John spent this weekend glowing after interviewing Tim Schafer on Friday evening. He’s listening to it right now, so he can make text zaps for your eye goo. But that’s this afternoon-ish. In the here and now I have an interview, the first in a series it seems, by Double Fine’s Tim talking to Double Fine’s Grumpy Gilbert about a genre of game called “Adventure”. It was filmed before the Kickstarter madness propelled their old-school 2D adventure game upwards, so it’s rather humble and nice. I expect the next video to be shot in 3D on a beach, with Tim reclined in a sun lounger while George Clooney reads out the questions and instructs the interviewee to not look directly at Tim. Until that day, here’s everyday Tim and Ron talking about adventure games, in the Double Fine offices.
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Posts Tagged ‘ron-gilbert’
By Craig Pearson on February 27th, 2012.
By John Walker on February 9th, 2012.
Double Fine’s Kickstarter (currently wobbly under the weight of money), the planned month-long fund raise for $400,000, has just crossed $1,000,000 in the first 24 hours. One. Million. Dollars. In a day.
I know it’s crazy, but it kind of makes me a bit teary-eyed.
By John Walker on February 9th, 2012.
Well this is quite the thing. While we’re all in the middle of crossing our fingers, legs and internal organs in the hope that Mojang and Double Fine will find a way to fund a sequel to Psychonauts, Schafer’s company have surprised us by announcing they’re seeking funding for another dream project – a new “old school” graphic adventure game from Tim Schafer and Ron Gilbert. You know – two guys of the three guys who wrote Monkey Island. The team that led to some of the greatest adventures ever made. Please squee now. And now they’re trying out a Kickstarter to make it happen.
By John Walker on November 29th, 2011.
Obviously we’ve known that Ron Gilbert has been working with/at Tim Schafer’s Double Fine for over a year now, but ON WHAT we’d regularly scream at the sky. Then Double Fine revealed they were basically ignoring the PC for all their games, and we crossed them out of our Christmas lists and spank banks, and got on with our lives. Then they threw us all by releasing Costume Quest on PC, raising hopes that further projects will also reach our shores. So it is that I hold hope in my belly that this Gilbert/Schafer project will be adorned by my PC. Because apparently it’s an idea that predates even Maniac Mansion.
By Alec Meer on May 25th, 2011.
The Hitchhiker’s Guide To The Galaxy is not the only game Hothead is currently working on, it transpires. Those man-fellas and lady-fellas are also turning their attentions to a third DeathSpank game. DeathSpank is, you might recall, the creation of former Lucas Arts heroman Ron Gilbert; he’s now reunited with former colleague Tim Schafer at Doublefine, with Hothead confirming to Kotaku that the ‘Spank will be entirely their own work. It is called The Baconing, it is promised to be major improvement upon the first two games, and it features (in fine, crappy superhero comic tradition) The Anti-Spank.
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By Kieron Gillen on September 27th, 2010.
Which isn’t much of a story, until Kotaku reveal that the staffmember is in fact Ron “Monkey Island” Gilbert, being hired by Tim “Monkey Island” Schafer. The interview is really worth reading for the gags alone, but basically Gilbert was working in the Double Fine office (As he hates working from Home) and Schafer offered him the gig to make what they were talking about. This fits neatly into Doublefine’s current many-small-games biz plan. RPS will look forward to the announcement of the game, doing several posts until the fact it’s a console exclusive is revealed and then rolling our eyes and wondering why we bother writing about Double Fine when they bit our pretty red heart in two, Daddy, Daddy, You Bastard, etc.
By Kieron Gillen on September 1st, 2009.
1UP only have a bloody exclusive, so we’re going to have to link to them. Curse them and their exclusives and their fashionable haircuts. They’re doing a week of DeathSpank coverage starting with a preview, including the aforementioned screens. Ron Gilbert does an Adventure Game/Action-RPG cross-breed based on an office running joke which just wouldn’t stop. I’m excited by this. More of this kind of thing. And more when we know anything which isn’t based on 1UP’s bloody exclusive. Bloody 1UP.
