Scumm
Interview: SCUMM of the Earth
Ron Gilbert chats about Maniac Mansion, the current state of adventure games, and 300.
April 26, 2007 - This year marks the 20th anniversary of the SCUMM engine, the Script Creation Utility for Maniac Mansion, which powered most of the classic LucasArts graphic adventures. SCUMM streamlined the process for coding these intensive, epic games and greatly decreased their development times. IGN recently caught up with the man behind SCUMM, the Grumpy Gamer himself, Ron Gilbert.
IGN: You worked on the SCUMM engine with fellow Lucasfilm Games employees Aric Wilmunder and Brad Taylor. What was your contribution to the engine?
Ron Gilbert: I created it. It was kind of my concept because I really needed it to build Maniac Mansion. I did most of the Commodore 64 programming for the engine. Aric and Brad's contribution came in when we did the PC ports of the engine.
IGN: What do you think of the current state of adventure games? Anything you've been impressed by recently?
Gilbert: Well, certainly the Sam & Max games. Those are really, really good, and they show what a good adventure game can be -- especially with the writing and the humor. I think Sam & Max is kind of a shining light for adventure games. I do think for adventure games to succeed they need to be melded with some other game genre. I don't know if a pure, pure adventure game could really survive today. Maybe with different distribution mechanisms. I could see a very pure adventure game working distributed through something like Xbox Live Arcade, where people are getting them almost episodically.
More @ http://pc.ign.com/articles/783/783847p1.html
Ron Gilbert chats about Maniac Mansion, the current state of adventure games, and 300.
April 26, 2007 - This year marks the 20th anniversary of the SCUMM engine, the Script Creation Utility for Maniac Mansion, which powered most of the classic LucasArts graphic adventures. SCUMM streamlined the process for coding these intensive, epic games and greatly decreased their development times. IGN recently caught up with the man behind SCUMM, the Grumpy Gamer himself, Ron Gilbert.
IGN: You worked on the SCUMM engine with fellow Lucasfilm Games employees Aric Wilmunder and Brad Taylor. What was your contribution to the engine?
Ron Gilbert: I created it. It was kind of my concept because I really needed it to build Maniac Mansion. I did most of the Commodore 64 programming for the engine. Aric and Brad's contribution came in when we did the PC ports of the engine.
IGN: What do you think of the current state of adventure games? Anything you've been impressed by recently?
Gilbert: Well, certainly the Sam & Max games. Those are really, really good, and they show what a good adventure game can be -- especially with the writing and the humor. I think Sam & Max is kind of a shining light for adventure games. I do think for adventure games to succeed they need to be melded with some other game genre. I don't know if a pure, pure adventure game could really survive today. Maybe with different distribution mechanisms. I could see a very pure adventure game working distributed through something like Xbox Live Arcade, where people are getting them almost episodically.
More @ http://pc.ign.com/articles/783/783847p1.html
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http://grumpygamer.com/2905697
Goto June 21 and a bit.
Or it's me just proving your point about the fanbase. Whichever.
I don't know, I've been playing these games since the '80's, and the way I see it, point and click only restricts the player, just like Sierra's parser interface did. With point and click, you're not really inside the game, you're just ordering a guy around.
This isn't meant as a knock on telltalle, btw. You guys are doing great with the interface you have.
I just think that if you're gonna try to add other types of gameplay to graphic adventures, the first thing that needed to be changed would be the interface. It just doesn't let you to do much.
If you aren't used to using a keyboard to move a character (which I was not), it wasn't that terrific. I started that game using the keyboard and got so pissed off, I gave up on it. I finally got a gamepad and it was much easier. Keyboard direct control has a pretty steep learning curve for some people (especially if you don't play any other genre besides adventure).
What do you think it was about using a gamepad that made it more intuitive?
Was it using the thumb instead of the index\middle\ring fingers?
Are you primarily a console game player or a PC game player?
When I played BS3 and Dreamfall, I automatically used my gamepad, because I knew I would feel more comfortable using that with the direct control.
*the only 'console' I own, which I've had for all of a month, is the DS.
I understand the commodity of playing with a mouse on your pc, but to be honest, gamepads have been the norm for computer games and emulation for more than a decade now. Not that there's anything wrong with it, but I think it's gonna be hard for graphic adventures to really move forward as long as they're using the same basic mouse interface.
It's just easier with mouse control. And if Adventure Games are ever going to become as popular as they were again, they've got to be simple.
I'm pretty skilled with a keyboard, but even then I had trouble keeping my eyes on the screen and trying to press the right keys to do each action. I had trouble even remembering what some of the keys did, whereas with SCUMM it was all on screen.
Say password
Ken Sent Me
Enter door
I guess my point is that if you're going to change the controls, you should have a reason.
As I understand it, the theory behind the GF interface was to make it completely transparent (excepting the dialog trees), with the belief that it would allow the player greater immersion by not distancing them through command icons and inventory menus. I appreciated that it mostly eliminated the "pixel hunting" prevalent in many point-and-click adventure titles by using Manny's gaze to indicate areas of interest, though I will admit there were a few spots in the game where you had to be pretty precisely positioned to get him to look at something.
Yeah, I tended to use Camera Relative because I was used to platformers as the time, and didn't like having to rotate the character before I could move in the direction they were facing (I just like being able to press the key and run in that direction straight away).
Neither control system was perfect for me, but I chose Camera Relative at the time because it seemed more direct and less like I was trying to control a car.
I liked the way Gabriel Knight 3 did it. Allowing you a FPS view to move around the world, but still point/clicking to move the character. Also Normality had fairly direct control in that you walked FPS style, but to manipulate the world you'd need to be in front of something and use the mouse to manipulate it.