Old Testament Adventures » lucasarts http://www.oldtestamentadventures.com Christian Video Games Done Right Sat, 26 Sep 2015 10:43:52 +0000 en-US hourly 1 http://wordpress.org/?v=4.3.4 Monkey Island 2: LeChuck’s Revenge http://www.oldtestamentadventures.com/2010/03/17/monkey_island_2_lechucks_reven/ http://www.oldtestamentadventures.com/2010/03/17/monkey_island_2_lechucks_reven/#comments Wed, 17 Mar 2010 14:33:47 +0000 http://localhost/otadventures/2010/03/17/monkey_island_2_lechucks_reven/ Well, if you haven’t heard the news already, LucasArts are releasing a special edition remastered version of Monkey Island 2: LeChuck’s Revenge. Originally released in 1991, it is regarded by many fans as the greatest of the Monkey Island games, and perhaps even one of the [...]]]> What was so special about Monkey Island 2?

Well, if you haven’t heard the news already, LucasArts are releasing a special edition remastered version of Monkey Island 2: LeChuck’s Revenge. Originally released in 1991, it is regarded by many fans as the greatest of the Monkey Island games, and perhaps even one of the best video games ever made. But what was so special about this classic game? I’ve done a lot of thinking about this question as I’ve worked on my own Point & Click adventure game, and here are my thoughts.

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Building on a Strong Foundation

In many ways, LeChuck’s Revenge is the big-budget elder brother of the original Secret of Monkey Island (see my analysis of that here). Whether it’s the artwork, the music, the scope of the story, the intrigue – LeChuck’s Revenge takes everything that’s great about the original and pushes it to another level, made possible by the extra resources and the advance of computer technology. Where SoMI was charming in its simplicity, MI2 is a true epic, reaching the dizzy heights of storytelling that show a development team on top of their game.

A Feast for the Senses

Initially I had intended to comment separately on the different aspects of the game: its stunningly beautiful background images, its intricately woven musical score, its razor-sharp script. But the truth is that you can’t separate one from another – they all work together perfectly to create one of the most atmospheric experiences of my childhood. It’s a feast for the senses, and it rocks!

Much of this was enabled by the technological advances going on. The increased resolution and colour depth, combined with the advent of scanners, meant that Peter Chan and Steve Purcell were able to hand-draw and colour their backgrounds before scanning them in, making them look absolutely gorgeous. Michael Land and Peter McConnell were able to use spare processor cycles to develop their cutting-edge iMUSE technology to power the music: it is this that makes the seamless musical transitions possible, synchronising the score with the action as it takes place.

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As an example of how it all works together, take one of the scariest moments from the game: when you first enter the swamp on Scabb Island to visit the Voodoo Lady. Standing on the river bank, you just get the eerie chords of a hammond organ. As you step inside a make-shift boat fashioned from an old coffin, a simple drum beat is added in. Then as you sail your way deeper into the swamp, you begin to hear the haunting bass line. And so it continues to build as you enter the Voodoo Lady’s house – combined with the background art it works to create what is perhaps one of the most atmospheric experiences gamers had ever known at the time.

Mystery and Intrigue

I believe it was one of the Monkey Island developers who said that people love questions more than they enjoy hearing the answers. LeChuck’s Revenge pushed this philosophy to the extreme – it is full of mystery and intrigue that still has people discussing it today. It is full of clues as to a deeper truth regarding Guybrush’s identity and family history, yet it never provides a clear answer. Done badly, this would just be frustrating, but Monkey Island somehow manages to pull it off in a way that leaves you clamouring for more.

The key to this is the sense of depth to the game. There is more to these characters and the world they inhabit than simply meets the eye – you get the distinct impression that these are real people with a real history. Somehow they exist beyond the brief window into their lives that we’re given during the events of the game itself. I guess that this is why people find the conspiracy theory that suggests the whole game takes place in Guybrush’s imagination so deeply unsatisfying.

The Special Edition

So what does all this mean for the new Special Edition, due out this summer? Fans all over the net seem to be rejoicing that the art style of the original backgrounds appear to have been kept, whilst being updated to be nice and shiny and high-res. There is some concern that updating the music to feature a full orchestral score will allow the magic of iMuse to continue to function – but personally I’m cautiously optimistic on this front. I long to hear some of those classic tunes in all their digital glory! And perhaps the addition of developer commentaries from the likes of Ron Gilbert and Tim Schafer will finally offer some closure to that greatest of all mysteries: what IS the Secret of Monkey Island?

