It’s not about limited abilities but the character. Stan is a good (but of course extreme) example: Would you like to play this hectic salesman several hours? It would be funny the first half hour and after that he and his responses would be annoying.
Like Stan all supporting actors are introduced for a specific case in the games. For example the Fettucini Brothers are just there for a gag and a reward. I’m uncertain if you could make a whole game with them - you would have to advance and thus change their characters. But then you could also make a new circus game with much more interesting characters.
I see what you mean and… well, what about a game where you’re not HT, but it is nevertheless about HT?
Imagine a game where HT is constantly near you, annoying you. That would be great
But anyway… if we get new Monkey Island games, I’d be happy if it went in a similar direction to Tales, but without necessarily being about Guybrush and LeChuck
I don’t think that I would be interested in playing a game about a MI supporting character because, for me, MI supporting characters are not enough “strong” or interesting to justify an entire game dedicated to them.
I would probably play this kind of game nonetheless, but only because it would belong to the MI universe, not because I would be interested in seeing the character as the protagonist.
Maybe the only exception could be Murray. He could be the protagonist in a bowling simulator.
Some time ago, Telltale Games made two poker games that feature characters from different franchises; Sam & Max were among them. I liked this “ensemble” idea and it could be a way to use a secondary character without dedicating an entire game to it.
imagine playing an old man that bothers people and causes them to make mistakes on what they’re doing. That sounds great to me. Bonus points if the man is also grumpy and insults people so much that they hate him, so the only mechanics is to annoy them so they make mistakes, break things, drop things, hurt themselves, and so on.
I especially love this part: « “I knew I wanted to start the game right at the end of Monkey Island 2. That was this unmovable block, but that really was the only one. Dave and I spent a lot of time talking about ‘What is Monkey Island? What does it mean to us now? What does it mean to Guybrush now?’ Thinking about interesting stories. For me I wanted this game to be a good solid pirate adventure. I felt like some of the past Monkey Islands had veered a little bit into the silly territory. And I wanted this to just be, ‘It’s a pirate adventure.’ »
And this as well: « I ended with one other obligatory fan question: Will the actual secret of Monkey Island be revealed by the end of this game? Gilbert paused and said, “Oh wow, that’s…um…[laugh]…I don’t know that I want to answer that,” before he added, “I think fans will be really excited and happy for what we did or totally angry about what we did." »
I don’t think Ron revealed secret in his blog and ign interview proves it. It was the summary of the main plot for his third game. Important part was how would characters evolve. Instead of that story , now with Return he will make them evolve.
I ended with one other obligatory fan question: Will the actual secret of Monkey Island be revealed by the end of this game? Gilbert paused and said, “Oh wow, that’s…um…[laugh]…I don’t know that I want to answer that,” before he added, “I think fans will be really excited and happy for what we did or totally angry about what we did.”
So, not unlike the amusement-park ending of Monkey Island 2, then? “Yes, very much” he said with his heartiest laugh yet.
I feel like I’ll have to wait another thirty years.
I understand his desire of making people speak for years about an incomprehensible ending, but he has already done that more than one time and now it feels a bit repetitive.