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Emily
06/15/2009, 10:02 am
While the Q&A with the team (http://www.telltalegames.com/forums/showthread.php?t=8571) thread is quite possibly the coolest thread in the history of Telltale's forum, we wanted to give you guys a chance to get a little more in depth with the folks working on the game, so starting this week we will be doing Q&As with specific members of the Tales of Monkey Island team... starting with designer Mike Stemmle!

During his decade-plus tenure at LucasArts, Mike was kept as far away from Star Wars as possible, instead acting as lead designer on titles like Escape from Monkey Island, Sam & Max Hit the Road, Afterlife, and the never-released Sam & Max: Freelance Police. After several years working as lead writer on Star Trek Online, Mike came to Telltale, where he co-designed Strong Bad's Cool Game for Attractive People. His disturbing blend of dry wit, convoluted syntactical constructions, and bathroom humor have added a healthy helping of absurdity to the Tales of Monkey Island proceedings.

Mike's the lead writer/designer on the first Tales of Monkey Island episode, Launch of the Screaming Narwhal, so you should definitely pick his brain about that. But also feel free to ask about other projects he's worked on, his favorite color, his favorite Star Trek character, etc.

serweet
06/15/2009, 10:07 am
Hey Mike! Glad do see it's not just Dom thats being mdae to answer all our questions none stop now :P spread the pai... fun!
How much have you been influeced by the original Monkey Islands in not just the first episode, but on other games you have worked on?
Is it truely a landmark franchise that you are glad to finally be working on again?

Tjibbbe
06/15/2009, 10:08 am
Hey Mike!

I have a lot of questions, but I won't give you a ton of homework in the first post. My question is this: You, of course, made Monkey Island 4. What was it in that project that you wanted to achieve (how did you wanted to make it 'your' game while at the same time keeping it in the spirit of the previous games), and what's different in style/atmosphere this time around? In a semi-related question, how do you do differently in this project then you did with your previous project, Strong Bad? Both are of course episodic, but they have a very different sense of humour.

I have a lot more questions, but I'll let the rest of the forum members have a chance first.

EDIT: All right, one more question. Seeing as how you're the lead designer on the first episode, what do you do after that one is finished (which, I guess, is right about now, except for all the bug-hunting etc.)? Do you stick around to help on the other episodes, or are you going right into the next project (Sam & Max)?

Azure
06/15/2009, 10:09 am
Wow awesome! How important would you say technical knowledge is for a games writer?
I'm guessing for you the 'designer' part of your job title is referring to more technical skills.

viz
06/15/2009, 10:11 am
I've got one for Mike "Sea++" Stemmle, what is your favourite game barring the ones you've worked on of course?

Rather Dashing
06/15/2009, 10:12 am
Q&A's with specific members of the team? Great idea!

Hey Mike!

Since you're a designer/writer for a single episodie, how much collaboration do you have with the designers/writers of other episodes? Is it all kind of worked out in an outline beforehand, or is it kind of developed as you go?

If you're working on the first episode, would your decisions for that episode end up affecting later ones, or are all "overarching" and repeating series gags talked about beforehand?

In fact, what really is your role in it? We know that you dessode, wign and write the first episode, so we'll know we thank you when it's great. But how's that work into the grander scheme of the season?

Who's your favorite Star Wars character?

Gryffalio
06/15/2009, 10:12 am
I have a couple of questions if that's okay.

1. One thing has perplexed me since I bought EfMI (and enjoyed it :)). What was the purpose of Pinchpenny and the other non-playable islands/was there a purpose/was there an idea to use these in a later game?

2. Is there much more to the island we see in ToMI (Flotsam iirc?) than we have seen already, or will the episode be built largely on the dock-area?

LuigiHann
06/15/2009, 10:14 am
When you were working on SBCG4AP, did anybody ever come into the room and say "Hey Mike," and then both you and Chapman said "hey" at the same time?

Secret Fawful
06/15/2009, 10:22 am
I'll leave you alone on Escape From Monkey Island *booming voice* FOR NOW. Mwahahaha. What I really have questions about are the Sam and Max series.

On Hit the Road.

1. How much creative input did you have on the game?

2. What's your favorite puzzle?

3. Any interesting or funny stories about the production of the game? Where did the idea for the Andy Griffith/Don Knotts twin come from? I always wondered how you guys got this idea. :D

4. What made you switch to that interface instead of the old SCUMM interface?


On Freelance Police (yep, I have to grill you on it. whether you answer me is a different story.)

1. With you guys and Lucas finally in good terms again, do you think you'd consider or rather would LA consider remaking Freelance Police with updated graphics? I know you tried a long while back to obtain the rights again and failed. And if not....that brings me to Question 2.

2. Can you give us any good snippets of some funny moments out of the game? :D Or a general idea of what it was going to be about? Or are you constantly finding red beams of light flashing over your forehead every time you're about to type the words Freelance Police?

On you-

What did you think of the new Star Trek movie?

On Tales of Monkey Island-

1. Which game in the series would you compare it the most to?

2. Is the bad guy going to be big mean and scary?

3. Who is your favorite MI character?

4. What was your main goal when writing for the game versus when writing for Escape? Okay, I brought it up once. Did you have a general idea of how it would go in your head when you started out?

hplikelike
06/15/2009, 10:25 am
What should someone new to the Monkey Island Series know?

Ignatius
06/15/2009, 10:38 am
Now that the first episode is nearly to its conclussion, (and considering its the first one, the one that starts the whole thing):
Wich were the hardest parts, the things that took really a lot of work and time? Also wich were the lightiest (is that a word?) and funniest.

Anticipated thanks and congrats for the great work!

mightypirate
06/15/2009, 10:54 am
Hello Mike!
There is something that you would change on EMI today?

AndyBundy
06/15/2009, 10:59 am
How often did you think, that the first episode is going to rock while on the other hand nothing was finished yet (except for some scripts)? How was the time with Ron Gilbert after all these years of MI-abstinence? Are you still in touch with him while you're putting the final touches to the first episode (Problematic story issues? Talk to Ron and not to tissues.)?

Zomantic
06/15/2009, 11:02 am
Hi, Mike! I just wanted to tell you that I loved that small musical masterpiece that is Baddest of the Bands. Its ending sequence was probably the best ending sequence I've ever played in a game by Telltale: hilarious, captivating and with a completely unexpected twist. Will we have the pleasure of finding one of your trademark musical numbers in ToMI? Why wasn't anything similar included in EfMI? What is the lyrical adventure game of your dreams? And your favourite musical film?
Thank you!

hplikelike
06/15/2009, 11:09 am
What esrb rating do you think this game is going to get? M, right, cause blood and gore is the only way to get teenage males to buy video games.

ttg_Stemmle
06/15/2009, 11:10 am
How much have you been influeced by the original Monkey Islands in not just the first episode, but on other games you have worked on?
Is it truely a landmark franchise that you are glad to finally be working on again?

I'd say that the spirit of the original Monkey Island's "irreverence masking a genuinely dire situation" has stuck with me in just about all my design endeavors. There's no situation so grim that it can't stand a well-placed joke from an appropriate character. And that includes my Star Wars work.

And yes, I'm really, REALLY happy to be working on it again. It's the only porject I could imagine delaying a return to Sam & Max for.

ttg_Stemmle
06/15/2009, 11:23 am
Hey Mike!

I have a lot of questions, but I won't give you a ton of homework in the first post. My question is this: You, of course, made Monkey Island 4. What was it in that project that you wanted to achieve (how did you wanted to make it 'your' game while at the same time keeping it in the spirit of the previous games), and what's different in style/atmosphere this time around?

By the time EFMI rolled around, the franchise was in a strange position, story-wise. Arguably, the main characters has achieved some sort of closure, with LeChuck meeting an appropriate end on Monkey Island, and Elaine and Guybrush well and truly married. As a consequence, we felt that we really couldn't just go through the "LeChuck's got a plan, Elaine and Guybrush are stuck in typically pirate-y situations" route, so we tried to shake things up (with varying degrees of success) with a new bad guy, a lot of metatextual commentary about the commercialization of the pirate lifestyle, and a giant monkey robot.

This time around, of course, the air has been cleared by the lack of any MI games for the last decade. This frees us up to go "classic" with our storytelling. A pirate. His wife. An undead evil jerk. Lots of voodoo.

Hey Mike!In a semi-related question, how do you do differently in this project then you did with your previous project, Strong Bad? Both are of course episodic, but they have a very different sense of humour. .

The big shift in this project is the emphasis on tight serialization. Tales of Monkey Island is really one big epic story, split into 5 satisfying chapters. Strong Bad, not so much.

Also, Strong Bad is much more absurd. Charmingly so. Most Monkey Island plots, when viewed from on high, are actually pretty spooky.

All right, one more question. Seeing as how you're the lead designer on the first episode, what do you do after that one is finished (which, I guess, is right about now, except for all the bug-hunting etc.)? Do you stick around to help on the other episodes, or are you going right into the next project (Sam & Max)?

What a timely question. As it happens, in about an hour I'll be holding the first design meeting for episode 4 of Monkey Island, in which a whole lotta horrible stuff happens to Guybrush. Mark and I will also be keeping a watchful eye over the whole season, to make sure everything continues to hold together.

After that, there's a dog a rabbity thing I've just GOT to muck with.

Mike

After

ttg_Stemmle
06/15/2009, 11:30 am
Wow awesome! How important would you say technical knowledge is for a games writer?
I'm guessing for you the 'designer' part of your job title is referring to more technical skills.

Over at Telltale, our designers are a varied bunch. While all of us have abstract game design and dialog writing chops, the other skills we bring to the table vary considerably.

Some of us have honest-to-Oa programming degrees, and are dangerously unafraid of wallowing deep into the code, while others of us glaze over whenever someone starts talking about LUA's appalling lack of unary operations.

Some of us are spectacularly accomplished artists, while others of us couldn't draw flies with a rotted dingo carcass.

Some of us are beautiful singers, while others of us, well, aren't. Of course, that doesn't really play into game designing, but it bears mentioning.

Mike

AndyBundy
06/15/2009, 11:33 am
Some of us are beautiful singers, while others of us, well, aren't.

Are you one of the singers? If so, are you singing songs while working and which song is / songs are in your head?

ttg_Stemmle
06/15/2009, 11:33 am
I've got one for Mike "Sea++" Stemmle, what is your favourite game barring the ones you've worked on of course?

Games I played a lot:

City of Heroes I'm a super-hero comic addict, so this thing was like crack for me. I deeply covet an account for the upcoming DC Online, but I fear that I will have no time to play it... ever.

Sims 2 I love the way numbers are dancing in the background of this game.

The Zelda Games They (usually) do a great job of hand-holding.

Grand Theft Auto Evil, evil games that my sons will be forbidden to play until they're 30... but they're great.

Silverwolfpet
06/15/2009, 11:35 am
Hello Mike!

First, it's a great privilege to talk to you and I want to thank you (as I thanked everybody on the team) for bringing back our childhoods once more.
Second, the questions (I'll try to keep them short):

1. What was the first line that you wrote for the game (the first thing you actually put on paper)?
i.e. One of Guybrush's lines, the plot summed up in one sentence, a minor detail regarding one character or something more practical such as "must buy milk" etc.

