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    Why are We Still Talking about LucasArts' Old Adventure Games?

    By Frank Cifaldi

    This story is being highlighted as one of Gamasutra's beststories of 2013.

    The gutting of LucasArts earlier this week was a tragic loss for the videogame industry, but for many of us, it was more than that.

    It was more severe of a loss than the cancelled projects, the rumored150 job losses, or the between-the-lines message that even a companyas diverse and global as Disney puts little value in game development.

    No, for us, the death of LucasArts was the death of a dream. A dream rose-tinted by nostalgia, perhaps, but a dreamnevertheless. A dream that one day, the unique environment that birthed what may have been the most wildly creativestudio in mainstream game development history would, somehow, come back.

    It was a far-fetched dream, but as long as the name LucasArts continued to exist, a small part of us held onto it.

    A lot of innovation came out of the studio, but without a doubt, the strongest legacy it left behind was its series of graphicaladventure games from the '80s and '90s. Unique, story-driven, easily-accessible adventures with titles like Grim Fandango ,The Secret of Monkey Island, and Zak McKracken and the Alien Mindbenders .

    By most accounts the last truly great LucasArts (or Lucasfilm Games, if you go back far enough) game was released almost15 years ago, and yet, many in the industry still hold these titles as the benchmark not only for comedy writing in games,but for narrative-driven games of all kinds.

    But why is that? Why is it that we still consider these games among our pinnacle achievements as an industry? Why dodevelopers still namedrop Monkey Island in pitch meetings when discussing their proposed game's story? Why do we allcontinue to mentally associate the word "LucasArts" as the splash screen we see before a graphical adventure game, even

    though the company hadn't released one in over a decade?We turned to our game development community to find out. Specifically, we asked v ia Twitter and Facebook:

    What is it about the classic LucasArts adventure games that makes them timeless? Why are we still talkingabout them today?

    We've collected a good majority of the answers below. Following these responses, as a special treat, Lucasfilm Gamesveteran David Fox attempts to answer that question with his own insider perspective.

    (Image credits: MobyGames, Lemon64, The Scumm Bar)

    Helping Green Tentacle get a recording contract was the least of your worries in Maniac Mansion .

    They often broke the fourth wall and made you feel like you were in on the joke. As if the joke was "Can you

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    Day of the Tentacle 's unique premise saw players finding creative ways to make objects travel through time.

    For every adolescent who turned into a snarky teenager or a sardonic twenty-something, here were games made byour peers. They were games that made sense for where we were in life, made by people who walked the same roadas we did.

    The games endure because the stories are sharp and respect the audience's intelligence, the humor is inclusive, andbecause still today when we see "Lucasfilm" or "LucasArts," it brings us back to those childhood memories when all wewanted was a great adventure and friends to share it with.

    - Paul Marzagalli, board of advisors, NAVGTR.

    Maniac Mansion was one of the first adventure games I ever played, in the early days of Game Informer. It didn'tseem to matter that I wasn't an expert gamer... I felt like I got as much out of it as my more veteran peers.

    They were expert storytellers, spinning engaging takes with endearing and memorable characters spouting cleverdialog. And with each little victory I felt like I was really becoming a gamer and better understanding why so manysmart and talented people were dedicated to the hobby.

    - Video game PR professional Elizabeth Olson, who cut her teeth on adventure games as the founding editor of GameInformer magazine.

    Indiana Jones and the Fate of Atlantis is regarded by fans as a worthy successor to the trilogy of feature films.

    LucasArts writers and designers like Ron Gilbert and Tim Schafer brought to the table a wonderful knack for character

    and dialog, and I think the reason people still talk about those early titles today is that we all have favorite scenes thatwe still remember.

    They also achieved a kind of unstudied greatness that comes from not taking yourself too seriously. Monkey Island II actually ended gameplay with a long list of things you could go out and do other than play video games. Who does thatnow?

    - Game composer Peter McConnell, who contributed music to LucasArts adventures including (but not limited to) Monkey Island II , Indiana Jones and the Fate of Atlantis , Sam & Max Hit the Road , Day of the Tentacle, and Grim Fandango

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    First world problems for our intrepid reporter in Zak McKracken and the Alien Mindbenders .

