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What makes a game a classic?

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Is it the number of copies sold, or the review
scores it receives?

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Maybe it's something not quantifiable - something
special,

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something magic.

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Whatever it is, I think The Secret of Monkey
Island qualifies.

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It's a definitive point and click adventure
game and it remains a touchstone of video

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game culture.

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So,

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How did this new breed of graphic adventure
develop?

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What made LucasArts' adventure games so memorable?

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and what is 'the secret' of Monkey Island?

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Early video games are not often noted for
their storytelling.

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Arcade action of the early 80s rested on paper-thin
premise: shooting aliens, eating dots and

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scoring points.

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Those games that did focus on narrative were
far less glamorous - the humble text adventure

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has never sold itself through screenshots.

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Still, they have been around for a while - The
genre started on mainframe machines like the

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PDP-10, with Colossal Cave Adventure in 1976.

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In turn, this inspired a group from MIT to
create Zork in 1977, found Infocom in 1979,

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and release games commercially for the emerging
8-bit home market.

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Zork went on to sell over a million copies
across all platforms, and Infocom became a

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prolific publisher of adventure games.

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However for all their narrative richness,
text adventures are not without flaw.

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They required patience and a certain knowledge
of how to play: The text parsers were notoriously

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fussy, requiring just the right verb-noun
wording to perform a desired action.

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As computers became more powerful, and games
even more graphics-focused, text adventures

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started to suffer from a poor reputation:

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They needed to evolve, else risk extinction.

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The first logical improvement was the addition
of graphics - with key locations illustrated

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to better set the scene.

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A welcome addition, but not a fundamental
shift.

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Some attempted to address gameplay frustrations
- improvements to text parsing, such as using

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a larger vocabulary and attempting to understand
natural language.

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One of the key innovators of the adventure
genre was On-Line Systems - later known as

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Sierra On-Line.

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Founded in 1979 by Ken and Roberta Williams,
their first game - Mystery House - is regarded

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as the first true graphical adventure game.

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It plays in much the same way as a text adventure
- you still have to type everything - but

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there's a greater emphasis on the graphics,
particularly when it comes to interactive

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elements.

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Every scene is rendered: Doors and cupboards
open at your command, and LOOKing sometimes

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brings closer details into view.

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It was an innovative approach, and an evolutionary
step towards the modern graphic adventure.

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However, the series that really cemented Sierra's
reputation was King's Quest.

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Some called it an 'animated text adventure'
- which is a pretty good description.

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Set in the fairytale kingdom of Daventry,
and illustrated in 16-colour graphics, you

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take control of Sir Graham - direct control,
in fact.

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To travel between locations, you no longer
type NORTH, SOUTH, WEST or EAST - instead

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you walk to the edge of the screen - or through
a door, or up a ladder.

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The scenery was no longer just decoration
- it was an interactive part of the world.

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By contemporary standards the game looks primitive
- but in the age of text adventures, there

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was nothing else that came close.

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Sierra were crowned kings of the adventure
genre - and they certainly weren't shy of

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sequels, with the success of the King's Quest
formula put to good use over the next few

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years.

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Space Quest followed in 1986, and Police Quest
and Leisure Suit Larry the following year

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- thematic shifts of the fantasy formula.

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However, the games were not without flaw,
with residual influence from earlier text

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adventures: interaction was still text-driven,
some puzzles were obtuse - and it wasn't always

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clear what had to be done next.

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Perhaps most notably - it was very easy to
die.

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Sometimes it's justified - I mean, what good
is drama without danger?

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But when even the most benign-looking thing
can end your game abruptly, it can be frustrating.

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It verges on bad game design, harming both
exploration and experimentation - two very

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important factors in building an interactive
world.

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Sierra's games had a sizeable fanbase - but
they had their fair share of critics, too.

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The poor reputation of adventure games lingered
like a bad odour.

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Worst of all, Sierra had a new rival - one
with particularly deep pockets.

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Star Wars was kind of a big deal.

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The original trilogy was profoundly successful,
and Lucasfilm were in an enviable position.

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They had the budgets necessary to attract
the best talent and to keep ahead of the technological

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curve.

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It was clear that CGI would become an increasingly
major part of film - but for the time being,

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it was too primitive.

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So to prepare themselves for the future, Lucasfilm
set up a games division.

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In order to enter the market, they struck
a deal with Atari in 1982.

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This was before the crash, back when Atari
were very much in charge of the video gaming

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market - and things were more optimistic.

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The LucasFilm-Atari deal managed to weather
the industry turmoil - and by 1984, the first

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games were ready for release - two titles:
Ballblazer; and Rescue on Fractalus!

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Ballblazer was a futuristic sports game - football
with hovercars, basically: released first

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for the Atari 8-bit systems.

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For the hardware, it was a very good-looking
game: twin-viewport 3D graphics that updated

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at 20 frames per second - even with rudimentary
antialiasing.

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Rescue on Fractalus!

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was similarly impressive, with graphics and
scope that tested the limits of 8-bit home

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computers.

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Your ship launches from space and descends
into a 3D fractal landscape - you must carefully

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navigate through valleys in search of downed
pilots.

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Once located on the scanners, landing nearby
will make the pilot run towards your ship

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and knock on your airlock for entry - let
them in to rescue them, but take care - later

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levels feature aliens posing as stricken pilots.

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A second wave of games followed shortly after,
repurposing the fractal landscape technology:

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Koronis Rift, in which you drive a rover tank
in search of hulks to loot for upgrades;

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and The Eidolon, a steampunk adventure that
has you exploring caves in search of the guardian

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dragon.

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These early offerings from LucasFilm fit the
sci-fi expectations for the studio that gave

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us Star Wars - but any tie-ins to the film
universe were strictly forbidden.

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Video games were uncertain ground - and experiences
like the Star Wars Holiday Special led to

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very tight franchise control.

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So these first games were just a prelude:
A chance to do something interesting, prove

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themselves in the market - and to push the
boundaries of what was possible on early 8-bit

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machines.

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So fractal landscapes were cool - but, having
found their feet, it was time for a new adventure.

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And for the first time ever, LucasFilm Games
were to produce a movie tie-in game.

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It wasn't Star Wars - but Jim Henson's Labyrinth.

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The game starts off as a text adventure, albeit
with a novel 'word wheel' system that exposes

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acceptable verbs and nouns.

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A trip to the movies - buy a ticket, sit down:
and then the graphics begin.

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Your character is determined by questions
asked at the start of the game - name, sex

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and favourite colour (which decides what you
wear).

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Control is direct via the joystick - and,
along with the scrolling - is surprisingly

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smooth.

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A fusion of both adventure and arcade gameplay
- a not entirely successful one, but certainly

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more interesting than your typical movie tie-in
of the era: and as LucasFilm's first adventure

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game, a sign of what was to come.

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By the mid-80s, the hardware market was changing:
the Atari 8-bit machines were fading in relevancy,

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with the Commodore 64 dominant - and a new
wave of 16-bit machines were waiting in the

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wings.

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The internet loomed on the horizon, prompting
LucasFilm to dabble with MMORPGs: the surprisingly

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innovative Habitat - which was probably too
far ahead of its time to ever be a success.

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Still, LucasFilm weren't shy of hiring technical
talent to face these new challenges - and

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one such hire was Ron Gilbert, brought on
to port Koronis Rift and The Eidolon to the

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Commodore 64.

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After that, he was left at a loose end - and
invited to 'come up with a hit'.

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His first proposal: 'I Was a Teenage Lobot'.

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A Science Fiction Role Playing Strategy Adventure
Game.

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An ambitious idea: with randomly-generated
faces; an interactive world featuring puzzles

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with multiple solutions; and a certain B-movie
charm.

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It was never made.

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However, its technical considerations (and
style of humour) would certainly influence

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Gilbert's next game.

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Maniac Mansion first came out for the Commodore
64 in 1987 - a schlocky sci-fi romp set in

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a sprawling mansion, populated with a zany
cast.

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The game features seven playable characters,
of which you assemble a team of three.

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Each of the 'kids' has a different skill set,
and depending on who you choose, only certain

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endings will be possible.

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Each character is controlled independently,
and you can switch between them freely - some

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puzzles require two or more characters to
co-operate in real time.

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It was a surprisingly complex game, but its
humour made experimentation fun - through

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exploring and solving puzzles, the mansion
would slowly reveal its secrets.

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It's not perfect - there's a lot of backtracking,
obtuse puzzles and the occasional dead-end

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- but it was a bona-fide adventure with no
instructions to type!

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It was built with a scripting language, called
the Script Creation Utility for Maniac Mansion

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- or SCUMM, if you prefer.

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It was a way to abstract the technical aspect
of game development: distilling the boring

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minutia, like pathfinding for moving characters
on screen into simpler stage directions.

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00:13:05,560 --> 00:13:10,820
Essentially, the game could be written like
an interactive film script - allowing the

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designers to focus on the puzzles and story.

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00:13:17,850 --> 00:13:24,130
Maniac Mansion had good reviews, and sold
well enough: it wasn't a record breaker, instead

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a slow burner - shifting copies years after
its release on a variety of platforms, even

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spawning a television series.

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Most importantly, though - it demonstrated
the commercial viability of a new type of

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adventure game, and the potential of SCUMM.

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Without this proof, LucasFilm might not have
persevered.

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But persevere they did, with a second SCUMM
game, Zak McKracken and the Alien Mindbenders,

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following in 1988.

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Set in a world of tabloid conspiracies, it
was a less claustrophobic adventure that saw

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you jetting all over the globe to unravel
an alien plot.

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It's all told in a humorous manner, and - in
what would become a LucasFilm tradition - there's

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host of in-jokes and references to previous
games.

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00:14:19,280 --> 00:14:25,370
Self-indulgent, perhaps - but also rewarding
for the burgeoning fanbase of LucasFilm adventure

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games.

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00:14:28,240 --> 00:14:33,790
Reusing SCUMM meant that any Maniac Mansion
specific hacks had to be ironed out, which

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was a good thing - a necessary refinement
for future use.

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00:14:38,710 --> 00:14:46,090
By now, the likes of the Commodore 64 were
starting to look long in the tooth.

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00:14:46,090 --> 00:14:51,560
As 16-bit machines became more afforable,
stark colours gave way to far more nuanced

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shades, and blips and beeps were replaced
by digitised sound.

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RAM now ranged in the hundreds of kilobytes,
and (relatively) fast-loading floppy disks

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were now the norm.

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00:15:07,450 --> 00:15:12,990
The Apple Macintosh, first released in 1984,
came with a mouse as standard - and probably

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did more than most to introduce the control
method for the general population.

