![]() It introduced us to a fully voiced and taller, lankier Guybrush with painted backgrounds that were all the rage in the late 90s. They can do what they want and I completely supported that.Ĭurse of Monkey Island also took a leap forward. But that was Dave and Tim's game, not mine. Technically and artistically it was fantastic, but I never liked the wacky Chuck Jones style. We would have kept pushing forward, and Day of the Tentacle is a good example of that. If I had stayed and done Monkey Island 3 it wouldn't have looked like Monkey Island 2. Monkey Island 2 featured the magical wizardry of scanned art by Peter Chan and Steve Purcell and we lusted to keep pushing everything forward. Monkey Island 1 was 16 color EGA and we jumped at the chance to upgrade it to 256 colors. They were games using state-of-the-art tech and art. Monkey Island 1 and 2 weren't pixel art games. I have made one pixel art game in my entire career and that was Thimbleweed Park. The one thing I wanted to do was start the new game right where LeChuck's Revenge ended, and that became the one unmovable stone. We talked about my original "hell" idea but other Monkey Island games had already done much of that (by pure coincidence) and there was little point in rehashing it. We talked over ideas we'd had over the years including one of mine where Guybrush wakes up 3000 years in the future on a snowball Earth. When Dave and I first got together to talk about Return to Monkey Island we had a nearly blank slate. Had I stayed at Lucasfilm I might have started with that idea, but by the time the game was done it would have been something completely different and better.Īnd that is exactly what Return to Monkey Island is. "The muse visits during the act of creation, not before." Roger Ebert had a great quote that I am constantly reminding myself of: They start as a morsel of an idea and then all the hard work begins. ![]() Games, movies, and books don't come out fully formed. The totality of that idea was "Guybrush chases the demon pirate LeChuck to hell and Stan is there." That's it. People talk a lot about Monkey Island 3a as if it was the game I would have made after Monkey Island 2 had I stayed at Lucasfilm. None of these are promises or anything I owe anybody. They were just random thoughts about a (then very unlikely) new Monkey Island game. My point is these were not commandments handed down and etched in stone on a giant tablet. In the movie version, tears would have been pouring down my cheeks, but it wasn't the movie version so I was probably sipping coffee and eating a chocolate chip cookie. I wrote it in a single afternoon, and it was not much more than a stream of thoughts. I can't remember the exact incident, but the day I wrote that I was feeling down about never being able to make another Monkey Island. Nine years ago I wrote a blog post titled "If I made another Monkey Island" and it feels like there are some things I need to say. ![]() maybe I'll be able to keep it going this time. Things come alive for me when concepts start to come in. Looking forward to getting a concept artist. I know we'll slow down when we have to do all the details. Started the Puzzle Dependency Chart for Act 1. Laying down the backbone puzzles for Act 1. Jul 23, 2020įirst "real" design meeting with dave. Hope to get Dave's contract done by tomorrow. Working with the lawyer to get contractor contracts done that conform to Disney's requirements. A large number of objects just said "That doesn't seem to work." Jul 19, 2020 ![]() I was surprised at how many objects didn't have custom default responses. After TWP and fast walk and other almost invisible improvements, it's painful to play a 35 year-old adventure game. Taking a lot of notes about what made MI MI. It's going to be hard because we have to keep the project a secret. Starting to worry about finding great people. Talked to Dave about maybe controlling Elaine for a section of the game. First official day is Monday but I've started setting up Slack and other web services. ![]()
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