If, like me, you grew up in the late β80s and early β90s itβs likely that Ron Gilbert is responsible for many of your formative gaming experiences. While at LucasArts he was responsible for a red-hot run of bona fide adventure game classics, including Maniac Mansion, Zak McKraken and the beloved Monkey Island series.
In January, he returns to the fray with The Cave, a delightful Sega-published 2D romp that, in true Maniac Mansion tradition, sees you picking three characters from a wildly diverse line-up of seven oddballs and descending into the titular caverns for all manner of puzzle-centric adventure.
From the brief section weβve played, itβs clear that Gilbert has lost none of his flair for fiendish puzzle design, barmy dialogue and madcap storytelling. Itβs shaping up to be a charming, challenging and wonderfully eccentric title that will both delight his core fans while being accessible enough to win plenty of new ones.
We caught up with the man himself when he was in London earlier this week to find out a little more about the project.
Youβve said that the concept for The Cave has been in your head for more than 20 years. Why has it taken so long to get it made?
Ron Gilbert: Well, I have a lot of ideas floating around my head. Iβd think about The Cave every once in a while and put another piece of the puzzle in place, so to speak. It wasnβt until a couple of years ago when I was having lunch with [Double Fine founder] Tim Schafer that things really started moving.
We were talking about games and The Cave had just popped into my mind. I told him about it and he thought it was a great idea so he said βwhy donβt you come to Double Fine and make it?β They had a free team at the time so it was just the perfect aligning of two things. It was just random luck.
Youβve spoken a lot recently about how much you enjoyed Limbo. The two games seem to have a few elements in common β was its release a catalyst for pushing The Cave back into your thoughts?
Ron Gilbert: It was a little bit. Playing Limbo was what got me thinking about The Cave again. I played Limbo and I really liked it. Itβs a brilliant game. Itβs not an adventure game β a lot of people dispute this β but I donβt consider it an adventure game. But itβs a brilliant game nonetheless. And it did kind of start my mind thinking a little bit, and dredged up The Cave. Especially the 2D element β I always imagined The Cave being this 2D ant farm, you know?
What other sources of inspiration have you drawn upon?
Ron Gilbert: A couple of things. The first adventure game I ever played was set in a cave β the original Colossal Cave. It was very inspiring to be able to follow that tradition.
And caves are just inherently interesting and mysterious. We lived in them 40,000 years ago, yβknow. Thereβs just something about them β theyβre really ingrained in our brains on some level.
And then the other inspiration was just what Gary [Winnick, LucasArts designer] and I had done with Maniac Mansion, with the seven characters. Iβve always wanted to revisit that formula and this was the perfect vehicle.
Are you much of a spelunker in your spare time?
Ron Gilbert: No, Iβm actually somewhat claustrophobicβ¦ going into a cave for real creeps me out a little bit.
What would the Ron who made Maniac Mansion back in 1987 think of The Cave?
Ron Gilbert: Where the hell are the verbs?
Do you think itβs markedly different to those classic LucasArts games?
Ron Gilbert: Well, I think at its core The Cave is just a good solid adventure game. If you look at the puzzle structure of Monkey Island and the puzzle structure of The Cave they share a lot in common. But for The Cave, it was just about streamlining β looking at things like inventory and traversal and just trying to re-examine them. In a similar way that Gary and I looked at Maniac Mansion and wanted to get rid of the parser, and just streamline some of that stuff out of those games.Thatβs really what The Cave is about. Maybe weβre right about some of it, maybe weβre wrong. Maybe people really do want inventory. Youβre just always trying new things and feeling your way through it and making adjustments for the next game.
Does stripping out the inventory make the game more accessible to newcomers?
Ron Gilbert: I think it does, in a way. Gaming has become much more mass-market. A lot of people play games these days β on their phone, or their tablet, or whatever. Theyβre not necessarily interested in these fast-reaction, hyper-violent games with lots of neck-stabbing or whatever, but they are interested in slower things and they really do like puzzles.
The best-selling game of all time is Angry Birds. And itβs a puzzle game. You use your brain to puzzle things out. But there is this visceralness to it β you watch these birds smash into stuff.
For the larger mass-market, adventure games are probably a really great thing, but maybe they donβt want a bunch of verbs on the screen or to rifle through hundreds of items in an inventory. So itβs just about streamlining stuff away and seeing whether thatβs more in line with what a modern gamer is looking for.
You must have designed hundreds of puzzles over the years. How do you keep them fresh?
Ron Gilbert: Puzzles in adventure games are probably a lot like stories. If you look at adventure games you can probably boil every puzzle down to one of, say, 20 puzzles. Itβs the same with movies. You could take every single movie plot ever made and boil it down to 25 basic plots. Itβs what you put on top of that β the other scenarios, the characters, all of those things.
If you were to deconstruct all the puzzles in the The Caveβs carnival section you probably wouldnβt find anything too original. But the fact that we wrapped them up in this carnival and gave them to you in different orders makes them seem fresh and new. Like with movie plots, itβs how you dress it up that makes it interesting.
Are there any adventure game clichΓ©s that you find really difficult to avoid?
Ron Gilbert: The absurdity of it all. Itβs one of the reasons Iβve always enjoyed making adventure games that are comedies. At some level, thereβs just the absurdity of using weird items in weird ways.
If youβre doing a game that is completely serious itβs always struck me as odd that Iβm combining a pencil with some bubblegum to get a coin out of a sewer, while trying to tell a serious hard-boiled detective story. Those things just donβt match.
If youβre doing a comedy you can get away with a lot of that stuff, as people are more willing to accept it. But that absurdity of using strange items to solve puzzles can be a very hard thing to get away from.
What makes a great video game character?
Ron Gilbert: In some ways the same things that make a really good movie protagonist. Thereβs something about a protagonist that the player needs to be able to relate to. Thereβs always some kind of challenge theyβre trying to overcome β thatβs always a cornerstone of any movie.
That works well in games as you as the player actively help the character overcome it. So, protagonists are a little bit about aspiring to more than you actually are. Itβs about getting caught in some kind of a problem and trying to work your way out of a problem.
Out of all the characters youβve created, which one is your favorite?Ron Gilbert: Probably Guybrush [from Monkey Island]. Heβs a bumbler, right? Heβs not the smartest person in the world, he really isnβt. He just bumbles his way through. Heβs the butt of jokes, but he doesnβt know it. He imagines heβs a much better pirate than he actually is. Thatβs fun to write for and fun to make puzzles for because you can really play off it without the character themselves turning into a buffoon. I think Guybrush is really special because of that.
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