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It's on this platform where we find the first
games that could be considered a 'point and

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click': such as Enchanted Scepters, and Déjà
Vu.

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00:15:27,540 --> 00:15:34,160
Soon the Amiga, the Atari ST, and IBM PC would
all be sold with mice - but the potential

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of these 16-bit machines brought more change
than a mere peripheral.

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00:15:41,310 --> 00:15:47,820
'Cinematicism' was the buzzword of the era:
video games were the future, and the future

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of video games was interactive movies.

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A wave of games whose principal goal was to
impress.

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Some of them were successful - a huge step
up from earlier 8-bit titles, in what might

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00:16:00,840 --> 00:16:03,980
be the biggest generational leap we'll ever
see.

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00:16:03,980 --> 00:16:11,240
Of course, all these fancy graphics came at
a cost: long load times and often poor gameplay

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00:16:11,240 --> 00:16:18,030
- but that didn't stop games like Defender
of The Crown in 1986 heralding the new generation.

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They say that graphics don't matter - but
they've sold a few systems in their time.

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00:16:26,580 --> 00:16:36,060
By now, the Star Wars money had started to
dry up - and so the culture at LucasFilm changed.

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00:16:36,060 --> 00:16:42,510
After some disappointments at the box office
(and a costly divorce settlement), cash flow

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00:16:42,510 --> 00:16:44,330
was a much greater concern.

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00:16:44,330 --> 00:16:49,240
So, within the games division any more fanciful
ideas were put on hold for the forthcoming

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release of the third Indiana Jones film.

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00:16:53,260 --> 00:16:58,610
The timescale was tight - just six months.

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00:16:58,610 --> 00:17:03,970
SCUMM was shaping up to be a versatile platform
for adventure games, and given the deadline

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- it was the only viable choice.

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00:17:07,780 --> 00:17:12,149
With the shooting script providing the story,
the game came together quickly - although

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00:17:12,149 --> 00:17:18,689
it missed the movie's release, it came out
while it was still playing in theatres.

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00:17:18,689 --> 00:17:23,449
Despite the rush, the game still boasts some
innovation: it's the first SCUMM title to

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00:17:23,449 --> 00:17:30,720
feature dialogue choices, and the first one
in which you can 'Look' at environmental objects.

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00:17:30,720 --> 00:17:36,070
The (mostly optional) action sequences demonstrate
the engine's flexibility, too - you can dodge

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puzzles by resorting to fisticuffs, or (attempt
to) fly a biplane.

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It sold over a quarter of a million copies,
and became the best selling LucasFilm game

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00:17:48,559 --> 00:17:56,220
to date: presumably carried by the license,
and their reputation for quality.

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Reviews were generally positive, but not as
glowing as you might expect: the poor reputation

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00:18:01,500 --> 00:18:08,740
of adventure games still lingered, seen as
a beardier pursuit.

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00:18:08,740 --> 00:18:13,929
In any case, the Indy license was out of the
way - and the teams at LucasFilm Games were

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00:18:13,929 --> 00:18:17,590
once again free to embark on more creative
projects.

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In 1989, two teams assembled.

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00:18:23,309 --> 00:18:28,950
Brian Moriarty led the fantasy-themed Loom
- a magical world that dispelled the usual

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selection of verbs in favour of musical notes:
you interact with the world by casting short

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musical drafts.

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00:18:38,659 --> 00:18:45,419
Another team, led by Ron Gilbert and accompanied
by new hires Dave Grossman and Tim Schafer,

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00:18:45,419 --> 00:18:56,980
began work on what would become The Secret
of Monkey Island.

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Ron Gilbert was quite critical of adventure
games.

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00:18:59,580 --> 00:19:04,850
In his 1989 article, 'Why Adventure Games
Suck', he laid out a few design principles

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00:19:04,850 --> 00:19:08,509
to help avoid the more frustrating aspects
of adventures.

214
00:19:08,509 --> 00:19:13,620
His criticism wasn't limited to the gameplay,
either - he was no fan of the traditional

215
00:19:13,620 --> 00:19:17,730
setting of such games.

216
00:19:17,730 --> 00:19:23,149
Fantasy had been done to death - Dungeons
and Dragons was probably to blame, but the

217
00:19:23,149 --> 00:19:28,040
last thing Gilbert wanted to make was a Tolkien-fuelled
trudge through an elf-filled forest.

218
00:19:28,040 --> 00:19:34,980
It's odd, because Adventure films were far
more diverse: featuring all sorts of swashbuckling

219
00:19:34,980 --> 00:19:40,149
action - typified by the roles of Errol Flynn.

220
00:19:40,149 --> 00:19:45,509
The piratical exploits in films like Captain
Blood were fused with more contemporary elements,

221
00:19:45,509 --> 00:19:51,470
such as Disney's Pirates of the Carribean
ride, The Princess Bride - and Tim Power's

222
00:19:51,470 --> 00:19:55,620
'On Stranger Tides'.

223
00:19:55,620 --> 00:20:03,330
From these, a concept crystallised: a pirate
adventure, initially called 'Mutiny on Monkey

224
00:20:03,330 --> 00:20:08,049
Island'.

225
00:20:08,049 --> 00:20:13,539
The design would evolve some way from this
initial proposal - Governor Marley was intended

226
00:20:13,539 --> 00:20:19,279
to be the bad guy, before eventually becoming
a love interest - and the planned ship combat

227
00:20:19,279 --> 00:20:22,210
would also be replaced with swordfighting.

228
00:20:22,210 --> 00:20:27,990
Originally, the protagonist was a pirate fallen
from grace, seeking redemption - with the

229
00:20:27,990 --> 00:20:30,720
provisional name 'Smear West'.

230
00:20:30,720 --> 00:20:37,529
Instead, our beloved hero would become a naive
fop at the tender age of 20: frilly shirts

231
00:20:37,529 --> 00:20:40,929
and fancy pants, fresh to the Caribbean.

232
00:20:40,929 --> 00:20:45,010
But what of the name?

233
00:20:45,010 --> 00:20:51,840
Something equal parts pretentious and ridiculous:
the surname 'Threepwood' loaned from a P.G.

234
00:20:51,840 --> 00:20:53,940
Wodehouse character.

235
00:20:53,940 --> 00:20:59,799
The first name was trickier: for a while,
they just called him 'guy' - and the story

236
00:20:59,799 --> 00:21:05,320
goes that their art package - Deluxe Paint
II - saved his sprites with a .brush extension

237
00:21:05,320 --> 00:21:10,259
- leading to a file named guy.brush.

238
00:21:10,259 --> 00:21:11,529
And so it was.

239
00:21:11,529 --> 00:21:18,040
Guybrush Threepwood, mighty pirate!

240
00:21:18,040 --> 00:21:24,559
As the concept solidified, and a scope and
budget were defined, production could begin.

241
00:21:24,559 --> 00:21:29,769
SCUMM continued to evolve with each new game
- and Monkey Island added some neat new features,

242
00:21:29,769 --> 00:21:35,720
including the ability to dynamically scale
characters as they traverse paths.

243
00:21:35,720 --> 00:21:41,070
Both Loom and Indy before did have limited
character scaling - but the size transition

244
00:21:41,070 --> 00:21:43,710
was masked by foreground objects.

245
00:21:43,710 --> 00:21:49,240
Now, Guybrush could disappear into the distance
in a much more convincing manner.

246
00:21:49,240 --> 00:21:54,970
Perhaps more important were the improvements
to the interface - the 'what is' verb was

247
00:21:54,970 --> 00:22:00,049
removed, as now you could simply mouse over
interactive objects to reveal them - far more

248
00:22:00,049 --> 00:22:02,490
intuitive.

249
00:22:02,490 --> 00:22:07,539
The dialogue trees first seen in Indy were
expanded, too - and with a wealth of funny

250
00:22:07,539 --> 00:22:13,919
conversations talking to characters would
become its own reward.

251
00:22:13,919 --> 00:22:18,249
The writing was the backbone of the game's
atmosphere, but it was the audiovisual aspects

252
00:22:18,249 --> 00:22:21,590
that really brought everything together.

253
00:22:21,590 --> 00:22:25,809
It was a transitional time for PC graphics,
and Monkey Island would eventually support

254
00:22:25,809 --> 00:22:31,549
a wide range of video modes - from monochrome
monitors to 256-colour VGA displays.

255
00:22:31,549 --> 00:22:40,830
The IBM-compatible EGA release had graphics
limited to a fixed 16-colour palette, but

256
00:22:40,830 --> 00:22:46,020
the judicious use of dithering gave the illusion
of more colours - particularly when viewed

257
00:22:46,020 --> 00:22:49,679
on a CRT display.

258
00:22:49,679 --> 00:22:55,639
The later Amiga and VGA releases saw improvements
to the character and background art - with

259
00:22:55,639 --> 00:22:59,490
32 and 256 colour graphics respectively.

260
00:22:59,490 --> 00:23:06,289
In these, gradients became smoother, colours
more natural - and the previously hand-drawn

261
00:23:06,289 --> 00:23:12,740
character portraits were replaced with direct
scans of artwork.

262
00:23:12,740 --> 00:23:20,529
The game's audio would cover a similarly wide
technical gamut, too - with support for simple

263
00:23:20,529 --> 00:23:31,400
blips and beeps courtesy of the PC speaker,
to a new wave of digital soundcards and fully-fledged

264
00:23:31,400 --> 00:23:46,510
MIDI synthesisers such as the Roland MT-32.

265
00:23:46,510 --> 00:23:50,610
Audio has never been the strongest suit of
the adventure genre.

266
00:23:50,610 --> 00:23:56,499
Previous LucasFilm games were often criticised
for their sound - or lack of it.

267
00:23:56,499 --> 00:23:59,410
So this time, they pulled out all the stops.

268
00:23:59,410 --> 00:24:02,240
A soundtrack from recent Harvard graduate,
Michael Land.

269
00:24:02,240 --> 00:24:09,190
A suite of calypso-infused sound dripping
with Caribbean flavour: apt and expressive

270
00:24:09,190 --> 00:24:13,600
despite the various hardware limitations.

271
00:24:13,600 --> 00:24:16,639
It was brilliant; memorable; and still resonant
today.

272
00:24:16,639 --> 00:24:30,350
The 
game starts slowly: a few tentative notes

273
00:24:30,350 --> 00:24:34,519
over chord as the LucasFilm logo rolls by.

274
00:24:34,519 --> 00:24:47,509
In the middle of the Caribbean: an island
named Mêlée.

