Ron declares he is working on a new Monkey Island

But I would like to chose that myself. For example with a multiple choice system.

But I have to figure out that myself. :slight_smile: The game is taking control over me. :wink:

I don’t do that. I’m still curious how the interface will work. :slight_smile:

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Maybe those hover texts are Guybrush’s thoughts. That would makes sense, presuming he got a reason to talk to them in a previous scene.

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That would mean, that we’ll get a one-click-interface? But Ron disliked that system… :thinking:

It feels like a hint system. Giving you a rough idea of what to do but I’m not sure. We’ll have to wait till either tomorrow for an explanation or until we are playing the game ourselves to be certain.

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I’m not sure because we got his thoughts by clickling “Look at” in the first 4 games. Tales was kind of a one click thing and didn’t use verbs so Idk if i’d count that but it still works with the same logic.

So they would be still spoilers. :wink: I would like to come to my own conclusions.

But I don’t want hints. :wink:

Indeed!

If you don’t want hints then you can turn it off. No big deal

…At least I’m assuming hints are optional. It would be strange if they weren’t.

But it seems to be the standard interface. :wink:

Nuff said. Let’s wait and see. :slight_smile:

If they did it well, the text on mouseover will only remind you of actions that you already know will help you proceed in the game.

For an example set in MI1: the lookout tells Guybrush that the pirate leaders are in the SCUMM Bar and only after Guybrush knows that the player gets a text “time to talk to pirate leaders”.

Being them reminders of things to do, and for sure something that helps a lot, I don’t exclude that these texts might play a part in the (optional) hint system.

I also suggest to resist the temptation of concluding that this is the only way the game or the interface works. We already know that there will be a “casual mode” and a hint system and who knows how many other options.

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Somebody had a theory that the large amount of recorded lines might have involved unique “Look at” dialogue, instead of “I don’t see anything special about it” answers.

I think that theory is crushed now. All that recorded dialogue must be other stuff.

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Reminders would be helpful. In adventure games I often get stuck on a puzzle go solve another one and then I completely forget what puzzle I was stuck on the first place. Having a reminder would be great to point me in the right direction lol

Reminders are probably best kept in the “diary” or “notebook” (like the one in TWP). (Assuming there is one in RtMI.)

For this reason, I think the purpose of the hover text is only to provide the semantics of the click.
For example, you hover a person and you see “strangle him”. You hover another person and you see “ask him what he is doing around here”.
(presumably, if there are multiple things you can ask, as Someone rightly says, we won’t see this.)
(assuming “strangle” is not a puzzle in this context)

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I interpreted the mouseover texts as basically text only and clickless reactions to “look at”.

Which is something P&C games may profit a lot from, because 1) it solves the problem of people not looking by giving directly the look reaction 2) streamlines the exploring by removing the need of a click 3) saves time and money avoiding a voiceover for something that should be an inner monologue.

Having a “pirates” mouseover and then having to explicitly look at them to have a “hmm, are they supposed to be here?” wouldn’t be a spoiler, so why would a mouseover be one?

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The music transition is spectacular. It goes from a more sober SCUMM Bar theme, perfect for a context that is not noisy, to an upbeat version of the same theme, accompanied by the sound effects of the environment.

Regarding the interface that I’m observing, I may be wrong but I think that this time Ron has finally come up with an interface that will remove that friction that some people think has limited the popularity of the genre.

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Dynamic music changes a la iMuse is so cool. We need to release date. Hopefully tomorrow…

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Devolver has clarified to Eurogamer that this isn’t a hint system. Oh well.

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So the music transitions to rock and roll for the hip new Pirate Leaders.

I am very curious if any of them will be presented as sympathetic by the game’s end. Like… is the game going to have steady themes of “new is not bad”… or is it going to seesaw between new being bad or good because there wasn’t an intended theme for it… or is new bad for the story but good for other things… don’t hurt yourself, Grackle!

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I demand a modern implementation of the old CTRL-W shortcut through the new mouseover text: a hotspot in every room (or on Guybrush himself) that says: “Click here to win”.

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Yes, these are my thoughts. Unavowed did something similar, so it wouldn’t surprise me. I think it’s just a quick thought from Guybrush, to remind the player what they’re doing, more of a big picture thing. I don’t think it will spoil any puzzle.

Pretty sure it will something like that… Guybrush starts the chapter and he says openly that he’s looking for the pirate leaders. He already went to Mêlée Island, so he already knows about them being in the Scumm Bar… which is not exactly the case, because when he arrives, he realizes that there are new pirate leaders, and we can also see that on the contextual interactions, Guybrush being surprised that they’re not the ones he was looking for.

So I think the big idea is more to keep in mind what our goals are, and to see what’s going through Guybrush’s mind at that time.

And sorry for my English today, I’m really tired, I’m struggling with my words.

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