Ron declares he is working on a new Monkey Island

Sure, but it’s… traditional 17th century sound on one end, and Mannheim Steamroller on the other. :stuck_out_tongue:

You know what? These new Pirate Leaders are freakin’ heroes.

The old Pirate Leaders were worthless, and we assumed they were gone forever in shame. Who needs those blowhards?

Stan is corrupt salesman. His shipyard probably needed to be sunk. And his cell is nicer than what Guybrush inflicted on him.

The Voodoo Lady who lies, reshapes reality, sells to both sides, and manipulates people to fight each other? Yeah, good riddance to you and your business, hag!

Cool music. Diverse membership. Adaptibility to voodoo. Plans and ideas. Let’s hear it, Mancomb: “Well, this island has a governor… but we pirates have our own leaders.”

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This never happened in my personal Monkey Island universe, though. :stuck_out_tongue:

I don’t think anyone here will forget that tomorrow there will be this event, but the tweet contains also a new screenshot of the improved LeChuck ship:

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In MI2, did she tell you that she helped make the voodoo root beer in MI1? Did she first recommend you find Big Whoop in MI2 and then, later, reprimand you for trying to find it by MI3? Voodoo witch!

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No matter how strongly Ron tries to distance his games from old-school throwbacks…

[Source]

Poor Ron! There is no hope! :joy:

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I’m telling you guys, it’s a throwback game - no avoiding it. :shushing_face:

This franchise is over 30 years old.
We’re seeing Mêlée and Monkey Islands yet again.
Familiar voice actors and music team.
Two of the original three designers.
Based on current footage, we might be able to name more returning characters than new characters. If not, it’s pretty close.

If Ron wants to make a game that doesn’t get called a throwback, his first step is a new IP that he gets to own. Then he’d have the bonus of getting to own his own work!

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Like Thimbleweed Park? :stuck_out_tongue:

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Yeah. Does he hate Thimbleweed Park now?

I know it was a whole experience for you guys, but sometimes I imagine a reality where Thimbleweed Park had Rex Crowle art and MI6 had Mike Ferarri ar-- (gets shot)

EDIT: And maybe pixel MI6 would have the Thimbleweed ending, and hypothetical Rex Thimbleweed Park would get whichever ending the real MI6 is getting now.

Also by the way: the title is literally RETURN to Monkey Island. Return. That’s kind of throwback.

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Ron said that:

It seems to be what I was thinking.

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I wish he hadn’t thrown shade on the verb coin like that while @ Jonathan Ackley. The verb coin does tell you what’s going to happen when you hover on the hand, eye, or mouth. Not a crapshoot. It’s arguably more precise than “Smells good in there.”

But Ackley won’t say that, because the conversation started wiyth him complimenting the new interface.

Sigh, the UI is fine. Guybrush’s thoughts will save time from using Look on every single thing. But don’t malign that coin. :wink:

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That’s what I thought. Basically an automatic “look”. Or a “first impression” look, whereas while actually looking you get an examination.

Definitely something I’ll add to my next game.

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The text “smells good in here” is not compatible with my interpretation. So, it isn’t the meaning of the click, it’s a generic description in the style of Unavowed. (as Guga said).

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Ron said that it’s what Guybrush is thinking and, in my opinion, that is quite different from a description. I’m very curious to see how they will use this new feature.

I have not commented on the previous clip where Guybrush meets Wally; I wanted to say that, observing how Guybrush acts, it’s a confirmation that he doesn’t give a damn about people. :stuck_out_tongue:

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According to Ron’s tweet, it seems it started as a description of the meaning of the click, then it changed along the way, as they started using it for guybrush’s thoughts. (which sometimes are a description of the object)

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But what do you think of this more “abstract” handling of possible actions? It works sometimes as a reminder, sometimes as a comment, sometimes as a doubt, sometimes as a description… the possibilities seem vast.

You discussed user interfaces for years in this forum and I’m very curious to get your opinion on this new approach, even if based just on a clip, for the moment.

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I still don’t see why this is a bad thing and why Ron is complaining about it. There are old-school games in other genres too and nobody used the term “old-school” as a negative thing.

And this is what I don’t like. Note that this is my own personal opinion! :slight_smile: If you enter a new scene then you try to spot the objects, characters, … in it and hover over them with your mouse. The RtMI interface presents several long texts to you.

First, you have to read them. That might not be a problem at first sight, but after 10 rooms I’m not quite sure if I would get tired (“Oh, yeah, more automatic presented text to read…”).

Second, you get additional information for free. But I would like to explore myself and to be the active part. If I spot an unknown pirate, I would like to walk to him and to decide if Guybrush should look at him, beat him or talk to him. Depending on what I have done first, the “look at” reaction could change. The “free information” in RtMI influences me to do a thing or not. For example if Guybrush says “This is a friendly guy”, I’m likely not going to beat him. That wouldn’t be the case with a (slightly) more detailed “look at” text.

And last, you’ll know what the character is thinking about. So Guybrush influences my thoughts before any action.

tl;dr: I’m still a little bit skeptic, but also curious how the new interface works. :slight_smile:

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@LowLevel I would start by asking “what problem does this solve”?

(Personally I think the big problem to solve in UIs is accidental puzzle solving)

Well, not necessarily. For example , in Unavowed I remember the description were longer and after a while I realized I didn’t have to read them.

In RTMI, though, they are much shorter, so even if mandatory, I don’t see a problem.

You seem to be afraid not of puzzles being spoiled, but of being deprived of doing some exploration. But consider these are text that you would have seen anyway, as soon as you clicked. (and you would have clicked there, for sure). So, I don’t see how this approach can make a difference… whether they are Guybrush thoughts or something else, these things would have influenced you anyway, after a few seconds.

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I can see why you don’t like it, but as a developer for me it’s absolutely the opposite. My last games had a “look first” policy because of that. Looking is vital to adventure games, and it’s very very annoying when you get player complain because they don’t know what to do just because they didn’t care about looking.

And as a player, I think it helps the immersion. When you enter a room in real life and have a look around, you do form thoughts of what you see as soon as you see them. If you see a guy, you will have an idea whether he’s friendly or not. That’s the same with Guybrush.

You as a player may want to beat the new guy up just for fun, but in the world’s game this is not what Guybrush would do because it makes it clear that he thinks he’s a friendly looking face. Why would you want to make Guybrush do something completely out of character? Also because in these games what you get is a “I can’t do that” anyway.

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