275
00:24:47,509 --> 00:24:53,059
The theme kicks in and credits display: this
is the introduction, and it's carefully designed

276
00:24:53,059 --> 00:24:58,489
to draw you into its world.

277
00:24:58,489 --> 00:25:03,799
The first line of dialogue manages to introduce
the protagonist, their name - and their prime

278
00:25:03,799 --> 00:25:04,799
motivation.

279
00:25:04,799 --> 00:25:05,799
'Hi!

280
00:25:05,799 --> 00:25:10,789
My name's Guybrush Threepwood, and I want
to be a pirate!'

281
00:25:10,789 --> 00:25:16,929
Ostensibly, Guybrush is addressing the lookout
- but it's really the player he's talking

282
00:25:16,929 --> 00:25:17,929
to.

283
00:25:17,929 --> 00:25:23,691
In fact, the first few scenes of the game
are a secret tutorial: the conversation with

284
00:25:23,691 --> 00:25:26,500
the lookout introduces dialogue options, and
tells you exactly what to do next in no uncertain

285
00:25:26,500 --> 00:25:29,850
terms.

286
00:25:29,850 --> 00:25:36,450
The next scene teaches basic movement: click
anywhere, and Guybrush will 'walk to' it.

287
00:25:36,450 --> 00:25:41,330
Follow the path, and you arrive at the SCUMM
bar - the place where you're supposed to be.

288
00:25:41,330 --> 00:25:43,240
A door!

289
00:25:43,240 --> 00:25:49,080
Hopefully by now the player will have spotted
the verbs at the bottom of the screen - and

290
00:25:49,080 --> 00:25:52,999
have the initiative to click 'Open', then
on the door itself.

291
00:25:52,999 --> 00:25:58,159
If all else fails, the manual walks players
through the process.

292
00:25:58,159 --> 00:26:08,649
Once you're inside, there's a panoply of people
to talk to: some helpful, others...

293
00:26:08,649 --> 00:26:10,919
less so.

294
00:26:10,919 --> 00:26:15,639
It's a smorgasbord of potential interaction,
and with the player fully briefed on how to

295
00:26:15,639 --> 00:26:22,590
play, and what to do - the island is yours
to explore (At least, after a cutscene introduces

296
00:26:22,590 --> 00:26:27,239
the bad guy - the ghost pirate, LeChuck).

297
00:26:27,239 --> 00:26:30,510
It's a very gentle introduction - almost insultingly
so.

298
00:26:30,510 --> 00:26:35,390
But the ignorance of players knows no limit,
and if you want to appeal to an audience that

299
00:26:35,390 --> 00:26:42,369
has never played an adventure game before,
you have to start somewhere.

300
00:26:42,369 --> 00:26:46,390
As the game picks up pace, the puzzles get
more devious, and the player might even get

301
00:26:46,390 --> 00:26:53,429
stuck - but the game is never particularly
difficult, and certainly never unfair.

302
00:26:53,429 --> 00:26:59,049
It is (quite famously) nearly impossible to
die.

303
00:26:59,049 --> 00:27:04,519
This essentially gives the player free license
to say whatever they want: use items however

304
00:27:04,519 --> 00:27:10,489
they please; and threaten even the bloodthirstiest
pirate.

305
00:27:10,489 --> 00:27:14,190
It's unrealistic - but players wouldn't have
half the fun experimenting with dialogue or

306
00:27:14,190 --> 00:27:18,600
puzzles if the world were more hostile.

307
00:27:18,600 --> 00:27:24,039
There's a joke at a competitors' expense later
in the game: wander too close to a cliff edge

308
00:27:24,039 --> 00:27:31,230
and you'll plummet to your doom, with a Sierra-style
dialogue that prompts a reload.

309
00:27:31,230 --> 00:27:36,309
Seconds later, Guybrush bounces back on the
screen to simply say:

310
00:27:36,309 --> 00:27:39,739
'Rubber Tree'.

311
00:27:39,739 --> 00:27:45,210
There is, truth be told, only one way to die
in Monkey Island: and it's not something you

312
00:27:45,210 --> 00:27:47,159
could do accidentally.

313
00:27:47,159 --> 00:27:52,029
Frequent references are made to Guybrush's
ability to hold his breath for ten minutes

314
00:27:52,029 --> 00:27:58,580
- and in one particular sequence, you find
yourself underwater.

315
00:27:58,580 --> 00:28:03,619
With a variety of sharp implements just out
of reach, your escape is a race against time.

316
00:28:03,619 --> 00:28:11,140
The solution is deceptively simple, but if
for whatever reason you fail to find it - after

317
00:28:11,140 --> 00:28:16,269
the promised time elapses, Guybrush will eventually
drown.

318
00:28:16,269 --> 00:28:22,080
The death is genuine, and you will need to
reload a save - but even so, the game has

319
00:28:22,080 --> 00:28:25,090
one last joke.

320
00:28:25,090 --> 00:28:29,129
The usual verbs at the bottom of the screen
are replaced with ones more fitting for a

321
00:28:29,129 --> 00:28:33,159
corpse: Float; Bob; Decompose; Order hint
book.

322
00:28:33,159 --> 00:28:44,320
It's almost worth the ten-minute wait.

323
00:28:44,320 --> 00:28:49,239
Games are remembered for all sorts of different
reasons - but it's rare that the copy protection

324
00:28:49,239 --> 00:28:51,179
evokes fond memories.

325
00:28:51,179 --> 00:28:57,789
Codewheels were nothing new - the DRM of its
day - and most games took some measures to

326
00:28:57,789 --> 00:29:02,740
protect themselves from software piracy, but
something about the the mix-n-match heads

327
00:29:02,740 --> 00:29:08,690
on the Dial-A-Pirate was charming.

328
00:29:08,690 --> 00:29:13,700
Monkey Island's humour permeates every aspect
of the game - the story, the dialogue, the

329
00:29:13,700 --> 00:29:16,360
setting and characters.

330
00:29:16,360 --> 00:29:20,590
Even your inventory has a touch of absurdity
- what possible use could a rubber chicken

331
00:29:20,590 --> 00:29:23,159
with a pulley in the middle have?

332
00:29:23,159 --> 00:29:29,070
Comedy is a very difficult thing to get right
and it would be easy to overdo things - but

333
00:29:29,070 --> 00:29:35,639
there's a balance of the zanier elements with
a deadpan irony.

334
00:29:35,639 --> 00:29:41,869
Guybrush himself is an odd mix - on some fronts
he's hopelessly naive: wet behind the ears,

335
00:29:41,869 --> 00:29:45,679
completely inept, and incapable of talking
to girls.

336
00:29:45,679 --> 00:29:52,090
On the other hand he has a cynical streak:
moments in which lampshades hang - and dialogue

337
00:29:52,090 --> 00:29:57,369
options which reveal that Guybrush knows more
than he lets on.

338
00:29:57,369 --> 00:30:01,769
The irony hangs so thick in the air that I'm
not convinced there is a fourth wall - and

339
00:30:01,769 --> 00:30:09,230
it feels like most of the game's cast are
in on the joke, too.

340
00:30:09,230 --> 00:30:14,759
One of my favourite wall-breaking examples
has to be the infamous 'stump joke' - looking

341
00:30:14,759 --> 00:30:19,389
at a particularly nondescript stump deep in
the forest prompts Guybrush to describe an

342
00:30:19,389 --> 00:30:22,890
elaborate system of catacombs that lie beyond
a hole.

343
00:30:22,890 --> 00:30:32,070
A sequence of increasingly improbable disk
change requests follow - Disk 22, Disk 36,

344
00:30:32,070 --> 00:30:33,620
Disk 114!

345
00:30:33,620 --> 00:30:39,460
Requests impossible to fulfil, as most versions
only had a few disks.

346
00:30:39,460 --> 00:30:46,639
Realising the impossible, Guybrush exclaims,
'I'll just have to skip that part of the game'.

347
00:30:46,639 --> 00:30:50,459
Some players were left confused, prompting
telephone calls to LucasFilm's support line

348
00:30:50,459 --> 00:31:00,230
- and the eventual removal of the joke in
later CD-ROM versions.

349
00:31:00,230 --> 00:31:05,190
Sequences like this are memorable - and there's
no shortage of of them: from an elaborate

350
00:31:05,190 --> 00:31:10,359
action sequence that takes place almost entirely
off-screen; to accidentally stranding yourself

351
00:31:10,359 --> 00:31:16,480
on Monkey Island; to simply touching a parrot
- the game really is full of such wonderful

352
00:31:16,480 --> 00:31:19,289
moments.

353
00:31:19,289 --> 00:31:23,840
Perhaps one of the most definitive parts of
the game is the Insult Swordfighting.

354
00:31:23,840 --> 00:31:30,080
In the first act you're tasked with three
trials to prove your piratehood - and in one

355
00:31:30,080 --> 00:31:35,039
you need to brush up on your swordplay in
order to defeat the so-called SwordMaster.

356
00:31:35,039 --> 00:31:40,940
It turns out that the blade is least important
thing to hone: rather than trading deadly

357
00:31:40,940 --> 00:31:49,239
blows, you draw from an arsenal of caustic
barbs: insults, and retorts.

358
00:31:49,239 --> 00:31:53,559
After your initial training, it's a case of
learning new insults to extend your repertoire

359
00:31:53,559 --> 00:32:00,649
- once you have a good complement of comebacks,
you can start to win these battles of wits.

360
00:32:00,649 --> 00:32:06,159
The insults themselves were written by Orson
Scott Card (of Ender's Game fame) with two

361
00:32:06,159 --> 00:32:08,370
parts: insult and response.

362
00:32:08,370 --> 00:32:12,889
So, an opening like 'You fight like a Dairy
Farmer.'

363
00:32:12,889 --> 00:32:14,809
might be met with 'How appropriate.

364
00:32:14,809 --> 00:32:18,159
You fight like a cow'.

365
00:32:18,159 --> 00:32:22,329
Upon challenging the SwordMaster, you realise
that she has a whole deck of alternate insults

366
00:32:22,329 --> 00:32:26,720
- insults unfamiliar to the rest of the island.

367
00:32:26,720 --> 00:32:32,950
Cleverly, though - this set of insults meshed
elegantly with the standard retorts, so with

368
00:32:32,950 --> 00:32:43,130
a quiver of comebacks, and a bit of creativity
- even the SwordMaster could be bested.

369
00:32:43,130 --> 00:32:45,869
Been there, done that, got the T-shirt.

