI-as-daydream idea altogether in favor of MI as a sort of off-Disney world/production, meant to be taken at face value, with Guybrush becoming more of a character in his own right rather than a player surrogate.
Murray and the "A Pirate I was Meant to Be" song are both great, though.
Other people took the licence and did their own thing with it.
They disregarded many elements of MI 1&2.
(MI SPOILER WARNING)
There was always an ambivalence between Guybrush being a pirate or a kid playing at being a pirate.
In MI3 this has completely disappeared (the different art style also prevents us from having an ambiguous look). Guybrush being trapped in the carnival (or sent back home) is also evacuated in the first minute of the game.It does not make it a bad game, but certainly one that does not really offer a continuation of the first 2 games and is more interested in doing its own thing.
That's perfectly fine but I am curious to see what RG would do with MI3
From time to time Ron complains that Disney wouldn't sell him the rights to Monkey Island. The only reason I believe he doesn't build one more.
Edit: he kept the verbs in Thimbleweed Park and compromised a little in the tutorial (there is an easy mode).
The humor was pretty awesome back then, but now it just feels awkward all the time :/
* Love Fallout, but it's probably the hardest game to go back to out of the list you gave.
> Avaliable now on Windows, Mac, Xbox One, and Linux. iOS, Android, and other platforms will follow soon after.
The story .. I'm not going to spoil it for anyone. You should play it if you're a fan of old sucmmVM/sierra games. They poke fun at the whole genre. It's pretty cute and I was really into it at first. But it devolves into a weird meta/introspective thing and I felt the writing to a bit lazy.
Telltale has really helped bridge the adventure game into the modern era. I feel like Thimbleweed was a step back.
The second half didn't have very many new locations, the puzzles turned insanely hard and the story made no sense at all with super weird and nonsensical reveals. It's sad because the art, music and production value were way up there. Still glad I bought it.
They also have a few awesome games freely available under http://scummvm.org/games/, for example "Beneath a Steel Sky" (which I'm playing right now, probably for the fourth time or so ;)) or "Flight of the Amazon Queen".
Also, there's a sister project called ResidualVM, which covers Grim Fandango, Monkey Island 4, and Myst 3: Exile.
Be Vigilant!
Red Dwarf borrowed a lot from it I am sure. Instead of a Janitor, they are Vending Machine Repairmans or whatever, but it has the same element of humor in it.
Eh, I don't know. I've never been a fan of voice acting in adventure games. You often have to repeat dialogues and stuff. Voice acting time costs, so it always puts constraints on the content that walls of text don't. Plus voice-over dictates speed in a way reading does not.
Some good ambient-matching tunes and occasional sound effects are all it needs.
The other points sound like a great non-plan though.
(I can't be arsed to find a citation for it but I've seen either Ron Gilbert or Tim Schaefer explicitly mention OST as an inspiration for Monkey Island, and Disney went so far as to loosely adapt it for the fourth PotC film.)
But I would love if they called Ron, and in some future movie, they introduced a young pirate-wannabe, Guybrush. That would be great, and would put in good use their MI IP. And maybe then, we would get a new game.
MI competes with their TPOTC (The Pirates of the Carribean) properties.
It is really hard to figure out how Disney makes their decisions as they don't let the public know what they are doing. But if I was in charge of Disney I'd have a series of MI games, and a cartoon series based on it as well on DisneyXD. But that is why I am not in charge of Disney.
http://monkeyisland.wikia.com/wiki/Murderous_Winged_Devil?fi...
(I kid; the verbs are mostly superfluous, as "look" and "use" basically cover all the options, but I really do fondly remember the verb-changing gag above...)
This guy would raise a ton of money, even if that wasn't his goal and didn't try to oversell anything. His history in making games speaks too much for itself.
Anybody know what he's talking about? edit: https://www.youtube.com/watch?v=3bInZ7_y4Lw most likely
I'd add an eighteenth point to the list, if Ron would agree :
It wouldn't include puzzles that require to be a part of a particular culture, or speak a particular language, to solve.
I'm specifically thinking of the "Monkey wrench" puzzle from Monkey Island 2. Let's just say that as a kid, playing the French version of the game, getting past that part of the game was quite frustrating.
Touchè for the german one. Years later I finally understood the joke behind the puzzle after finding out the english/americans call that specific tool a monkey wrench. In germany we call it "engländer" (->english man) but it seems that sometimes or in someparts of germany they call it "franzose" (-> french man)...