    Monkey Island II was a revelation for me. I could make progress! I could mess up, try again, and eventually getthrough things! Here was this genre of games that I'd always liked the idea of, but never been able to really enjoy dueto difficulty, and someone had finally said, "Hey, how about we ONLY have the fun part." I mean, the beautiful art, thegenuinely funny dialog, all of that was wonderful, but the thing I really fell in love with was being able to actually getthrough the game.

    - Ian Adams, game designer at Seattle's Z2Live

    They were built on a winning combination of low-stress mechanics and propelled by genuinely good writing.

    Many of the characters had heart and soul, the imagined worlds they inhabited were crafted with an impressiveattention to detail, and in many cases the personalities and some aspect of the of the creators came through.

    Each of the mid-'90s LucasArts adventure videogames is memorable on its own, but taken together they represent astudio's glorious golden age that, in a fate similar to Atlantis (sorry), seemed to suddenly and cataclysmically sinkbeneath the ocean waves in the late '90s.

    - Craig " Superbrothers " Adams

    Full Throttle , probably the only game to ever start you off in a dumpster outside of a biker bar.

    The Curse of Monkey Island is still one of the funniest games Ive ever played. Then there was Loom , a beautiful gamewith a completely unique user interface that used music in a way never used before or since, as far as I know. Finallyon my truly memorable scale is Grim Fandango , a 3D evolution from the older SCUMM games -- quirky, funny,mysterious and, once again, unique.

    Technology in games is ever improving, but game design, when its done impeccably, is timeless.

    - Game design consultant and author Rusel DeMaria

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    Manny Calavera feels a little ripped off in 1998's Grim Fandango .

    The worlds still feel original and fresh, and the writing was witty and memorable, where every character is distinct andremarkable.

    Even in their time, they managed to cross cultural boundaries. Many people in my generation in Spain, where I'mfrom, know by heart most of the insults to win at sword fighting in Monkey Island . Many adventure games coming fromEurope will include nudges to LucasArts games, from direct quotes to similar puzzles (see Ben There, Dan That , orCeville ). They really struck a chord outside of North America.

    - Researcher and scholar Clara Fernandez Vara

    Honestly, I don't even know where to begin; they had so many titles that stand out. Their adventures games basicallydefined an era, with Maniac Mansion, Day of the Tentacle, Escape from Monkey Island, Full Throttle, Grim Fandango .

    Indiana Jones and the Fate of Atlantis is probably one of my favori te adventure games of all time. Indiana Jones andthe adventure game genre go together... well, l ike Fedoras and bull whips. And for me Fate of Atlantis delivered notonly one my favorite adventure stories but also one of the best Indiana Jones stories ever. Certainly better that theCrystal Skull. Sorry George.

    - Infinity Ward executive producer Mark Rubin

    You can sucker punch Adolf Hitler in Indiana Jones and the Last Crusade , but it's not a good idea.

    Maniac Mansion was crafted with seamless perfection. In the same way Mario is timeless and can be enjoyed by anygeneration, so can the point and click adventure of a group of teens infiltrating a creepy house to rescue their friend.

    I enjoyed the storytell ing, the clean and appealing aesthetic and after all these years, I can still beatbox Michael'stheme!

    - Lateef Martin, Miscellaneum Studios

    LucasArts adventures are timeless because they introduced an entire generation to the real potential of what a gamecould do! I remember vividly the excitement anytime I would GET a new adventure game from LucasArts. Id get soexcited Id READ the manual front-to-back before getting home. I always knew that regardless of the game Ipurchased, I could PUSH the button to TURN ON the computer where then Id be invited to GO TO some crazy place.

    Perhaps youd find a NEW KID that needed help? You could GIVE someone a bottle of root beer, READ the NationalInquisitor, or PULL up on your motorcycle going full throttle. You could ask WHAT IS the difference between a greenand purple tentacle and PICK UP a ticket for the Number Nine. Yes you had to OPEN your mind and USE your brain,but what a wonderfully inspiring and imaginative way to spend years and years and years.

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    - Chris Campbell, senior producer, studios at Big Fish Games

    Bobbin Threadbare's journey in Loom takes him to a ll kinds of strange places.

    It's easy to pick holes in adventure games. Generally speaking, those that came out of LucasArts didn't have any. Theywere clearly a product of passionate game makers. In addition to their brilliant execution though, their permissiveadventures were something that the player could enjoy along with the characters. Not through agency, but throughdirect experience of their carefully crafted worlds.

