<3sRichardSimmons
Arcane
Yeah, I think he's mainly talking about the slow walking speed there.
Fast travel with double-click is a real progress, though, UI-wise.
Fast travel is a boon to a great many adventure games, and I've thought quite a few games needed it over the years...but MI1? I mean, I guess you could change it so that clicking on the map just takes you to the place, but Guybrush is pretty swift for an adventure game protagonist. If anything more characters need to be as swift as Guybrush. And last I checked most of Monkey Island's areas are small, so you're not exactly running across the entire game to solve a puzzle. Nor are there any confusing mazes one is expected to map. What, should Guybrush move around like Doomguy or something?Yeah, I think he's mainly talking about the slow walking speed there.
Fast travel is a mechanical solution to a problem of design. If the game wastes your time by having you backtrack a lot then the issue is with the game, not that you can't instantly teleport from screen to screen.Fast travel with double-click is a real progress, though, UI-wise.
Return to Monkey Island’s art director talks inspirations and expectations
Mike Minotti@tolkoto
May 26, 2022 1:42 PM
What an evil, demonic skull. Image Credit: Lucasfilm Games
Rex Crowle solidified his striking art style with games like Tearaway and Knights and Bikes. Now he’s serving as art director for Return to Monkey Island, the revival of the classic, pirate-themed adventure game series.
I had a chance to talk with Crowle about his love for the Monkey Island franchise and his work on this new entry.
GamesBeat: What is your history with the Monkey Island series as a fan?
Crowle: It’s the game that made me want to make video games. I never expected to actually achieve that dream, let alone actually working on a Monkey Island game. As a kid, most games seemed to be about one rectangle shooting smaller rectangles at another rectangle. Monkey Island was the opposite of that. I cared about the characters, laughed at the jokes, pressed my nose against the screen to study the art and I actually felt super sad for weeks after finishing the game. A state I remained in until I opened up Deluxe Paint III on my Amiga and started creating my own little adventure game graphics. It’s all the fault of that game.
I remember that street!
GamesBeat: Are you pulling inspiration from any specific past Monkey Island game?
Crowle: There’s the color palettes of The Secret of Monkey Island, the more painterly approach of Monkey Island 2: LeChuck’s Revenge, as well as some of the shaper more stylized shapes of The Curse of Monkey Island. We’re a very small indie team so we didn’t go down the 3D route, but aside from that we’ve taken something from all of the games, while making something new and specifically tailored to the story that Ron Gilbert and Dave Grossman wanted to tell. An art style has to connect with the core themes of the game you’re making, its not an interchangeable thing that you apply like a Photoshop filter, and for this adventure a picture-book style was the right fit.
GamesBeat: Are you taking inspiration from outside the series?
Crowle: There’s wider inspiration from some of the other LucasArts classics like Day of the Tentacle. When making a game like this, it can be a challenge to figure out how to cram everything that’s required into each environment, as they are often just a single screen. But Day of the Tentacle has some fantastic design solutions for that, and they create a lot of variety and a sense of rhythm and flow as you move from one screen to another.
A locksmith shop.
Mostly we’re just inspiring each other on the team. We’re a tight-knit little unit and we are constantly adding to each other’s paintings. So each time [a team member] adds something to the game it creates a little ripple of inspiration. Oh, and having a playlist of Tom Waits and sea shanties playing in the background helps as well.
GamesBeat: What is it like getting to reinterpret classic settings from past Monkey Island games?
Crowle: Terrifying. The Monkey Island games mean so many different things to different people it’s daunting having that range of hopes and desires pressing down on you. Some fans picture the earlier pixel art, some remember painterly clouds, some may have happy memories of giant mechanical monkey battles. But with Ron and Dave leading the project it couldn’t be a more genuine Monkey Island game, and we’re all enjoying doing what we can to make sure their vision becomes real. Because everyone on the team has wanted to play that game for a really long time!
Fast travel is a mechanical solution to a problem of design. If the game wastes your time by having you backtrack a lot then the issue is with the game, not that you can't instantly teleport from screen to screen.Fast travel with double-click is a real progress, though, UI-wise.
