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Originally Posted by Ronnie
I see your point but it just seems to me that that's what Loom was all about (what with chalking all the notes down which were also random each time).
But then again I guess you don't have to like Loom to like Monkey
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Loom's a bit different, because in Loom the formulas have to be written down, but they're still tied to very concrete stuff, the spell effects. ie the bit actually required for advancing through is, for example, that you use the hay-to-gold spell in your cell or whatever, so the problem just becomes to remember what the hay to gold spell is. It's a very linear relationship, not a fivefold rock-paper-scissor game triggered by combinations of ooks. Plus in Loom it was a central mechanic.
Also notice the "by that point in time" bit. Eleven years of gameplay evolution happened between Loom and EMI. If Loom were to be made today or even in 2001 I'm pretty sure it'd write down the spells for you, like the Zelda
Wind Waker or
Ocarina of Time games, which have somewhat similar magic systems, do. Or, well, like Monkey Island 2 did with the bone song.
In fact it's pretty interesting to see in the first 3 MI games they always ensure you have what you need to remember written down, and the puzzles that could be about memorization are instead about lateral thinking (the dances, shopkeeper and parrot are really the maps you need and when you complete the path once there's always a shortcut for the next trips, you have to complete recipes with the next best things, the core insult puzzles require you to answer to never-before-seen sets of insults, etc). EMI breaks that trend with Monkey kombat and to a lesser extent that bit with meeting yourself in the marshes of time.