BTW since I'm now replaying monkey 1, there's an ultimate talkie edition that combines speech from the special edition and the original game graphics.
http://gratissaugen.de/ultimatetalkies/monkey1.html
- It builds a talkie version for DOS and ScummVM out of the Special Edition.
- No dead ends.
- Higher quality and some additional sound effects from the SE.
- Music support for MT-32, brand new General MIDI and AdLib. Including Stan's theme and the extended LeChuck theme.
- ScummVM support for both, the old CD audio tracks and the SE tracks.
- Spiffy close-up.
- Plenty of original bugs fixed.
You can compile it yourself from the above, or do a more extended search and find it somewhere™ already compiled. Speech was the best aspect of the SE, it was very well-made. SCUMMVM is probably the best way to play it.
There are decent people here...? I thought I was the only one!Decent people have it rough here.
There are decent people here...? I thought I was the only one!Decent people have it rough here.
I'm a very tall self-proclaimed Decent Person™. How could this be? My self-perception can't be erroneous as I don't make mistakes.There are decent people here...? I thought I was the only one!Decent people have it rough here.
You're too short, there's not enough space within you for malice. So you lucked out.
A hint system? In this economy?
Back in 2013, Gilbert wrote that his then-theoretical Monkey Island follow-up would have "no tutorials or hint systems or pansy-assed puzzles or catering to the mass-market or modernizing." Today, as he works on an actual Monkey Island game, Gilbert said his thinking has changed.
"[One thing] that people really want in games today are built-in hint systems," Gilbert told Ars.
A big part of why he changed his mind, Gilbert said, is simply the rise of the Internet. In the early '90s, before Internet access was widespread, getting stuck on completely impenetrable puzzles was just "what [adventure game] players expected," he said. Today, though, "if [players] don't have a built-in hint system, they're just going to jump over to the web and... read a walkthrough." To prevent that, Return to Monkey Island will include a hint system that has been designed to make sense "in the fantasy," Gilbert said. It will provide "more than just a walkthrough."
"[There was] a lot of stuff that we did back then and didn't think much about—a lot of very obscure puzzles," Gilbert continued. "Hiding a piece of information somewhere with no clues about where to find it—that kind of thing just wouldn't fly today... Having hint systems means that if you make the puzzle just completely weird and obscure, people just go to the hint system."
Return to Monkey Island will also borrow a frustration-management feature from Monkey Island 2 and Thimbleweed Park: an easy mode. Called "casual mode" in the new game, this option will be designed for "people [for whom] this is their first adventure game, or they haven't played adventure games in a long time, or maybe they have lives and kids now," Gilbert said. "They can play the casual mode, which is just a lot of simplification of the puzzles. That is our main way to get people into playing a point-and-click game if they haven't done it before."
Features like these reflect how game design and player expectations have changed since the early '90s, Grossman said. "Frustration is a bigger factor for people," he said. "There are more demands on [players'] time now, and they just don't tolerate frustration as well as they did 30 years ago."
These days, Grossman said, "people want to be stuck, but only for five minutes at a time... I play these [older adventure games] with my son, who was just approaching 8 years old, and maybe he has a skewed perspective, but we will work on something for about two and a half minutes and then he will just say, 'Get your phone out. Look up the solution. Look it up!'"
While many gamers have fond memories of solving the nigh-impossible puzzles in the original Monkey Island games, Grossman thinks some re-evaluation might be warranted. "A criticism of those old games... is that there was a strong aspect of just reading the mind of the designer and guessing what they wanted you to do," he said. "And you can see where that comes from because we really did put things out there for people to find and not say anything about them. It was hard to make discoveries."
God, I hate this justification. If you can't find the time to play a game, maybe don't, or think about your life, why that is. Also, it's the same reasoning used to defend microtransactions, like "shortcuts".or maybe they have lives and kids now
On the more relevant topic, though - I think it's always a bad sign when developers signal that they're looking to alienate the biggest share of their product's proven audience to try and capture a broader one. It almost never works. I don't have an opinion about MI2/Curse's "easy" modes as I've never bothered with them - but did they really work to bring more people in? Do you know anyone whose first experience with these games was the simplified mode and who went on to become a fan?
The easy mode in Monkey Island 2 was very well done. Honestly, I'd much rather have an optional easy mode than have a compulsory one.
Make the game the way you want, let playtesters play your game. Write down the puzzles they had the most problem with(and the bugs, of course), then make them even harder and laugh evilly. Done. They always need to complicate things.
Yeah, it never occurs to people that if they're constantly getting stuck in adventure games and then instantly looking up a walkthrough, maybe the problem isn't the game itself. I'm not saying there aren't games that actually do have puzzles you're unlikely to solve even this way, they exist, but the process of winning an adventure game does require some puzzling out of these things. Sometimes even walking away from the game and coming back in a day or two. There's nothing quite like doing some menial task and then thinking up the solution to a puzzle, and finding out that it works.I think it's less about their schedules and more they don't just don't get these games. The mind space that's required to enjoy them is lost to them.