370
00:32:45,869 --> 00:32:51,200
The trials are just the first hurdle, and
serve to introduce the main story arc: just

371
00:32:51,200 --> 00:32:55,980
as you ascend into piratehood, the ghost pirate
LeChuck kidnaps Guybrush's love interest,

372
00:32:55,980 --> 00:32:59,600
Elaine Marley, taking her to his lair.

373
00:32:59,600 --> 00:33:05,609
And so with motivation clear, the plucky Guybrush
must acquire a ship, hire a crew and make

374
00:33:05,609 --> 00:33:08,769
the impossible voyage to Monkey Island(TM).

375
00:33:08,769 --> 00:33:15,340
Along the way he'll make new friends: explore
a brightly lit paradise - and descend into

376
00:33:15,340 --> 00:33:25,820
hell; ultimately discovering how to defeat
LeChuck before the final confrontation.

377
00:33:25,820 --> 00:33:31,529
The ending sees a return to the start, as
all good stories do - except this time Guybrush

378
00:33:31,529 --> 00:33:36,850
is more experienced, savvier - and packing
a magic root potion.

379
00:33:36,850 --> 00:33:43,620
The fourth act, 'Guybrush Kicks Butt', marks
the end of the real puzzles - instead, it's

380
00:33:43,620 --> 00:33:49,720
just a matter of tying off some loose ends
and sailing to a satisfying conclusion.

381
00:33:49,720 --> 00:33:58,580
The music plays, fireworks light the sky:
$59.95 (plus tax) well spent.

382
00:33:58,580 --> 00:34:05,029
Every facet of Monkey Island glimmers - the
sound, graphics, setting, writing, humour

383
00:34:05,029 --> 00:34:08,139
- everything comes together into a fantastic
whole.

384
00:34:08,139 --> 00:34:15,130
What's most impressive is how quickly it was
done - just 15 months after Indy 3, and with

385
00:34:15,130 --> 00:34:18,440
a small team.

386
00:34:18,440 --> 00:34:26,050
The game first released for EGA PCs on the
15th of October, 1990 - the 256-colour VGA

387
00:34:26,050 --> 00:34:30,179
version followed in December, just in time
for Christmas.

388
00:34:30,179 --> 00:34:34,619
Commodore Amiga and Atari ST users had to
wait a little longer, with their ports following

389
00:34:34,619 --> 00:34:38,349
in early 1991.

390
00:34:38,349 --> 00:34:42,829
Reviews were universally positive, with the
average score confidently above that vital

391
00:34:42,829 --> 00:34:45,149
90 percent threshold.

392
00:34:45,149 --> 00:34:50,320
Comparisons to earlier LucasFilm adventures
were inevitable - but generally Monkey Island

393
00:34:50,320 --> 00:34:53,609
was regarded as better in every way.

394
00:34:53,609 --> 00:34:59,710
Lauded as 'hilarious' with 'excellent writing',
the setting was welcomed - as was the art

395
00:34:59,710 --> 00:35:08,260
and animation, the soundtrack and the well-polished
gameplay: it was both 'fun and easy to play'.

396
00:35:08,260 --> 00:35:13,450
Negative points were minor: too much disk
swapping for those playing from floppies - and

397
00:35:13,450 --> 00:35:17,150
maybe a little too easy for seasoned adventurers.

398
00:35:17,150 --> 00:35:23,000
Overall, it was universally recommended: 'This
is what graphic adventures should always have

399
00:35:23,000 --> 00:35:24,900
been like'.

400
00:35:24,900 --> 00:35:33,089
But of course, 'normal' people don't buy adventure
games.

401
00:35:33,089 --> 00:35:36,910
Initial sales were slow - even slower than
Loom.

402
00:35:36,910 --> 00:35:43,319
It hit the top 10, then drifted down the charts
for months afterwards - it was another slow

403
00:35:43,319 --> 00:35:44,440
burner.

404
00:35:44,440 --> 00:35:50,910
Someone at LucasFilm must have seen potential,
however - after all, it was a game to be proud

405
00:35:50,910 --> 00:35:53,880
of against a fertile backdrop.

406
00:35:53,880 --> 00:36:04,840
Buoyed by the positive critical reception,
a sequel was greenlit.

407
00:36:04,840 --> 00:36:10,000
Shortly after Monkey Island's release, LucasFilm
underwent some reorganisation: the games division

408
00:36:10,000 --> 00:36:15,000
were bundled with Industrial Light & Magic
and Skywalker Sound into the newly-formed

409
00:36:15,000 --> 00:36:18,370
'LucasArts'.

410
00:36:18,370 --> 00:36:22,450
Monkey Island's sequel would be the first
game to bear this new name - along with a

411
00:36:22,450 --> 00:36:26,570
new logo, known as the 'Gold Guy'.

412
00:36:26,570 --> 00:36:31,000
No matter the name, LucasArts were poised
to enter a golden age of point 'n click adventure

413
00:36:31,000 --> 00:36:37,049
games over the next few years, while their
rivals were past their peak:

414
00:36:37,049 --> 00:36:42,819
Infocom were effectively dead after being
acquired and subsequently shut down by Activision;

415
00:36:42,819 --> 00:36:47,990
And Sierra, while still dominating the PC
market in terms of sales, were putting out

416
00:36:47,990 --> 00:36:52,349
games of very variable quality.

417
00:36:52,349 --> 00:36:56,789
Sierra had grown incredibly quickly on the
success of their earlier games, and the company

418
00:36:56,789 --> 00:37:04,740
culture shifted away from the humbler adventures
pioneered by Ken & Roberta Williams.

419
00:37:04,740 --> 00:37:09,480
LucasArts always managed to stay small, and
I think that's part of the reason their games

420
00:37:09,480 --> 00:37:12,900
have a persistent charm.

421
00:37:12,900 --> 00:37:20,050
So, while The Secret of Monkey Island was
still in the charts, work began on 'Monkey

422
00:37:20,050 --> 00:37:24,890
Island 2: LeChuck's Revenge'.

423
00:37:24,890 --> 00:37:29,560
Unlike the first game, the sequel would be
first and foremost designed with VGA graphics

424
00:37:29,560 --> 00:37:36,299
in mind - with a full palette of 256 colours
from the outset!

425
00:37:36,299 --> 00:37:40,589
This meant that the digitally drawn backdrops
could now be scanned straight from original

426
00:37:40,589 --> 00:37:46,359
artwork, illustrated with marker pens - as
this was quicker, easier - and responsible

427
00:37:46,359 --> 00:37:55,100
for the wonderful hand-drawn aesthetic.

428
00:37:55,100 --> 00:38:00,309
The music system within SCUMM had a major
overhaul, too - previously, it was difficult

429
00:38:00,309 --> 00:38:08,170
to synchronise game events with musical cues,
and so composer Michael Land (and Peter McConnell)

430
00:38:08,170 --> 00:38:12,400
devised a system called iMUSE.

431
00:38:12,400 --> 00:38:17,470
It stands for Interactive Music Streaming
Engine, and it allowed for a far more reactive

432
00:38:17,470 --> 00:38:21,650
system that could seamlessly segue between
different pieces.

433
00:38:21,650 --> 00:38:28,710
For instance, in the starting settlement of
Woodtick it's demonstrated very well - there

434
00:38:28,710 --> 00:38:33,369
are a variety of sub-themes for each of the
locations which blend together perfectly as

435
00:38:33,369 --> 00:38:39,299
you move around.

436
00:38:39,299 --> 00:38:44,630
It's done so well, it's almost invisible - you
might think it's a single piece of music,

437
00:38:44,630 --> 00:38:58,130
but it's multiple, perfectly stitched and
tailored to your progress.

438
00:38:58,130 --> 00:39:02,670
These audiovisual enhancements did rather
increase the size of the game - the Amiga

439
00:39:02,670 --> 00:39:07,349
version came on 11 disks, which made for a
slightly miserable experience for those without

440
00:39:07,349 --> 00:39:09,069
hard drives.

441
00:39:09,069 --> 00:39:11,849
A small price to pay, though.

442
00:39:11,849 --> 00:39:17,630
It was bigger, better and more pirate-y than
ever.

443
00:39:17,630 --> 00:39:24,200
It's rare than a sequel surpasses the original,
but in Monkey Island 2's case it was a triumph.

444
00:39:24,200 --> 00:39:30,090
All of the experience, all of the iterative
improvements to the underlying technology

445
00:39:30,090 --> 00:39:36,200
- everything came together to make a truly
excellent game.

446
00:39:36,200 --> 00:39:42,730
Rave reviews praised it at every turn: 'an
improvement on the first in every way', 'flawless

447
00:39:42,730 --> 00:39:48,700
execution', 'the best adventure ever!'.

448
00:39:48,700 --> 00:39:52,839
Scores hit a rarefied tier.

449
00:39:52,839 --> 00:39:57,770
So, did it sell?

450
00:39:57,770 --> 00:40:00,020
Not really.

451
00:40:00,020 --> 00:40:01,150
Kinda.

452
00:40:01,150 --> 00:40:02,280
Eventually.

453
00:40:02,280 --> 00:40:07,309
The tragic thing about LucasArts is that their
original games were normally met with lukewarm

454
00:40:07,309 --> 00:40:13,380
commercial success: they weren't going to
go bankrupt, but there must have been some

455
00:40:13,380 --> 00:40:18,340
envious eyes cast in the direction of Sierra.

456
00:40:18,340 --> 00:40:26,500
Shortly after Monkey Island 2 had shipped,
Ron Gilbert decided to leave LucasArts - he

457
00:40:26,500 --> 00:40:32,350
felt it was time to start his own company,
and so founded Humongous Entertainment.

458
00:40:32,350 --> 00:40:38,100
Here, he would go on to make adventure games
for a younger market: including the Freddi

459
00:40:38,100 --> 00:40:41,110
Fish and Pajama Sam series.

460
00:40:41,110 --> 00:40:46,089
Children's games aren't particularly glamorous,
but Humongous would enjoy quite some success

461
00:40:46,089 --> 00:40:51,520
- their catalogue collectively selling 15
million copies, which is far more than Monkey

462
00:40:51,520 --> 00:40:54,640
Island ever sold.

463
00:40:54,640 --> 00:41:01,070
However, with the creator of both Monkey Island
and SCUMM divorced from the game's rights:

464
00:41:01,070 --> 00:41:06,810
Monkey 2's enigmatic ending would be left
unresolved, and we might never discover the

465
00:41:06,810 --> 00:41:14,340
true Secret of Monkey Island.

466
00:41:14,340 --> 00:41:19,049
This wasn't the end for LucasArts, however
- in fact, quite a few classic adventures

467
00:41:19,049 --> 00:41:23,059
followed in Monkey Island's wake.