2. How does a normal work day go for you? Do you enter work place - sit down - drink coffee - write ideeas - watch youtube - write some more - draw - go home? :) I'm really curious how much work there is to be done on a normal day.

3. What exactly did you work on in MI4? I am talking about an ideea that was 100% yours that made it into the game (i.e. the duck or Giant LeChuck Statue)

4. Would you work on a Monkey Island Movie? (I know it will never happen, but if someone would just have sooo much money on his hands and was a MI fan?) :p

5. What is the most dearest memory of them all, regardin the MI series?

Thank you! For everything...

ttg_Stemmle
06/15/2009, 11:41 am
Since you're a designer/writer for a single episodie, how much collaboration do you have with the designers/writers of other episodes? Is it all kind of worked out in an outline beforehand, or is it kind of developed as you go?

Mark Darin and I have sort of "taken point" on the storyline for the whole season, laying out the big beats, big puzzles, and themes beforehand. Of course, we didn't do that in a vacuum, as nearly every designer in the building (and a couple NOT in the building) have contributed to the overall shape of the season, but by and large the overall plot structure was worked out before Chapter 1 ever got started.


If you're working on the first episode, would your decisions for that episode end up affecting later ones, or are all "overarching" and repeating series gags talked about beforehand?

The plot threads for the season have been worked out ahead of time (mostly), but running gags tend to be more organic, with writers seeing things they like in the first episode, then deciding to run with them. Of course, some running gags are so important that we DO plan them out from day one.


In fact, what really is your role in it? We know that you dessode, wign and write the first episode, so we'll know we thank you when it's great. But how's that work into the grander scheme of the season?

After the first episode, I'll be going off to design/write the fourth episode, all the while keeping a steady eye on the second and third eps, to make sure that there's a reasonable continuity of plot and tone. Not that they need my eye THAT much, since Mark, Joe, and Sean have a REALLY good handle on the story.


Who's your favorite Star Wars character?
Jar Jar Binks. What can I say, I LOVE the challenge of redeeming unlovable characters.

ttg_Stemmle
06/15/2009, 11:46 am
I have a couple of questions if that's okay.

1. One thing has perplexed me since I bought EfMI (and enjoyed it :)). What was the purpose of Pinchpenny and the other non-playable islands/was there a purpose/was there an idea to use these in a later game?

Frankly, I think we were just trying to fill out the map:o Of course, it's possible that there was a subtler plan at work, but that's an awful lot of brain cells ago...


2. Is there much more to the island we see in ToMI (Flotsam iirc?) than we have seen already, or will the episode be built largely on the dock-area?
There's much, MUCH more to Flotsam than those two exteriors, you betcha.

ttg_Stemmle
06/15/2009, 11:47 am
When you were working on SBCG4AP, did anybody ever come into the room and say "Hey Mike," and then both you and Chapman said "hey" at the same time?

Hey, are you insinuating that I've got a writing tic?

Hey,
Mike

Arodin
06/15/2009, 12:02 pm
It was commented in an E3 interview that you guys are all 10-15 years older now than when you last worked on Monkey Island and other classic adventure games. It also follows that most die hard fans of the classic Monkey Island games are also 10-15 years older now. How has that influenced your writing of the jokes and puzzles, if at all? Do you feel that you are purposely trying to go for more sophisticated humor to appeal to us old farts or trying to think 10-15 years younger to match the humor of the classic games?

LittleBuddy
06/15/2009, 12:05 pm
That's an interesting question, yep :D Also, any big influences this time around like Pirate of the Caribbean was originally for the first ones?

ttg_Stemmle
06/15/2009, 12:07 pm
I'll leave you alone on Escape From Monkey Island *booming voice* FOR NOW. Mwahahaha. What I really have questions about are the Sam and Max series.

On Hit the Road.

1. How much creative input did you have on the game?

2. What's your favorite puzzle?

3. Any interesting or funny stories about the production of the game? Where did the idea for the Andy Griffith/Don Knotts twin come from? I always wondered how you guys got this idea. :D

4. What made you switch to that interface instead of the old SCUMM interface?



1. Sean, Steve, Collette, and I pretty much teamed up to design the whole thing.

2. I'm really quite partial to the "bungee cord out of Mt. Rushmore" puzzle, although the "pulling the tooth from the wooly mammoth" puzzle also has its charms.

3. The Andy Griffith/Don Knotts thing was a Steve invention... at least I think it was.

4. We'd been drifting away from the classic SCUMM interface for some time by the time Sam& Max rolled around. With machines getting more and more powerful, it seemed time to make the full break and present our games with glorious full-screen graphics, and to eliminate the 6 or so extra verbs that were cluttering up our designs.


On Freelance Police (yep, I have to grill you on it. whether you answer me is a different story.)

1. With you guys and Lucas finally in good terms again, do you think you'd consider or rather would LA consider remaking Freelance Police with updated graphics? I know you tried a long while back to obtain the rights again and failed. And if not....that brings me to Question 2.

2. Can you give us any good snippets of some funny moments out of the game? :D Or a general idea of what it was going to be about? Or are you constantly finding red beams of light flashing over your forehead every time you're about to type the words Freelance Police?


1. I kinda doubt that'll happen, cause the amount of work we'd have to do to wrestle down the old project into, say, the Telltale Engine really wouldn't be worth it. I wouldn't mind if LucasArts freed up the intellectual property, though, so that we could mine some of the funnier story bits with a clear conscience.

2. My favorite lines that no one else thinks are funny:

Max - "Don't look at me, I'm more regular than an atomic clock."

Max - "Oh no, it's the Rapture, and I'm not wearing any pants!"


On you-

What did you think of the new Star Trek movie?

On Tales of Monkey Island-

1. Which game in the series would you compare it the most to?

2. Is the bad guy going to be big mean and scary?

3. Who is your favorite MI character?

4. What was your main goal when writing for the game versus when writing for Escape? Okay, I brought it up once. Did you have a general idea of how it would go in your head when you started out?

0. As a fan, I was quite pleased and relieved by the new Trek movie. As a guy who worked on Star Trek Online for a long time, I was amused by some of the plot, um, gaps that ended up in the final version.

1. Monkey 2. It's a continuation, it's funny, and it goes into some dark places.

2. Isn't LeChuck always mean and scary? Oh, you mean our OTHER bad guys. Well, they're mean and scary too. And crazy. And occasionally obnoxious.

3. Elaine. She's a pain in the tuchus to write, but there's a hidden complexity to her that's fascinating.

4. This time around I'm looking forward to introducing these characters to an entire generation of game players who've never played a Monkey Island game before, while simultaneously moving the overall saga forward in a surprising fashion. Previously, we weren't as concerned with re-introducing the franchise, since was still quite active at the time.

And with that, my lunch is over for the day,
Mike

RockNRoll
06/15/2009, 12:08 pm
How are you balancing a sense of nostalgia and classic MI while pushing the series forward? Is there a conscious effort to "bring it back" or is there more of an effort to create new worlds and characters and story devices.

RockNRoll
06/15/2009, 12:13 pm
Is there an effort to keep monologue and dialogue brief and to the point? That's one of the things I really enjoy about the first two games, there's not a ton of reading or overexplaining but the laughs still come. It's fast moving, and mostly one or two liners. It's like you either see the joke or you don't. It seems like a lot of adventure games since then have relied on paragraphs and paragraphs of reading.

LuigiHann
06/15/2009, 12:21 pm
Hey, are you insinuating that I've got a writing tic?

Hey,
Mike

What? No. Just that you and Mike Chapman have the same first name. It was kind of an "I can't think of any good questions" question.

Lena_P
06/15/2009, 01:04 pm
Mr. Stemmle, if you were a tree, what sort of tree would you be? Have you ever read any of the works of P.G. Wodehouse? If not, go right now and get Mulliner Nights and jump to "Strychnine in the Soup."

Mike Haley
06/15/2009, 01:19 pm
Hey, Mike.

I have a question, but I don't know whether or not it can be properly answered until after the game is released to the public. While designing Tales of Monkey Island, were there many ideas that were tossed around, but in the end, left on the cutting room floor?

esteban
06/15/2009, 01:29 pm
Hi, Mr Stemmle, I have one question for you. For a long and a difficult time, the adventure game was near to death. Then, Telltale Games in the USA and others in Europe have tried to reborn this kind of games... I hope successfully and for a long time... I won't ask you about the Telltale's Games (They are great of course !!!) but I would like to know what do you think of the european productions like Jack Keane or Runaway 1&2 (especially because they are tribute to MI and LucasArts productions) ? And Thanks to you and Telltale Games to be so close to your customers in this great event ! It's like participate in the game ourself ! Thanks again !

Gryffalio
06/15/2009, 01:31 pm
Thanks for the reassuring answer :)

When you write/design/etc. on ToMI, how much freedom do you have in re: the MI franchise? Given that you guys seem to be driving character dev. forward, were there calls to make to LA, or are they quite cool about your creative freedoms?

PariahKing
06/15/2009, 02:47 pm
Why did Stone LeChuck die at the end of Escape?

koosjebig
06/15/2009, 04:04 pm
Are you also excited about Bill Tiller's Ghost Pirates of Vooju Island, the way he is excited about Tales of Monkey Island?
2 games like that coming out soon; for Monkey Island (or MI-related) fans that's like heaven :)

kenwoods
06/15/2009, 06:02 pm
- Since you've worked on both of the "3D" Monkey Island projects,
I wanted to know which of the control interfaces did you prefer?
The EMI keyboard or the TMI point & click?

In case you answer point & click, I have another question.
- Why wasn't there a point & click interface to EMI?

onlyamonkey
06/16/2009, 05:43 am
Hi.

1. What kind of variables are you talking with your team about/thinking a lot about in the equation of making a good game?
2. How do you react when you've put down shitloads of time in a project like MI 4 and then what you put out gets heavily critisized by the more hardcore fans?
3. Where do you think the future of gaming is (in terms of gameplay)?
4. I reckon you're very proud of your ToMI. Is it very hard to resist the urge of just spamming the forum with screenies, hints and spoilers? Do you have general guidelines to follow?
5. How does creativity come to you; do you have it under control or do you get possesed by it?

plagiarize
06/16/2009, 07:42 am
i have to say that i'm currently replaying Escape, and while there's a lot that's making me smile there are still things in it that i don't like, and frankly i think i'm one of the much kinder people to the game. i love, for example, that you can throw pretty much every single thing in your inventory at Herman. i love howling at the moon by Meat Hook's. i love that mists of time puzzle (who doesnt?). some of the puzzles are just a bit too random though, not really up to the whole 'ah why didn't i think of that!' standard of old. like, the names on the bottom of the manhole cover rewarding you with the fake skin to get into the bank. i never got that one...

anyways... i guess what i wanted to ask was given that Escape is seen as the weak link in the series, does that effect your approach coming in to Tales? i mean, Sam and Max Hit the Road is an absolute classic, and your Telltale episodes have been some of the strongest ones (i think).

Escape is really the only thing on your record approaching a black spot. Are you approaching this as a shot at redemption? Are you worried about getting a similar kind of backlash? Are you trying to put it all behind you and just focus on making Tales as good a game as possible, or are you more doing the whole 'what went wrong? how do we fix that?' post mortem.

in a weird way, you may well know better than anyone else what kind of jokes and puzzles work in Monkey Island game cause you mainly only hear the bitching about the ones that didn't.

well apart from that swamp of time puzzle. everyone raves about that one. rightly so. i still think it's one of the funniest puzzles in any adventure game.

