Idea for when ToMI is all done

Would it be possible to release a tool/patch to merge all the episodes and make it play like one game? Quitting and then loading the next when you're finished with an episode kinda kills the flow. It works for games like Sam and Max, but that's because they're all made like seperate games (even if there's some continuity in the story). ToMI is one MI game split up in different parts, like the originals, so it would make more sense doing this. As soon as the episode ends (before the credits roll), you get the much loved part/chapter transition with the music and all. The transitions are in already, so I doubt there's too much coding to be done? I'm not a programmer though, so I wouldn't know.
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Comments

  • edited August 2009
    StarEye wrote: »
    Would it be possible to release a tool/patch to merge all the episodes and make it play like one game? Quitting and then loading the next when you're finished with an episode kinda kills the flow. It works for games like Sam and Max, but that's because they're all made like seperate games (even if there's some continuity in the story). ToMI is one MI game split up in different parts, like the originals, so it would make more sense doing this. As soon as the episode ends (before the credits roll), you get the much loved part/chapter transition with the music and all. The transitions are in already, so I doubt there's too much coding to be done? I'm not a programmer though, so I wouldn't know.

    That might be a good idea for the dvd.
  • edited August 2009
    Agreed! For the DVD that would be great!
  • edited August 2009
    I actually thought this was happening for the DVD...
  • edited August 2009
    ivan11111 wrote: »
    I actually thought this was happening for the DVD...

    Dave Grossman made a post suggesting he was against the idea so it's unlikely at this point that the DVD will have it. It is definitely worth bringing up again around the release date of episode five to see if we can push them to do it.
  • edited August 2009
    I understand what Dave Grossman was saying, but I still disagree that there shouldn't be an option to link them together.

    It'd be roughly equivalent to a "Play All" button on a TV show's DVD release, although it'd be a bit more difficult to do, being that there will be 5 separate executables at the end of the season.

    It's also similar to full length films having a chapter selection, except in this case the game wouldn't have a "Play game" button just "chapter selection" buttons.
  • edited August 2009
    Yeah, this has been discussed before. Dave Grossman said he felt it ruined the appeal of the episodic format, but personally I think playing all 5 of them back to back on a DVD ruins that appeal anyway, so it makes sense to do a little re-editing and make it one big game, if you ask me.
  • edited August 2009
    StarEye wrote: »
    Would it be possible to release a tool/patch to merge all the episodes and make it play like one game? Quitting and then loading the next when you're finished with an episode kinda kills the flow. It works for games like Sam and Max, but that's because they're all made like seperate games (even if there's some continuity in the story). ToMI is one MI game split up in different parts, like the originals, so it would make more sense doing this. As soon as the episode ends (before the credits roll), you get the much loved part/chapter transition with the music and all. The transitions are in already, so I doubt there's too much coding to be done? I'm not a programmer though, so I wouldn't know.

    That would be GREAT!
  • edited August 2009
    Yeah it would actually be quite cool if someone could develop a 3rd party chapter selection application where you could play an episode and then once its done you just click on the next one.
    Though bypassing the traditional telltale games startup screen would be difficult, it is still an awesome idea
  • edited August 2009
    StarEye wrote: »
    Would it be possible to release a tool/patch to merge all the episodes and make it play like one game? Quitting and then loading the next when you're finished with an episode kinda kills the flow. It works for games like Sam and Max, but that's because they're all made like seperate games (even if there's some continuity in the story). ToMI is one MI game split up in different parts, like the originals, so it would make more sense doing this. As soon as the episode ends (before the credits roll), you get the much loved part/chapter transition with the music and all. The transitions are in already, so I doubt there's too much coding to be done? I'm not a programmer though, so I wouldn't know.
    I agree with you. I hope they do this for the DVD(and perhaps also as an optional download). There should only be one menu where you change settings for all episodes. And when you want to play yo press ether "New game" or "Select Episode".