Roll on the summer!

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The Glory of Day of the Tentacle http://www.oldtestamentadventures.com/2009/03/04/day_of_the_tentacle/ http://www.oldtestamentadventures.com/2009/03/04/day_of_the_tentacle/#comments Wed, 04 Mar 2009 12:56:21 +0000 http://localhost/otadventures/2009/03/04/day_of_the_tentacle/ There’s no doubt in my mind that the greatest Point & Click adventure game of all time, leagues ahead of all competition, is Day of the Tentacle, by LucasArts. Released in June 1993, it was rated as the #1 Adventure Game of [...]]]> What Adventure Game makers can learn from LucasArts’ classic

Introduction

There’s no doubt in my mind that the greatest Point & Click adventure game of all time, leagues ahead of all competition, is Day of the Tentacle, by LucasArts. Released in June 1993, it was rated as the #1 Adventure Game of All Time by the Adventure Gamers website, which described it thus:

Day of the Tentacle is a perfectly flawless adventure, the rarest of rare games, that which did nothing wrong. Nothing. There is no weakness in this game, no sieve. Stop waiting for the “but” because it won’t come. This is the perfect adventure game, the one adventure that brought every aspect of great adventures together and created such an enjoyable masterpiece, it almost seems to transcend the level of computer games.

So what is it that makes Day of the Tentacle so fantastic? As I’ve been working on my own Christian computer game, I’ve spent many hours pondering this question, studying it and dissecting its puzzles, trying to learn everything I can about the art of writing an adventure game. And here I am, sharing everything I’ve learnt with you – completely free of charge! It can’t get better than that, can it? So let’s get on with it – we have much to get through!

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The Story

It can’t go without mention that Day of the Tentacle‘s story is absolutely insane. Strictly, it’s a sequel to one of LucasArt’s earliest adventure games: Maniac Mansion. Doctor Fred, your classic mad scientist stereotype, has been pouring toxic waste into a local river. This causes one of his creations, Purple Tentacle, to mutate into an insanely evil genius, intent on world domination. Bernard Bernoulli, a loveable geek, and his two college room mates, Hoagie and Laverne, are sent one day back in time by Doctor Fred, so that they can turn off the Sludge-O-Matic before the toxic mutagen has a chance to contaminate the river, preventing it all from happening. Trouble is, as is always the case with these things, the time machine malfunctions – sending Hoagie 200 years in the past, Laverne 200 years in the future, and returning Bernard to exactly where he came from in the present day. Spanning history, the three of them must work together to repair the time machine and carry out the original plan before Purple Tentacle destroys civilisation as we know it and enslaves all humanity.

That hopefully gives you a feel for kind of bizarre sense of humour that makes Day of the Tentacle so enjoyable. It has one of the longer introductions in LucasArts’ history, but also one of the most entertaining by far. One of the factors that gives the game such terrific replayability, in my opinion, is the sheer fun of the story, which means that even once you know how to solve all of the puzzles, playing through the game is just like watching a favourite movie – this is not the tacked-on second rate story you find in a FPS like Doom! It seems like a first rate story is absolutely essential for a great adventure game experience.

High Production Values

The other thing that really stands out when playing Day of the Tentacle is the incredible quality of every aspect of the game. The quirky Chuck Jones-style artwork, the music, the stand-out script with gag after gag that never fail to make me laugh no matter how many times I’ve heard them, and the incredible voice acting which suits the characters so perfectly – everything about this game is done well, and it all comes together to make a truly magical experience. It’s a daunting standard for an amateur like me, trying to make an adventure game just in the scraps of spare time I can manage to claw out of my schedule, but the message is clear: strive for excellence in every aspect of your game.

