Ron Gilbert reflects on DeathSpank combat, and its under-developed 'intellectual element'
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Wired recently spoke with Ron Gilbert, creator of the Monkey Island and DeathSpank series, and the conversation turned to the latter's conventional hack-and-slash combat. Though he didn't stick around long enough to guide the final releases of this year's dual-developed DeathSpank games, Gilbert was their lead designer and said, if he could do it over, he'd likely add more depth to the combat. Instead of just "hacking through a bunch of enemies," he suggested "treating combat as if it was a puzzle to be solved [...] might have helped people a little bit with not just having to button-mash their way through battles."
Gilbert cited Dragon Age as an example, "not in its turn-based nature," but "more of the intellectual element" of requiring some strategy to combat. Perhaps that's not the best example. How about Diablo 3? That's shaping up to be a hack-and-slash game that introduces a satisfying level of strategy through its myriad spells and tactics. Now, if you were to marry such fine-tuned gameplay with Unicorn poop, you're talking "Game of the Year." Easy. Next time, Mr. Gilbert?
Gilbert cited Dragon Age as an example, "not in its turn-based nature," but "more of the intellectual element" of requiring some strategy to combat. Perhaps that's not the best example. How about Diablo 3? That's shaping up to be a hack-and-slash game that introduces a satisfying level of strategy through its myriad spells and tactics. Now, if you were to marry such fine-tuned gameplay with Unicorn poop, you're talking "Game of the Year." Easy. Next time, Mr. Gilbert?
Reader Comments (16)
Posted: Dec 3rd 2010 9:00PM Brian Griffin said
I really enjoyed Deathspank. I didn't mind that it was "hack & slash," to be quite honest. I mean, it was a reasonably priced arcade game that really ended up being more than I expected. If it had been a $39 retail release, maybe I'd want more depth, but eh. Hope they make another chapter!
Posted: Dec 3rd 2010 9:15PM delicatessen lama said
Make another Monkey Island game, make it more interactive, make the puzzles actually logical. I always try and do something that would work but the game says - "That won't work because we want you to solve it like Ron Gilbert". Now that I'm onto the subject. Make a Monkey Island spin-off with SE style graphics that features realtime sword-fighting, as well as the puzzles. That doesn't mean it can't be funny. Don't make it a fighting game, but it would be cool to have some sword-fights every now and then.
Posted: Dec 3rd 2010 9:15PM tobz1000 said
I think anyone who bought the game knew the main draw was the humour, which was there aplenty. Still, I was pleasantly surprised by the weapons, spells and combat, as ultimately simple and unbalanced as they were.
Also, since when was Dragon Age turn-based?
Also, since when was Dragon Age turn-based?
Posted: Dec 3rd 2010 10:16PM Epoque said
@Anticrawl It's not really Real Time either. The Turn Based dice rolling stuff happens behind the scenes and it's less pronounced than the D&D rulesets implemented in Baldur's Gate, Neverwinter Nights, and Knights of the Old Republic. That's my understanding of it anyways.
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Posted: Dec 3rd 2010 9:19PM UnverifiedUser said
I agree. The game had a lot of depth, in my opinion, for a $14.99 title. Personally, if I had paid $30 or $40 for the game, I would have still been pleased.
Great pair of games and I thought the gameplay was just fine. Even though it was just hack n' slash, there were plenty of different weapons to use and the combo system, while simple, was just fine.
Great pair of games and I thought the gameplay was just fine. Even though it was just hack n' slash, there were plenty of different weapons to use and the combo system, while simple, was just fine.
Posted: Dec 4th 2010 2:15AM Brian Griffin said
@UnverifiedUser
Agree 100%... The upgraded crossbow was the sh*t in the first game. lol
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Agree 100%... The upgraded crossbow was the sh*t in the first game. lol
Posted: Dec 4th 2010 12:26AM daevv said
I wonder if the game breaking earmuff glitch was fixed in the 2nd deathspank?
Posted: Dec 4th 2010 2:14AM Brian Griffin said
@daevv
No idea--although I was able to avoid it because I knew about it ahead of time. For those who may not know--and this isn't really a spoiler--save before going for the Rudolph quest towards the end of the game, and preferably make a backup save file just in case. You can read more about this glitch on the dev's site.
IMO, I liked the original more because I enjoyed the medieval setting... but "Thongs of Virtue" was still pretty cool.
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No idea--although I was able to avoid it because I knew about it ahead of time. For those who may not know--and this isn't really a spoiler--save before going for the Rudolph quest towards the end of the game, and preferably make a backup save file just in case. You can read more about this glitch on the dev's site.
IMO, I liked the original more because I enjoyed the medieval setting... but "Thongs of Virtue" was still pretty cool.
Posted: Dec 4th 2010 8:44AM Barry Burton said
yeah... being button masher was something that kept me from playing. The forced voice acting was other thing. I mean, the text IS funny, but the voice actors go over the bar!
Posted: Dec 4th 2010 2:16PM Barry Burton said
@ElbowMacaroni
I would prefer a more subtle tone of voice. But then again, it's just my personal preference. As it is, i think it's not funny at all. Looks like that old uncle that can't make you laugh even with the best jokes just because of the way he tells it =\
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I would prefer a more subtle tone of voice. But then again, it's just my personal preference. As it is, i think it's not funny at all. Looks like that old uncle that can't make you laugh even with the best jokes just because of the way he tells it =\
Posted: Dec 5th 2010 3:06AM Brian Griffin said
@Barry Burton
I understand your concern, because that almost turned me off, too--but I noticed that the best bits of dialogue are not the ones you "see" in the demos/video clips that promoted the game. Trust me, sometimes the silly voiced work.
And honestly, if you hate the voices, the gameplay makes up for it IMO for the price.
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I understand your concern, because that almost turned me off, too--but I noticed that the best bits of dialogue are not the ones you "see" in the demos/video clips that promoted the game. Trust me, sometimes the silly voiced work.
And honestly, if you hate the voices, the gameplay makes up for it IMO for the price.