468
00:41:23,059 --> 00:41:28,390
Indiana Jones saw a revisit in the Fate of
Atlantis: designed by LucasArts veteran Noah

469
00:41:28,390 --> 00:41:32,300
Falstein and screenwriter Hal Barwood.

470
00:41:32,300 --> 00:41:36,960
Lavishly illustrated and with a full talkie
CD-ROM version, it was a definite upgrade

471
00:41:36,960 --> 00:41:42,349
when compared to The Last Crusade - and without
an associated movie, free of any deadline

472
00:41:42,349 --> 00:41:44,740
or script constraints.

473
00:41:44,740 --> 00:41:52,900
Sam and Max Hit the Road was the brainchild
of Steve Purcell, based on his comic book

474
00:41:52,900 --> 00:41:58,549
characters: A dog and rabbity-thing duo who
together tackle crime.

475
00:41:58,549 --> 00:42:03,240
It's a colourful tour of Americana with a
zany streak a mile wide, a very good fit for

476
00:42:03,240 --> 00:42:05,789
the LucasArts mould.

477
00:42:05,789 --> 00:42:09,569
The verb-heavy interface of previous games
was streamlined to grant more space for the

478
00:42:09,569 --> 00:42:15,660
graphics - replaced with icons as part of
the inventory screen.

479
00:42:15,660 --> 00:42:21,089
These simplifications worked well enough for
most interactions - less so for dialogue - but

480
00:42:21,089 --> 00:42:27,240
later games would continue to tweak the interface,
without the full bank of verbs.

481
00:42:27,240 --> 00:42:33,900
Meanwhile, Tim Schafer and Dave Grossman both
remained at LucasArts, and together they led

482
00:42:33,900 --> 00:42:37,430
a sequel to Maniac Mansion.

483
00:42:37,430 --> 00:42:42,260
Day of The Tentacle was very different to
its predecessor - there were a few familiar

484
00:42:42,260 --> 00:42:47,770
faces, and the multi-character gameplay remained
(albeit with a time-travel twist) - but much

485
00:42:47,770 --> 00:42:56,049
had changed since 1987: SCUMM had matured,
as had player expectation.

486
00:42:56,049 --> 00:43:00,760
The graphics were nicer, the animation better,
and the music too - the whole scale of production

487
00:43:00,760 --> 00:43:09,390
shifted ever upwards as VGA-capable, soundblaster-equipped
PCs became the standard.

488
00:43:09,390 --> 00:43:15,600
Earlier 16-bit machines like the Atari ST
and Amiga were left behind, and thanks to

489
00:43:15,600 --> 00:43:21,599
CD-ROM, the constraints of the floppy disk
were a thing of the past.

490
00:43:21,599 --> 00:43:26,630
As great as this was for the adventure genre,
the colossal space that CDs afforded came

491
00:43:26,630 --> 00:43:28,800
at a cost of ballooning budgets.

492
00:43:28,800 --> 00:43:39,390
An ever-increasing payload of artwork, CD-quality
music and now, voice actors!

493
00:43:39,390 --> 00:43:43,590
After Day of the Tentacle was complete, Dave
Grossman left LucasArts to pursue a freelance

494
00:43:43,590 --> 00:43:48,770
career - where he would spend some time working
with Ron Gilbert at Humongous.

495
00:43:48,770 --> 00:43:55,829
Now, of the three designers that worked on
Monkey Island, only Tim Schafer remained.

496
00:43:55,829 --> 00:44:02,190
The golden era of LucasArts adventures started
with Monkey Island and endured for a few years

497
00:44:02,190 --> 00:44:07,700
afterwards - but they didn't have a monopoly
on this style of game.

498
00:44:07,700 --> 00:44:12,170
Plenty of other developers took notes, and
shaped their adventures to mirror those pioneered

499
00:44:12,170 --> 00:44:13,839
by LucasArts.

500
00:44:13,839 --> 00:44:19,770
In the the space of just a year or two after
Monkey Island's release, there's a clear shift

501
00:44:19,770 --> 00:44:24,760
away from the Sierra-style approach to a newer
paradigm:

502
00:44:24,760 --> 00:44:29,670
For instance, the point-and-click interface,
the indirect character control, and the approach

503
00:44:29,670 --> 00:44:35,440
to verbs and dialogue were all codified as
a standard:

504
00:44:35,440 --> 00:44:40,299
The cinematic influences that shaped SCUMM
are apparent, too - both through use of cutscenes

505
00:44:40,299 --> 00:44:45,359
(as established in Maniac Mansion) and the
composition of scenery, such as the use of

506
00:44:45,359 --> 00:44:50,730
foreground elements to give a sense of greater
three-dimensional depth.

507
00:44:50,730 --> 00:44:55,800
This was often coupled with a slightly warped
perspective - Escher-esque locations that

508
00:44:55,800 --> 00:45:01,250
don't entirely work geometrically, but fit
a 2D plane for the purposes of point-and-click.

509
00:45:01,250 --> 00:45:07,819
And of course, the principal hallmark: an
absence of death - or puzzle dead-ends at

510
00:45:07,819 --> 00:45:14,220
least - was generally expected.

511
00:45:14,220 --> 00:45:18,279
Most graphic adventures stuck to this sort
of formula, but there were some that bucked

512
00:45:18,279 --> 00:45:22,500
the trend, mostly in response to new technology.

513
00:45:22,500 --> 00:45:28,470
By now, CD-ROM drives had become an essential
multimedia accessory for every new PC, and

514
00:45:28,470 --> 00:45:33,980
while most games would eventually take advantage
of this space, some really embraced it - and

515
00:45:33,980 --> 00:45:38,660
made copious use of full motion video.

516
00:45:38,660 --> 00:45:44,440
The 7th Guest was one such game, a creepy
puzzle adventure - and one of the first games

517
00:45:44,440 --> 00:45:46,970
released exclusively on CD.

518
00:45:46,970 --> 00:45:55,380
For the time, it was an audiovisual treat
- extravagant 3D animation, video clips and

519
00:45:55,380 --> 00:45:56,380
music.

520
00:45:56,380 --> 00:46:02,500
Of course, this meant that the gameplay itself
took a back seat, so it wasn't a particularly

521
00:46:02,500 --> 00:46:11,539
good game, but it did demonstrate the potential
of this new technology very well indeed.

522
00:46:11,539 --> 00:46:14,970
Another adventure from this multimedia era
was Myst.

523
00:46:14,970 --> 00:46:20,910
A scenic romp through a prerendered 3D world
with some particularly devilish puzzles - and

524
00:46:20,910 --> 00:46:24,859
told, for the most part, without language.

525
00:46:24,859 --> 00:46:29,210
With no time limit, or failure state it seems
to take heed of Monkey Island's lessons in

526
00:46:29,210 --> 00:46:34,650
adventure design - but its approach is almost
entirely different, relying on cold logic

527
00:46:34,650 --> 00:46:38,109
rather than humour.

528
00:46:38,109 --> 00:46:44,230
It was a great game, but also one on the right
format, at the right time - anyone buying

529
00:46:44,230 --> 00:46:49,420
a new CD-ROM drive was surely in need of something
to test it with.

530
00:46:49,420 --> 00:46:56,450
It managed to sell 6 million copies - a colossal
amount, and it became the best selling PC

531
00:46:56,450 --> 00:47:03,299
game ever, at least until The Sims came out.

532
00:47:03,299 --> 00:47:10,400
In a few short years, the PC market had changed
dramatically - driven by a multimedia revolution,

533
00:47:10,400 --> 00:47:15,020
the release of Windows 95, and games like
Doom.

534
00:47:15,020 --> 00:47:19,980
It was a great time to be a PC gamer, but
these changes would prove challenging for

535
00:47:19,980 --> 00:47:22,549
the adventure market.

536
00:47:22,549 --> 00:47:33,789
By 1995, after a year's absence of adventures,
LucasArts were ready to release Tim Schafer's

537
00:47:33,789 --> 00:47:37,050
first solo-led game.

538
00:47:37,050 --> 00:47:42,150
Full Throttle was a rock-and-roll tale of
biker gangs in a dystopian near-future - the

539
00:47:42,150 --> 00:47:47,190
fate of the last motorcycle manufacturer in
the balance.

540
00:47:47,190 --> 00:47:51,470
Its animation was done at a much larger scale
than previous games, with frequent use of

541
00:47:51,470 --> 00:47:53,930
close-ups and cinematic camera angles.

542
00:47:53,930 --> 00:48:00,340
It confidently filled a CD-ROM, with full
voice, a licensed CD audio soundtrack provided

543
00:48:00,340 --> 00:48:06,190
by The Gone Jackals, and plenty of FMV cutscenes.

544
00:48:06,190 --> 00:48:12,130
With a budget ten times the size of The Secret
of Monkey Island, it was expensive - but ultimately

545
00:48:12,130 --> 00:48:16,700
worth it: Full Throttle sold over a million
copies.

546
00:48:16,700 --> 00:48:24,980
The same year, we finally saw the release
of a much-vaunted Spielberg collaboration,

547
00:48:24,980 --> 00:48:31,109
'The Dig' - a game that had been in development
since 1989.

548
00:48:31,109 --> 00:48:36,220
An ambitious stab at some serious science
fiction that starts off akin to Armageddon

549
00:48:36,220 --> 00:48:40,070
but soon whisks the player off to a fantastic
alien world.

550
00:48:40,070 --> 00:48:46,890
It had a different feel to most LucasArts
adventures - the fun, or 'zany' element was

551
00:48:46,890 --> 00:48:55,130
missing, and while there was still occasional
humour, the overall tone was overtly adult.

552
00:48:55,130 --> 00:48:59,720
The orchestral score probably helped set the
mood - and it was refreshing, selling pretty

553
00:48:59,720 --> 00:49:04,270
well - but many didn't quite know what to
make of it.

554
00:49:04,270 --> 00:49:11,170
One major criticism was the low-resolution
graphics - 320x200 had been the standard game

555
00:49:11,170 --> 00:49:18,400
resolution for a while, but as PC hardware
improved there was a graduation towards 640x480

556
00:49:18,400 --> 00:49:22,980
(and beyond).

557
00:49:22,980 --> 00:49:28,500
In 1997, the third Monkey Island game would
benefit from this bump in detail: The Curse

558
00:49:28,500 --> 00:49:30,339
of Monkey Island.

559
00:49:30,339 --> 00:49:35,880
Obviously things look a little different with
quadruple the pixels - an entirely new comic-book

560
00:49:35,880 --> 00:49:42,549
appearance for Guybrush, along with voice
acting provided by Dominic Armato.

