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If I Made Another Monkey Island...

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81–86 of 86 posts

Re: If I Made Another Monkey Island...

#81
People have so much respect for the Monkey Island series from yesteryear and for Ron as well. Lets face it, if there was a Kickstarter for a retro-styled Monkey Island game built by Ron and a few of his friends, it would shatter Kickstarter records faster than Usain Bolt. Just tell me where to send the money and I'll send it all, so many would love another Monkey Island game, lets get the IP back into the hands of Ron and let him work the magic.

"True, I wouldn't raise huge sums of money or break any records . . ."

We all know that isn't true. A remake would seriously break any sales record of any game no doubt.

Re: If I Made Another Monkey Island...

#82
post #61

I may be an odd ball here, but I cheated at Monkey Island 1 and 2. I don't like to be frustrated with a puzzle that relies on either randomly choosing inventory items or seeing some pixels that look like almost every other set of pixels on the screen and trying to pick them up. For me, what made Monkey Island great was that it was a pretty quirky comedy. I wanted to see what Guybrush would say next. Further, it shock…

I think Machinarium is a good example of how you can preserve the fun frustration of adventure games without pushing people to cheat. They would allow you to play a mini-game in order to reveal some extra hints which would push you in the right direction enough to figure out the rest on your own. In Monkey Island I would sometimes get annoyed and google for what to do out of angry frustration. It was easy for me to t…

Machinarium's gameplay could (and should) be pretty much copy pasted onto lots of adventure games, both remakes and new ones. It's just perfect. I hope Amanita goes back to that franchise, there's still a lot that could be explored there.

Re: If I Made Another Monkey Island...

#83
post #5

What business model is this? Give gamers blue balls and then wait until they inevitably ram down your door with money trucks?

You plant the seed for the violent revolt of rampaging gamers that will ultimately see Disney surrender the Monkey Island IP to restore global peace. Then you make a game.

If he wanted to put the effort and time to make this game, why would it have to use the Monkey Island IP?

I think that any new game with same quality, the humor and mechanics, but in a different setting (or heck, just a different name!) would still be loved.

Re: If I Made Another Monkey Island...

#84
post #5

Earlier quoted context omitted.

You plant the seed for the violent revolt of rampaging gamers that will ultimately see Disney surrender the Monkey Island IP to restore global peace. Then you make a game.

If he wanted to put the effort and time to make this game, why would it have to use the Monkey Island IP? I think that any new game with same quality, the humor and mechanics, but in a different setting (or heck, just a different name!) would still be loved.

Using existing IP is a lot safer, and will generate more sales, even if otherwise the games are the same. There are a lot of people who played Monkey island in their youth and are nostalgic for it, but who don't follow the latest game news and wouldn't auto buy a game without the IP. Yes it could be successful, but that the Monkey Island name it would be more so.

See for example the success of every new Civ game compared to the success of other strategy games.

Re: If I Made Another Monkey Island...

#85
post #50

Is SCUMM really better than Lua?

No. I've used SCUMM, was the core systems engineer on Grim, and founded Telltale. I'm very familiar with both. The spirit of SCUMM is very much alive, but SCUMM is a system, not just a language. Lua runs circles around SCUMM as a language (SCUMM didn't support >8bit numeric types till Monkey3!), but as a game development system SCUMM was really cool. There's much that Unreal, Unity, etc could learn from it, but "runn…

That's what I thought. I wonder what the DSL used in Grim and Escape from Monkey Island looked like.

Also, the Lua version used in Grim was 2.5 (!) and a major issue was the lack of cooperative multithreading (see http://www.grimfandango.net/?page=articles&pagenumber=2).

I don't know what version was used in Escape from Monkey Isand (3.1 ?), but the current version of Lua also "runs in circles" around the Lua that was used in those games.

EDIT: more by Bret on Lua in Grim: http://www.slideshare.net/hughreynolds/lua-patient-zero-bret...

Re: If I Made Another Monkey Island...

#86

I hope no one minds if I hijack to ask: What are some really good MODERN adventure games, along the lines of MI or the Space Quests? Besides the Two Guys' Kickstarter campaign, I mean...

Wadjet's latest, Primordia [1], is really good, especially if you are into postapocalyptic scifi. (Windows, but runs perfectly on Macs via Wineskin.) Retro graphics, looks like it was made cirka 1990. There is also their earlier cyberpunk game, Gemini Rue [2], also great. There is also Machinarium [3] by Amanita (of Samorost fame). No dialogue, so less like MI, but still one of the finest games ever made. [1] http://…

To add to the Wadjet Eye love, I also enjoyed the entire Blackwell series.

And Machinarium is definitely charming.

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