    And as you say, ToMI need this more than the other game because it follows a main story.
  • edited August 2009
    Frogacuda wrote: »
    Yeah, this has been discussed before. Dave Grossman said he felt it ruined the appeal of the episodic format, but personally I think playing all 5 of them back to back on a DVD ruins that appeal anyway, so it makes sense to do a little re-editing and make it one big game, if you ask me.

    No offense to Dave, but the appeal of the episodic format, for this game, is the fact that it is Monkey Island and it is slow release, so we don't spoil ourselves and beat the whole game in a marathon gaming session then have to wait another 3-10 years for another one. Once the DVD is out, that "appeal" becomes a drawback, since we aren't waiting for another one to launch, all it really does is, like OP said, break the flow of the game. Also, I don't know what language(s) the TellTale engine uses, but in my experience with Java and C/++ I have done this exact thing (merging multiple single feature programs into one fully featured one.) It only took a couple of days of troubleshooting to knock out variable inconsistencies and buffer overflow problems.
    Now that I think of it, the engine itself would take care of all those problems...it is probably the scripting language (LUA?) that would be the main issue here, I don't know much or anything about those, so I can't speak to that.
    The point here is that the guys at TTG are way smarter than I am, so I am sure they could do it if they wanted to, it is just a matter of convincing them to do it, I believe.
  • edited August 2009
    It be cool if you can get diffrent outfits 4 guybrush and mabey diffrent lechuck like ghost or demon since guybrsuh doesnt seem to know what this form is they wont need to change diolog at start
  • edited August 2009
    I thought that was a pre-given for the DVD (to the point where I thought that's all the DVD was - the full, uninterrupted game) but what with Mr Grossman saying he's not keen, this makes me wonder what the DVD is actually for.

    I read on another thread previous DVDs have had trailers and stuff but those on their own don't really cut it.
  • edited August 2009
    tbm1986 wrote: »
    I thought that was a pre-given for the DVD (to the point where I thought that's all the DVD was - the full, uninterrupted game) but what with Mr Grossman saying he's not keen, this makes me wonder what the DVD is actually for.

    I read on another thread previous DVDs have had trailers and stuff but those on their own don't really cut it.

    ...the DVD's main purpose is to function as a hard copy of the game and to look nifty on a shelf, anything they add on top of that is gravy.

    Sweet, delicious gravy.
  • edited August 2009
    Pale Man wrote: »
    ...the DVD's main purpose is to function as a hard copy of the game and to look nifty on a shelf, anything they add on top of that is gravy.

    Sweet, delicious gravy.

    Considering we're only asked to pay the shipping, that's fair enough
  • edited August 2009
    tbm1986 wrote: »
    Considering we're only asked to pay the shipping, that's fair enough

    Unless you bought the wiiware version(me), then it's full price:(
  • edited August 2009
    Do we even know if it would make sense to play it like that? We don't even have the second episode yet, so even though it appears as though we'll have a cliffhanger and pick up right where we left off maybe it won't.
  • edited August 2009
    I think it would be awesome if they modified the launcher so that the splash screen that shows when you quit the game would offer links to the other games you have installed so you can jump into another episode.
  • edited August 2009
    the_boo wrote: »
    Do we even know if it would make sense to play it like that? We don't even have the second episode yet, so even though it appears as though we'll have a cliffhanger and pick up right where we left off maybe it won't.

    seeing as the official image to hype episode two on telltales front page is an image of guybrush at swordpoint exactly like he was at the end of episode one i'm pretty sure they will merge seamlessly together
  • edited August 2009
    Krodge wrote: »
    I think it would be awesome if they modified the launcher so that the splash screen that shows when you quit the game would offer links to the other games you have installed so you can jump into another episode.

    I agree fully with this.
  • edited August 2009
    The best would be to have a question box pop up before the credits asking "Play Next Episode?" just to avoid the 'close, open ep2 launcher, launch game, new game, are you sure you want to start a new game?' routine.
  • edited August 2009
    I don't really understand this whole "Killing the flow" thing.

    What happens when you close the game after a session and then load it up again the next time?
  • edited August 2009
    I don't really understand this whole "Killing the flow" thing.