561
00:49:42,549 --> 00:49:46,829
Considering the absence of the original creator
and designers of Monkey Island, it was always

562
00:49:46,829 --> 00:49:52,290
going to be difficult to make a game that
matched expectations.

563
00:49:52,290 --> 00:49:58,549
Despite this, it's hard to dislike - while
detached from the originals in terms of style,

564
00:49:58,549 --> 00:50:01,510
it still has the wit and charm.

565
00:50:01,510 --> 00:50:07,500
For latecomers to the series it was an introduction
to the world of Monkey Island, but it also

566
00:50:07,500 --> 00:50:13,069
marked the last ever 2D SCUMM adventure from
LucasArts.

567
00:50:13,069 --> 00:50:18,420
Towards the end of the decade came an increasing
demand for 3D games - and the rising ubiquity

568
00:50:18,420 --> 00:50:22,190
of graphics cards with 3D acceleration.

569
00:50:22,190 --> 00:50:28,519
Unfortunately, SCUMM wasn't designed for 3D
games - nor would it make the transition.

570
00:50:28,519 --> 00:50:36,440
Instead, a new engine for a new game.

571
00:50:36,440 --> 00:50:42,829
Grim Fandango was the first LucasArts adventure
to make that difficult transition to 3D.

572
00:50:42,829 --> 00:50:48,050
A tragic journey through the Land of the Dead
heavy with film noir influence, a colourful

573
00:50:48,050 --> 00:50:51,140
cast of calaca led by Manny Calavera.

574
00:50:51,140 --> 00:50:58,809
It ran on something called the Grim Engine,
or GrimE - based the existing Sith engine

575
00:50:58,809 --> 00:51:02,130
which powered Dark Forces II.

576
00:51:02,130 --> 00:51:06,990
The characters are rendered as 3D objects
on top of a static background - the polygon

577
00:51:06,990 --> 00:51:12,089
pushing ability of PCs at the time wasn't
quite up to such ornate scenes.

578
00:51:12,089 --> 00:51:18,539
So the camera angles are fixed, and you navigate
with tank-like controls - in a bold step for

579
00:51:18,539 --> 00:51:25,050
the point and click genre, the mouse took
a back seat.

580
00:51:25,050 --> 00:51:30,240
It wasn't ideal, but this was perhaps the
only blemish on a brilliant game - a unique

581
00:51:30,240 --> 00:51:37,010
setting with a cool aesthetic backed with
a truly heartfelt story.

582
00:51:37,010 --> 00:51:44,690
One last hurrah for the adventure genre - but
it was clear the end was close.

583
00:51:44,690 --> 00:51:52,080
LucasArts gave us one final adventure game,
and I suppose it's fitting that it was a return

584
00:51:52,080 --> 00:51:59,799
to Monkey Island, as it was the original that
started our brief obsession.

585
00:51:59,799 --> 00:52:04,440
Using the same engine as Grim Fandango, it
took us back to Mêlée Island, although things

586
00:52:04,440 --> 00:52:07,349
look much different in 3D.

587
00:52:07,349 --> 00:52:12,300
The music and voice acting were on point,
and the game bristles with references to previous

588
00:52:12,300 --> 00:52:21,250
games - and yet Escape is by far the least
favoured of the Monkey Island series.

589
00:52:21,250 --> 00:52:26,190
Despite the awkward controls and difficult
transition to 3D it was a perfectly good adventure,

590
00:52:26,190 --> 00:52:35,799
I suppose, but it felt counterfeit - long
divorced from its origin.

591
00:52:35,799 --> 00:52:42,559
LucasArts planned a sequel to both Full Throttle
and Sam & Max, but these were cancelled mid-development.

592
00:52:42,559 --> 00:52:48,089
A statement put out by LucasArts euphemistically
described their doom:

593
00:52:48,089 --> 00:52:54,520
"After careful evaluation of current market
place realities and underlying economic considerations,

594
00:52:54,520 --> 00:52:59,569
we've decided that this was not the appropriate
time to launch a graphic adventure on the

595
00:52:59,569 --> 00:53:06,130
PC."

596
00:53:06,130 --> 00:53:09,440
Adventure games were dead.

597
00:53:09,440 --> 00:53:16,940
It's not that PC gaming wasn't growing - it's
that the consoles were growing faster.

598
00:53:16,940 --> 00:53:23,450
Adventure games had failed to make the transition,
and PC gamers were increasingly drawn to fast-paced

599
00:53:23,450 --> 00:53:27,180
3D-accelerated action.

600
00:53:27,180 --> 00:53:33,280
The adventure market withered while the budgets
bloated: and it was a shame to admit, but

601
00:53:33,280 --> 00:53:39,069
they had long passed the point of profitability.

602
00:53:39,069 --> 00:53:43,200
And so, LucasArts's adventure era had come
to an end.

603
00:53:43,200 --> 00:53:48,700
As the death knell tolled, the prequels began.

604
00:53:48,700 --> 00:53:57,490
All that remained was Star Wars.

605
00:53:57,490 --> 00:54:02,099
With an evaporation of financial viability,
graphic adventures were certainly thin on

606
00:54:02,099 --> 00:54:06,329
the ground - but not yet extinct.

607
00:54:06,329 --> 00:54:11,410
Most such games from this era hail from European
developers - a market traditionally rooted

608
00:54:11,410 --> 00:54:18,240
in computers over consoles, and one less susceptible
to American market factors.

609
00:54:18,240 --> 00:54:22,190
Monkey Island's influence is particularly
clear in games like Gilbert Goodmate and the

610
00:54:22,190 --> 00:54:27,940
Mushroom of Phungoria: a Swedish love letter
to LucasArts, and an attempt to capture the

611
00:54:27,940 --> 00:54:32,680
magic of the mid-90s.

612
00:54:32,680 --> 00:54:37,420
A few others around this time kept up the
genre's faint pulse:

613
00:54:37,420 --> 00:54:43,760
French developer/publisher Microids released
Syberia in 2002;

614
00:54:43,760 --> 00:54:47,609
Revolution Software - the English studio behind
Lure of the Temptress and Beneath a Steel

615
00:54:47,609 --> 00:54:53,760
Sky - released the third in the Broken Sword
series in 2003.

616
00:54:53,760 --> 00:54:59,980
And we also saw the first stirrings of a resurgent
indie game scene: Samorost was an atmospheric

617
00:54:59,980 --> 00:55:04,789
point & click puzzle game made in Flash and
distributed via the web.

618
00:55:04,789 --> 00:55:11,609
It wasn't the most vibrant time for adventure
games - but they were still going.

619
00:55:11,609 --> 00:55:16,010
And with ever year that passed, more and more
people would discover games from LucasArts'

620
00:55:16,010 --> 00:55:20,920
back catalogue - and their popularity would
snowball.

621
00:55:20,920 --> 00:55:28,710
In 2009, the original Secret of Monkey Island
was remastered: a special edition with all

622
00:55:28,710 --> 00:55:33,519
new hand-drawn graphics, voice acting and
rerecorded music.

623
00:55:33,519 --> 00:55:39,130
I was never completely sold on the new look,
but the ability to seamlessly switch between

624
00:55:39,130 --> 00:55:44,599
'classic' graphics was a neat touch - and
support for newer platforms like the Xbox

625
00:55:44,599 --> 00:55:51,720
360, PS3 and iPad meant more people could
play the game for the first time.

626
00:55:51,720 --> 00:55:56,589
Monkey Island 2 had a similar treatment in
2010, completing the classic pair.

627
00:55:56,589 --> 00:56:01,720
These special editions weren't likely to trigger
another golden era - the industry had long

628
00:56:01,720 --> 00:56:06,760
moved on from point and click games - but
they do help to keep the games relevant, certainly

629
00:56:06,760 --> 00:56:12,119
for those not familiar with ScummVM.

630
00:56:12,119 --> 00:56:16,779
So while pure point n' click adventure games
are a rare sight, they still made an impression

631
00:56:16,779 --> 00:56:24,589
on other genres - with adventure elements
fused into hybrids such as the 'Action Adventure'.

632
00:56:24,589 --> 00:56:29,280
These games were far more suited to console
controls, and gave players the faster-paced

633
00:56:29,280 --> 00:56:35,630
action and 3D graphics they craved - but certain
aspects attempted to emulate the appeal of

634
00:56:35,630 --> 00:56:38,200
narrative-led games:

635
00:56:38,200 --> 00:56:43,569
Cutscenes, first implemented (and named as
such) by Maniac Mansion, were now an essential

636
00:56:43,569 --> 00:56:47,369
part of game storytelling;

637
00:56:47,369 --> 00:56:52,670
Voice-acted dialogue was now an important
tool for conveying information to the player

638
00:56:52,670 --> 00:56:58,490
- and in many ways, Monkey Island had demonstrated
that games could be funny;

639
00:56:58,490 --> 00:57:03,400
The concept of an inventory was now well-established,
and you could also expect some lightweight

640
00:57:03,400 --> 00:57:09,820
puzzles to turn up in even the most action-focused
game.

641
00:57:09,820 --> 00:57:14,750
This sort of hybridization remains common
in mainstream games - with mechanics like

642
00:57:14,750 --> 00:57:21,119
crafting, levelling, skill points, driving,
flying, shooting fused together into a novel

643
00:57:21,119 --> 00:57:25,069
gestalt genre.

644
00:57:25,069 --> 00:57:30,431
This was the way the wind was blowing after
the age of the point & click - and Tim Schafer

645
00:57:30,431 --> 00:57:32,170
knew it.

646
00:57:32,170 --> 00:57:39,210
He had both Full Throttle and Grim Fandango
under his belt - two of the finest graphic

647
00:57:39,210 --> 00:57:41,690
adventures ever made.

648
00:57:41,690 --> 00:57:45,520
His time at LucasArts had ended, but he wasn't
about to quit now.

649
00:57:45,520 --> 00:57:51,859
In June 2000, at the height of the dot-com
boom, he founded his own company - Double

650
00:57:51,859 --> 00:57:56,069
Fine Productions.

651
00:57:56,069 --> 00:58:01,619
Their first game would be Psychonauts - a
3D platform adventure set in a weird world

652
00:58:01,619 --> 00:58:04,260
of psychic powers.

653
00:58:04,260 --> 00:58:08,309
Its development was particularly troubled
- it was originally supposed to be published

654
00:58:08,309 --> 00:58:17,579
by Microsoft, but in 2004 the deal fell through
and the game was picked up by Majesco instead.

