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Source: https:\/\/www.theverge.com\/2022\/4\/14\/23021974\/return-to-monkey-island-ron-gilbert-dave-grossman-interview-screenshots<\/a>
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This year, Ron Gilbert pulled off perhaps the best April Fools\u2019 joke ever. On April 1st, he announced on his personal blog that he was making a new Monkey Island<\/em> game. It was hard to know if this was actually a joke, but a few days later, he revealed it was real<\/a> by sharing the official trailer for Return to Monkey Island<\/em><\/a>. The game promises to harken back to the classic point-and-click era of the first two Monkey Island<\/em> titles, with creator Gilbert returning, Dave Grossman back to co-write, and composers Michael Land, Peter McConnell, and Clint Bajakian writing the music once again.<\/p>\n

This week, I had a chance to talk with both Gilbert and Grossman to learn a little bit more about the game and its development. The team making Return to Monkey Island<\/em> has revealed very little beyond what\u2019s in the trailer, and while Gilbert and Grossman didn\u2019t want to get into too many specifics, they did shed some light on what to expect when the game comes out sometime this year. <\/p>\n

Read on for our full discussion about creating a modern point-and-click adventure, learning from past projects, and keeping the project a secret. The team has also shared the first official screenshots of the game, which we have included throughout this article. The captions were provided by the developers.<\/p>\n

This interview has been lightly edited for length and clarity.<\/em><\/p>\n

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Melee Island.<\/em><\/figcaption>Image: Terrible Toybox<\/cite><\/p>\n

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Why are you both returning to <\/strong>Monkey Island<\/strong><\/em> right now?<\/strong><\/p>\n

Ron Gilbert: As is kind of obvious if you follow my blog<\/a> or follow me on Twitter<\/a>, I\u2019m just constantly bombarded by people who want a new Monkey Island<\/em>, and it\u2019s definitely something I\u2019ve been very interested in. [Note: I missed a sentence here because I accidentally pressed something on my keyboard that turned on a YouTube video. Thankfully, I was muted.] But I think when that opportunity did arise, it was something that I was very eager to jump on and rope Dave into the big scheme. I think, at the bottom level, I think it\u2019s just that the timing was right.<\/p>\n

Dave Grossman: And I think we should do these things periodically. I feel like Ron and I have evolved enough that we have some new things to say about the world of Monkey Island. And the minute he called me, I was just like, \u201cOh, this is a chance to work with Ron again and to revisit these characters, this world that I love, and to have some fun.\u201d I was not a hard sell, honestly. I was basically immediately in. I think Ron was still pitching while I was saying, \u201cYes, yes. When can we start?\u201d<\/p>\n

Ron: I think you were a little more enthusiastic. I still had a lot of trepidation and stuff. We should get together 35 years from now, and we can\u2026<\/p>\n

Grossman: I\u2019m in! I\u2019m in now, call me in 35 years.<\/p>\n

With this new entry, what do you hope to accomplish for people who have maybe never played a <\/strong>Monkey Island<\/strong><\/em> game before?<\/strong><\/p>\n

Grossman: We would like to correct that imbalance in their lives. <\/p>\n

Gilbert: When Dave and I first started to seriously break apart the design and really think about it, I think there were two camps that it was very important to us to fully embrace. That was the fans of Monkey Island<\/em>, the people who know the games inside and out and quite frankly probably know the games better than Dave and I know the games. And we wanted to build a really good, authentic Monkey Island<\/em>, something that was going to really satisfy their thirst for a new one.<\/p>\n

But we also were very aware that there are probably way more people out there in the world who\u2019ve never played Monkey Island<\/em> but have heard about it. We also wanted to do something that was accessible to them so that they could be eased into the world of Monkey Island<\/em> and not feel like outsiders the moment they started the game. Those are really important story and design aspects of what we tackle.<\/p>\n

Grossman: To be fair, that\u2019s not a new problem. But this is the thing that happens anytime you make a sequel to anything.<\/p>\n

Can you give any clues as to how you\u2019re thinking about doing that? I can imagine it\u2019s a huge challenge.<\/strong><\/p>\n

Gilbert: It is a challenge. The game that I did earlier, Thimbleweed Park<\/em><\/a>, was more kind of a retro-type game. Even with that game, we had people comment that they felt there was a lot of humor and jokes and situations that were just kind of going above their head because they weren\u2019t entrenched in that old LucasArts point-and-click stuff.<\/p>\n

With this game, Dave and I really tried to have the situations either be explained to people while they\u2019re playing it, so they understood the context to what they were jumping into, but not in a way that talked down to them. Just very naturally explain the context of what\u2019s going on. Or if there was stuff that was going to go over their head, just because it\u2019s kind of an inside joke or inside information, just to make sure that they didn\u2019t feel like they were losing out on something. There\u2019s a lot of times maybe [where things] just kind of go right through your head, and you don\u2019t realize it. So that was what we were really trying to do, serve those two audiences well.<\/p>\n

Grossman: A lot of that falls down on the writing and this sort of standard practice if you think about it. Hardly any stories start out without any characters who already have a history together. And you just have to make sure that when those characters are featured that that history comes out, especially if it\u2019s important to the understanding of anything.<\/p>\n

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The courthouse of a chilly new island.<\/em><\/figcaption>Image: Terrible Toybox<\/cite><\/p>\n

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Ron, I\u2019m curious what else you may have learned making <\/strong>Thimbleweed Park<\/strong><\/em> that you\u2019re applying to <\/strong>Return to Monkey Island<\/strong><\/em>.<\/strong><\/p>\n

Gilbert: Well, Thimbleweed Park<\/em>, because of the Kickstarter<\/a>, really was geared as a \u201cgo back and play a classic\u201d LucasArts adventure. So there were a lot of things that, because of the success of the Kickstarter, I felt very compelled to do. Things like the interface being the same, things like pixel art, etc.<\/p>\n

With [Return to Monkey Island<\/em>], I think we felt a little more free from that. Despite the history of it being Monkey Island<\/em>, it was nice to be able to explore more openly about things like the art style and things like what the interface was. I think that was probably the lesson I really took away from Thimbleweed Park<\/em> was \u2014 alongside the stuff I mentioned earlier \u2014 it\u2019s just make sure you don\u2019t become so entrenched in the past with stuff, which is really fun for a certain group of people but can leave a whole other group of people just feeling a little bit lost.<\/p>\n

I was going to ask how you\u2019re looking to keep up the spirit of what many of these classic adventure games represent without maybe \u2014 I don\u2019t know the best word \u2014 cruft or mechanics that maybe don\u2019t hold up as well. How are you thinking about keeping that balance?<\/strong><\/p>\n

Gilbert: A lot of that for us was taking a step back and really looking at what\u2019s going on. How much of it is just cruft? How much of it is just nostalgia? And being able to look at everything from how puzzles are constructed, how dialogues happen, and how the user interface works or how movement works. All of these things. And really, being able to re-examine all that stuff.<\/p>\n

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