The Characters

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The characters in Day of the Tentacle are fabulously conceived, all of them a real joy to talk to. From the post-counselling Weird Ed (“peace be with you!”) to the founding fathers (“Whoa! You’re, like, George Washington!” “Very much like him, according to my wife, Mrs. Washington.”), there’s never a sense that you’re just going through the motions of chatting to these people in order to obtain some vital piece of information that you need to solve a puzzle. I’ve played other games where you just can’t skip through the dialogue quickly enough – so tedious does it all seem. I think the lesson is to pick some key character trait and push it to the extreme – George Washington’s arrogance, Weird Ed’s… er… weirdness, Ned and Jed’s cappuccino-drinking artiness, Hoagie’s general slovenliness. You can’t help but love them all!

The Puzzles

But of course, an adventure game wouldn’t be an adventure game without puzzles – and my, what puzzles there are in Day of the Tentacle! More than any other aspect, I’ve pored over these puzzles, analysing them in minute detail, trying to figure out what on earth their process could have been for coming up with each one, how you’d go about writing such ingenious situations. So many of them are comedy gold, their solutions both intellectually satisfying and rib-ticklingly funny. They make such perfect sense once you know the solutions, and they make excellent use of the time travel scenario – with the actions of characters in the past having a knock on effect for other characters in a later time period.

Tim Schafer, one of the two lead designers on the game, brings a very distinctive style to the puzzles, which can be seen in his later game, Grim Fandango. First he sets up a simple, unremarkable scenario: a cat is playing with a squeaky mouse toy, hissing and clawing at anybody who tries to get too close. Then he teaches you a few simple rules about how “the system” works: you can draw away the cat’s attention by sitting on a nearby squeaky mattress. But there’s a catch! The mattress is too close, and the cat still manages to get back to his precious squeaky mouse toy before you get a chance to grab it. You can try sitting on the other bed at the back of the room, but that one thuds rather than squeaking, so doesn’t have the desired effect. The solution to the puzzle then involves a seemingly simple but yet very clever tweak to the situation, as you manipulate the system just enough to achieve your goal. The answer? Swap the mattresses round so that the squeaky one is at the back of the room, meaning that the cat can’t get back in time to stop you taking the mouse toy.

The same simple formula comes up again and again throughout the game, and it makes for a very satisfying experience as you attempt to figure out the system and how you can tweak it to your advantage. The temptation when writing your own puzzles is to stop at stage one: I might have thought of the idea of sitting on a squeaky mattress to divert the cat’s attention, but I probably would have stopped there. Adding the extra stage, though, makes all the difference in the world to the player’s experience.

Buy Your Copy Today!

With all seriousness, if you haven’t already played Day of the Tentacle, do yourself a favour and buy it today – you won’t regret it! A quick eBay search suggests there are still plenty of copies out there, and with the excellent ScummVM application you can play it on a wide variety of modern devices – both desktop PCs or Macs and handheld phones of all kinds.

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Knowing Jesus Better Through Point & Click Adventure Games http://www.oldtestamentadventures.com/2008/03/05/point-and-clicks-and-knowing-jesus/ http://www.oldtestamentadventures.com/2008/03/05/point-and-clicks-and-knowing-jesus/#comments Wed, 05 Mar 2008 17:07:11 +0000 http://localhost/otadventures/2008/03/05/point-and-clicks-and-knowing-jesus/ So far in my Expository Coding series I’ve been explaining the convictions behind my project to write Bible-teaching computer games. In this article I’m going to begin to explore what such a game might look like in practice. The evidence would suggest that making a genuinely great game that is simultaneously a [...]]]> So far in my Expository Coding series I’ve been explaining the convictions behind my project to write Bible-teaching computer games. In this article I’m going to begin to explore what such a game might look like in practice. The evidence would suggest that making a genuinely great game that is simultaneously a genuinely Christian game is an incredibly hard thing to achieve, with many pitfalls along the way. Let’s start by exploring some of those pitfalls, and then look at my approach for overcoming them.