SRTie4k
06/16/2009, 07:58 am
When you spend every waking day of the week working on these stories, do you ever dream about them at night? What's the weirdest dream you ever had?

Gryffalio
06/16/2009, 08:04 am
Mike, having worked on so many successful games, are you surprised by how often fans seem to dwell on the games/things they don't like?

Lambchops
06/16/2009, 11:46 am
Hi Mike,

A non Monkey Island question to start. Telltale have so far either brought back old franchises or built an adventure game around established characters. While I'm not expecting you to spill the beans, do you have any wonderful ideas for a new episodic series and if so do you think they are likely to eventually become a reality?

On a Monkey Island note, what is your favourite running gag of the series?

Toothless Gibbon
06/16/2009, 01:29 pm
Hi Mike.

When I preordered I wasn't expecting the private forum to be a genuine perk - how wrong I was! This is great fun.

As one of a seemingly large British MI fanbase, I have a few related questions.

Has Europe, and particularly the UK, been a large target market for TTG and is that even more so with the Monkey Island IP?

Has any British humo(u)r been a major influence on you and your writing?

Have you visited the UK often?

One other unrelated question - Was moral in the team affected by some negative comments (especially about graphics) that appeared when Tales was announced?

OCKi
06/16/2009, 01:54 pm
Hi there!
I'm sorry if this question has already been answered, but how will the player interact with the hot-spot objects on the screen? Will you have the option to 'examine', 'use', 'talk to' and 'pick up'? Or is it just one-click interaction like Sam & Max?

Thank you!

ttg_Stemmle
06/17/2009, 08:55 am
It was commented in an E3 interview that you guys are all 10-15 years older now than when you last worked on Monkey Island and other classic adventure games. It also follows that most die hard fans of the classic Monkey Island games are also 10-15 years older now. How has that influenced your writing of the jokes and puzzles, if at all? Do you feel that you are purposely trying to go for more sophisticated humor to appeal to us old farts or trying to think 10-15 years younger to match the humor of the classic games?

I can absolutely guarantee that my humor hasn't gotten any more sophisticated over the years. If anything, I've become more fascinated with bodily functions, words that sound dirty (but aren't), and the timeless comedy of blows to the head.

Hopefully, the rest of Monkey fandom has regressed with me.

ttg_Stemmle
06/17/2009, 09:00 am
What? No. Just that you and Mike Chapman have the same first name. It was kind of an "I can't think of any good questions" question.

Har! Congratulations on inadvertently discovering a sore spot in my writing armor! Seriously, if you go take a look at the first draft of the script for SBCG4AP episodes 1 and 3, you'll find, like, a gazillion uses of the word "hey." It's a conversational crutch that I lean into like Don Baylor crowding a strike zone.

And yes, both Mike C and I did respond to "hey Mikes" simultaneously on occasion. The prevalence of Mikes in the world is one reason I'm typically referred to as "Stemmle" in the office.

ttg_Stemmle
06/17/2009, 09:01 am
Hey, Mike.

I have a question, but I don't know whether or not it can be properly answered until after the game is released to the public. While designing Tales of Monkey Island, were there many ideas that were tossed around, but in the end, left on the cutting room floor?

I'll let you know after we ship :)

ttg_Stemmle
06/17/2009, 09:02 am
Why did Stone LeChuck die at the end of Escape?

True evil can never die. Just look at Dick Cheney. Or better yet, don't. If you ignore him, maybe he'll go away.

ttg_Stemmle
06/17/2009, 09:14 am
Hello Mike!

First, it's a great privilege to talk to you and I want to thank you (as I thanked everybody on the team) for bringing back our childhoods once more.
Second, the questions (I'll try to keep them short):

1. What was the first line that you wrote for the game (the first thing you actually put on paper)?
i.e. One of Guybrush's lines, the plot summed up in one sentence, a minor detail regarding one character or something more practical such as "must buy milk" etc.

According to the database, the first line I actually wrote is something about "Pink Pajamas Pierre." How weird. Of course, by that time, we'd already worked out the plot, written a whole bunch of story outlines and whatnot. I couldn't tell you what came first.


2. How does a normal work day go for you? Do you enter work place - sit down - drink coffee - write ideeas - watch youtube - write some more - draw - go home? :) I'm really curious how much work there is to be done on a normal day.

During non-crunch my days start at 8:30 (I'm an early riser, especially with Charlie and Max getting me up at 5:30), with coffee and emails. Then it's a full day of writing, coding, and reviewing, usually punctuated by a one-hour design meeting for projects down the road (right now it's episode 4) and a one hour lunch at my desk (inexpensive and healthy). On normal days I go home at six. Right now that's stretching out a bit.


3. What exactly did you work on in MI4? I am talking about an ideea that was 100% yours that made it into the game (i.e. the duck or Giant LeChuck Statue)

Sean Clark and I pretty much designed the whole kit and kaboodle of EFMI together. I couldn't tell you which idea came from where at this point.


4. Would you work on a Monkey Island Movie? (I know it will never happen, but if someone would just have sooo much money on his hands and was a MI fan?) :p

I'd be glad to, but they'd probably cast Owen Wilson as Guybrush or something, and that would kinda suck.


5. What is the most dearest memory of them all, regardin the MI series?

The skeleton dance of Guybrush's parents. No wait, Insult Swordfighting. Or maybe it was the spitting contest. Or the puppet show. Do I really have to pick?


Okay, I've got to go polish the finale,
Mike

Sean A
06/17/2009, 10:06 am
Hey Mike ole buddy ole pal!

Let's say I want to write for Telltale, but I have no game experience or marketable skills of any kind. Several questions that might help me along:

What are the chances a resume written on a scrap of toilet paper will get me anywhere?

If I stalk you, is that a bad thing? (Keep in mind I give a mean footrub.)

What's the meaning of life, the universe, and everything?

How much wood would a woodchuck chuck if his father forced him into it?

Do I have any recourse at all? How did you get into it (I'd imagine it was a different world back then, but it's always interesting to find out)?

Has anything this blatant and pathetic ever worked?

Thanks ahead of time if you answer these. If not, ampersand off.;)

dumpling321
06/17/2009, 02:06 pm
what's the meaning of life, the universe, and everything?


42 duh!!

Sven_Q45
06/17/2009, 02:12 pm
I can absolutely guarantee that my humor hasn't gotten any more sophisticated over the years.
I love the Sam and Max Seasons too. Love the puns and jokes and all that!

AndyBundy
06/17/2009, 02:12 pm
How often do you think of the good ol' days back at LA? Where do you think is more creativity florishing: back then at LA or nowadays at TTG?

Rather Dashing
06/17/2009, 02:21 pm
42 duh!!
Not quite "duh". The joke is that they asked for the answer to the ultimate question. Then, when trying to find the meaning of Life, the Universe, and Everything, they found that the ultimate question wasn't "What is the meaning of Life, the Universe, and Everything?". The whole joke doesn't logically stand up if you say "42" is the Meaning, because it simply isn't.

Laokin
06/17/2009, 05:14 pm
Hey Mike,

Surprised nobody asked you this yet.... But, It's my understanding that Freelance Police was pretty much finished when it was canceled.....

With that said my question to you is:

Freelance Police vs Save the World & Beyond Time and Space?

Which did you like better as a finished product... also which do you think was more true to the original.... and as a finale of sorts (I already know the answer but I'm gonna ask anyway) Which did you think was better and what has working on Telltale's version rubbed on you the most?

(Oh and by the way... us Sam n' Max fans really love that wide screen.... Season 1 is on XBLA with widescreen support and we were told that you wouldn't retro fit the engine... so, my suggestion is to make the re-releases on PC too... or Patch it. Which ever works better :-)....)

thesporkman
06/19/2009, 05:26 am
How can you type with boxing gloves on?

Tea
06/19/2009, 01:49 pm
When you look at the general opinion of EMI, how do you feel?

Dionysus
06/20/2009, 06:27 am
When you look at the general opinion of EMI, how do you feel?

Hmmm... I absolutely adored Escape. I actually started playing it again last night and remembered how great it was. I had just got done playing CMI and the first thing I noticed in EMI is that I was actually laughing out loud--frequently. Don't get me wrong, CMI is perfect in everyway and I enjoy it immensley, but I find EMI more witty and hilarious. I never did understand why it was the "odd duck out." Maybe I am just weird.

Although, I do understand two things: I missed Lechuck as the lead villain and...

When I control the game I DO feel like I am operating heavy machinery. Accursed post 1997 belief that point and click was dead!

corruptbiggins
06/20/2009, 06:12 pm
I was wondering how you got into the whole game business.

PariahKing
06/20/2009, 07:22 pm
True evil can never die. Just look at Dick Cheney. Or better yet, don't. If you ignore him, maybe he'll go away.This is a funny joke answer to my question because it leads into another question I was thinking of asking you. Ironically I happen to be a conservative Republican and a theologically conservative Christian. (I am not trying to imply I took offense at your joke or anything.)

Basically what I want to ask is: Will that kind of political and/or religious humor be present in Monkey Island? There was this kind of borderline environmentalist and anti-capitalist undertone in Escape.

To clarify I don't particularly care if you like or dislike Dick Cheney purposely nor do I mind if you make jokes about him - he wasn't a great vice president by any stretch of the imagination. Nor was I huge a fan of Bush's policies, even as a conservative Republican. I don't want to fight about religion or politics or give any one a hard time.

My concern is that Monkey Island becomes divisive or contreversial. I don't want any political or religious issue to be more than a throw away joke in the series even if it's something I support. That's just not what Monkey Island should be to me. I would be upset if the theory from the "What's his theory" button was the theory of evolution where people who disagree with ideas or tenants of it are made out to be idiots and lunatics as a focal point of the game and more than a throw away line. Nor would I want Monkey Island to focus on the proof of theism and god or to mock atheists. I want it to be a fun adventure game that everyone can enjoy. That's what Monkey Island has always meant to me

If the answer is "We're going to use Monkey Island as a political or religious football" I will be disappointed. I would not picket the site or complain or whine or expect the whole world to tailor to my personal religious beliefs - whether I think they apply to all people or not. I would be unhappy. If I can get a solid "We're not going to do that" I'd be thrilled. If I get a "I don't know/ignore" I understand. If it's like "It'll be kinda like Escape level" I'm OK with that - Escape wasn't so overtly so that I didn't like it. I actually really liked it. I'd just like to know what to expect.

And no, I am not implying in any way I think anyone who disagrees with me in the forums is stupid or that I blindly believe stuff. Nor do I disrespect those who disagree with me. I have reasons for my opinions that I believe are valid that I have researched. I understand that people disagree with me and that I am not the only Telltale customer.

Thanks.

P.S. I thought that Sam and Max 104 was done well. The president was an obvious parody of Bush but it was portrayed in a way that made fun of multiple presidencies (I did not have sex with that woman) and without extremely direct morality "lessons" or mocking of real parties of people.

Jake
06/20/2009, 09:03 pm
This is a funny joke answer to my question because it leads into another question I was thinking of asking you. Ironically I happen to be a conservative Republican and a theologically conservative Christian. (I am not trying to imply I took offense at your joke or anything.)

