Live data from Hacker News

When I made another Monkey Island

grumpygamer.com

61–70 of 215 posts

Re: When I made another Monkey Island

#62

When you read posts like this, and also the previous, linked one [1], you can clearly see that Ron is a smart and humble guy. I really dislike the fan mob that it's starting the hate because RTMI is not going to be a throwback and retro-game. > Monkey Island 1 and 2 weren't pixel art games. They were games using state-of- the-art tech and art. This is SO true, and as much as I loved those games, as much as I stopped…

> I really dislike the fan mob that it's starting the hate because RTMI is not going to be a throwback and retro-game. That is the same blow-back that George Lucas caught when he made the Star Wars prequels. When George Lucas made the original Star Wars he set out to make a state-of-art sci-fi movie, and in fact he pushed the state-of-art ahead by a huge leap in that movie. A decade or two later, with the evolution o…

I'm not sure a major problem with the prequels was the aesthetic.

It never bothered me that it felt more "modern" than the original trilogy, it bothered me (and plenty of others) that the story wasn't good. For something that was in his head for such a long time, it came out half-baked.

Re: When I made another Monkey Island

#63

I love this post. I know a decent amount of indie devs, I also have done some hobby game development myself. I see this alarming trend of devs and small studios that are, what I would call, hyper engaging with their players. I get it, the players are important, you want to sell the game, you want people to play it. But, the entitlement and feedback I have seen from some players is just ridiculous. Most players don't…

Indie game development isn't a hobby these days. Hence the hyper engagement, even big companies like Wendy's hyper engage people on twitter.

Re: When I made another Monkey Island

#64
I just played thimbleweed park, and yikes what a horrible ending.

I'm very worried about Monkey Island now. Some authors NEED editors. I think Ron Gilbert needs the original team to help him on what works and what doesn't.

Even the original Chrono Trigger was going to be super depressing, if the original writer had his way on everything. I would have hated his version of it.

Re: When I made another Monkey Island

#65

When you read posts like this, and also the previous, linked one [1], you can clearly see that Ron is a smart and humble guy. I really dislike the fan mob that it's starting the hate because RTMI is not going to be a throwback and retro-game. > Monkey Island 1 and 2 weren't pixel art games. They were games using state-of- the-art tech and art. This is SO true, and as much as I loved those games, as much as I stopped…

The interesting bit about this kind of games is that you don't need state-of-the-art tech, and art at this point is mostly about choices, not necessarily about what's technically feasible. The best example is the usage of orchestral music, according to the post.

I mean, for an 2D adventure game, you are basically animating characters. The objective is to create something like an animation movie, in whatever art style you want. It doesn't need to push the tech in the same style that the first games where.

Which is great! I want them to be spending their efforts in the game, artwork, narrative, puzzles, jokes, etc, not on how to create a background that looks OK if you have an EGA screen and a recognisable melody in a PC speaker.

Whether is pixel art or not is irrelevant to me, as long as it's well drawn and animated. I just hope that they end with a fantastic result. I'll sure buy it and play it when it's out.

Re: When I made another Monkey Island

#66

I love his Day of the Tentacle critique, it's basically what my grandma would say if she reviewed games.... "I'm sure what you've created might be good, but it's not my cup of tea at all... In fact..."

I love the Chuck Jones style in that game. I play through it at least 5-6 times a year. But I also just like Chuck Jones's stuff in general.

Re: When I made another Monkey Island

#67
post #49

Earlier quoted context omitted.

It's my favorite game too, this game takes me back to wonderful childhood memories. Ironically that puzzle was the one of the easiest for me to solve

Awesome then! I could not remember that single thing I forgot to collect for that puzzle, maybe it was the gum? I dunno but I enjoyed it a lot. Fun memories.

You only needed the Helium Ballon, which you had in the inventory since the beggining of the game

Re: When I made another Monkey Island

#68

When you read posts like this, and also the previous, linked one [1], you can clearly see that Ron is a smart and humble guy. I really dislike the fan mob that it's starting the hate because RTMI is not going to be a throwback and retro-game. > Monkey Island 1 and 2 weren't pixel art games. They were games using state-of- the-art tech and art. This is SO true, and as much as I loved those games, as much as I stopped…

The interesting bit about this kind of games is that you don't need state-of-the-art tech, and art at this point is mostly about choices, not necessarily about what's technically feasible. The best example is the usage of orchestral music, according to the post. I mean, for an 2D adventure game, you are basically animating characters. The objective is to create something like an animation movie, in whatever art style…

> and art at this point is mostly about choices, not necessarily about what's technically feasible. The best example is the usage of orchestral music, according to the post.

Usage of real recorded instruments can still be technically challenging today if you want to do what Monkey Island 2 did with its audio via iMuse - synchronization between music and in-game events (easier) and smooth background music transitions between rooms (harder). MI2 Special Edition recorded its soundtrack with real instruments and while it did a pretty good job at it, it still noticeably simplified some transitions the original version had, because they were much easier to achieve back when it was using MIDI.

Re: When I made another Monkey Island

#69
post #62

Earlier quoted context omitted.

> I really dislike the fan mob that it's starting the hate because RTMI is not going to be a throwback and retro-game. That is the same blow-back that George Lucas caught when he made the Star Wars prequels. When George Lucas made the original Star Wars he set out to make a state-of-art sci-fi movie, and in fact he pushed the state-of-art ahead by a huge leap in that movie. A decade or two later, with the evolution o…

I'm not sure a major problem with the prequels was the aesthetic. It never bothered me that it felt more "modern" than the original trilogy, it bothered me (and plenty of others) that the story wasn't good. For something that was in his head for such a long time, it came out half-baked.

It's the same with the sequels, they're making big jumps in the established lore, and they made the huge mistake of not actually fleshing out the story beforehand (like e.g. the MCU), leading to three disconnected movies full of attempted nostalgia and pushing merchandise; they made fanservice instead of good films.

Re: When I made another Monkey Island

#70

When you read posts like this, and also the previous, linked one [1], you can clearly see that Ron is a smart and humble guy. I really dislike the fan mob that it's starting the hate because RTMI is not going to be a throwback and retro-game. > Monkey Island 1 and 2 weren't pixel art games. They were games using state-of- the-art tech and art. This is SO true, and as much as I loved those games, as much as I stopped…

> I really dislike the fan mob that it's starting the hate because RTMI is not going to be a throwback and retro-game. That is the same blow-back that George Lucas caught when he made the Star Wars prequels. When George Lucas made the original Star Wars he set out to make a state-of-art sci-fi movie, and in fact he pushed the state-of-art ahead by a huge leap in that movie. A decade or two later, with the evolution o…

The Star Wars prequels simply weren't good for storytelling/plot reasons, not just visuals.

The characters weren't interesting, or even worse, were universally reviled like Jar Jar. The main character (both as a kid and as a teenager) was annoying as hell. The story didn't mesh well with the established Star Wars movies, like that thing with midichlorians that was thankfully played down in subsequent movies. For some reason, Lucas moved The Phantom Menace from "Young Adult" territory (as was the Original Trilogy) to "kid's movie", but halfway and inconsistently, so you get Jar Jar and "yipeee!" but also Trade Federation taxation routes -- what the hell?

To be fair, the visuals were also abused by Lucas. I think there's a legitimate criticism to be made of George Lucas and his "horror of the void": when he didn't have the tech/budget, he had to live with vast empty spaces, and the movies got that "Spaghetti Western" barren look that actually made them better. When CGI became cheaper and easier to use, George Lucas decided to fill every bit of empty screen with some gizmo or cute alien screaming at the screen, and his movies suffered because of this.

Post reply on HN