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Q&A With the Team

posted by Jake on - last edited - Viewed by 8.8K users

Welcome to the secret forum! As a thank you for pre-ordering, we've created this little backstage area where you can hang out with the development team, keep an eye on the development of Tales of Monkey Island, and hopefully get your hands on things before we go wide with them to the public.

First off, though, let's start a Q&A thread!

Any questions you've got for the development team, ask 'em here!
We'll try to dogpile this thread with high quality facts and higher quality lies conversation!

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    HoboStew Telltale Staff

    @mintfresh said: A question for everyone/anyone working on the game. What do you think is the most important aspect of a Monkey Island game? What one thing really makes it special for you?

    The thing that I am spending most of my free brain cycles on is striking the nice balance between challenging and frustrating. It is very hard, because challenging for one person can be frustrating for another, and there has been a lot of internal debate on how we should approach certain aspects of the game to make it a satisfying experience.

  • I recently played the Wallace and Gromit demo and second episode which were great, but I noticed that you haven't included an option to adjust the music and voice volume seperately. I think this is a very handy option for people who have trouble hearing or are forced to play in a noisy environment. Please inlcude this option in The Monkey Island games.

  • A technical question: Has Telltale discovered the benefits of Anisotropic Filtering yet?

    For those who don't know what AF is, in short it makes textures look better when they're angled away from the game "camera". Here is a quick comparison of the special rug in Sam & Max's office, at the start of Season Two (possible spoilers, I guess, for those who don't want even a clue about what happens in Season One):
    With no Anisotropic Filtering
    With 16x Anisotropic Filtering
    (Screenshots are a roughly 860x350 cropped portion of an originally 1920x1080 screenshot.)

    I remember how puzzled I was when even the DVD video of the Season One extras showed distinct signs that no AF was used. (I haven't studied the Season Two video yet). Is there some compatibility issue that keeps AF from being a standard part of the high quality graphics option? I know ATI and nVidia chipsets have had very low performance hits, almost zero, from AF for quite a while, are Intel chipsets the hold-up?

  • @nadir said: I recently played the Wallace and Gromit demo and second episode which were great, but I noticed that you haven't included an option to adjust the music and voice volume seperately. I think this is a very handy option for people who have trouble hearing or are forced to play in a noisy environment. Please inlcude this option in The Monkey Island games.


    This was confirmed a few pages back. There will be three volume sliders in the menu.

    http://www.telltalegames.com/forums/showpost.php?p=132282&postcount=509

  • Just a quick thank you to Telltale for all the hard work you're obviously putting into this game!!
    I can't wait to play it. :D
    3D Guybrush looks great! If only LucasArts put as much effort into their Guybrush sprite for the Special Edition... ;)

  • I decided to try the first episode of Wallace and Grommit as my free game and despite my initial feelings of ambivalence I came around to thinking you guys are clawing your way back to the artistic heights of the 2D days at a fair pace, and the mixed keyboard/mouse controls felt much more natural than I expected.

    No doubt the graphical improvements are partly due to the 360's extra power compared to the Wii so my question would be, is the PC version of ToMI going to have any extra graphical effects that the Wii might not have, such as depth of field blurring?

    I thought it added quite impressively subtle realism to W&G :cool:

  • Oh, and the fixed widescreen aspect, I've seen it commented that this is necessary for your scene riggers to know exactly where everything is going to be.

    Are all future Telltale PC releases going to have a fixed 16:9 perspective?

  • @WDeranged said: Oh, and the fixed widescreen aspect, I've seen it commented that this is necessary for your scene riggers to know exactly where everything is going to be.

    Are all future Telltale PC releases going to have a fixed 16:9 perspective?

    We're using some depth of field and some post-processed glow effects in Monkey PC, though maybe not as heavily as in Wallace & Gromit, as the style of the world and the cinematography in general isn't quite the same between those two worlds. As for fixed aspect ratio, I think that's still up in the air on PC, though I know that on the Wii the game will run full screen on a 4:3 display (not letterboxed like W&G), just because clarity is important on a system like that. Both PC and Wii of course support widescreen if your display is widescreen, though :)

  • @Jake said: post-processed glow effects in Monkey PC


    YES! Very very very yes. :)

  • Wow! I just pre-ordered today, I just went through all 35 pages.

    My head hurts. In a good way, I think.

    ...

    No, no, it just hurts.

    A lot of my questions have been answered. Part of me thinks this sort of thread should be in the general forum for everybody to see, but since I'm here I might as well get some questions out of the way.

    I guess everything on my mind right now is about LucasArts. Do they have any strict guidelines about handling Monkey Island? How much input have they had on the game?

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