The first three represent the achievement of Lucas Arts managerial control, this is what every MI game would’ve been like if Ron et al. had been free from outside influence.
Well, I decided a few years ago, when the Coles explained that the QFG games were full of useless cruft and that Summer Daze is the distillation of a true adventure, that the best policy is to take these developers at their word. If they say that their current project is the product of creative freedom to make the game that's in their heart, we should believe them. If they say that this is the art style that best suits Monkey Island and that MI1 and MI2 only looked the way they do because of limits imposed at the time, we should believe that, too. If they say they are retooling the UI and puzzles to be what they deem best, then we should accept that really is what they deem best. If this game is better than the original games, then that proves the managerial and technological constraints were holding back the team. If it's worse, then that proves the management and tech were holding up the team.The first three represent the achievement of Lucas Arts managerial control, this is what every MI game would’ve been like if Ron et al. had been free from outside influence.
How do we know that's the case now, btw?
yet more evidence that publishers are the only reason gamedevs were ever capable of producing anything of valueAlan is right. We are seeing the Monkey Island they always wanted to make. The first three represent the achievement of Lucas Arts managerial control, this is what every MI game would’ve been like if Ron et al. had been free from outside influence.
Well, I decided a few years ago, when the Coles explained that the QFG games were full of useless cruft and that Summer Daze is the distillation of a true adventure, that the best policy is to take these developers at their word. If they say that their current project is the product of creative freedom to make the game that's in their heart, we should believe them. If they say that this is the art style that best suits Monkey Island and that MI1 and MI2 only looked the way they do because of limits imposed at the time, we should believe that, too. If they say they are retooling the UI and puzzles to be what they deem best, then we should accept that really is what they deem best. If this game is better than the original games, then that proves the managerial and technological constraints were holding back the team. If it's worse, then that proves the management and tech were holding up the team.The first three represent the achievement of Lucas Arts managerial control, this is what every MI game would’ve been like if Ron et al. had been free from outside influence.
How do we know that's the case now, btw?
Incidentally, I just learned, like right this moment, that there was a three season long Maniac Mansion TV show with Eugene Levy. How did I never hear of it over all these years...?
I have a strong sense that this is sarcasm. But MRY is too virtuous to stoop to sarcasm. Isn't he?Well, I decided a few years ago, when the Coles explained that the QFG games were full of useless cruft and that Summer Daze is the distillation of a true adventure, that the best policy is to take these developers at their word. If they say that their current project is the product of creative freedom to make the game that's in their heart, we should believe them. If they say that this is the art style that best suits Monkey Island and that MI1 and MI2 only looked the way they do because of limits imposed at the time, we should believe that, too. If they say they are retooling the UI and puzzles to be what they deem best, then we should accept that really is what they deem best.
Alan is right. We are seeing the Monkey Island they always wanted to make. The first three represent the achievement of Lucas Arts managerial control, this is what every MI game would’ve been like if Ron et al. had been free from outside influence.
Incidentally, I just learned, like right this moment, that there was a three season long Maniac Mansion TV show with Eugene Levy. How did I never hear of it over all these years...?
I've just seen more screenshots of the game and as much as I'd like to simply whinge at it looking like an even uglier version of MI1&2 remakes, they also don't look very interesting at all, and I'm hard pressed to imagine they'd have any good puzzles whatsoever, which was kinda sealed the deal on MI1 and MI2 - they weren't terribly story-driven and that was very nice indeed
The opening song is wholesome as fuck:Incidentally, I just learned, like right this moment, that there was a three season long Maniac Mansion TV show with Eugene Levy. How did I never hear of it over all these years...?
Perfect way to put it, and it's been happening to this series since MI3, which is a game I like very much but I'm simply unable to understand the need to change MI1/2's visual style. However I feel this goes beyond being relatable, it's also worse for the series' comedic value. Isn't it much, much funnier when it's a more serious/realistic style in contrast with the absurd situations and lines?. I mean, that's the foundation of british humour, which is one of the best on earth, it's not something they accidentally invented, there's decades worth of content of just that.That visual style is just not relatable for me.
