
Talking to the guy who headed up Monkey Island 3, he was reminding us how much people hated the art from Monkey Island 3 when it came out, which is now beloved. Gilbert: “Every Monkey Island game has a different art style. On the negative response some fans had to the new, more stylized look And then we start working in the characters who often start as little mechanical people whose sole purpose is to support a puzzle and then evolve as we then write the script, which is kind of the last thing we do, into actual fleshed-out people.”

“Then we start putting a structure in there that's puzzles by adding player goals at the end of each of those chapters and then going from the goals to the kind of crazy, puzzly, kinds of things that you're going to do in order to achieve those goals.

So we sort of start in a room with nothing and we talk theme for a while and we come up with a sort of a basic story to support that theme and divide it into chapters. Grossman: “We mostly work from the top down, and the end to the beginning. So there's sort of wordy humor and slapstick humor and thinking humor with something below the surface.” Wodehouse, maybe Douglas Adams in the middle somewhere. But I will say that in the early days before we made the first one, I was reading, inspired by a lot of British absurdists - anywhere from ‘Monty Python’ to P.G. Grossman: “As for the style of humor, it's hard to describe.
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And I've always found that that engages the player like a lot more than just a viewer of a movie can engage because you're actually manipulating things.” You really do have to control and direct things and make decisions. Because these aren't movies, right? It's not a ride you get on and then you just experience it. And I hope they're engaged, you know, by the funny dialog and the different characters that they're meeting and kind of puzzling their way through the whole story. And I hope that their brain is engaged, that they're solving puzzles, that they're going on.

Gilbert: “We're primarily just trying to entertain people. On the experience of playing Monkey Island games We and people like us demonstrated way back then that you could and that has never stopped.” What we try to do is tell stories that are a little deeper and involve a lot of characters and involve talking to characters and puzzling out situations.”ĭave Grossman: “I remember back 30 years ago, there seemed to be a lot of debate about whether you could tell stories in games, whether those two things were compatible at all. Ron Gilbert: “I think telling stories through games has always been very popular. On how the original game influenced storytelling in the medium It’s the product of designers Ron Gilbert and Dave Grossman, who’ve had a lot of time to reflect on the industry and their place within it. (Return to Monkey Island)įramed as a story told by Guybrush to his son, Return to Monkey Island can be just as self-reflective as it is silly. 'Return to Monkey Island' is framed as a story Guybrush tells to his son. But the game is a new journey entirely, filled with witty repartee, goofy ghosts and absurd puzzles.
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Return to Monkey Island picks up right where 1991’s Monkey Island 2 left off, with the son of series hero Guybrush Threepwood re-enacting its ending. “It was an odd cliffhanger, and we never really got a chance to resolve it.” “I think I've always wanted to come back to the series, mostly because of the ending of Monkey Island 2,” says creator Ron Gilbert. For the first time in over 30 years, its original designers are back in charge. It’s the latest in a beloved adventure game franchise that was born back in 1990.

Return to Monkey Island is out on Monday. Art from "The Secret of Monkey Island." (Courtesy)