    What happens when you close the game after a session and then load it up again the next time?

    Close the game? What du you mean, close the game??
  • edited August 2009
    I don't really understand this whole "Killing the flow" thing.

    What happens when you close the game after a session and then load it up again the next time?

    What does aggrevate me (and I can't recall if this is even true of ToMI, but it was for Sam and Max) is being forced to sit through a long credits sequence after every episode.
  • edited August 2009
    alexonfyre wrote: »
    No offense to Dave, but the appeal of the episodic format, for this game, is the fact that it is Monkey Island and it is slow release, so we don't spoil ourselves and beat the whole game in a marathon gaming session then have to wait another 3-10 years for another one. Once the DVD is out, that "appeal" becomes a drawback, since we aren't waiting for another one to launch, all it really does is, like OP said, break the flow of the game. Also, I don't know what language(s) the TellTale engine uses, but in my experience with Java and C/++ I have done this exact thing (merging multiple single feature programs into one fully featured one.) It only took a couple of days of troubleshooting to knock out variable inconsistencies and buffer overflow problems.
    Now that I think of it, the engine itself would take care of all those problems...it is probably the scripting language (LUA?) that would be the main issue here, I don't know much or anything about those, so I can't speak to that.
    The point here is that the guys at TTG are way smarter than I am, so I am sure they could do it if they wanted to, it is just a matter of convincing them to do it, I believe.
    The "work" here wouldn't be so much on the technical side, but editing the openings to be flush with the endings without looking weird, removing opening credits sequences (or finding a way to make them work without credits and not seem boring/out of place), that sort of thing.

    I imagine it would take some honest work to rethink those things, and maybe it's a bit much for a bonus DVD, but if they're doing a retail release they really should consider it.
  • edited August 2009
    Uhm, the parts have an ending and a beginning already, all they have to do is put a chapter screen between them, like in the originals. Why would there need to be ANY editing involved, apart from switching ending credits with chapter transition?
  • edited August 2009
    Close the game? What du you mean, close the game??

    I mean close the application. Assuming you dont finish all the episodes in one sitting or leave it open whilst you go to work / sleep.
  • edited August 2009
    I mean close the application. Assuming you dont finish all the episodes in one sitting or leave it open whilst you go to work / sleep.

    Now why would you want to do that!?
  • edited August 2009
    Do what.. close the game?
  • edited August 2009
    I don't really understand this whole "Killing the flow" thing.

    What happens when you close the game after a session and then load it up again the next time?

    Yes, but in the LA games, that has always been our choice.

    But I don't want to belittle the approach TellTale are taking here. With traditional games, production could be as bizzare as finishing touches being on the first chapter. The same team does the entire thing. Nothing has to be done in any kind of order. All the customer gets before the final release is a few screenshots and a trailer. There is no involvement with the fans whatsoever, apart from general feedback (mostly from reviewers) between games.

    TellTale release each chapter effectively as its own game. There is a core team working on the entire season but each episode sees lineup changes of episode-specific characters and extras. When Episode 1 is released, you can guarantee their main focuses will be ep1 feedback and collaborating ep2. TellTale are moving with the times, and as such have this forum, which is a perfect, almost free medium for brilliant feedback to make sure subsequent episodes are up to the standard customers expect and features that the fans desire. Customers may well have already bought the entire season in advance but keep the customer sweet and they will be more likely to dig deep for forthcoming games. The only downside is ep1 (and, in part, ep2) is somewhat rushed and have faults to iron out. Once they're released, that's it. They may correct a few of the rushed issues for the DVD but they have to be subtle or fans will go "wtf?".

    What I mean to say is each episode was developed separately as such so the effort of that particular group of people needs to be applauded at the end of that episode.
  • edited August 2009
    Frogacuda wrote: »
    The "work" here wouldn't be so much on the technical side, but editing the openings to be flush with the endings without looking weird, removing opening credits sequences (or finding a way to make them work without credits and not seem boring/out of place), that sort of thing.