Difficult, in the age of the ubiquitous walk-through. You'd need to introduce randomization so that each instance of the game was unique, but even then, sites can describe methods of finding the solution.
I believe his goal is not to make it more fun by making the "finished this game" more exclusive, but rather make it more fun by designing it to be intrinsically fun for the audience he's targetting.
But it's like cheats; you could use them, but the game wasn't intended to be played like that.
Instead Thimbleweed Park is full of references and caters to nostalgia. "Remember X? Wasn't that funny?" Yeah I do remember X, that's why I bought this game that nobody who doesn't remember X would ever buy except by accident.
Whoa, a jab at Double Fine? In the documentary they made a big deal about how Ron Gilbert leaving was a simple change of plan and not because he was unhappy with anything at all. This seems to belie this (as if we didn't know already but still).
Signature Monkey Island writing style . Ron Gilbert wrote one of the greatest all time scripts - one can read the entire game here: https://www.gamefaqs.com/pc/562681-the-secret-of-monkey-isla...
Ron is a creative mind, and he proved his value to society (gamers of course, he didn't cure cancer after all).
Reading this paragraph on IP is so disheartening.
> Three - It would be a retro game that harkened back to Monkey Island 1 and 2. I'd do it as "enhanced low-res". Nice crisp retro art, but augmented by the hardware we have today: parallaxing, depth of field, warm glows, etc.
Much of this was Thimbleweed Park's style. It does have both "enhanced low res" pixel art and paralllax too; as part of the very first scenes, no less! I don't think it has DOF effects though, maybe it was deemed they didn't help once he got an actual retro game in front of him?
> Five - I would lose the verbs. I love the verbs, I really do, and they would be hard to lose, but they are cruft.
These were strangely in Thimbleweed Park though, and even from early alpha/beta screenshots. I wonder if they were always there. He must have changed his mind early on. What's weird is that TP doesn't even have the reduced verb set found in later LucasArts games? It's the full, clunky 180 of what he wrote here! I think only three are actually essential: "Act", "Look", "Combine". "Acting" on a door opens/closes it, acting on a light switch turns it on, acting on a person talks to him/her, acting on a book in a bookshelf reads it... Looking is always passive, for descriptions. Combining is to combine items in your inventory to contraptions.
Otherwise he nails a lot of those points in TP. He did rewrite SCUMM, he did introduce humorous conversations, juicy pixelated inventories, use a small team, and even used Monkey Island cameos.
I've had this theory that Thimbleweed Park is secretely played in the Monkey Island universe. I wish that was true, but alas the in my opinion a bit too Gilbertesque ending kinda disqualifies it for that. If it weren't for that, there is a "G <3 E" (Guybrush <3 Elaine) in the elevator, you find a Navigator's Head, etc. It's also been theorized that Thimbleweed Park has an ending originally envisioned for "his" Monkey Island 3 since it would go well along with similar fourth wall breaking in that game, but Gilbert has expicitly said that he wouldn't reuse such an MI3 ending for a different game.
I think TP wasn't really a financial smash hit so I have my doubts we'll ever see MI3 unless Disney on a whim donates him the rights. Maybe then, because Kickstarter funding would obviously be no problem that time? He'd also have his new adventure game engine to build upon. It's a shame Disney is so closed up and uncommunicative like a clam about those rights that has seemingly little relevance to their current works.
Combining is also just acting with you selecting an object first.
Daedalic removed the verbs entirely, and made left mouse button act, right button look.
To combine, you click on an inventory item, and then on another item or object.
To talk, you click on a person.
To flip a switch, you click it.
To look at stuff, you can always right-click.
Daedalic has made many games in the spirit of the old Lucasarts games, and been very successful. And demonstrated you don't need verbs in the game.
King's Quest 7 from 1994
Zork Grand Inquisitor from 1997
The Longest Journey from 1999
Blackwell Legacy from 2006
Pretty much, this has been the standard interface for most P&C games since the mid 90s.
Consider the two brothers from the end of Monkey Island 2. Suppose Chucky grew up to be Uncle Chuck, which would make Franklin the older version of the kid imagining to be Guybrush.
edit: found in "Final Hours!" Blog post from Dec 17, 2014
I think we now refer to that as "pixel graphics".