Basically what I want to ask is: Will that kind of political and/or religious humor be present in Monkey Island? There was this kind of borderline environmentalist and anti-capitalist undertone in Escape.

...

My concern is that Monkey Island becomes divisive or contreversial. I don't want any political or religious issue to be more than a throw away joke in the series even if it's something I support. That's just not what Monkey Island should be to me. I would be upset if the theory from the "What's his theory" button was the theory of evolution where people who disagree with ideas or tenants of it are made out to be idiots and lunatics as a focal point of the game and more than a throw away line. Nor would I want Monkey Island to focus on the proof of theism and god or to mock atheists. I want it to be a fun adventure game that everyone can enjoy. That's what Monkey Island has always meant to me.

If the answer is "We're going to use Monkey Island as a political or religious football" I will be disappointed. I would not picket the site or complain or whine or expect the whole world to tailor to my personal religious beliefs - whether I think they apply to all people or not. I would be unhappy. If I can get a solid "We're not going to do that" I'd be thrilled. If I get a "I don't know/ignore" I understand. If it's like "It'll be kinda like Escape level" I'm OK with that - Escape wasn't so overtly so that I didn't like it. I actually really liked it. I'd just like to know what to expect.

And no, I am not implying in any way I think anyone who disagrees with me in the forums is stupid or that I blindly believe stuff. Nor do I disrespect those who disagree with me. I have reasons for my opinions that I believe are valid that I have researched. I understand that people disagree with me and that I am not the only Telltale customer.

Thanks.

I'm going to sneak in here and snipe Mike's answer sooner rather than later, because last time someone expressed a similar concern, it caused the thread to fester and go insane. So to answer your question, no, we're not going to use Monkey Island as a political or religious football. We're going to use Monkey Island as a political and religious football.

Really, though, the focus of Tales of Monkey Island's big picture story is all about the piracy, seafaring, legends, nationalized health care, and voodoo-infused goodness that we all "remember" when thinking about MI. In short, going topical with the overarching story and themes isn't something we see as part of Monkey Island, unless those topics happen to be humor and awesome, hopefully evocative, pirate stuff.

PariahKing
06/20/2009, 09:06 pm
We're going to use Monkey Island as a political and religious football.A++ humor, would pre-order again.

...

All right. Thanks. That makes me very happy. :)

And I apologize for almost bringing disaster and destruction upon us all.

Secret Fawful
06/20/2009, 09:24 pm
Really, though, the focus of Tales of Monkey Island's big picture story is all about the piracy, seafaring, legends, nationalized health care, and voodoo-infused goodness that we all "remember" when thinking about MI. In short, going topical with the overarching story and themes isn't something we see as part of Monkey Island, unless those topics happen to be humor and awesome, hopefully evocative, pirate stuff.

References to Captain Jack Sparrow?
Pirate ships with overtly politicized bumper stickers?
"Don't Download This Song" By Weird Al in the soundtrack?
:p

nadir
06/20/2009, 11:08 pm
Hmmm... I absolutely adored Escape. I actually started playing it again last night and remembered how great it was. I had just got done playing CMI and the first thing I noticed in EMI is that I was actually laughing out loud--frequently. Don't get me wrong, CMI is perfect in everyway and I enjoy it immensley, but I find EMI more witty and hilarious. I never did understand why it was the "odd duck out." Maybe I am just weird.

Although, I do understand two things: I missed Lechuck as the lead villain and...

When I control the game I DO feel like I am operating heavy machinery. Accursed post 1997 belief that point and click was dead!

I think Escape was the first Monkey Island game I ever finished, and I really did enjoy it. Personally I liked that Lechuck wasn't the lead villian, in the same way that I really liked that Gannondorf was absent in The Legend of Zelda: Majora's Mask. It gave it the chance to be something really different.

I also liked the topical humor and was glad that the new Sam and Max episodes also have that.

What I didn't like was when I went back to play the other games and finding out how the story doesn't fit together so well because of story elements introduced in EMI.

It probably bothers me more than it should, but there are so many direct contradictions to things said in past entries in the series. Were you aware of these contradictions present in EMI when it was released?

I'd like to see the story get straightened out so the chronology makes sense but I'm doubtful that will happen.

Incognito
06/21/2009, 07:36 am
1. As a fan of the original games, for me the story of the first two games are the only one I consider the real story. The third game was something as an alternative story arch that I accepted because it was funny and entertaining. But in my opinion, the fourth game was......blasphemy. It rewrote the story arch from the first games, which are my all time favorite games. For example, the robot monkey destroyed much of the part in the first game where you were on Monkey Island. What was previously a port something that resembled hell, was now a robot?

My question is; Can I expect these new games to ignore references to the fourth game, or is it a a continuation of the series, that accepts such things as the "Monkey Head Robot"-failure? (which it is imho)

I may sound negative there, but I have quite high hopes that Tales of Monkey Island will be something like the Curse of Monkey Island. Which means that it might not be something that we can feel is Ron Gilberts true vision of a sequel (I say feel, since I can´t read Ron´s mind), but something that at least tries to the story arch from part one and two. Which is way I have pre-purchased the whole season.

2. I still hold the puzzles from the first games as something of the best in the genre. That is because if didn´t rely so much on plain "use object A on object B" inventory based puzzles. They had many of those, but at the same time, they varied them with other. For example, the treasure hunt based on dancing lessons, the "the hip bone connected to..." song, the spitting contest and so on. Can I accept puzzles and problems like those, or do you think such puzzles are to hard for the target audience for Tales of Monkey Island?

3. Which adventure games besides those from LucasArts and Telltale (like Broken Sword, Syberia, Blade Runner, etc) would you say that you really like? None is an answer to. ;)

4. Do you have any opinion on the subject "is it possible to continue the story in Grim Fandango"? :)

I have high hopes that you will deliver some very entertaining adventure games in this first season, and I´m really glad that you are giving this a try. I have purchased many games from you before, and even if don´t like Tales of Monkey Island, i will continue to support you. :)

Silverwolfpet
06/22/2009, 01:43 am
Mike,

I have a really weird question for you. It is so improbable, that there's really no point in me asking it. But, then again, if you never ask, you never might find out, so here goes:

How about you gather all the fans from the Private Pirates Club, and work with them on a sequel to one of those great games (Day of the Tentacle, Grim Fandango etc)? I'm sure noone will ask for money, and plenty of us have different talents (or, at least friends with different talents), and you could control a workforce that may not be 100% reliable, but true to it's wishes.
Fangames usually die due to lack of interest or leadership. If we would work with you, you can invest a smaller budget into the creation of this game. We could all sign a digital contract, to keep this whole thing secret under penalty of law.
Have you ever thought of that? Would it work? Could we at least try it?

Rather Dashing
06/22/2009, 04:59 am
And here I thought Guybrush would prefer a healthcare system that allowed him to seek his fortune through the means of obtaining private health care specifically designed to aid pirates. After all, I haven't exactly seen Threepwood deal with the government, um, ever. Other than sleeping with it, I mean.

parabolee
06/22/2009, 06:21 am
And here I thought Guybrush would prefer a healthcare system that allowed him to seek his fortune through the means of obtaining private health care specifically designed to aid pirates. After all, I haven't exactly seen Threepwood deal with the government, um, ever. Other than sleeping with it, I mean.

I think Guybrush is more likely to start a Pirate union and organize union health care :-D

He seems like a card carrying pirate union kinda guy to me ;-D

hplikelike
06/22/2009, 06:54 am
I think Guybrush is more likely to start a Pirate union and organize union health care :-D

He seems like a card carrying pirate union kinda guy to me ;-D

Except, who would the pirates unionize against? The captain? In that case, Guybrush, being a captain, would have to actually deal with unionized pirates. There could be a lot of humor in that. (Though I'm glad it's not in the game)

thesporkman
06/22/2009, 07:18 am
Except, who would the pirates unionize against? The captain?

I think that's called a mutiny.

harald
06/22/2009, 12:05 pm
I've finally come up with a question.

I know that Telltale only works with licenses from other companies, so you can consider this hypothetical. If you were given free reins to design a game from scratch, without having to pay attention to market, budget or other boring restraints, what would you do? What would the story be like; would it even be an adventure game? What's your "dream project"? Apart from Monkey Island and Sam & Max, that is.

This forum = the bestest fan service imaginable. Keep it up, Telltale! We love you.

ttg_Stemmle
06/22/2009, 02:15 pm
This is a funny joke answer to my question because it leads into another question I was thinking of asking you. Ironically I happen to be a conservative Republican and a theologically conservative Christian. (I am not trying to imply I took offense at your joke or anything.)

Basically what I want to ask is: Will that kind of political and/or religious humor be present in Monkey Island? There was this kind of borderline environmentalist and anti-capitalist undertone in Escape.

[/spoiler]

Borderline? I assume you're being polite :)

That said, we won't be using Monkey Island as a political football. Maybe a bocce ball.

PariahKing
06/22/2009, 02:42 pm
Borderline? I assume you're being polite :)

That said, we won't be using Monkey Island as a political football. Maybe a bocce ball.I didn't want to put any words into your mouth in case I was a bit off.

Thanks for answering my question and being polite as well. Perhaps we can go gardening sometime. >_>

OzzieMonkey
06/22/2009, 03:11 pm
Hey Mike!
I know that the fourth episode is called "The Trial and Execution of Guybrush Threepwood", so would that have anything to do with the goodsoups and/or blood island? Also, if you were able to fix any plot holes that were in EMI with TMI, what would you fix? I guess for me i would probably fix the herman story, but thats just my opinion :D

Zygomatico
06/23/2009, 09:44 am
Sir, I was wondering, what does the writing process for adventure games look like? I can imagine that in order to write standard shooters, you only need to slightly copy and alter the plot from a major Hollywood movie (apologies to anyone who ever worked on a shooter, but often they give me the idea that plot takes a backseat to the various ways in which you can dismember alien species). However, adventure games often give me the idea that copious amounts of mind-altering substances must be abused before the witty, creative and often exceptionally imaginative puzzles and dialogue come about.

So, how do you write for these things? Is it sitting down in a fit of giddyness, with ideas springing forth from your head like a modern-day literary Athena, or do you sit down and think hard on all the possible puzzles and dialogue in the game?

Tea
06/23/2009, 10:00 am
I can imagine that in order to write standard shooters, you only need to slightly copy and alter the plot from a major Hollywood movie

No you fill a room full of monkeys and get them to throw poop around and smear the walls with something that makes a certain amount of sense.

Do you really think modern shooters have real writers?

Leak
06/23/2009, 10:03 am
Do you really think modern shooters have real writers?
Yes. (http://en.wikipedia.org/wiki/Mass_Effect)

np: Aesop Rock - No City (None Shall Pass)

Tea
06/23/2009, 10:25 am
Yes. (http://en.wikipedia.org/wiki/Mass_Effect)

Quick read of the story says: Monkeys with an understanding of space.

Now give me a shooter that doesn't have the same story as every other shooter and I might change my mind about this.

(id software games are exempt, since they came first pretty much)

Leak
06/23/2009, 10:51 am
Quick read of the story says: Monkeys with an understanding of space.