Fast travel with double-click is a real progress, though, UI-wise.Fast travel is a boon to a great many adventure games, and I've thought quite a few games needed it over the years...but MI1? I mean, I guess you could change it so that clicking on the map just takes you to the place, but Guybrush is pretty swift for an adventure game protagonist. If anything more characters need to be as swift as Guybrush. And last I checked most of Monkey Island's areas are small, so you're not exactly running across the entire game to solve a puzzle. Nor are there any confusing mazes one is expected to map. What, should Guybrush move around like Doomguy or something?Yeah, I think he's mainly talking about the slow walking speed there.
Fast travel with double-click is a real progress, though, UI-wise.
Adventure games shouldn't be open-world.Fast travel is a mechanical solution to a problem of design. If the game wastes your time by having you backtrack a lot then the issue is with the game, not that you can't instantly teleport from screen to screen.Fast travel with double-click is a real progress, though, UI-wise.
When you're stuck in a an open adventure world, you end up iterating everywhere to check and attempt stuff. And you don't have to use fast travel if you don't want to.
Adventure games shouldn't be open-world.
As I remember it the first game had the islands being self-contained and it only got badly designed in the sequel, where you had to go back and forth across the islands, but I played the games on release so it has been a while.You're in a Monkey Island thread mate.Adventure games shouldn't be open-world.
But locations on a given island were far from self-contained. You walk a LOT on Melee Island, especially in town.As I remember it the first game had the islands being self-contained and it only got badly designed in the sequel, where you had to go back and forth across the islands, but I played the games on release so it has been a while.
But I don't know it by heart, I've only played it once. Well, twice if you count opening the game up to check the walking speed. And if I'm traveling a lot to solve a puzzle, I don't think its bad at all. Its not like you're just walking around trying to advance the story, or heaven forbid, trying to figure out what is even going on in the game.Fast travel with double-click is a real progress, though, UI-wise.Fast travel is a boon to a great many adventure games, and I've thought quite a few games needed it over the years...but MI1? I mean, I guess you could change it so that clicking on the map just takes you to the place, but Guybrush is pretty swift for an adventure game protagonist. If anything more characters need to be as swift as Guybrush. And last I checked most of Monkey Island's areas are small, so you're not exactly running across the entire game to solve a puzzle. Nor are there any confusing mazes one is expected to map. What, should Guybrush move around like Doomguy or something?Yeah, I think he's mainly talking about the slow walking speed there.
MI certainly isn't the worst offender, I agree.
But don't consider it when you know it by heart like you mostly do now. When you're exploring, trying to connect dots and so on, you end up traveling A LOT.
There is tedium involved (not even talking about swapping floppies :D)
Yes, the ending chapter of Monkey Island 2 is very bad for the reasons you mentioned.Special mention for certain unskippable non-walking animations, such as LeChuck's spells in the final confrontation. Truly a test of patience.
That's why you stay at the fork near the town and you let the pirates come to you instead of chasing them.The only place where I think MI1’s speed can be a problem is on Melee when you’re just sort of wandering around the map collecting insults and retorts. It’s one of those puzzles that you solve quickly and then spend another twenty minutes executing the solution. That sequence is saved by the humor and writing present, but on repeat playthroughs it can play a little stale.
Yes, the ending chapter of Monkey Island 2 is very bad for the reasons you mentioned.Special mention for certain unskippable non-walking animations, such as LeChuck's spells in the final confrontation. Truly a test of patience.
I replayed this a few months ago and although I (almost) remembered everything I had to do, it took a lot of patience and time to finish.
Not only, you can't skip the animation, but the appearance of Le Chuck and where you are teleported to are quite random.
At one time, I go pretty unlucky: I just had to get to a specific room to get an item there, but it took me almost 10 minutes, because Le Chuck randomly appeared on the way and teleported me in the other direction each time.
Figuring out the puzzle while doing this, is even worse. I am not sure if I would have had the patience today for this anymore...