655
00:58:17,579 --> 00:58:23,390
Despite critical success, Psychonauts was
a commercial failure: taking four and a half

656
00:58:23,390 --> 00:58:28,430
years to make with a budget of eleven and
a half million dollars - selling fewer than

657
00:58:28,430 --> 00:58:33,319
100,000 copies in the US by the end of 2005.

658
00:58:33,319 --> 00:58:35,140
The numbers didn't add up.

659
00:58:35,140 --> 00:58:40,630
Majesco pulled out of big budget video games,
and Double Fine were lumbered with a reputation

660
00:58:40,630 --> 00:58:47,150
for being 'Expensive and late'.

661
00:58:47,150 --> 00:58:53,030
Vivendi took a chance on Double Fine for their
next game, however - a rock and roll action/adventure

662
00:58:53,030 --> 00:58:55,630
titled Brutal Legend.

663
00:58:55,630 --> 00:58:59,660
Predictably, development was troubled.

664
00:58:59,660 --> 00:59:04,550
Activision purchased Vivendi Games in 2008
and Brutal Legend was lost somewhere in the

665
00:59:04,550 --> 00:59:10,089
transition - while in limbo, Double Fine looked
for a new publisher.

666
00:59:10,089 --> 00:59:16,430
During this rather uncertain time, they worked
on a number of game protoypes - a couple of

667
00:59:16,430 --> 00:59:19,740
which would see later fruition.

668
00:59:19,740 --> 00:59:24,820
Both Costume Quest and Stacking stem from
these experimental days - and the smaller

669
00:59:24,820 --> 00:59:30,640
nature of their scope suited Xbox Live Arcade
and PSN well, so they nestled neatly amongst

670
00:59:30,640 --> 00:59:32,670
the rise of indie games.

671
00:59:32,670 --> 00:59:42,090
Eventually, EA picked up the rights to Brutal
Legend and it was released in 2009 - a positive

672
00:59:42,090 --> 00:59:46,550
critical reception, with underwhelming sales.

673
00:59:46,550 --> 00:59:51,960
Yet another cult classic!

674
00:59:51,960 --> 00:59:56,500
So maybe the traditional publisher model wasn't
ideal for Double Fine: but a world without

675
00:59:56,500 --> 01:00:00,960
Tim Schafer games would be a poorer one.

676
01:00:00,960 --> 01:00:04,859
His fans know this, and with the emergence
of Kickstarter, crowdfunding seemed like the

677
01:00:04,859 --> 01:00:12,200
logical solution for a studio like Double
Fine.

678
01:00:12,200 --> 01:00:17,049
Perhaps that's why the campaign for Broken
Age broke records, raising nearly 3 and a

679
01:00:17,049 --> 01:00:18,049
half million dollars.

680
01:00:18,049 --> 01:00:22,119
I suppose fans of the point & click genre
haven't had much else to spend their money

681
01:00:22,119 --> 01:00:26,890
on - but it demonstrates the viability of
such a model, and opened the door for other

682
01:00:26,890 --> 01:00:33,359
projects to follow suit.

683
01:00:33,359 --> 01:00:37,730
Following Disney's acquisition of LucasFilm
and its IP, Double Fine were able to secure

684
01:00:37,730 --> 01:00:41,460
the rights to remaster some of LucasArt's
classic adventures.

685
01:00:41,460 --> 01:00:47,920
In 2015, Grim Fandango was given a coat of
paint - improved textures and lighting - and

686
01:00:47,920 --> 01:00:50,200
released on modern systems.

687
01:00:50,200 --> 01:00:58,690
The year after, Day of the Tentacle was given
similar treatment - and most recently in 2017,

688
01:00:58,690 --> 01:00:59,920
Full Throttle.

689
01:00:59,920 --> 01:01:06,480
So clearly adventure games still had a fanbase
- a fact borne out by crowdfunding success,

690
01:01:06,480 --> 01:01:07,890
and Psychonauts 2 on the horizon.

691
01:01:07,890 --> 01:01:11,770
Perhaps they weren't dead after all - just
sleeping?

692
01:01:11,770 --> 01:01:18,730
But then, even text adventures never truly
died - there remains an interest in interactive

693
01:01:18,730 --> 01:01:19,730
fiction.

694
01:01:19,730 --> 01:01:26,000
Point and click adventures certainly didn't
kill them off, they just stole the limelight:

695
01:01:26,000 --> 01:01:30,569
and I think the classic formula will always
have its fans - the Deponia games are testament

696
01:01:30,569 --> 01:01:40,500
to that - but if adventure games were to have
a resurgence, some innovation was in order.

697
01:01:40,500 --> 01:01:44,930
LucasArts weren't the only publishers worrying
about escalating budgets - even success stories

698
01:01:44,930 --> 01:01:48,980
like Valve felt the pinch too.

699
01:01:48,980 --> 01:01:54,930
So around 2004, when the digital marketplace
was first becoming a reality, the solution

700
01:01:54,930 --> 01:01:56,670
seemed to be episodic games.

701
01:01:56,670 --> 01:02:02,549
The trouble is, as Valve discovered with the
Half Life 2 episodes, is that scaling down

702
01:02:02,549 --> 01:02:09,349
the scope of production doesn't necessarily
scale down audience expectation.

703
01:02:09,349 --> 01:02:16,240
In fact, episodic gaming has largely been
a failure, but there is one success story.

704
01:02:16,240 --> 01:02:23,369
In July 2004, a group of ex-LucasArts employees
who were working on the cancelled Sam & Max

705
01:02:23,369 --> 01:02:25,519
title formed a new studio:

706
01:02:25,519 --> 01:02:30,630
A studio called Telltale Games.

707
01:02:30,630 --> 01:02:34,380
Their first game was just a test - Telltale
Texas Hold 'Em.

708
01:02:34,380 --> 01:02:38,890
Proof of concept for their new engine - and
the viability of digital distribution.

709
01:02:38,890 --> 01:02:45,950
In 2005, they were joined by Dave Grossman
- just in time for their first adventure.

710
01:02:45,950 --> 01:02:51,560
Based on the Jeff Smith comic, Bone: Out From
Boneville isn't Telltale's finest work - but

711
01:02:51,560 --> 01:02:53,010
it is a starting point.

712
01:02:53,010 --> 01:02:59,079
From here, they managed to snare the license
for Sam and Max: and make a game that filled

713
01:02:59,079 --> 01:03:03,400
the void left by the one LucasArts cancelled.

714
01:03:03,400 --> 01:03:08,200
It was released episodically, with the first
appearing in late 2006 and the series stretching

715
01:03:08,200 --> 01:03:11,210
to mid-2007

716
01:03:11,210 --> 01:03:12,210
It was pretty good.

717
01:03:12,210 --> 01:03:17,600
Not spectacular, but they had done something
special: they had found a way to make adventure

718
01:03:17,600 --> 01:03:25,740
games viable again - and they had brought
back a much-loved LucasArts franchise.

719
01:03:25,740 --> 01:03:32,309
A second season followed, as well as adventures
featuring Strongbad, Wallace and Gromit - and

720
01:03:32,309 --> 01:03:36,470
Monkey Island.

721
01:03:36,470 --> 01:03:41,680
Tales of Monkey Island was a 5-part return
to the franchise in 2009 - a 3D adventure,

722
01:03:41,680 --> 01:03:45,390
as with Escape - but much more comfortable
to play.

723
01:03:45,390 --> 01:03:50,789
As a Monkey Island fan, it was an oasis in
the desert - most had long given up hope of

724
01:03:50,789 --> 01:03:53,980
Guybrushes' glorious return.

725
01:03:53,980 --> 01:03:59,380
So while it doesn't necessarily compare to
the originals it was something at least - more

726
01:03:59,380 --> 01:04:02,759
Monkey Island can't be a bad thing, right?

727
01:04:02,759 --> 01:04:07,630
However, I think it's fair to say Telltale
really came into their own by exploiting more

728
01:04:07,630 --> 01:04:13,530
contemporary licenses - The Walking Dead,
released from 2012 onwards, is their most

729
01:04:13,530 --> 01:04:16,720
successful series - selling multiple millions
of episodes.

730
01:04:16,720 --> 01:04:24,950
In the wake of that success, a slew of other
licensed series followed: The Wolf Among Us,

731
01:04:24,950 --> 01:04:28,920
Game of Thrones, Batman - even Minecraft.

732
01:04:28,920 --> 01:04:34,769
There have been some signs that Telltale might
be running into trouble - reports of 'toxic

733
01:04:34,769 --> 01:04:37,999
management', poor working conditions - and
a failure to innovate -

734
01:04:37,999 --> 01:04:44,740
but over the last decade they have demonstrated
that episodic content can work - and beyond

735
01:04:44,740 --> 01:04:50,849
that, they've proven that there is still a
viable market for narrative-led games.

736
01:04:50,849 --> 01:04:57,599
So, some have emulated Telltale's episodic
approach as a way to amortise the cost and

737
01:04:57,599 --> 01:05:04,359
time of development - the wonderfully artful
Kentucky Route Zero commenced in 2013, and

738
01:05:04,359 --> 01:05:06,940
is still ongoing.

739
01:05:06,940 --> 01:05:12,350
Activision rebooted the King's Quest series
with a 5-part adventure in 2015, complete

740
01:05:12,350 --> 01:05:16,109
with corny episode names.

741
01:05:16,109 --> 01:05:21,579
Perhaps the most successful is Dontnod's Life
Is Strange - a blend of teen drama and time

742
01:05:21,579 --> 01:05:26,560
travel in the picturesque Pacific Northwest
- ironically, much more memorable than their

743
01:05:26,560 --> 01:05:32,029
first title.

744
01:05:32,029 --> 01:05:37,490
With the advent of indie games, there has
emerged a new style of storytelling, shedding

745
01:05:37,490 --> 01:05:43,009
the vulgarities of so-called 'gameplay' in
favour of quiet contemplation and environmental

746
01:05:43,009 --> 01:05:45,410
exploration.

747
01:05:45,410 --> 01:05:51,450
A less kind description would be a 'walking
simulator'.

748
01:05:51,450 --> 01:05:57,190
Dear Esther started as a mod in 2008, before
being redeveloped for commercial release in

749
01:05:57,190 --> 01:05:58,520
2012.

750
01:05:58,520 --> 01:06:00,020
It has no puzzles.

751
01:06:00,020 --> 01:06:03,180
There is nothing to do but explore an island.

752
01:06:03,180 --> 01:06:06,930
As you do so, fragments of the story reveal
themselves.