Now give me a shooter that doesn't have the same story as every other shooter and I might change my mind about this.
Except, of course, that there's probably far more story during the game than there is shooting...

np: Aesop Rock - Fumes (None Shall Pass)

Zygomatico
06/23/2009, 11:13 am
Except, of course, that there's probably far more story during the game than there is shooting...

np: Aesop Rock - Fumes (None Shall Pass)

Is it truly a shooter if there's more story than shooting in a game? And technically wikipedia calls it an action rpg, But, that wasn't really the point of the question, to incite an argument about shooters. More an argument about.. creative writing processes in the modern adventure-game creating workplace?

PariahKing
06/23/2009, 12:46 pm
I love adventure games as much as the next guy, but games like Half Life 2 do have epic and compelling stories - even as "shooters." I don't see adventure games having a monopoly on the genre.

Winther
06/23/2009, 01:13 pm
If the death - or, I suppose, in hindsight, coma - of adventure games in the late nineties had any positive effects, at least for me personally, it was to open me up to other genres. Because ten years ago, I might have made a comment like that.
So yeah, to simply write off an entire genre of games as having paperthin sub-par stories is, frankly, pure genre-snobbery.

Off the top of my head, besides Half-Life, there's Call of Cthulu: Dark Corners of the Earth. And, as you yourself point out, your verdict on Mass Effect is apparently based on a "quick read of the story". It's all well and good for you not to be interested in these sorts of games, but your attitude on this particular subject borders on smug superiority. Which, you know, not cool.

Will
06/23/2009, 01:22 pm
Portal. Portal Portal Portal. The best First Person Shooter/Adventure Game ever made.

serweet
06/23/2009, 01:33 pm
Portal. Portal Portal Portal. The best First Person Shooter/Adventure Game ever made.
I'm writing a note here, 'Huge Success'

Ignatius
06/23/2009, 01:47 pm
Oh i was going to say Portal before, but i doubt(ed?) if it was really a FPS.
You shoot portals alright, but its more puzzle-solving orientated rather than shoot at things.
Anyway, despite the genre, sure we all agree it couldnt be more awesome. That final song was better than a hundred cakes.

Pantagruel's Friend
06/23/2009, 02:14 pm
I love adventure games as much as the next guy, but games like Half Life 2 do have epic and compelling stories - even as "shooters." I don't see adventure games having a monopoly on the genre.

There's a difference, though - in HL2, you have an epic story as a backdrop, and you're playing only small parts of it. In adventure games (or interactive movies), you play most of the story

Portal. Portal Portal Portal. The best First Person Shooter/Adventure Game ever made.

It's not a shooter, but I agree it's a massive game. Valve really stunned the industry by putting the best single player and the best multiplayer game of 2007 on the market at the same time :)

ZombieAtPlay
06/23/2009, 02:23 pm
Ok heres a question, Where can i buy Afterlife? I have wanted to play it for sooooo long!!

Mysterysheep
06/23/2009, 02:30 pm
It's not a shooter, but I agree it's a massive game. Valve really stunned the industry by putting the best single player and the best multiplayer game of 2007 on the market at the same time :)

I think Portal's story was so good due to Eric Wolpaw (i.e. Former videogame journalist and the guy who freaking co-wrote Psychonauts with Tim "Freaking" Schafer!!).

LuigiHann
06/23/2009, 02:41 pm
Portal. Portal Portal Portal. The best First Person Shooter/Adventure Game ever made.

Portal really isn't a shooter. I'd call it an Adventure Game unabashedly. It has action elements, but really no more so than plenty of modern adventure games, and much better executed.

So uh... do you agree, Mike Stemmle, who this thread is about?

Se7h
06/23/2009, 03:17 pm
There's a difference, though - in HL2, you have an epic story as a backdrop, and you're playing only small parts of it. In adventure games (or interactive movies), you play most of the story

Actually, in HL2 you are always in control of your character. Even when the story is progressing (call it cut-scenes) you are free to turn where you want or face anyone you want, giving you the sense of actually being in that world.
So, yes, I also agree that in the end, HL2 is kind of an adventure game. Very epic and cinematic, though obviously not a classic graphic adventure game (your character doesn't even talk!).

nadir
06/23/2009, 06:07 pm
Bioshock and System Shock 2 are examples of good narrative in FPS games. I think this thread has gone a bit off topic.

Pantagruel's Friend
06/24/2009, 10:53 am
I think Portal's story was so good due to Eric Wolpaw (i.e. Former videogame journalist and the guy who freaking co-wrote Psychonauts with Tim "Freaking" Schafer!!).

Blessed be his hands :)

CalBearRJ
06/24/2009, 08:34 pm
Can we stay on topic?

gbtw97
06/25/2009, 12:07 pm
I was so excited to hear that monkey island was coming back again. I have a question on the controls. On the pc version, will it be point and click or will there be actual movement? It doesn't really matter but i hope its point and click because i just got into the sam and max games (i downloaded the first one through the free purchase, but then i bought the season one for wii) and i really love the gameplay. Plus Curse of Monkey Island was awesome point and click as well. so thats pretty much all i'm asking about is is what control type it is. Appreciate the reply and so glad Monkey Island's back!

dumpling321
06/25/2009, 12:47 pm
i think they said that the controls were going to be a hybrid control system like in wallace and gromit where you control the characters via keyboard but you point and click to pick up items and use them

MarkDarin
06/26/2009, 05:47 am
Just a reminder guys, we haven't announced our final control scheme yet. (Hmmm, do the words "Control scheme" sound evil to any one else?) We are working on something that should please everyone!

dnatapov
06/26/2009, 06:25 am
I vote for good old point-n'-click (on the PC. Pointing and clicking isn't quite so easy on the Wii - maybe do targeting assistance!)

Also, I just pre-ordered and I couldn't be happier! Hearts all around! <3 <3

hplikelike
06/26/2009, 07:12 am
Just a reminder guys, we haven't announced our final control scheme yet. (Hmmm, do the words "Control scheme" sound evil to any one else?) We are working on something that should please everyone!

My guess is that there are two options for control schemes, like for the Wii how some games allow you to use Wiimote, Classic Controller, or gamecube.

Romav
06/26/2009, 08:42 am
My guess is that there are two options for control schemes, like for the Wii how some games allow you to use Wiimote, Classic Controller, or gamecube.

I hope you're right. I too would like an option to pick whichever type you're most comfortable with. Point and click is the way to go for me. I tried the controls in Sam and Max and then Wallace and Gromit. Sam and Max's point and click is easily much better for me personally.

GrogSwigger
06/26/2009, 01:45 pm
TEXT BASED GRAPHIC ADVENTURE CONTROL!!!!!!!!!!!!!!!!!!! Relive the glory days.

<Open Window>
The window is locked.
<Unlock Window>
The window latch unlocks.
<Open Window>
<Throw GrogSwigger out window>
Grogswigger sails to his...
<You Are Dead.>

Silverwolfpet
06/26/2009, 01:54 pm
Ok heres a question, Where can i buy Afterlife? I have wanted to play it for sooooo long!!

A little advice: DON'T buy that game...
/A little advice

OCKi
06/27/2009, 01:06 am
For those of you who are wondering about the "control-scheme" development of ToMI, this ToMI Chapter 1 preview from Kontaku (http://kotaku.com/5303149/tales-of-monkey-island-chapter-1-preview-guybrush-sails-again) seems to have experienced a whole NEW control interface;

What Needs Improvement?
The mouse control scheme: There's a divide among PC adventure gamers between those that like W, A, S, D plus mouse and space bar and those that only want to use the mouse. Telltale has experience with both in their point-and-click adventures work—and a keyboard-only control scheme in Wallace and Grommet —but for Monkey Island, they're looking for a compromise. Right now, you can use the keyboard to move around, but you still need the mouse to click stuff and manipulate your inventory. The alternative is to click and hold the left mouse button to bring up a red direction arrow over Guybrush. Dragging the mouse in this mode will make Guybrush walk steadily in whatever direction the mouse is moving toward. It's still a bit twitchy, and it would be nice if you didn't have to hold the left button down; but there's still plenty of time for the development team to figure it out.

Zomantic
06/27/2009, 02:33 am
Please, no hybrid interface. Really, it makes things unnecessarily complex: allow the player to choose between mouse only or keyboard only (I would probably skip between the two according to my mood :)), but don't force him to use both at the same time. Keyboard controls in W&G work very well: I left the scheme suggested in the tutorial as soon as I understood I could sit back and enjoy the game controlling it entirely from the NumPad. "WASD plus mouse and space bar" may work for RPGs or action oriented titles: the slower pace of an adventure game doesn't need overly elaborate two-hands controls.

Rather Dashing
06/27/2009, 03:06 am
Please, no hybrid interface. Really, it makes things unnecessarily complex: allow the player to choose between mouse only or keyboard only (I would probably skip between the two according to my mood :)), but don't force him to use both at the same time. Keyboard controls in W&G work very well: I left the scheme suggested in the tutorial as soon as I understood I could sit back and enjoy the game controlling it entirely from the NumPad. "WASD plus mouse and space bar" may work for RPGs or action oriented titles: the slower pace of an adventure game doesn't need overly elaborate two-hands controls.
From what I can tell, they now have mouse-only, keyboard-only, and hybrid. All stuff that can change by the final release I'm sure, but I suppose they have engineers hitting computers with hammers or however engineers do this sort of thing to make the mouse movement work.

Zomantic
06/27/2009, 03:25 am
From what I can tell, they now have mouse-only, keyboard-only, and hybrid.

Hope so. I don't care that much about controls: it's just that W&G did keyboard quite well, and I fear that adding mouse controls to the formula would just be a step back. Perhaps the previewer hadn't it all clear.

However, have you read this new interview (http://www.destructoid.com/tales-of-monkey-island-q-a-with-telltale-designer-mike-stemmle-137500.phtml)? Not very informative, but a couple of Mike's answers are pretty hilarious.

Finally, the series has been described as a sequel to a Monkey Island 5 that was never made --do you think there's a chance that game would ever be made, or is it best left to the players' imaginations?

Oh, I think it’s really best left to the player’s imaginations. From what I gather, the initial design incorporated several controversial retcons (Stan is Guybrush’s Father!?), time travel, and an extended sequence in which Guybrush argued (in Pig Latin) about the fairness of Pirate Tax Codes.

PariahKing
06/27/2009, 11:14 am
Mike, you are awesome and have made/worked on a lot of awesome games. Thanks in particular for making Escape and Hit the Road - two of my favorite games ever. I love that bit with the teacher in the middle of Escape - honestly I can't remember laughing more in any MI game than hearing Guybrush give wrong answers to the re-education class.

Me and my roommate still make jokes about blood sacrifices made with cabin boys.

You get too much crap over Escape and no respect or thanks - it was a great game and while it isn't perfect no game is. Sometimes I think the extremely disgruntled are a minority that just happens to be very vocal. Similar plot holes were already present in CoMI but no one cared yet some fans seem to want to hang you publically over Herman Toothrot being H.T. Marley. Minor plotholes are inevitable. I loved the twist in my original playthrough and despite having played the originals countless times beforehand I never caught it.

There's gaping plot holes and then there's continuity OCD.

Gryffalio
06/27/2009, 11:25 am
I love that bit with the teacher in the middle of Escape - honestly I can't remember laughing more in any MI game than hearing Guybrush give wrong answers to the re-education class.

Now, that was inspired. Possibly my favourite bit in the whole series :)

Sometimes I think the extremely disgruntled are a minority that just happens to be very vocal.

