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I wrote this back in 1989 while I was designing Monkey Island. It is now the futuristic year of 2004 and we are all driving around in flying cars and wearing sliver jumps suits. A lot has changed for Adventure Games as well, but unfortunately not in the right direction. Adventure Games are officially dead. I think this article from Old Man Murray (written in 2002) sums it up pretty well.
The Twelve Days of Crunch Time A poem by Gilbert and Kauzlaric On the twelfth day of crunch time, My project gave to me… Twelve cents in royalties, Eleven kiss-ass previews, Ten nerdy testers, Nine patent lawsuits, Eight unplanned for features, Seven frames a second, Six angry spouses, Five focus groups! Four unstable hacks, Three days without sleep, Two surly artists, and a crappy publishing deal.
Note: I wrote this in 2004. In the days before Steam and Kickstarter, but most of it is still applicable, but a lot has also changed. Someone recently submitted a question asking what it would take to build a classic 2D point-n-click adventure today and would it be a viable business? The internet is filled with classic adventure fan sites centered around the LucasArts and Sierra games and a common thread is always how much people would like to see new ones being made, and why isn’t it bein
I was sorting through some boxes today and I came across my copy of Tim Power’s On Stranger Tides, which I read in the late 80’s and was the inspiration for Monkey Island. Some people believe the inspiration for Monkey Island came from the Pirates of the Caribbean ride - probably because I said it several times during interviews - but that was really just for the ambiance.
I wrote this back in 1989 while I was designing Monkey Island. It is now the futuristic year of 2004 and we are all driving around in flying cars and wearing sliver jumps suits. A lot has changed for Adventure Games as well, but unfortunately not in the right direction. Adventure Games are officially dead. I think this article from Old Man Murray (written in 2002) sums it up pretty well.
The Twelve Days of Crunch Time A poem by Gilbert and Kauzlaric On the twelfth day of crunch time, My project gave to me. Twelve cents in royalties, Eleven kiss-ass previews, Ten nerdy testers, Nine patent lawsuits, Eight unplanned for features, Seven frames a second, Six angry spouses, Five focus groups! Four unstable hacks, Three days without sleep, Two surly artists, and a crappy publishing deal.
Note: I wrote this in 2004. In the days before Steam and Kickstarter, but most of it is still applicable, but a lot has also changed. Someone recently submitted a question asking what it would take to build a classic 2D point-n-click adventure today and would it be a viable business? The internet is filled with classic adventure fan sites centered around the LucasArts and Sierra games and a common thread is always how much people would like to see new ones being made, and why isn't it being done
I was sorting through some boxes today and I came across my copy of Tim Power's On Stranger Tides, which I read in the late 80's and was the inspiration for Monkey Island. Some people believe the inspiration for Monkey Island came from the Pirates of the Caribbean ride - probably because I said it several times during interviews - but that was really just for the ambiance.
I was sorting through some boxes today and I came across my copy of Tim Power's On Stranger Tides, which I read in the late 80's and was the inspiration for Monkey Island. Some people believe the inspiration for Monkey Island came from the Pirates of the Caribbean ride - probably because I said it several times during interviews - but that was really just for the ambiance.
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