Exactly. Just look what amazing games those people were able to do on 8-bits computer/video games.Limits boost creativity.
Perfect way to put it, and it's been happening to this series since MI3, which is a game I like very much but I'm simply unable to understand the need to change MI1/2's visual style. However I feel this goes beyond being relatable, it's also worse for the series' comedic value. Isn't it much, much funnier when it's a more serious/realistic style in contrast with the absurd situations and lines?. I mean, that's the foundation of british humour, which is one of the best on earth, it's not something they accidentally invented, there's decades worth of content of just that.That visual style is just not relatable for me.
It shouldn't be rocket science that the first style works much better to deliver that line.
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People do change. And that's the key to everything. And theDepending on which way I look at it, it's sarcasm or dejection. These games meant a lot to me growing up, but I was basically oblivious to the creators behind them because they tended to be modest -- not sticking their names on the box like, say, Sid Meier. When at some stage in my life I realized there were actual people behind the games, I naturally came to admire them quite a bit. But almost all of these creators, when fans or patrons give them money and free rein, seem to make games that bear only superficial resemblance to the games I loved as a kid. And, in fact, the creators themselves generally acknowledge these differences, and then say that the game they're making now -- whether it's Broken Age, Summer Daze, RMI, Queen's Wish, whatever -- is actually the butterfly that was trapped in the surly chrysalis that was the game I grew up loving.
At first, I was disbelieving, because it seemed so obvious that such-and-such game wasn't actually the sincere upwelling of artistic originality, but instead an effort to pander to the fads of the moment. But the more I read the dev diaries, interviews, etc., the more convinced I became of their sincerity. And, in any event, if "so-and-so creator says this is the real game, and all you fans are close-minded jerks" is going to be deployed against those who like the old games more than the new, then probably the best thing to do is just accept the argument and all it implies. The conditions that made the games I grew up loving were not conditions of creative freedom for these developers, but creative constraint; and the constraints made the games what they area.
I think you're quite right, and history has so-far overwhelmingly proved that creative constraints were, at a minimum, vital to the creative output that resulted in cherished classics.At first, I was disbelieving, because it seemed so obvious that such-and-such game wasn't actually the sincere upwelling of artistic originality, but instead an effort to pander to the fads of the moment. But the more I read the dev diaries, interviews, etc., the more convinced I became of their sincerity. And, in any event, if "so-and-so creator says this is the real game, and all you fans are close-minded jerks" is going to be deployed against those who like the old games more than the new, then probably the best thing to do is just accept the argument and all it implies. The conditions that made the games I grew up loving were not conditions of creative freedom for these developers, but creative constraint; and the constraints made the games what they area.
I think it’s also just a fact that the vast majority of creatives do their best work before the age of 40; Dostoyevskys (that is, creatives who did their best work near the end of their life) are pretty few and far between when examining western culture.I think you're quite right, and history has so-far overwhelmingly proved that creative constraints were, at a minimum, vital to the creative output that resulted in cherished classics.At first, I was disbelieving, because it seemed so obvious that such-and-such game wasn't actually the sincere upwelling of artistic originality, but instead an effort to pander to the fads of the moment. But the more I read the dev diaries, interviews, etc., the more convinced I became of their sincerity. And, in any event, if "so-and-so creator says this is the real game, and all you fans are close-minded jerks" is going to be deployed against those who like the old games more than the new, then probably the best thing to do is just accept the argument and all it implies. The conditions that made the games I grew up loving were not conditions of creative freedom for these developers, but creative constraint; and the constraints made the games what they area.
Look no further than the first vanguard of the Kickstarter-era to find games made without those constraints. They certainly had constraints still, yes, but very different in nature. For the developers of RPGs that had a track-record going back to the late 90s or early 2000s, their liberated-from-publisher-constraints output was... not as good. One way to interpret this is an affirmation of the old "necessity is the mother of invention" saying. It just may be that creative and practical constraints that existed several decades ago were more beneficial to the creative output than anyone could have guessed.