I Don’t Play Games to be Preached At

There are many people out there who consider the very concept of an explicitly Christian computer game to be fatally flawed. “Surely,” they say, “the whole reason I play games is to relax and have fun, not to learn, and certainly not to be preached at.” But to say that learning and having fun are mutually exclusive is simplistic in the extreme. Anyone who’s ever played LucasArts’ classic adventure game “Day of the Tentacle” will remember the scene where one of your characters, Hoagie, gets stuck in a hotel 200 years in the past with America’s founding fathers.
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They’re all busy drafting the Constitution, and by talking with them you can learn all sorts of useless trivia. For instance, I learnt about George Washington’s penchant for chopping down cherry trees, about his wooden teeth, and about John Hancock writing his signature extraordinarily large in order to impress the ladies. Okay, so maybe it’s not all true, and teaching history probably wasn’t forefront in the minds of the designers, but the truth is that I did learn. What’s more, far from making me groan as though I was back in the schoolroom, it was tremendous fun and instilled an interest in that period that’s still with me to this day. I’m sure that we learn a massive amount by subconsciously soaking in information in this way from games and television and what have you, not to mention their cultural values. A Christian computer game that does this well could have a wide-reaching influence on a large number of people, with them genuinely enjoying playing it and without them feeling preached at.

Morality is Boring

An overreaction to the first problem, however, has lead some games designers to put less emphasis on Bible-teaching, worrying that it will feel preachy, and focus instead on promoting Christian values and morality. On the one hand, I don’t have a major problem with games like this, so long as they’re well made. After all, it’s probably better that our young people are playing something based on a Christian worldview than something that reinforces our culture’s distorted value system. On the other hand, they make me a little uneasy, since they just seem to be perpetuating one of the most pervasive fallacies about the Christian faith: that it’s first and foremost about rules and regulations, and being a “nice” person – and ultimately that’s pretty boring. The Bible, on the other hand, is clear that no amount of Christian morality will save you if it doesn’t flow out of a relationship with Jesus Christ. In the book of
Colossians, for instance, Paul reminds his readers of the pre-eminence of Christ, the one in whom “all the fullness of God was pleased to dwell, and through him to reconcile to himself all things, whether on earth or in heaven, making peace by the blood of his cross” (Colossians 1:20). He shows how his ministry is shaped by seeking first and foremost to proclaim Christ (1:28), toiling and struggling to make sure that people are mature in their relationship with him. He goes on to warn of any alternative teachings based on “philosophy and empty deceit, according to human tradition…and not according to Christ” (2:8), and berates those who insist on asceticism and the worship of angels, but without holding fast to Jesus, the Head (2:18-19).

So you see, the goal of all authentic ministry is way more exciting than encouraging people to be more like Ned Flanders – it’s about introducing people to the person of Jesus Christ, and helping them get to know him better and better. A game that focuses on the awesome character of God is automatically going to be more engaging than one which just tells them how to behave.

Are You Worthy?

One of the main obstacles that stands in the way of people growing to know Jesus better, of course, is the sense that they have no need of knowing him better. Only people who know they can’t earn their own way into God’s good books are going to truly cry out for a saviour. My relationship with Jesus is constantly blighted by a sense that I don’t really need him – absurd as this is. It seems to me that this is one of the biggest danger areas in making a Christian computer game, since typically the aim of most games is precisely to earn your way to the finish line, proving your worthiness for all to see. That’s what the glamour of the High Score Table is all about, and it’s in direct conflict with the Christian message we’re wanting to promote. One Christian game even made it their official tagline: “Are you worthy?” It’s clear that a good deal of thought is going to have to be put into the game mechanics to make sure that our dependence on grace is not undermined, as well as other Biblical doctrines such as God’s sovereign control over the outcome of events.

Point & Click Bible Games

You may have guessed from my earlier reference to “Day of the Tentacle”, but I actually believe pretty strongly that a genre with great potential for solving some of these issues is the Point and Click Adventure Game. If you don’t have a clue what I mean by that, a good place to start would be the Monkey Island fansite The International House of Mojo, or the ScummVM project. These intensely story-driven games give the writers plenty of scope to teach in a more subtle way, as well as making it possible to feature a less-than-perfect lead character. LucasArts has a long tradition of rather weedy protagonists, like Guybrush Threepwood, Bernard Bernoulli, and (if your memory stretches that far back) the somewhat second-rate reporter Zak McKracken. Such down-to-earth characters allow you to easily convey the fact that there’s nothing remotely worthy about them, and to keep the spotlight firmly on God.

I’ll confess that I may be biased by the fact that I just really love adventure games, but I can see enough reasons to at least give it a try, and pray that God can use the results to bring glory to his name as people come to know his son more deeply.

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