YouTube suggested to me this new interview:
TIL: Ron, although not involved in the development of Day of the Tentacle, was the one who suggested that the game should be about time travel, with puzzles between past and future. ![]()
Table of contents:
- Ron’s Influences
- Why Adventure Games Suck
- Ron’s home videos
- SCUManiac Mansion engine
- No action scenes in Maniac Mansion
- Zak McKracken
- How to make a joke
- Are people less funny if they’re trying to be more realistic?
- Indiana Jones The Adventure Game
- Action scenes in Indy
- What he learned from Maniac Mansion
- The Maniac Mansion TV show
- Ron’s involvement in Loom
- Chronology of his work
- Indiana Jones made in 1 year
- Puzzle Dependency Chart
- Origins of the Puzzle Dependency Chart
- Ron’s inspiration for puzzles
- Being the first to do a verbal user interface
- How games like Maniac Mansion get made without a greenlight
- Ron’s inspiration for Monkey Island
- The ethics of comedy
- Return to Monkey Island’s mature content
- Inspiration for Guybrush Threepwood
- The Monkey Island Pitch process
- Monkey Island’s art design
- Why a pulley chicken?
- Collaboration on Monkey Island
- Number of verbs in Monkey Island
- Trusting the audience
- The inspiration for insult swordfighting
- Music in Monkey Island
- Hardest puzzle in Monkey Island
- Monkey Island 2’s verb reduction
- Writing an adventure game where you can’t get stuck
- Incentivizing curiosity
- How you insult your audience
- Monkey Island 2 Production timeline
- The one joke from Monkey Island 2 Ron regrets
- Star Wars point n click?
- Relationship between Sierra & LucasArts
- Why LucasArts sold better in Europe
- Humongous Entertainment and why you can’t make adventure games for kids today
- Ron’s views on the Maniac Mansion remake
- Don’t f*ck it up. - Ron on Day of the Tentacle
- Why Ron Left Lucas
- Ron’s involvement in the MI1 and 2 remasters
- Ron’s involvement in Tales of Monkey Island
- The Cave
- Thimbleweed Park trusting the audience
- Puzzle design in Thim
- Thimbleweed Park inspirations
- Thimbleweed voiceover
- Making Adventure Games for short attention spans
- Can there be hard adventures?
- Artificial intelligence
- Film adaptation of Monkey Island?
- Hollywood Envy today
- Ron’s advice for making adventure games
- Why we laugh
- Selling 100K units can be a success