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

Comments

  • edited June 2010
    What does open world mean? Actually limitless, or just bigger?
    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.
  • edited June 2010
    Think Sandbox games like Grand Theft Auto.


    that's what Open world is. That said, I don't think it would work
  • edited June 2010
    I think it COULD work, but it probably wouldn't have the same MI gameplay we're all so fond of.
  • edited June 2010
    That would turn it into an action adventure. It won't be Monkey Island anymore.
  • edited June 2010
    Definitely not. Adventure games simply don't lend themselves to the open world aspects very well at all. Although an open world pirate game does sound rad, keep it away from MI.
  • edited June 2010
  • edited June 2010

    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.
  • edited June 2010
    By open world, do you mean something like Simon the Sorcerer III? I didn't like it.

    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.
  • edited June 2010
    Depends on what you think as open-world, actually. After all, MI2 is very RPG-like because it has a pretty much open world. And still an adventure game. Yeah, the world is not very big, but... look at the Gothic series, for example. Gothic 1 and 2 with smaller yet better designed worlds (open worlds, but with boundaries, of course) against Gothic 3's immense landscapes. 1 and 2 wins.
  • edited June 2010
    I don't think an open world would work for an adventure game, it's too big and we'd end up getting lost. (Or at least, I would).
  • edited June 2010
    I would actually like it, I assume the OP meant it may not necessarily be an adventure game but be Monkey Island put into a different genre so it could work with an open-world setting. I'd love to be able to have all the islands in one game and have virtually all the characters scattered about to find, I end up missing certain places/characters when they don't end up in the game.
  • edited June 2010
    Deathspank!
  • edited June 2010
    noway, no thanks.
    Open World = Missions, Mini Game
    Monkey Island = Adventure, Riddles
  • edited June 2010
    What's wrong with the amazing cinematographic style Tales has got going at the moment?

    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).
  • edited June 2010
    noway, no thanks.
    Open World = Missions, Mini Game
    Monkey Island = Adventure, Riddles

    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.
  • edited June 2010
    I am actually looking forward to that game... PoTC seems almost like the same world as MI to me anyway.... so its sort of like getting to create your own character in that world and going crazy in it..
  • edited June 2010
    Sid Meier's Pirates (sailing, ship combat, treasure hunting, career mode with marriage and becoming the governor over different islands)
    +
    Monkey Island 1+2+3+more locales and towns to explore whenever you want, however you want.
    +
    Quests, but instead of combat, you have puzzles.
    +
    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")
  • edited June 2010
    I don't think taking Monkey Island into the RPG or action-adventure realm would really work all that well. I guess you could design an adventure game with an open world, but considering adventure games are typically linear in nature, it would make the game frustrating and confusing trying to stay on course with the main plot.

    All that said, it definitely would be an interesting new direction for the adventure genre if someone did design a sandbox-adventure game.
  • edited June 2010
    The whole second part of MI2 is already open world, more or less. And I never said anything about action adventure. It's pure adventure games, but with a single ship combat mini-game kept as simple as in the Sid Meier's games. The rest is pure Monkey. The experience points should be in place so the quests can be revealed at a decent rate. You can actually divide MI2 into several quests. The entire part 1 is one long quest, but also more very linear. But Part 2 can be divided into four shorter quests - getting every single map piece. Plus, it's not uncommon now to have locked areas for an online rpg even, where the game basically works as a single player rpg. If you think about it, that's basically how MI2 works, but without the extra stuff I mentioned. Scabb Island is a locked area, then the game opens up with part two, where you can travel freely and collect the map pieces in any order, then three locked areas in a row. Just scatter the locked areas some, and add all that extra stuff to make sure you don't have a bazillion quests at a time.

    I think it could work reasonably well. Also, don't forget, Adventure/RPGs already exist. Quest for Glory anyone?
  • edited June 2010
    I think the right people could make a Monkey Island action RPG work extremely well..... but I would not want them to make it instead of new regular MI games....
  • edited June 2010
    I reckon (since every other post starts with think :)) that there should be a balance for a Monkey Island style game.

    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.
  • edited June 2010
    Irishmile wrote: »
    I think the right people could make a Monkey Island action RPG work extremely well..... but I would not want them to make it instead of new regular MI games....

    Agreed. There's no point messing with the existing formula.
  • edited June 2010
    it would work, read uru or myst 5.

    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
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