TellTale-Tales of Monkey Island - questions wanted

Started by arj0n, Mon 15/06/2009 22:19:20

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arj0n

I'm a member of a webpage with adventure previews/reviews and interviews.
We now may ask some questions to the TellTale team who's responsible for Tales of Monkey Island.
It's pretty hard to make up good reasonable questions regarding this game so far.

Now I know there are quit some monkey island lovers around here, so are there any
AGS-ers who would have some good questions about TT's Tales of Monkey Island?

Thanx so far.

[Arj0n]

Shane 'ProgZmax' Stevens

Are Ron Gilbert and Dave Grossman writing the script for the story?

That's what I want to know, since it will probably be the difference between it being funny and being completely unfunny like their Sam and Max games.


arj0n

Quote from: ProgZmax on Mon 15/06/2009 22:26:15
since it will probably be the difference between it being funny and being completely unfunny like their Sam and Max games.
Totally agree, played S'n'M once for about ten minutes or so, doesn't work for me.
Thanx for the question you mentioned

Secret Fawful

Dave Grossman is the project leader(and is writing it), and Ron Gilbert has had creative input on the game(but is not writing it).

The game is confirmed to be harder and lengthier than Sam and Max or Wallace and Gromit, and is NOT a few separate stories with an overarching plot. The chapters are released episodically though.

Michael Land is composing the music, and all the original cast (except Earl Boen) is back.
Mike Stemmle confirmed the game would, however, not reveal the Secret of Monkey Island.

If you look, you can find all this out yourselves.

arj0n

#4
Dave Grossman is not the only writer, there is also a co-writer
I know there is a lot to find on the net but there might be some questions left, maybe?
If so: fire them up here....

Ghost

Where exactly are the games placed in the "MI timeline", and how do they deal with the ending of MI2- handwaving it or sticking to it? I must admit I actually liked the ending of MI2 and was more than a bit disappointed when they essentially pushed the reset button in CMI.

Igor Hardy

#6
Quote from: Ghost on Tue 16/06/2009 10:39:50
Where exactly are the games placed in the "MI timeline", and how do they deal with the ending of MI2- handwaving it or sticking to it? I must admit I actually liked the ending of MI2 and was more than a bit disappointed when they essentially pushed the reset button in CMI.

Grossman said at E3 that the series is set after Monkey Island 5.

I don't see how CMI pushed the reset button, it just played around with the idea that Elaine gave in the very last scene of MI2 that the Big Whoop fairground was some sort of evil curse that Guybrush has fallen under.

arj0n

#7
Quote from: Ascovel on Tue 16/06/2009 11:48:53
Grossman said at E3 that the series is set after Monkey Island 5.
Tales of Monkey Island is set several years after Escape From Monkey Island [MI4],
following the elusive Monkey Island 5, so yes, set after MI5.

Layabout

To be completly honest with you, I really doubt you would get any more information about these game than what has already been released. Look up the interview with Dave Grossman and the other designer (can't remember his name for the life of me) here: http://e3.gamespot.com/video/6211381/. That interview pretty much contains all the info they will release of the game at this time. It's pretty comprehensive and backed up by gameplay video.
I am Jean-Pierre.

arj0n

Layabout, that's what I'm also afraid of, there are almost no questions left.
But maybe some AGS-ers do have specific questions, I doubt but who knows...

jetxl


Ghost

Quote from: [ Arj0n ] on Tue 16/06/2009 12:57:36
Layabout, that's what I'm also afraid of, there are almost no questions left.

Then let's frikking well MAKE ONE UP.

"What will be the second-to-last name in the endgame credits."

Huw Dawson

How did the project begin? Was it a case of LucasArts coming to you, or you going to them?

When the project did begin, how did you start? At what stage did you start drawing characters and outlining puzzles? Did you develop along a straight line - we want x done by y so we can start on z - or did you develop ad hoc?

What changes did you make to your engine on the game?

When writing and storyboarding, did you have puzzle ideas who you drew the plot around, or did you have a storyline you padded out with puzzles?

What was more important for early development, a working game so you could finish the coding or art assets?

- Huw
Post created from the twisted mind of Huw Dawson.
Not suitible for under-3's due to small parts.
Contents may vary.

m0ds

Q. Will their be subtle adult humour or are the games going to be squeaky clean and pre-teen orientated?

Q. Would you class this as "coming out of retirement".

Q. Is this an early bonding for perhaps a bigger, better full length game in the future - perhaps even an original title made by Grossman, Gilbert, Land and the rest of the team working on MI Tales?


Mr Flibble

I've always wanted to ask a game designer what the biggest gameplay area/feature/puzzle that they ripped out of the game at a late stage was. I want to know about a whole area that was taken out cos it didn't work, or an imba weapon, or a bizarre puzzle that was deemed too weird after already being implemented.
Ah! There is no emoticon for what I'm feeling!

arj0n

Quote from: Ghost on Tue 16/06/2009 21:43:35
"What will be the second-to-last name in the endgame credits."
Now that's the question of all questions! :D :P

Thanx all for placing questions so far!
(and keep posting them)

Snarky

In their opinion, do MI fans today look for the same things players did nearly 20 years ago? In other words, are they sticking as closely as possible to the original ("authentic") MI formula, or changing anything for modern sensibilities?

Each game in the series was somewhat different. Which of the unique aspects of TSOMI, MI2, CMI and EMI are they bringing back, if any?

What is it like to go back to one of the first titles you made (in Grossman's case, at least)?

Sam & Max, Monkey Island... Any chance of a series of Grim Fandango episodes?

veryweirdguy

Quote from: Mr Flibble on Wed 17/06/2009 21:49:52
I've always wanted to ask a game designer what the biggest gameplay area/feature/puzzle that they ripped out of the game at a late stage was. I want to know about a whole area that was taken out cos it didn't work, or an imba weapon, or a bizarre puzzle that was deemed too weird after already being implemented.

This is definitely an interesting area, when designers are level headed enough to throw out any work they might have done for the greater good.

Quote from: Snarky on Thu 18/06/2009 14:28:28
Sam & Max, Monkey Island... Any chance of a series of Grim Fandango episodes?

Ick, I would never want that. Grim Fandango had a really good ending, it's not crying out for a sequel like those other two franchises.

Babar

Quote from: Mods on Wed 17/06/2009 13:58:23
Q. Will their be subtle adult humour or are the games going to be squeaky clean and pre-teen orientated?
Expanding on that, would the tone of the game be a cartoony, childish romp through same old same old (with yet ANOTHER variation on the insult swordfighting), or will it be like some weird surreal half-then, half-now type subtle humour?
The ultimate Professional Amateur

Now, with his very own game: Alien Time Zone

Mr Flibble

If someone DID make a Grim Fandango game, it'd have to be a completely new story making use of the same world. If they messed up the ending I'd be saddened.
Ah! There is no emoticon for what I'm feeling!

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