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What's your ideal KQ9?

posted by Anakin Skywalker on - last edited - Viewed by 253 users

What sort of story, who would be the protagonist, settings, etc?

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  • @BagginsKQ said: Ya, Thom, I liike it too, its very funny... It was great to get more Sam and Max... but its no where near as good as Hit the Road...

    Yes, its wrong for KQ... LOL.


    Hah hah...

    LeChuck was already becoming an overly thoughout mess by the end of MI2 and 3! Guess they thought they needed to add in another overly complicated mess... lol...

    Oh, and Hermain Toothroot was made way too complicated by MI4, LOL....



    Only people like Ron Gilbert and Tim Schafer should be making games like Monkey Island.

    And yes, I know Ron Gilbert spent a day here as a "story consultant," but it's very clear that the Tales story was written by people who didn't fully grasp the beauty of the simpler stories of the original games. The tone of the humor was pretty spot on, but the story reeks of bad fan fiction in places. The overwrought Voodoo Lady as series evil mastermind element is just the worst offender, but there are others. And then of course, it pulls the WORST POSSIBLE BULLSHIT ANY GAME OR MOVIE STORY CAN PULL--it leaves blatant unanswered questions meant for an obvious sequel when a sequel is anything BUT certain. I fucking hate that shit.

    And I actually think Tales was Telltale's BEST GAME.

  • Don't be misinformed, a lot of the people who worked on Tales worked on at least one of the original MI games, including Dave Gilbert who was there from the beginning. I just don't think it was the best of the people who worked on the originals.

    I actually liked the voodoo lady retcon. I was so sick and tired of LeChuck being the only villain.

  • My ideal KQ9 would involve


    [LIST]
    [*]Exploring a new land; if Daventry is also used, its inclusion as a navigable land is minor and brief (eg. KQ3);
    [*]One or more members of the Royal Family are main characters;
    [*]Quality voice acting (incl. Josh Mandel as Graham);
    [*]Reasonably difficult puzzles, which sometimes in part include using inventory items on other inventory items;
    [*]Multiple options for interaction with inventory and environment;
    [*]Lots of hotspots per screen, whether or not many be superfluous;
    [*]Frequent potential for death;
    [*]Restore/Restart/Quit upon death, and if Retry/Quit (a la KQ7) is included, it is not set by default;
    [*]The majority of the entire navigable area (which feels reasonably vast) is almost immediately apparent, but access only opens up as various puzzles are completed or items are obtained.
    [/LIST]

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    exo

    Doesn't matter if they worked on the originals if they weren't a apart of the creative process. Monkey Island is defined by it's storyline, dialogue, and puzzles. I may be wrong, but I recently watched Schaffer and Gilbert talking quite a bit about the early days (on their kickstarter project page), and it appears that all three of these things were spearheaded by Gilbert. So just because some guy drew the sprite of guybrush holding his breath underwater doesn't make them any more qualified to work on a Monkey island game than any other sprite artist in my opinion.

    I attended the summer Olympics 4 years ago year, but that doesn't mean you'd put me on the swim team this year, nor would you recruit the towel boy to replace Phelps and then say 'Includes members of the original team!'

  • Dave Grossman did more than draw a sprite of Guybrush.

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    exo

    you guys and your literal interpretations of everything. "sprite artist" was an example to make a point.

    Simple terms - unless he was involved with the creative process of monkey island, than any work he did on it is irrelevant to me.

    Wikipedia states he co-designed DoT, and was a programmer on MI.

    How does being a programmer on the original MI make him any more qualified to work on a future MI game than anyone else?

    I'm glad the guy gets to continue working on the series, and I'm glad the series turned out well compared to some other recent offerings, but I would find it hard to believe that his time programming on the original game gave him any insight that made him more qualified than someone else.

    It just seems misleading to me, like when movies are advertised by "the director of nightmare before christmas", which banks on the fact that people assume Tim Burton directed it, which he did not. You'll never see a tagline that says, "Directed by Henry Selick"... nope, he will be forever known as the guy who directed NMBC, because trying to get people to mistake him for tim burton will always be more profitable than trying to establish him as a stand alone director.

  • @exo said:

    Wikipedia states he co-designed DoT, and was a programmer on MI.

    How does being a programmer on the original MI make him any more qualified to work on a future MI game than anyone else?



    If you listen to the way the people who were there talked about those days at Lucasarts, it seems like everyone on the team did a bit of everything. I don't doubt that Dave Grossman had a hand in the creative process behind Monkey Island, though certainly not as much as Ron Gilbert.

    Anyway, who really cares? A game doesn't have to be made by old, legendary designers to be good, it just has to be made by people who know how to design good games. I'm not necessarily claiming that Telltale has those people or not, just that the dogmatic attitude is kind of silly. Then again, you sort of seem to be contradicting yourself and arguing my point a couple paragraphs down, so yeah...

  • I can't find where I read it, but I seem to recall Mike Stemmle became lead writer for Escape after the only previous involvement he had in a Monkey Island game was as a programmer for Curse. Certainly he was a co-designer for Hit the Road, but that didn't make him knowledgeable about Monkey Island.

    Don't get me wrong, though. Tales is a good game.

  • @exo said: you guys and your literal interpretations of everything. "sprite artist" was an example to make a point.



    I got that. So was mine. My point was that Dave did more than some meaningless task. He actually wrote quite a bit of dialogue, for one thing, as is evidenced in commentary on MI2:SE.

    I actually agree with you, though. I did say I don't think that any of the better people behind Monkey Island actually worked on Tales.

  • @Chyron8472 said: I can't find where I read it, but I seem to recall Mike Stemmle became lead writer for Escape after the only previous involvement he had in a Monkey Island game was as a programmer for Curse. Certainly he was a co-designer for Hit the Road, but that didn't make him knowledgeable about Monkey Island.

    Don't get me wrong, though. Tales is a good game.



    Completely agree. If I had to rank MI games, Escape would be dead last. Sure it had it's moments but it hardly felt like Monkey Island game to me.

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