mindx2
Codex Roaming East Coast Reporter
Kickstarter incoming....?Ron Gilbert @grumpygamer37s
My post this morning confirmed what I only suspect before: people like Monkey Island. Interesting data point. Interesting.
Kickstarter incoming....?Ron Gilbert @grumpygamer37s
My post this morning confirmed what I only suspect before: people like Monkey Island. Interesting data point. Interesting.
I played the special edition versions a few months ago. (New art style sucks, voice acting was welcome though.) If you can't see a difference in tone between Monkey 1+2 and Monkey 3+4+5 then I'm genuinely sorry for you. I'm getting teary-eyed just thinking of you.Someone needs to replay Monkey Island...Monkey 1 and 2 weren't exactly grimdark serious or anything but there were limits to the silliness. Curse was a cartoon, not just in the art style, but in tone as well.Don't be mean, Curse of Monkey island was great.
Hang yourself.Ron Gilbert wishes he could make a game as good as MI3. Most overrated designer after Sid Meier.
But a game with all the things that made all the games from the golden era great, including all the silly humour, the charm, the puzzles and the pixels? Yes, please.
Who are you and why do you even know of Spider & Web?Spider & Web
I don't know if it counts, but Pandora Directive had an "adventure boss battle" midway through, not at the end. Almost the entirety of Day 7 involves dealing with the weird anomaly that has killed everyone, in a way kinda reminiscent of MI2's ending (puzzle-wise, not story-wise). It's not an endgame puzzle though. Lucas were pretty good about this though - Sam & Max also had its toughest, most involved and best puzzles woven into the endgame (the four totem poles).Am I overlooking anything else comparable out there?
Only if you DO interpret MI2's ending as "just a dream", which you don't necessarily have to, and as I mentioned already there are elements of the game that you point to an entirely different (and much more satisfying) explanation.Simply ending a story with "It was all a dream!" because that makes the ending trippy is kind of lame.
Gilbert's spent the last 21 years (including the years BEFORE MI3 was made) refusing to explain the ending. He's not gonna change his mind. And if he does I'll be very very disappointed.That said, Gilbert's negative "I wouldn't have done it that way" without concretely saying what he would have done is kind of annoying, though. I'm not saying he should write a design doc or 20-page game summary or something, but a single paragraph explaining how the game would start and dovetail with the ending of MI2 would spoil nothing if he ever made the sequel and would give fans a chance to judge whether MI3's solution was a bad one or not.
(...snip)
That said, when I played the game as a kid (maybe late middle school or early high school), I found the ending deeply unsatisfying and even offensive because, among other things, it seemed to break two compacts that exist between an audience and the creator. The creator asks, "Will you suspend disbelief and buy into my fantasy?" If the audience agrees, then the creator (I believe) has two obligations. First, the creator has to also believe in the setting -- within the creator's work, the setting must be treated as something real. Second, and more importantly, the creator should not make fun of the audience for agreeing to suspend disbelief. By ending with the dismissal of the entire setting I'd invested myself in and a lame Star Wars joke that seemed to be deliberately stupid, MI2 seemed to violate these rules.
(snip...)
MI3 was one of the best thing to ever happen. Ever.
I'm sure pretty much any halfway serious indie adventure game story writer (err, all fifteen of us) is going to be familiar with interactive fiction, and thus with Spider & Web, Photopia, Anchorhead, Metamorphoses, etc.Who are you and why do you even know of Spider & Web?Spider & Web
True, but (as I recall) they typically weren't "bosses" in the sense of a recurring antagonist, and they didn't do as good a job of building upon prior puzzles.Lucas were pretty good about this though - Sam & Max also had its toughest, most involved and best puzzles woven into the endgame (the four totem poles).
I'm not sure I understand your alternative explanation -- is it that the Big Whoop is like a portal to an alternative dimension, which is "the real world" (i.e., our world, or something like it), and Guybrush and LeChuck go through it? If so, why do they emerge as children? Have they possessed the bodies of real children? Or is a whole world built around them in some sense? Like I said, not sure I understood your (pretty brief) description of it earlier in the thread, or what the in-game evidence is for it.Only if you DO interpret MI2's ending as "just a dream", which you don't necessarily have to, and as I mentioned already there are elements of the game that you point to an entirely different (and much more satisfying) explanation.
It's obviously his prerogative. I'm very reluctant to criticize Ron Gilbert, whose games played a pretty integral part of my childhood (we have a shout out to Zack McKracken in Primordia, even!) and whose blog had many insights I've drawn upon in game design, and who generally seems like a good guy. BUT! When, after 21 years, you feel obliged to keep reminding someone that you had this really awesome idea, but you're not going to tell people what it is, but trust me, it's totally great, it feels a little bit . . . lame? Especially when the implicit message (somewhat explicit) is a criticism of CMI, which is really quite a good game, if no MI2. Also especially when, excepting his role in DOTT, he hasn't done anything as good as MI2 (or Zack McKracken, or CMI, frankly) in the interim. Still, if ever there were laurels a man deserved to rest on, it's Gilbert's early series of games.Gilbert's spent the last 21 years (including the years BEFORE MI3 was made) refusing to explain the ending. He's not gonna change his mind. And if he does I'll be very very disappointed.
I'm not a huge Lynch fan, and I think there's a considerable difference in that Lynch's works have always seemed to be about the mutability of reality and unreliability of perception, which I never took to be a theme in Monkey Island.He's pulling a David Lynch here - ie "here's the ending, and it means exactly what you want it to mean".
I guess as a writer I feel like the writer should have his own interpretation of his work. And I feel like there's a distinction between a reader deciding what meaning to ascribe to a work and a reader having to figure out "what the heck just happened" in a context where you can't really come to an answer.I'm convinced he doesn't have one and nor does he care. He just put in enough elements for a number of interpretations to work without any of them being completely dismissible (except, ironically, the one MI3 picks) and it's up to you to pick whichever one you want. I like that.
Because it clearly wasn't a trap by LeChuck, it was Guybrush's way out and a permanent escape from LeChuck. Voodoo Lady spells it out very clearly in MI2. Hence why LeChuck wants to stop it.
I love MI2's trippy ending, the whole final puzzle underground. It's Big Whoop starting to act - taking Guybrush out of the game and into reality, the two worlds merging weirdly together, until Guybrush does make it out - except so does LeChuck, and they're now stuck with each other in the real world just like they were in the game.