You sound like an historian (and I agree with you) :p


Mr. Stemmle/Mike/<whatever you wish to be called>,
Random question (poss. already been asked?), but how did you get into the games business?

It always seems like you guys were destined to reach this point, was there really divine/extraterrestrial intervention at play?

Bagge
06/27/2009, 11:29 am
Ok heres a question, Where can i buy Afterlife? I have wanted to play it for sooooo long!!


Here (http://video-games.shop.ebay.com/items/?_nkw=afterlife&_sacat=1249&_trksid=p3286.m270.l1313&_odkw=afterlife&_osacat=0)

PariahKing
06/27/2009, 11:29 am
You sound like an historian (and I agree with you) :pI do like the occasional read through U.S. history, but I was just ripping off and inverting a Richard Nixon quote there.

nadir
06/27/2009, 07:41 pm
There's gaping plot holes and then there's continuity OCD.

Would it be too much to ask to have a sequel that doesn't directly contradict the previous games. Story is important in Adventure games, and recons are rarely recieved well by fans. I really did enjoy Escape from Monkey Island. It's a funny game with some cool ideas and some good puzzles, but if it had been written with bit more respect for story developed in the games that came before it would have been a better game.

PariahKing
06/28/2009, 05:15 am
At least one similar already existed in Curse. If I remember correctly there's some plot explanation for H.T. Marley's death that makes Elaine much older than Guybrush, yet she doesn't appear that much older than him. The story doesn't internally conflict which is really most important. And if a character says something another disagrees with, just remember - LeChuck and Ozzie are evil, wicked people who I'm sure would lie for the sake of their own ego.

For the future games it's not impossible to retcon a solution to all the "problems" into the story but there's no real need to in game - it'd stick out like a big sore thumb. That's why ToMI just starts way after Escape.

thesporkman
06/28/2009, 03:46 pm
How is your last name pronounced? Stemm-ul? Stemm-lee? I keep hearing both in interviews and things.

prizna
06/28/2009, 04:40 pm
For the future games it's not impossible to retcon a solution to all the "problems" into the story but there's no real need to in game - it'd stick out like a big sore thumb. That's why ToMI just starts way after Escape.

I know there is no real need to tidy up the few "problems" like Herman Toothrot is H.T. Marley and the whole who pushed H.T. Marley into the whirlpool thing but if they chose to clean it up it could be done in a joking way, like it being explained and then Guybrush responding really sarcasticaly that it makes a lot of sense.

nadir
06/28/2009, 06:14 pm
At least one similar already existed in Curse. If I remember correctly there's some plot explanation for H.T. Marley's death that makes Elaine much older than Guybrush, yet she doesn't appear that much older than him. The story doesn't internally conflict which is really most important. And if a character says something another disagrees with, just remember - LeChuck and Ozzie are evil, wicked people who I'm sure would lie for the sake of their own ego.

For the future games it's not impossible to retcon a solution to all the "problems" into the story but there's no real need to in game - it'd stick out like a big sore thumb. That's why ToMI just starts way after Escape.

Incorrect, or at least I am pretty sure you are. In CMI LeChuck claims to have pushed Grandpa Marley into a whirlpool during the America's cup, clearly stating this happened after discovering big whoop which happened after him being rejected by Elaine. This does not contradict anything stated in MI1 or MI2.

Because all this happened after Elaine rejected LeChuck you would assume these events would be quite recent, with in the last 10 years at least. As far as I know at no point in the first 3 Monkey Island games is it mentioned how long ago H.T Marley dissappeared.

However it is mentioned in Monkey Island 1 that Herman has been on Monkey Island for over 20 years. So in order for Herman to be Grandpa Marley EMI added the detail that his dissapearence occured over 20 years ago and ignored the fact that he sailed to Monkey Island on the Sea Monkey. By doing this EMI breaks the explanation of events presented in Monkey Island 3 without replacing it with an explanation of it's own.

There are still things that don't make sense or aren't well explained in MI3, but nothing near as bad as the plot holes introduced in EMI. The easiest way to mend the continuity would be to pretend EMI never happened, which would be a pitty because as I said, it's not a bad game, it just made a mess of the story. I can understand Telltale wanting to distance themselves from it. I wonder if they will explain how LeChuck got his ego back.

I for one would like to see story stored out at some point. Doesn't matter if any necessary retcons stick out like a sore thumb, the contradictions already do if you play through the series in order or try to explain the story anyone.

/Continuity OCD rant

nadir
06/28/2009, 06:20 pm
I know there is no real need to tidy up the few "problems" like Herman Toothrot is H.T. Marley and the whole who pushed H.T. Marley into the whirlpool thing but if they chose to clean it up it could be done in a joking way, like it being explained and then Guybrush responding really sarcasticaly that it makes a lot of sense.

Yes, that would be good :D

Soup
06/28/2009, 09:53 pm
It could be a mystical time-vortex whirlpool?
I'm just trying to help!

The Tingler
06/29/2009, 02:06 am
Have you ever made a mistake so bad that the head of department yelled out "Stemm-leeee!!" while shaking his fist at the air and between puffs on his cigar?

How many monkeys are there in Tales? I will not accept any answer other than "more than the previous Monkey Island games combined". Or I will sulk.

Will Guybrush be mistreating any animals? It's not a Monkey Island game without it! Or indeed a LucasArts or Telltale adventure game. Hamsters, dogs, parrots, rabbity-things, monkeys, cows, rat creatures, chickens, battery-powered bunnies, bigfoots, tentacles...

Novotnus
06/29/2009, 02:32 am
I wonder if they will explain how LeChuck got his ego back.

I belive they don't have to - LeChuck broke free from the power of Ultimate Insult at the end of EMI - he attacked Ozzie and destroyed the talisman. I don't think that would be possible while he was still ego-less.

Silverwolfpet
06/29/2009, 02:33 am
Have you ever made a mistake so bad that the head of department yelled out "Stemm-leeee!!" while shaking his fist at the air and between puffs on his cigar?

HaHAhaHaHaHa! Flint-stoooooone!

Please answer this one! Please please! :D:D

Sheepbrush
06/29/2009, 04:02 am
Mr. Stemmle, what happen your awesome looking beard? :(

nadir
06/29/2009, 06:32 am
I belive they don't have to - LeChuck broke free from the power of Ultimate Insult at the end of EMI - he attacked Ozzie and destroyed the talisman. I don't think that would be possible while he was still ego-less.

Ah, I read that wrong. I interpreted that as LeChuck becoming demoralised and hitting himself on the head for failing, crushing Ozzie unintentionally as a result. Pretty silly :P

I'm still confused how exactly 3 draws frees LeChuck him from Ozzies control though.

The Tingler
06/29/2009, 06:59 am
I belive they don't have to - LeChuck broke free from the power of Ultimate Insult at the end of EMI - he attacked Ozzie and destroyed the talisman. I don't think that would be possible while he was still ego-less.

Nah, he wasn't consciously attacking Ozzie - if you tie in Monkey Kombat, one of the actions the opposing monkey does is slap his head with both hands. By tying with LeChuck a few times, you've tricked him into doing this action and destroying the Ultimate Insult jammed on his head.

How did LeChuck get out of it? Either destroying the Ultimate Insult releases its power (doubtful, as that puppet show pirate was still much the same) or it only affected LeChuck's 'Stone Pirate' or 'Demon Pirate' form. This is why he looks like Zombie Pirate again.

I think. :rolleyes: Mike?

nadir
06/29/2009, 07:29 am
Nah, he wasn't consciously attacking Ozzie - if you tie in Monkey Kombat, one of the actions the opposing monkey does is slap his head with both hands. By tying with LeChuck a few times, you've tricked him into doing this action and destroying the Ultimate Insult jammed on his head.

How did LeChuck get out of it? Either destroying the Ultimate Insult releases its power (doubtful, as that puppet show pirate was still much the same) or it only affected LeChuck's 'Stone Pirate' or 'Demon Pirate' form. This is why he looks like Zombie Pirate again.

I think. :rolleyes: Mike?

Ah right, I remember the monkey's doing that. I guess that makes sense... sort of. Not the best puzzle.

The wiki entry on LeChuck has got this wrong too. Good to know I wasn't the only one left a little confused by the ending.

How about we just say that LeChucks ego is so large it could never be destroyed completely, and 'regrew' it over time. That'd be good enough for me.

Ignatius
06/29/2009, 11:01 am
Here goes my two cents:

When Guybrush ask Herman how to reverse the effects of the UI, he said something about knowing the language of the monkeys (thats what the ultimate insult was all about, monkey insults). While in Monkey Kombat the technic of copying the rivals move wont do anything significant (neither the insults), on a bigger scale it would reverse the effects of the UI.
Just look at LeChuck the first two times you do that. He looks confused, and the last time its like he has been shut down (thats how Elaine escapes his hand)

dpmedeiros
06/29/2009, 11:37 am
I never played Monkey Island 4.

Will playing it make me enjoy the new Monkey Island episodes more?

Novotnus
06/29/2009, 12:25 pm
Nah, he wasn't consciously attacking Ozzie - if you tie in Monkey Kombat, one of the actions the opposing monkey does is slap his head with both hands. By tying with LeChuck a few times, you've tricked him into doing this action and destroying the Ultimate Insult jammed on his head.

How did LeChuck get out of it? Either destroying the Ultimate Insult releases its power (doubtful, as that puppet show pirate was still much the same) or it only affected LeChuck's 'Stone Pirate' or 'Demon Pirate' form. This is why he looks like Zombie Pirate again.

Just take a look: http://www.youtube.com/watch?v=4Bw5g-Mqax8
LeChuck looks like he's attacking Ozzie with intention to kill him (see this last punch). Anyways, seems like Ozzie is commanding LeChuck while he's under Ultimate Insult influence (I guess so, as Ozzie is a master of insult fighting and LeChuck's unbeatable durign that fight) and that's something Ozzie wouldn't command him to do...

Gryffalio
06/29/2009, 01:42 pm
Just take a look: http://www.youtube.com/watch?v=4Bw5g-Mqax8
LeChuck looks like he's attacking Ozzie with intention to kill him (see this last punch). Anyways, seems like Ozzie is commanding LeChuck while he's under Ultimate Insult influence (I guess so, as Ozzie is a master of insult fighting and LeChuck's unbeatable durign that fight) and that's something Ozzie wouldn't command him to do...

I never noticed before, but does this remind anybody else of the ending to Wonderbird? (a 1953 animated film)

PariahKing
06/29/2009, 01:47 pm
I never played Monkey Island 4.

Will playing it make me enjoy the new Monkey Island episodes more?Probably but I'd suspect you will also enjoy it as a game in it's own right.

nadir
06/29/2009, 06:41 pm
I think what 'The Tingler' says makes sense. While not very obvious or logical the puzzle relies on LeChuck having identical/similar reaction animations to the monkey's who at some point do hit themselves over the head during Monkey Kombat. I don't recall exactly if that animation plays only after drawing or after 3 draws, but if it does then I think that pretty much confirms that is the logic behind the puzzle for defeating Ozzie.

I know it looks a bit like he is attacking Ozzie but I think that was just played up for dramatic purposes. Notice LeChuck's expression remains unchanged and he does not say anything that would make it clear that he has regained control like "take this Ozzie." I'm convinced he is just hitting himself on the head like the Monkeys do.

