Grumpy Gamer — If I Made Another Monkey Island
If I Made Another Monkey Island
Apr 13, 2013
NOTE: Now that Return To Monkey Island has been announced it’s important to note that a lot of my views (but not all) in this post have changed. Don’t take anything in here as more than a historical moment. Quoting anything in here as canon will just led to tears.
Yeah, I know, that sounds like the title of the O.J. Simpson book. I realized that after I typed it, but I’m not going to change it.
So, before I get into this fanciful post, I want to make one thing perfectly clear… actually, I’m just going to make it my first point. It’s probably the most important one. Actually, I’ll make it the first two points.
One — I am not making another Monkey Island. I have no plans to make another Monkey Island. I am not formulating plans to make another Monkey Island.
Two — Let me say that again. There is no new Monkey Island in works and I have no plans to make one. I’m just thinking and dreaming and inviting you come along with me. Please your keep your hands inside the boat at all times. No standing or you might get wet.
But, If I made another Monkey Island…
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. All the stuff we wanted to do back in 1990 but couldn’t. Monkey Island deserves that. It’s authentic. It doesn’t need 3D. Yes, I’ve seen the video, it’s very cool, but Monkey Island wants to be what it is. I would want the game to be how we all remember Monkey Island.
Four — It would be a hardcore adventure game driven by what made that era so great. No tutorials or hint systems or pansy-assed puzzles or catering to the mass-market or modernizing. It would be an adventure game for the hardcore. You’re going to get stuck. You’re going to be frustrated. Some puzzles will be hard, but all the puzzles will be fair. It’s one aspect of Monkey Island I am very proud of. Read this.
Five — I would lose the verbs. I love the verbs, I really do, and they would be hard to lose, but they are cruft. It’s not as scary as it sounds. I haven’t fully worked it out (not that I am working it out, but if I was working it out, which I’m not, I wouldn’t have it fully worked out). I might change my mind, but probably not. Mmmmm… verbs.
Six — Full-on inventory. Nice big juicy icons full of pixels. The first version of Monkey Island 1 had text for inventory, a later release and Monkey Island 2 had huge inventory icons and it was nirvana. They will be so nice you’ll want to lick them. That’s a bullet-point for the box.
Seven — There would be a box. I imagine most copies would be sold digitally, but sometimes you just want to roll around in all your adventure game boxes. I know I do. Besides, where would you store the code wheel?
Eight — There would be dialog puzzles. They weren’t really puzzles, but that’s what we called them. Being able to tell four jokes at once and meander and getting lost in the humor of a conversation is the staple of Monkey Island. No one has done it better since. Just my opinion.
Nine — I would rebuild SCUMM. Not SCUMM as in the exact same language, but what SCUMM brought to those games. It was a language built around making adventure games and rapid iteration. It did things Lua could never dream of. When Lua was in High School, SCUMM beat it up for lunch money. True story. SCUMM lived and breathed adventure games. I’d build an engine and a language where funny ideas can be laughed about at lunch and be in the game that afternoon. SCUMM did that. It’s something that is getting lost today.
Ten — It would be made with a very small team. Not 30 or 20, but 10 or less. It means the game would take longer, but it would be more personal and crafted with love. Monkey love. Wait… that’s not what I meant. ..
Eleven — The only way I would or could make another Monkey Island is if I owned the IP. I’ve spent too much of my life creating and making things other people own. Not only would I allow you to make Monkey Island fan games, but I would encourage it. Label them as such, respect the world and the characters and don’t claim they are canon. Of course, once the lawyers get ahold of that last sentence it will be seven pages long.
Twelve — It would be called Monkey Island 3a. All the games after Monkey Island 2 don’t exist in my Monkey Island universe. My apologies to the all talented people who worked on them and the people who loved them, but I’d want to pick up where I left off. Free of baggage. In a carnival. That doesn’t mean I won’t steal some good ideas or characters from other games. I’m not above that.
Thirteen — It won’t be the Monkey Island 3 I was going to make in 1992. I’m not the same person I was back then. I could never make that game now. It is lost to time. Hopefully this one would be better.
Fourteen — The press won’t get advanced copies. I know all the reasons they want to get a game in advance, and they are all valid, but I feel they should play it at the same time you do. I hope they won’t be mad at me. My Metacritic score hopes they won’t be mad it me.
Fifteen — It would have full voice. It’s something we dreamed of back then and we can do it now.
Sixteen — If I used Kickstarter, there would be no fancy videos of me trying to look charming (as if I could). No concept art or lofty promises or crazy stretch goals or ridiculous reward tiers. It would be raw and honest. It would be free of hype and distractions that keep me from making the best game I could. True, I wouldn’t raise huge sums of money or break any records, but that’s not what I want to do. I want to make a game.
