Would you like to see an open world Monkey Island
I was reading up on the new Pirates of the Carribean game,which is gunna be like fable,but i noticed it has an open world to explore the carribean, now imagine if Monkey Island had an open world to explore, do you think it would work, now im not suggesting it should,im just saying imagine
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I think in adventure games, you can't have something too big because the player is going to want to explore everything to find all the items they'll need. So it doesn't sound to me like it would work that well.
that's what Open world is. That said, I don't think it would work
http://www.youtube.com/watch?v=v3n9kZB4y7w
Oh my, what a terrible joke at the end of that video.
This actually looks reasonably good. I just hope that it's a little better than its predecessor.
Actually Second Life is the first thing which comes to mind, when I hear open world. In fact, there are entire continents to explore. It would be possible coding an adventure game inside that platform, I suppose, but I'm not aware of anyone who tried that. Probably because open worlds are just a bad idea in adventure games.
After all, it worked petty well when the plot restricts access to a few sites to explore in adventure games for years. Although, I'm pretty confident that anything Telltale does will work fine, like it always did.
Open World = Missions, Mini Game
Monkey Island = Adventure, Riddles
I think the level of interactivity in the game would have to intensify, like inane and superfluous items picked up, otherwise this would make it pretty much limited. Rendering that essentially pointless, and we definetely love to point... and click (pun intended).
I still think MI2 has a good enough open world to make it Monkey Island 2 = Open World = Adventure, Riddles.
I mean, you could move between the three islands any way you like, do anything in any order you like, and, well, yeah. It IS an open world. Yeah, beginning and end are on small territories, but no open-world game with a storyline will let you roam around everywhere everytime.
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Monkey Island 1+2+3+more locales and towns to explore whenever you want, however you want.
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Quests, but instead of combat, you have puzzles.
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SMI+CMI style Insult Sword Fighting when boarding a ship. Experience within Insult Sword Fighting will give you more insults and replies.
Two modes: time limited ("Life of a Pirate" - not quite as limited as Sid Meier's Pirates! though) and unlimited ("LeChucked Up")
All that said, it definitely would be an interesting new direction for the adventure genre if someone did design a sandbox-adventure game.
I think it could work reasonably well. Also, don't forget, Adventure/RPGs already exist. Quest for Glory anyone?
For me, and this is only my own personal experience, the games are effectively interactive stories which place the gamer as an unseen companion of the lead-character (Guybrush). Especially when you get dialogue options (first example I can think of: when you talk to the shopkeeper in MI1, and you want store credit. You can tell him you're unemployed and then start again and he magicaly believes you are employed if you say so seconds later) that seem to disregard one-another, it seems like a story - you can go back a page and make Guybrush do things the right way round to progress.
Through all of the games there are necessarily set goals, both long-term and short-term. For instance, in the second game you island-hop and explore each of three islands (Phatt, Scabb and Booty) and while you have an overarching objective is to find Big Whoop, you have several short-term objectives and side-stories such as Elaine on Booty or the Wanted posters on Phatt.
For me, the necessary (due to the monthly release, and limited size of the games with TTG) limit on locations in the latest MI game was slightly too restrictive. The rich art and detail of the islands on MI2 and MI3 created almost an open micro-world, where the character could explore and do what he wanted on an island, which gave an illusion of space and plenty of available exploration.
In essence, i'm not sure an open-world game would support the interactive-story of Monkey Island; but less restrictive and more detailed locations than in ToMI would be a very good thing. This was pretty much the only negative point I could raise about ToMI.
Agreed. There's no point messing with the existing formula.
You guys are reading open world and thinking that that automatically turns it into an action-adventure or adventure-RPG. Really not the case. have a go at URU some time its free. mystonline.com