Just Like Monkey Island
September 4th, 2007For the three people reading this blog who paid attention to the fact that I’ve become Adventure Developers’s new feature editor, you may or may not have noticed that I’ve already begun using the site as a soapbox for my nefarious agenda. In other words, my first article is now up, and here’s what it proudly proclaims:
“When I discovered the wonderful world of amateur adventure game development, all I wanted to do was make a game that was just like Monkey Island.
“Well, okay, not just like Monkey Island. Unlike a number of people, I had no intention of writing a fan-made sequel or anything silly like that. From the start, I know I wanted to do something of my very own. Something original. But back then, I don’t think I was quite sure what that something was. All I knew was that I wanted to make a game that made me feel the same way as I did when I played Monkey Island.”

September 4th, 2007 at 9:56 pm
Good stuff once again. Where do you get all this time to write?! Don’t you have, like a job, and write games and go to school. Do you sleep?!
It definately seems like your game are progressing - not only in a quality sense, but in a style. So we can look at a game and go ‘oh, this is definately a Kiai production, circa 2007…’ I’m really looking forward to the latest.
September 5th, 2007 at 6:04 am
I need to either get an Intel Mac so I can play your games, or convince my wife to let me download them on her PC so I can finally play them…
September 5th, 2007 at 10:14 am
These comments make me very happy. Thanks, guys!
As for whether I sleep, well, yes I do, but there are times I really wish I didn’t have to. Still, it can be said that I’m currently taking advantage of the usually-slow first week of school to work on personal stuff at great length.
September 5th, 2007 at 2:36 pm
Fascinating analysis of your process and evolution.
September 6th, 2007 at 7:48 am
Innovation for the sake of innovation, on itself, may be meaningless, but it can also definitely be inspiring, even inspiring for the “grand scheme”.
On a related note, I’ve experienced that the “technological” side of a game, which essentially serves the “creative” side (in my eyes anyway), will often on its turn help to enhance the “creative” side. One simple example of this is when technology limits your possibilities, and you are forced to come up with unforseen stuff to hold the story together.