Seventeen — The game would be the game I wanted to make. I don’t want the pressure of trying to make the game you want me to make. I would vanish for long periods of time. I would not constantly keep you up-to-date or be feeding the hype-machine. I’d show stuff that excited me or amused me. If you let me do those things, you will love the game. That, I promise.
I hope you’ve had as much fun reading this as I had writing it.
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Oh yeah… Return To Monkey Island is out
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When I Made Another Monkey Island
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Return to Monkey Island
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The Cave — Double Fine and Ron Gilbert’s new game
Today, the debut trailer of a new game by Double Fine Studios, which is being created under the guidance of renowned designer Ron Gilbert, has surfaced on the Web.
Today, the debut trailer of a new game by Double Fine Studios, which is being created under the guidance of renowned designer Ron Gilbert, has surfaced on the Web.
Gilbert, who worked on Maniac Mansion and The Secret of Monkey Island, and created Deathspank for Hothead Games, joined Double Fine Productions, led by Tim Schafer, in September 2010. He started developing a new game, stating that this was not a remake or a sequel, but a new original project, the idea of which was spinning in his head for many years.
The Cave will have several characters: an adventurer, a village boy, a knight, a monk, a time traveler, a scientist, and twins. Each character is looking for something in the bowels of the cave where events unfold, and the environment will represent all the darkest that is in these people.
The Cave is published by SEGA, which has confirmed that the game will be released early next year for PC and consoles.
2012-05-24 18:10:00
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The Cave
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Phenomenal.
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«Joke 18 years in the making» — Igromania
Ron Gilbert, the creator of the classic series of quests Monkey Island , announced the new part in his own blog, and did it on April 1st. The fact that this is not a joke became completely clear three days later, when the first teaser trailer for Return to Monkey Island appeared.
Edition The Verge talked to Gilbert and Dave Grossman about the upcoming game. And the creators admitted that they took up the idea, because they felt that over the past 35 years since the start of work, they had come a long way and were able to tell something new about the world they had invented.
Developers are aware that they have to deal with two large categories of players: fans of the cult duology, who know these games better than their creators, and those who hear about Monkey Island for the first time. And an important aspect of game design will be the ease of entry into the world of Monkey Island.
Return to Monkey Island will be different from Gilbert’s previous game, Thimbleweed Park . The detective was intended to be a recreation of the classic LucasArts quests , and due to the success of Kickstarter the creators had to stick to a certain retro line. The new part of Monkey Island will provide an opportunity to experiment with the interface and artistic style — the designers abandoned the pixels.
The new part will still adhere to the point-and-click genre, but the authors are ready to deconstruct the genre and find out which of the canons are really important, and which are just a tribute to nostalgia. Any element of the game that is not driven by story or gameplay is planned to be rethought and redone.
In particular, the use of a controller has changed the approach to adventure games. And in Return to Monkey Island, two different approaches and types of game thinking should be harmoniously balanced: for those who use gamepads and for fans of the mouse.
Work on the new part lasted two years, all the developers worked remotely, and the creators are proud that the team of 25 people managed to keep the very existence of Return to Monkey Island a secret. Thanks to this, Gilbert was able to cook up a great April Fool’s joke.
My blog is almost 18 years old. And I always, every April 1st, posted something that said, «This blog will always do without April Fools’ jokes,» because I don’t really like them.
And then I wrote an article about how I would make the new Monkey Island, and that’s when I realized it would be really fun to get the rights and announce it on the first of April. Such a funny joke, just a thought.
But when the project actually appeared, I realized that according to the development plans, the time when it’s time to make an announcement falls on the beginning of April. And then I said, “We need to do this. We should announce it on April 1st.” I just felt that this was a joke that had been prepared for 18 years.
Ron Gilbert
According to Gilbert, the real Return to Monkey Island is different from what he described in his blog in 2013. However, the new game retains the spirit of the one that the game designer envisioned.
The story in Return to Monkey Island picks up where it left off in Monkey Island 2 : Guybrush meets his nemesis, the pirate LeChuck, but the final confrontation ends with an unexpected revelation. Since then, the story has continued without the involvement of the original creators.
Gilbert and Grossman admit that after so many years they would not be able to create exactly the same game that they would have made in 1992. The world has changed, and the developers didn’t want to just discard the other games in the series — they love them. Therefore, they decided to rethink the approach to the story canon: if it interfered with telling a good story, it was simply ignored.
The original composers and voice actors returned to the game, including Dominic Armato, the voice of Guybrush Threepwood.