If you have a better theory that explains how exactly 3 draws in Monkey Kombat allows LeChuck to regain control I'd like to hear it.

If only there was someone on this thread who could settle this dispute once and for all...

Ignatius
06/29/2009, 09:02 pm
While the insults in Monkey Kombat made you lose energy/bananas, the draws made you and your opponent regain energy/bananas. (?)
Since the ultimate insult and monkey insults are pretty much the same (just in a different scale) you can replace "energy/bananas" with moral energy? maybe? (??) Yeah its weird but you asked for it.
That way, by making 3 draws you made Lechuck s moral energy to be full again (???)...uhh...yeah...whatever.

Anyway, just look at LeChuck, for me its pretty clear he was back to normal at the end.

CalBearRJ
06/29/2009, 09:47 pm
I think what 'The Tingler' says makes sense. While not very obvious or logical the puzzle relies on LeChuck having identical/similar reaction animations to the monkey's who at some point do hit themselves over the head during Monkey Kombat. I don't recall exactly if that animation plays only after drawing or after 3 draws, but if it does then I think that pretty much confirms that is the logic behind the puzzle for defeating Ozzie.

I know it looks a bit like he is attacking Ozzie but I think that was just played up for dramatic purposes. Notice LeChuck's expression remains unchanged and he does not say anything that would make it clear that he has regained control like "take this Ozzie." I'm convinced he is just hitting himself on the head like the Monkeys do.

If you have a better theory that explains how exactly 3 draws in Monkey Kombat allows LeChuck to regain control I'd like to hear it.

If only there was someone on this thread who could settle this dispute once and for all...

This does seem to be the only theory that makes sense. I always just assumed there was no logic to that puzzle (and that's the reason I hated it so much) but this seems to be a somewhat plausible explanation.

Silverwolfpet
06/29/2009, 11:43 pm
I actually still don't get it why you can beat Jojo Jr. only if you loose bananas up to the point where, if you score, he looses all his bananas too. It's weird! Is it like a... karate kid thing? A "wise old man" theory? A "You can only win if you learn how to lose" stuff? Oh well...

The Tingler
06/30/2009, 02:36 am
I actually still don't get it why you can beat Jojo Jr. only if you loose bananas up to the point where, if you score, he looses all his bananas too. It's weird! Is it like a... karate kid thing? A "wise old man" theory? A "You can only win if you learn how to lose" stuff? Oh well...

Um, I don't understand. Granted it's been a while since I last played EFMI, but I thought you just keep attacking him until he makes the mistake of going for a tie instead.

This does seem to be the only theory that makes sense. I always just assumed there was no logic to that puzzle (and that's the reason I hated it so much) but this seems to be a somewhat plausible explanation.

The monkey, in addition to beating his head, will also droop his hands down to the ground first - which LeChuck also does, allowing Elaine to escape.

I always thought this was obvious, but the final cutscene admittedly doesn't make it clear - and you don't really have to work it out to do it. Winning's not working, nor is losing - going for a draw's the only thing left.

Still, all the Monkey Island games, save MI2, have easy finales. At least this one's epic! I just wish it had been a Giant Stone Monkey, with the same head. I wouldn't have had a problem with that.

Silverwolfpet
06/30/2009, 04:12 am
Um, I don't understand. Granted it's been a while since I last played EFMI, but I thought you just keep attacking him until he makes the mistake of going for a tie instead.

I don't really remember much, but I do know that this was not the way I beat him. Hmmm... Let me get back to you on that. I'll check out some gameplay footage.

nadir
06/30/2009, 04:38 am
I always thought this was obvious, but the final cutscene admittedly doesn't make it clear - and you don't really have to work it out to do it.

I think it's a little hard to figure out. I mean why should a giant stone egoless LeChuck act exactly like a monkey? I don't recall any dialogue that would have possibly have pointed me along that line of thinking, or anything that highlighted the importance of the monkey reaction animations. I think I did notice the finger waging was the same but I just thought they were reusing animations because of budget or time restrictions.

That's got to be the second most confusing Monkey Island ending I've ever seen.

But, yes it was at least epic. I know I have been doing a lot of complaining about EMI but I still really like the game. There's a lot of things it did right. It just has a few issues is all.

Novotnus
06/30/2009, 05:40 am
If you have a better theory that explains how exactly 3 draws in Monkey Kombat allows LeChuck to regain control I'd like to hear it.

Well, LeChuck is a powerful beeing and if his desire to marry Elaine saved him from death several times, it is possible, that he broke from Ozzie spell when his bride escaped (and her escape was caused by Monkey Kombat move - that's right). Just a theory - that's how i thougt it happened. Would be nice to get some details from Mike : )
And one more detail - if I recall correctly, every "draw" animation was a single move (droping hands down, finger waging or hitting head - always one while you draw)

Fausk
06/30/2009, 02:17 pm
I think it's a little hard to figure out. I mean why should a giant stone egoless LeChuck act exactly like a monkey? I don't recall any dialogue that would have possibly have pointed me along that line of thinking, or anything that highlighted the importance of the monkey reaction animations. I think I did notice the finger waging was the same but I just thought they were reusing animations because of budget or time restrictions.

That's got to be the second most confusing Monkey Island ending I've ever seen.

But, yes it was at least epic. I know I have been doing a lot of complaining about EMI but I still really like the game. There's a lot of things it did right. It just has a few issues is all.

Well, if humans didn't have egos wouldn't we all act like apes, the previous evolutionary ancestor? :P Might be a bit of a stretch, but it makes sense to me.

Novotnus
06/30/2009, 03:36 pm
Didn't work on Pegnose this way - he started to act like a scared child or a paranoic, but not an ape.

CalBearRJ
06/30/2009, 07:41 pm
I don't know that I care much how epic the ending was. It was still my least favorite ending of the four games. Solving the last couple puzzles didn't make me feel like I accomplished anything...turning off the tower was too obvious, and I sorta stumbled on how to beat Ozzie/LeChuck without really understanding why I needed to do those things.

The best MI ending was MI2. It becomes obvious what the puzzle is to beat the game, and it relies on knowledge you've gained by playing the game, but it still takes awhile to figure out how to put all the pieces together. That was a great final puzzle.

ttg_Stemmle
07/02/2009, 09:37 am
Hey guys, sorry I've been away so long, but we've been bolting down the press build for Chapter 1, which is looking to be about 98.3% of the actual Chapter 1 gameplay experience (plus-or-minus a few bug and music tweaks).

While I'm here, I'll clear up a little confusion about the end of EFMI: LeChuck and Ozzie are indeed defeated because Guybrush goes for the tie in Monkey Kombat, causing the giant LeChuck statue to slap his head with his hands, just like all the monkeys do when there's a tie. Nasty puzzle, without as much foreshadowing as I would throw into it if I were writing it today.

As to how LeChuck survived getting blowed up real good for the umpteenth time, well, there's a story behind that...

Mike

ttg_Stemmle
07/02/2009, 09:43 am
Hey Mike!
I know that the fourth episode is called "The Trial and Execution of Guybrush Threepwood", so would that have anything to do with the goodsoups and/or blood island? Also, if you were able to fix any plot holes that were in EMI with TMI, what would you fix? I guess for me i would probably fix the herman story, but thats just my opinion :D

No Goodsoups currently planned in Ep 4, just a good old fashioned pirate-y trial and execution for Guybrushs's various crimes.

As for plot holes, my preferred modus operandi is navigate around them rather than fill them. These stories are short enough as it is without wasting a heckuvalotta time on continuity smoothing. That said, if I can retcon a really bad idea (particularly one of mine) away with a single line of funny dialog, I'll jump at the chance.

Note the complete lack of an actual answer there,
Mike

Toothless Gibbon
07/02/2009, 01:21 pm
Hey guys, sorry I've been away so long, but we've been bolting down the press build for Chapter 1

Is it worrying that the thought of the press playing Episode 1 before me makes me feel physically sick?

:D

Gryffalio
07/02/2009, 01:39 pm
Is it worrying that the thought of the press playing Episode 1 before me makes me feel physically sick?

:D

Don't worry, it's probably just swine flu.

OzzieMonkey
07/02/2009, 02:49 pm
No Goodsoups currently planned in Ep 4, just a good old fashioned pirate-y trial and execution for Guybrushs's various crimes.

As for plot holes, my preferred modus operandi is navigate around them rather than fill them. These stories are short enough as it is without wasting a heckuvalotta time on continuity smoothing. That said, if I can retcon a really bad idea (particularly one of mine) away with a single line of funny dialog, I'll jump at the chance.

Note the complete lack of an actual answer there,
Mike

actually, that answered my question perfectly, thanks!

OzzieMonkey
07/02/2009, 03:05 pm
I think what 'The Tingler' says makes sense. While not very obvious or logical the puzzle relies on LeChuck having identical/similar reaction animations to the monkey's who at some point do hit themselves over the head during Monkey Kombat. I don't recall exactly if that animation plays only after drawing or after 3 draws, but if it does then I think that pretty much confirms that is the logic behind the puzzle for defeating Ozzie.

I know it looks a bit like he is attacking Ozzie but I think that was just played up for dramatic purposes. Notice LeChuck's expression remains unchanged and he does not say anything that would make it clear that he has regained control like "take this Ozzie." I'm convinced he is just hitting himself on the head like the Monkeys do.

If you have a better theory that explains how exactly 3 draws in Monkey Kombat allows LeChuck to regain control I'd like to hear it.

If only there was someone on this thread who could settle this dispute once and for all...

Well,if I remember correctly, Father Elegro Resputin tells Guybrush that to reverse a voodoo curse, you need a bigger voodoo curse, and that's what the whole ending battle was about. The draw caused Lechuck to destroy the ultimate insult, because maybe also to reverse the effects of the ultimate insult, you need to destroy it during monkey kombat, im not sure, but that's what i thought anyway.

nadir
07/02/2009, 07:49 pm
No Goodsoups currently planned in Ep 4, just a good old fashioned pirate-y trial and execution for Guybrushs's various crimes.

As for plot holes, my preferred modus operandi is navigate around them rather than fill them. These stories are short enough as it is without wasting a heckuvalotta time on continuity smoothing. That said, if I can retcon a really bad idea (particularly one of mine) away with a single line of funny dialog, I'll jump at the chance.

Note the complete lack of an actual answer there,
Mike

haha, I can already imagine Guybrush trying to find an escape while someone is reading out the never ending list of stolen items and other crimes Guybrush has comitted.

I agree with your MO. Focusing on the characters and jokes, making Tales the best game it can be rather than getting tied up in the back story is probably the best way forward.

darknessofheart
07/02/2009, 07:56 pm
Hey Mike! First, I just want to say thank you so much for all your hard work on this project. Making alot of people happy. My question has to do with the character of LeChuck. Will his role be that of the classic cold and main villain or is there gonna to be another main villain?

The Tingler
07/03/2009, 01:31 am
Is it worrying that the thought of the press playing Episode 1 before me makes me feel physically sick?

:D

I wasn't going to mention it, but the thought of me making Toothless Gibbon physically sick gives me a warm feeling... although it could just be the sick on my feet.

Ok, next question for Mike, I can't remember if this has been asked yet - Will you be Project Lead for all the episodes, or will it mix (n' mojo) up like other Telltale games?

Junaid
07/03/2009, 08:58 am
Soooo mr Stemmle... or can I say Mike? I'll just say Mike.

