You know... this MI epic-ness has me wondering. What exactly went wrong with LucasArts back when adventure games died anyway? I know someone is going to tell me that some executive(s) higher up made decisions to cut back funding to adventure games, but bad sales on one or two games is not enough explanation why the whole adventure gaming industry died for several years.
I don't know if any of the Telltale Team can even respond to this, but several things don't make sense to me:
1) Why, when SMI and MI2 were apparently so popular, did LA dump any idea of Ron's MI3 and wait 6 years to create CMI?
2) Why, when CMI's animation looks wonderful, did they use a blocky and ugly looking "3D" style for EMI that was also entirely devoid of mouse controls and market it to console gamers? Why couldn't they make another MI game that looked similar to CMI? I love that game's graphics style.
3) Why did they drop Sam and Max: Freelance Police or stop making Monkey Island games altogether after EMI?
... as far as the rest of the industry goes, I've read that the reason why King's Quest 8 sucks as much as it does is because some exec told Roberta Williams of Sierra On-line to make it that way. That doesn't make sense since KQ6 was extremely popular, why change the formula?
It just doesn't make sense to me. If a developer creates a game and it's successful, and then for the next game they are pressured to make it look/feel a certain way which turns out to fail, why quit the whole industry? Why not just go back to what worked in the first place?
Suffice it to say, I don't understand why LA stopped making adventure games, or stopped making future installments of Monkey Island (SMISE doesn't count) just because sales for EMI were apparently lackluster. It doesn't mean there's no market, just that they made the game different than people wanted.