By Alec Meer on March 20th, 2009.
File under ‘so pointless it’s brilliant’. Via Ron Gilbert (one of the minds behind Monkey Island, and currently working on DeathSpank), one enterprising Spanish LucasArts fan’s DIY The Secret of Monkey Island Converse trainers:
One of a kind, baby. That image of the old guy by the campfire, from MI’s first scene, always throws me back about 15 years whenever I see it. Aw.
But could I, in good conscience, wear these? I suspect not, but I would gladly hang them from a nail on the back of my door. I’m kerrrrrrayyyyzeeee like that.
By John Walker on September 1st, 2008.
Ron “Grumpy Gamer” Gilbert’s forthcoming DeathSpank has been quiet for a while. But now, all of a sudden, we have three teaser trailers to enjoy. Or be completely confused by. The game, which he says is coming out in 2009, has a booth at PAX, but there’s no need to travel all the way there when you can watch the videos below.
By John Walker on March 9th, 2008.
During GDC, gaming uber-blog Joystiq had the rather splendid idea of asking adventure game developers to solve their own “obnoxious” adventure-style puzzle. The victims were Ron Gilbert, Steve Purcell, Mike Stemmle, Eric Wolpaw, and Ragnar Tørnquist. Each solves the challenge – getting past a robot bear to enter a cave – in their own distinct style, and they’re all worth a read. And then along comes Tim Schafer.
Taking the challenge a little more… not seriously, but intensely than anyone else, Schafer’s approach is to treat the challenge as a text adventure, emailing Joystiq his commands as they find themselves having to work very hard to keep up. The results are excellent. Here’s a taste:
>get tiny guards
You scoop up the tiny guards in one motion and deposit them safely into your pocket.
>get tiny me
Are you sure you want to do that? You may want to save first.
>give rubber chicken to tiny me
You clumsily try to hand over the rubber chicken, but only end up crushing your tiny self beneath a mountain of artificial poultry. Whoops.
By John Walker on January 12th, 2008.
The very moment we heard the news that Ron Gilbert had upped sticks to Canada, become Creative Director of Hothead, and announced his new game, we leapt upon him for more details. More details we have, in our exclusive chat with the brains behind your favourite adventure experiences. We discuss his new job, get some juicy details on his new game, DeathSpank, the role adventure games can play today, and the merits of episodic gameplay. And find out who Grimtub Hobblepotty is.
RPS: Congratulations on the new job. Can you tell us what you’ll be doing as a Creative Director?
Ron Gilbert: First of all, it’s great to be at Hothead, I could not be more thrilled. My job will be to oversee the creative aspects of the games, with most of my focus on the game designs and working closely with the designers.
RPS: What was it about Hothead that drew you toward them? We mean, beyond their agreeing to publish your game…
RG: I got to know the people here while I was consulting on the Penny Arcade game and I was really impressed with their indie spirit and how they looked at games. They were really into ideas and concepts that were different and “creative”. They loved the strange satirical humor of DeathSpank and got it right away. We hit it off quickly and I realized I’d be able to make DeathSpank the way it needed to be made with them.
By John Walker on January 9th, 2008.
The hero of a generation of gamers, Mr Ron “Monkey Island” Gilbert, has announced his new game, and the publisher who’ll be distributing it.
DeathSpank Episode 1: Orphans of Justice.
It’s an “RPG Adventure”, featuring a character from the short-lived Grumpy Gamer cartoons. Gilbert explains,
“I called up Tim Schafer and said “Loan me a desk, I have a game to design!” and I proceeded to crank out what can only be called the perfect melding of a Monkey Island style adventure game with the wicked RPG game play of Diablo. Clayton [Kauzlaric] and I got together and banged the kicks out, slapped some meat on the characters and tightened up our story and world, and damn it, we had a design you could cook an egg on.”