753
01:06:06,930 --> 01:06:13,491
Paring back the gameplay to an absolute minimum
is quite a controversial move, but it does

754
01:06:13,491 --> 01:06:20,690
shift the focus to the narrative, which is
certainly different - even refreshing.

755
01:06:20,690 --> 01:06:25,730
Perhaps that's why world-weary critics took
to this sort of game so well.

756
01:06:25,730 --> 01:06:31,310
A flurry of them followed: Gone Home; The
Stanley Parable; Firewatch.

757
01:06:31,310 --> 01:06:35,200
Games with stories to tell - and I suppose
it is a change of pace.

758
01:06:35,200 --> 01:06:43,349
No substitute for action, but there's no harm
in an alternative.

759
01:06:43,349 --> 01:06:47,480
After all, the original Monkey Island came
out at a time where most preferred the instant

760
01:06:47,480 --> 01:06:50,349
gratification of arcade-style games.

761
01:06:50,349 --> 01:06:56,720
The very idea of going for 10 minutes without
shooting something was alien - until the precipitation

762
01:06:56,720 --> 01:06:59,970
of a new acceptance of adventure games.

763
01:06:59,970 --> 01:07:08,190
Ultimately, it's all thanks to Monkey Island,
SCUMM, Maniac Mansion - and their creator.

764
01:07:08,190 --> 01:07:15,789
But it's fair to say Ron Gilbert's later career
is a little chequered.

765
01:07:15,789 --> 01:07:20,500
Humongous Entertainment found quite some success,
as did sister label Cavedog Entertainment

766
01:07:20,500 --> 01:07:23,230
(which produced Total Annihilation).

767
01:07:23,230 --> 01:07:29,559
However, Humongous were purchased in 1996
by GT Interactive, of whom Infogrames took

768
01:07:29,559 --> 01:07:32,819
a controlling interest in 1999.

769
01:07:32,819 --> 01:07:36,630
Their plan for Humongous didn't mesh with
Ron's.

770
01:07:36,630 --> 01:07:43,829
He, along with the other co-founder, set up
Hulabee Entertainment in 2001 - with the intent

771
01:07:43,829 --> 01:07:48,940
of producing children's games and distributing
them digitally: a bold, forward-looking move

772
01:07:48,940 --> 01:07:50,619
for the time.

773
01:07:50,619 --> 01:07:58,200
Sadly, things went sour when the other cofounder
was jailed for fraud - and by 2005, Ron was

774
01:07:58,200 --> 01:07:59,490
independent.

775
01:07:59,490 --> 01:08:06,920
He spent some time working with Hothead games
- assisting with the episodic Penny Arcade

776
01:08:06,920 --> 01:08:08,920
Adventures.

777
01:08:08,920 --> 01:08:13,460
Following that, he was also key designer on
Deathspank, and its sequel - Thongs of Virtue:

778
01:08:13,460 --> 01:08:18,820
an action RPG that's part Diablo, part Monkey
Island.

779
01:08:18,820 --> 01:08:24,000
After that in 2010, Ron joined Tim Schafer
at Double Fine to work on an idea that dates

780
01:08:24,000 --> 01:08:26,670
to even before Maniac Mansion.

781
01:08:26,670 --> 01:08:31,640
That game was The Cave, released in 2013.

782
01:08:31,640 --> 01:08:37,549
In it, you select a team of 3 characters out
of a possible 7, each with unique abilities:

783
01:08:37,549 --> 01:08:44,109
and with them, you negotiate the puzzles and
platforms of the aforementioned Cave.

784
01:08:44,109 --> 01:08:48,420
Most recently, along with the co-designer
of Maniac Mansion, Gary Winnick, he's been

785
01:08:48,420 --> 01:08:54,490
behind the crowdfunded classic point and click,
Thimbleweed Park.

786
01:08:54,490 --> 01:09:00,949
First revealed in late 2014 with a Kickstarter
campaign, it met its goal of $375,000 - eventually

787
01:09:00,949 --> 01:09:05,219
raising about $600,000.

788
01:09:05,219 --> 01:09:10,210
The pitch described it as 'like opening a
dusty old desk drawer and finding an undiscovered

789
01:09:10,210 --> 01:09:14,799
LucasArts adventure game you’ve never played
before.'

790
01:09:14,799 --> 01:09:15,799
It's true.

791
01:09:15,799 --> 01:09:20,489
There are some niceties that weren't possible
back in the day - more colours, subtler shading,

792
01:09:20,489 --> 01:09:24,589
smoother movement - but otherwise it's pretty
authentic.

793
01:09:24,589 --> 01:09:29,660
Five distinct characters, wonderful background
art - and all the humour and cultural references

794
01:09:29,660 --> 01:09:32,400
you'd expect.

795
01:09:32,400 --> 01:09:33,699
As for what Ron will do next?

796
01:09:33,699 --> 01:09:35,029
Who can say.

797
01:09:35,029 --> 01:09:40,150
With the purchase of LucasArts by Disney in
2012, the rights to Monkey Island are held

798
01:09:40,150 --> 01:09:41,580
by the mouse.

799
01:09:41,580 --> 01:09:46,420
Quite what they'll do with them isn't clear
- but they already have The Pirates of The

800
01:09:46,420 --> 01:09:50,970
Caribbean on their roster, so I wouldn't expect
anything soon.

801
01:09:50,970 --> 01:09:58,400
For now, all that remains... is the big question.

802
01:09:58,400 --> 01:10:03,250
What is the secret of Monkey Island?

803
01:10:03,250 --> 01:10:07,949
Only Ron Gilbert really knows - and he's not
telling.

804
01:10:07,949 --> 01:10:12,410
Perhaps because revealing it would be underwhelming
after all this time.

805
01:10:12,410 --> 01:10:16,590
Probably because there's hope that one day
there'll be the resolution of a true Monkey

806
01:10:16,590 --> 01:10:18,900
Island 3(a).

807
01:10:18,900 --> 01:10:27,360
So the secret is... well, it's a secret - and
the best we can do is infer.

808
01:10:27,360 --> 01:10:31,650
You could take the meaning literally - perhaps
the secret of monkey island simply refers

809
01:10:31,650 --> 01:10:39,110
to its mysterious location - or the passage
to hell that lies beneath - but I don't buy

810
01:10:39,110 --> 01:10:41,540
this: it's too obvious.

811
01:10:41,540 --> 01:10:45,590
The story is too carefully planned, and if
there were three games in mind there must

812
01:10:45,590 --> 01:10:48,719
have been a greater reveal intended for the
final third.

813
01:10:48,719 --> 01:10:54,520
There are so many loose threads that need
tying off - why are there anachronistic elements

814
01:10:54,520 --> 01:10:58,989
scattered throughout the game, such as the
grog vending machines?

815
01:10:58,989 --> 01:11:01,750
Is the ending to the second game supposed
to be taken literally?

816
01:11:01,750 --> 01:11:05,310
Or did Guybrush just bang his head in the
fall and dream everything?

817
01:11:05,310 --> 01:11:08,290
It wouldn't be the first time.

818
01:11:08,290 --> 01:11:11,060
Is the fourth wall breaking relevant?

819
01:11:11,060 --> 01:11:14,330
Do the NPCs know it's just a game?

820
01:11:14,330 --> 01:11:15,429
Does Guybrush know?

821
01:11:15,429 --> 01:11:19,750
Is he only pretending for our sake?

822
01:11:19,750 --> 01:11:23,409
Is everyone, including the player, suspending
disbelief?

823
01:11:23,409 --> 01:11:31,409
We're firmly in fan theory territory here
- but hear me out.

824
01:11:31,409 --> 01:11:35,840
Guybrush's origin is a bit of a mystery - he
just turns up in the Caribbean one day.

825
01:11:35,840 --> 01:11:38,600
How did he get there?

826
01:11:38,600 --> 01:11:40,260
What's his backstory?

827
01:11:40,260 --> 01:11:44,170
Perhaps he's an heir to a wealthy family,
and his wish for a pirate adventure is being

828
01:11:44,170 --> 01:11:48,010
indulged - So what if his entire trip was
arranged?

829
01:11:48,010 --> 01:11:54,210
What if all the pirates were paid off by some
benefactor?

830
01:11:54,210 --> 01:11:59,139
Maybe the whole world of Monkey Island is
artificial - a theme park of sorts, populated

831
01:11:59,139 --> 01:12:03,530
by actors, with everyone following the same
script.

832
01:12:03,530 --> 01:12:10,070
It mirrors the game's scripted creation using
SCUMM - and it would explain why Guybrush

833
01:12:10,070 --> 01:12:12,239
can't die.

834
01:12:12,239 --> 01:12:15,389
It would explain his success despite his ineptitude.

835
01:12:15,389 --> 01:12:20,540
It might even explain the anachronisms - the
game might not be set in the golden age of

836
01:12:20,540 --> 01:12:24,280
piracy after all.

837
01:12:24,280 --> 01:12:26,130
It's Don Quixote with pirates.

838
01:12:26,130 --> 01:12:32,150
And whether he knows it or not, Guybrush is
tilting at windmills.

839
01:12:32,150 --> 01:12:35,790
But like I said, just a theory.

840
01:12:35,790 --> 01:12:36,790
We don't know.

841
01:12:36,790 --> 01:12:38,860
We can't know.

842
01:12:38,860 --> 01:12:40,231
And it's probably better that way.

843
01:12:40,231 --> 01:12:50,360
What I can say, without reservation, is that
The Secret of Monkey Island is an unmitigated

844
01:12:50,360 --> 01:12:51,710
classic.

845
01:12:51,710 --> 01:12:57,050
It dragged the adventure genre out of its
grave by being simply too good to ignore,

846
01:12:57,050 --> 01:13:02,160
and kickstarted a golden era that lasted a
decade.

847
01:13:02,160 --> 01:13:07,280
It is a massively influential and important
work that manages to be engaging even without

848
01:13:07,280 --> 01:13:12,050
action - and amusing without excess.

849
01:13:12,050 --> 01:13:13,700
Its sequel was pretty good, too.

850
01:13:13,700 --> 01:13:16,679
Some might even say better!

851
01:13:16,679 --> 01:13:22,050
Now, nearly thirty years after its release,
I think it still holds up -

852
01:13:22,050 --> 01:13:30,050
and in another thirty from now, someone else
might say the same.

853
01:13:30,050 --> 01:13:31,260
So, maybe nobody bought it -

854
01:13:31,260 --> 01:13:37,020
but everyone should play it.

855
01:13:37,020 --> 01:13:44,360
Thank you very much for watching, and until
next time - farewell.