    Ultimately though, I think their place in our hearts is as much to do with them being brought into our collectiveconsciousness as the first sizeable generation of gamers and game developers were finding their feet. LucasArtsadventure games played out alongside us during our formative years and have, as such, stuck with us since.

    - Gareth Jenkins, of independent developer 36peas

    Sometimes, the words just aren't there for The Secret of Monkey Island 's Guybrush Threepwood.

    These were not games, they were stories and experiences that were unlike anything players had experienced before.The developers had stories and experiences that they need to create, and they were given a chance to do just that.

    - Seth Sivak, of independent developer Proletariat

    I think all game developers appreciate clever games, and you can always talk to them about their favorite puzzle inDay of the Tentacle (putting the sweater in the dryer for 400 years to shrink it to hamster size for example).

    LucasArts adventure games are a rare breed of game you can return to every few years, not remember all the

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    puzzles, and still have a blast trying to solve them again whilst enjoying the wonderfully goofy characters and theirdialogue.

    - Grand Davies, Endgame Studios

    Monkey Island 2 's spitting contest puzzle is among the game's most complicated. Watch the wind!

    In adventure games, verbs are mechanics and writing is gameplay. The two can live in harmony. LucasArts madesome of the best -- by turns thrilling, funny, strangely morbid -- and I will always be grateful for that.

    - C.J. Kershner, scriptwriter, Ubisoft Montreal

    The dialog is still funny, even today. The gameplay mechanics are dated, the puzzles are hard, and sometimesobscure, but I play them today mostly for the lines of dialog. From trying every action on an object, or every objectwith every other, to exhausting dialog trees to wring every last drop of humor from the game. It is definitely thewriting that stands the test of time.

    - Andrew Goulding, of Melbourne-based Brawsome

    LucasArts games have always had a special place in my heart; from Loom to Koronis Rift to Ballblazer and the Monkey Island series. Not (just) because they were ground breaking titles for their time but they had that extra specialelement which fired my own imagination and made me think "what if?" and "wouldnt it be great if I could do this,"elevating a fun game with great mechanics into a world which you wanted to explore and make up your own stories in.

    This basic idea is one that I still talk about to BioWare staff. If you can create a world which engages peoplesimaginations and fuels and impassions them, theyll take it to new heights.

    - Alistair McNally, BioWare

    A tarred and feathered Guybrush terrifies the locals in The Curse of Monkey Island .

    Classic LucasArts adventures are timeless because their influences are timeless. Frankenstein and film noir and buddycomedies and teen movies, classic pulpy sci-fi and swashbuckling movie serials crossed with irreverent, real,

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    believable characters living in outrageous worlds.

    I loved Full Throttle 's neo-noir before I knew what film noir was. I loved Day of the Tentacle 's Bernard, Hoagie, andLaverne archetypes before I'd ever seen the teen movie source material.

    But regardless of the specific references and inspirations, classic LucasArts adventures are timeless because great,clever, earnest, memorable, human writing is timeless, and that is the foundation on which all those great games werebuilt.

    - Steve Gaynor, of The Fullbright Company

    The characters just stuck with me, and catching the in-jokes and cameos between games just made me feel like I wassomehow connected, because they were in-jokes that I got.

    There were serious moments in the titles, but it's the humor that will always be with me. Like Monty Python sketches,these moments have just wormed their way into my mind and stuck, curled up with an amused smirk, waiting tospring to the forefront of my consciousness even 20 years later.

    Basically, LucasArts titles infected my brain.

    - Kyle Kulyk, Itzy Interactive

    "Hello!" Sam (or was it Max?) makes an entrance that would make Orson Welles proud.

    What makes these games timeless for me is the combination of memorable characters and their hilariously wittydialogue. People remember bad writing in games - "All your base are belong to us" and they remember great writing -"That's the second biggest monkey head I've ever seen!" Many games try to achieve great writing by imitating thesuccesses of others, but end up falling flat somewhere in the middle.

    - Game designer Jordi Fine

    It was thanks to Full Throttle that I began to understand the true power that a great story could have on a game. TheDig , Monkey Island , Grim Fandango... these worlds pulled me in and kept me there. Every detail of the story, worlds,and characters was fully fleshed out beyond anything else I had ever seen in games.

    - Dan Silvers, Lantana Games

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