    I imagine it would take some honest work to rethink those things, and maybe it's a bit much for a bonus DVD, but if they're doing a retail release they really should consider it.

    Yeah, like someone else said, just replace the credits with a splash screen introducing the new Chapter. End sequence fades out, music changes, (Would you like to play Chapter X? Y/N), Splash fades in, fades out and cue the beginning sequence of the next chapter. "Problem" solved.
  • edited August 2009
    alexonfyre wrote: »
    Yeah, like someone else said, just replace the credits with a splash screen introducing the new Chapter. End sequence fades out, music changes, (Would you like to play Chapter X? Y/N), Splash fades in, fades out and cue the beginning sequence of the next chapter. "Problem" solved.
    It would look weird, though, like when you watch a TV show on DVD and you can tell when there was supposed to be a commercial break. It wouldn't quite feel like one big game unless you made some edits.
  • edited August 2009
    Frogacuda wrote: »
    It would look weird, though, like when you watch a TV show on DVD and you can tell when there was supposed to be a commercial break. It wouldn't quite feel like one big game unless you made some edits.

    Well... Some shows DVDs have the option to 'Play All' or 'Play Next Episode?', so I guess it would fit the episodic format.
  • edited August 2009
    It would be nothing like the TV shows. It would be exactly the same as in the original games, why you think otherwise is beyond me. In SMI, you're on Melee Island, and when you're done with that chapter, you get a chapter 2 splash screen (or Part 2 as it's called in the older games). Then suddenly when that screen fades away, you're onboard the ship. In MI2, after you've escaped Scabb, the game instantly plays the part 2 splash screen. In fact, play the splash screen right after the mysterious woman holds Guybrush at sword-point.

    Better flow between chapters is exactly why we have the chapter splash screen. It's the whole point of the splash screen. Imagine getting opening credits and title screen between every chapter in the old games - that's how it's probably going to end up being. Not to mention that you also have to make a visit to your windows desktop before starting the new chapter.
  • edited August 2009
    StarEye wrote: »
    It would be nothing like the TV shows. It would be exactly the same as in the original games, why you think otherwise is beyond me.
    Because in ordinary games, you don't fade out on a dramatic teaser and then fade in with an opening credits sequence in the middle of the game.

    The splash screens do not appear right at the start of each episode, they're like 5 minutes in, between the first and second scenes. You can't use them as the edit point. Making the end-game teaser flush with the next game's intro and opening credits is the hard part.
  • edited August 2009
    I wasn't talking about the including the opening sequence. And there usually aren't a scene before and after the chapter splash screen. We don't know if the next episodes will - or why. Usually, only the first chapter splash screen is located between two different scenes (see MI1,2,3 and maybe 4 - don't quite remember). So why there would be a prologue scene in episode 2 I don't know, prologues aren't normally in the middle of a game (that's why it's called prologues).

    Anyway, with the information we have now (which isn't a lot), I say it would work perfectly, while you disagree. Let's just leave it at that. We don't really know how well it could work until we get at least chapter 2.

    But it certainly wouldn't give the game LESS of a flow than how it is now.
  • edited August 2009
    Lucasarts adventures, with the slight exception of SnM, have always played like books. you play a chapter (like he said called a part) which is a self contained story, there is an introduction and a conclusion to each part, so you almost always had two cutscenes in a row, (with the exception of the beginning and end). This would be no different. Go play Curse again and see.
  • edited August 2009
    Previously, on Tales of Monkey Island.
  • edited August 2009
    tbm1986 wrote: »
    ...have this forum, which is a perfect, almost free medium for brilliant feedback...

    Thinking a little highly of ourselves aren't we?
  • edited August 2009
    bigdondoo wrote: »
    Thinking a little highly of ourselves aren't we?

    I meant the forum itself rather than the people. LA didn't have this between the first 4 MIs.
  • edited August 2009
    tbm1986 wrote: »
    I meant the forum itself rather than the people. LA didn't have this between the first 4 MIs.

    I also meant the forum. There are many words to describe the feedback listed on this forum. Brilliant is not one of the words I would choose.
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