Allright Captain Loogie, in the gameplay movie, Elaine says that they will die... again
Is she referring to:
1) the fact that they already had a big adventure in which all sorts of crazy stuff happened we'll never find out?
2) the beginning of EFMI, where they are declared dead
c) the many times they were in great danger

The Tingler
07/03/2009, 10:32 am
I thought it was 1), but now you've reminded me of 2), it could well be!

ttg_Stemmle
07/03/2009, 11:06 am
Soooo mr Stemmle... or can I say Mike? I'll just say Mike.

Allright Captain Loogie, in the gameplay movie, Elaine says that they will die... again
Is she referring to:
1) the fact that they already had a big adventure in which all sorts of crazy stuff happened we'll never find out?
2) the beginning of EFMI, where they are declared dead
c) the many times they were in great danger

For people who've never played a Monkey Island game, it's 1)

For people who've played EFMI, it's 1) and 2)

Crushing bugs like Linda Blair at the end of Exorcist II,
Mike

Junaid
07/03/2009, 11:20 am
Hehe okay, thanks for the answer

I hope to see more of these references to the never-seen adventures of Guybrush and Elaine. In fact, I hope we never find out LeChuck's plan with the monkeys (finding out their secret??), much more funnier that way :)

ttg_Stemmle
07/03/2009, 11:37 am
Is it worrying that the thought of the press playing Episode 1 before me makes me feel physically sick?

:D

If it makes you feel better, the version the press got had a few unamusing bugs that you, the adoring public, will never get the pleasure of enduring.

Of course, the fact that the press saw those bugs makes ME physically sick :)

Mike

Gryffalio
07/03/2009, 11:45 am
Of course, the fact that the press saw those bugs makes ME physically sick :)

I don't think games reviewers have any credibility left after Empire: Total War.

Threepwood4Life
07/03/2009, 02:31 pm
Hi Mike,

Once an episode is released how long after will details emerge about the next episode would it be at least a week or two after?

Is there also a possibility of those who've pre-ordered to have early access to the episodes just like what happened with Sam & Max when a couple of episodes were sent out a day or two early to all pre-order subscribers?

nadir
07/03/2009, 05:33 pm
If it makes you feel better, the version the press got had a few unamusing bugs that you, the adoring public, will never get the pleasure of enduring.

Of course, the fact that the press saw those bugs makes ME physically sick :)

Mike

Hi Mike,

As long as they are well informed that these bugs will be squashed it shouldn't be too bad... Hopefully.

Here are my questions:
1. Who are your heroes, both in and outside of the games industry.

2. I realise this is a very important franchise with a lot of fans to please. For many this will be their first episodic adventure game, so it's got to make a good impression. I was wondering if a longer production cylce or a larger team has been allocated for TMI than previous telltale games, in order to help meet fan expectations.

3. Will forum goers get more opportunities to suggest book tiltes and the like for later episodes. I am concerned I may have put in my suggestions a little late.

4. You mentioned you like Zelda before. Which is your favourite Zelda game? I think Mines probably Majora's Mask, but it's a close call though.

Thanks for taking the time to talk to us on this thread, and good luck getting everything finished for Tuesday :D

thatdude98
07/03/2009, 09:08 pm
heyz, if I repeat others, sorry. I didn't read the eight pages of Q&A...

1) Can I have an E3 button?
2) Can I have a E3 button?
3) The most important one of all: Are us preorderers going to get to help with stuff like book titles and the like? (yeah, I think I just repeated someone...)
4) Can I have an E3 button? (boy, that gets annoying to type)

martymcfly
07/05/2009, 02:21 am
Hi Mike.

Thanks for taking the time to reply in this forum.

My questions with regards to game design is:

1. Do you ever worry that the episodes won't retain the feel of the full length games that came before? Is this even an issue or is it good to be different?
2. Do the constant deadlines help or hinder?
3. Is the overall story planned well in advance, or do major changes take place even towards the final episodes?
4. Would the games have been made if Dominic wasn't available? Or would that have been a major deterrant?

Thanks!

Silverwolfpet
07/05/2009, 03:35 am
I wonder how do they manage with all this pressure?

werpu
07/05/2009, 04:35 am
Having recently played CMI with its 3d acceleration button, wouldn´t it be nice to get a 2d acceleration button in TMI?

werpu
07/05/2009, 04:42 am
Originally Posted by prizna View Post
I know there is no real need to tidy up the few "problems" like Herman Toothrot is H.T. Marley and the whole who pushed H.T. Marley into the whirlpool thing but if they chose to clean it up it could be done in a joking way, like it being explained and then Guybrush responding really sarcasticaly that it makes a lot of sense.

Yes, that would be good :D

HT: "Sorry saying that I was your grandfather Elaine, was a sideffect of my
amnesia, in fact I am your mother Luke... Guybrush "

HT:"What did I just say, I cannot remember anything"

Mad Mary
07/05/2009, 05:38 am
HT: "Sorry saying that I was your grandpar Elaine, was a sideffect of my
amnesia, in fact I am your mother Luke... Guybrush "
HT:"What did I just say, I cannot remember anything"
Now THAT is great. ROFL...

Lenar Hoyt
07/06/2009, 01:28 pm
This is a total offtopic question, but seeing your avatar I couldn't resist. What are the possibilities of an Afterlife sequel? :D I loved that game, one of my all-time favorite strategy games. Allthough I prefered Jasper. Greetings from a humble HOHORAFSUMAist. ;)

djchallis
07/06/2009, 02:53 pm
Hey Mike!

I'm sure you've answered this question somewhere on the internet, but I figure this thread's here for a reason! My question is this: What are your thoughts on Escape from Monkey Island?
As I'm sure you're aware, some people adore it, some people hate it, some people are kinda in the middle. Presumably you did everything you could to make it the best game ever (I'm trying not to give away my own thoughts here). So how do you respond to the various different opinions people have voiced about it? Do you think everything in it was perfect, or do you regret some/most/all of the decisions you made for the game?
I just figure I'm going to get the best understanding of the game by asking this to you, instead of discussing it with other MI fans.

As a side question, when working on Tales do you find yourself drawing ideas and references from Escape more than the other three (because you wrote it) or do you manage to be fair and make Tales the sequel to the whole series, not just Escape.

Apologies if I said anything to offend you. I'm not entirely sure what you think of Escape now. (which is why I asked the questions)

ttg_Stemmle
07/06/2009, 03:30 pm
Hi Mike,

As long as they are well informed that these bugs will be squashed it shouldn't be too bad... Hopefully.

Your lips to Oa's ears...


Here are my questions:
1. Who are your heroes, both in and outside of the games industry.

Curiously, for a guy so into super-hero comics, I try not to have too many real-life heroes... that road can lead to idolatry.

That said, I grow increasingly impressed with guys like Einstein, George Washington, John Adams, Abe Lincoln and Thomas Jefferson with every passing year. Spines and brains... we need more of them.


2. I realise this is a very important franchise with a lot of fans to please. For many this will be their first episodic adventure game, so it's got to make a good impression. I was wondering if a longer production cylce or a larger team has been allocated for TMI than previous telltale games, in order to help meet fan expectations.

Well, we've been working on this puppy for quite a whole, but not particularly longer than any other franchise start-up. At least, that's my impression... I've only been here for a year-plus, after all :)


3. Will forum goers get more opportunities to suggest book tiltes and the like for later episodes. I am concerned I may have put in my suggestions a little late.

Oh, I wouldn't be surprised if something comes down the road... but don't quote me on it. Plans DO change constantly around here.


4. You mentioned you like Zelda before. Which is your favourite Zelda game? I think Mines probably Majora's Mask, but it's a close call though.

Curiously, Majora's Mask frustrated the heck out of me. Perhaps I should replay it in my Copious Free Time(tm Telltale Games). Wind Waker for the DS was better than I would possibly have imagined, and deserved to take its place with the other Zelda games.


Thanks for taking the time to talk to us on this thread, and good luck getting everything finished for Tuesday :D
Danke. It's almost there! I've officially been locked out of the code, which is always a good sign!

Sandata
07/06/2009, 03:40 pm
Hey mike hope no one asked this yet.

Do you remember most of the plot/goal of Sam & Max: Freelance Police? If so 1. Ever thought of making under TellTale?
2. Did you ever post or could you post the story and how it was gonna go?

That's about it...i enjoyed the games that You worked on so keep up the good work.

ttg_Stemmle
07/06/2009, 03:43 pm
Hi Mike.

Thanks for taking the time to reply in this forum.

My questions with regards to game design is:

1. Do you ever worry that the episodes won't retain the feel of the full length games that came before? Is this even an issue or is it good to be different?

It's an issue, which is why we've tried really hard to design the season as though it were one massive Monkey Island adventure, broken into five fulfilling chapters. By the end of the season, if we've done our job, you'll feel like you played a HUGE Monkey Island game.


2. Do the constant deadlines help or hinder?

Nothing focuses the mind like a hard-as-nails deadline. It's stressful, but it's a passing stress.


3. Is the overall story planned well in advance, or do major changes take place even towards the final episodes?

The big beats are planned out well in advance. That said, the further out the episodes are, the more wiggle room we have to make some changes to the individual plots. Over the last few days we've re-rigged a number of plot points to the fourth chapter, making it even more over-the-top insane than we previously imagined.


4. Would the games have been made if Dominic wasn't available? Or would that have been a major deterrant?

I don't like to imagine a world in which Dominic wasn't available. We probably would've come up with an excuse for Guybrush to lose his voice for most of the season, or something equally lame.

ttg_Stemmle
07/06/2009, 03:48 pm
This is a total offtopic question, but seeing your avatar I couldn't resist. What are the possibilities of an Afterlife sequel? :D I loved that game, one of my all-time favorite strategy games. Allthough I prefered Jasper. Greetings from a humble HOHORAFSUMAist. ;)

I'd say there's a snowball's chance in heck :)

Although, ye gods, what I could do with that concept today...

Let's see if I can translate that without looking it up:

Heaven Or Hell Only
Reincarnation Always (Loops) Fate
Souls Undergo Multiple Afterlives

Mike

darknessofheart
07/06/2009, 05:13 pm
Hey Mike! First, I just want to say thank you so much for all your hard work on this project. Making alot of people happy. My question has to do with the character of LeChuck. Will he be the main threat in this game or will he have a role similar to Escape from Monkey Island (which I think is a great and very underrated game)? Thanks for your time and good luck with the remaining episodes.

Lenar Hoyt
07/06/2009, 10:45 pm
I'd say there's a snowball's chance in heck :)

Although, ye gods, what I could do with that concept today...


Being an optimistic, i'll take that as a yes. :D Seriously, AL was a great game, very funny and all, but what i loved was the duality/balance concept. I also would love to see what you can with the concept today.... ;)


Let's see if I can translate that without looking it up:

Heaven Or Hell Only
Reincarnation Always (Loops) Fate
Souls Undergo Multiple Afterlives

Mike

In fact i don't recall the exact meaning. It was my status line or nick some years ago and i just memorized the acronym. But your translation makes a lot of sense. And yes, a L is missing, a typographic mistake. :rolleyes: HOHORALFSUMAists forever.

Anyways, Mike thanks for answering, thanks for the new Monkey Island, and thanks for the great moments I spent with Afterlife in the days, and sorry for the offtopic.