Listen in on conversations with some of the greatest minds in the game industry about how they got started, what they've been up to, who's influenced them, and much more.

This Episode's Featured Guest: Ron Gilbert

June 30, 2006: Legendary game designer Ron Gilbert speaks with GameSpot's Executive Editor Greg Kasavin about the secret of Monkey Island, the Commodore 64, why you shouldn't get into the games business, the problem of having too many buttons, and much more.

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GK: Yes. Well, here's hoping. On a separate subject, your games are known for their humor. Why do you think so few games are funny...?

RG: Well, you know, comedy's hard. It really is. I think it's one of those things that it's very...it's very tough to do comedy. I think there's a lot of issues that make comedy particularly hard in games. In some ways, comedy is all about timing, and in games you've turned the timing over to the player. So, it is very, very difficult to do kind of that timing- and pacing-oriented comedy in games.


Ron Gilbert's holding out on revealing what "The Secret" of Monkey Island is in the off chance he gets a shot at working on another game in the series.

GK: Unless it's in like a noninteractive cutscene or something like that?

RG: Yes, and those I don't think are particularly funny either because, you know, I don't play games to watch a movie. I play games to play a game, so if I'm going to have humor, it needs to come very quick in very short little bursts. You know, I think you can put a lot of slap stick humor and stuff in games but doing that kind of more-sophisticated humor, I think, is just very hard. Honestly, I think the real problem is that game developers just aren't that funny. And I really think it's that simple.

GK: Yes. Well, they're good at explosions.

RG: Yes, they are--and then there's some people, like Tim Schafer, who's a genius at that kind of comedy stuff... But there's Tim Schafer.

GK: Indeed.

RG: Who else? Hmm. There's Tim Schafer...you know, there just aren't a lot of people that are working in this business that I think are really kind of that intrinsically funny and understand comedy.

GK: Right. You worked with Tim Schafer for a while, right?

RG: Yes, I hired Tim Schafer at LucasArts.

GK: Nice. I'm sure he owes you for that.

RG: Oh, I keep reminding him of that, but he seems to forget.[laughs]

GK: What was it like working with a guy like that?

RG: Oh, it was great. You know, we hired Tim Schafer and Dave Grossman. I hired them both at the same time, and they were both on Monkey Island and they're both just incredibly funny people but in very different ways. Dave Grossman is very kind of a dry, sarcastic humor, where Tim's is just a little more in your face, which was great having them work on the same project because I could really kind of assign them to different characters in the game and different scenes depending on kind of how I wanted the comedy for that thing to work. But they were great. They were great to work with.

GK: Chris Taylor is a funny guy in real life too, isn't he? The guy who is credited for kind of being the creative force behind Total Annihilation.

RG: Yes, Chris is a very funny guy and then he does serious RTS games. You know, he seems to have absolutely no interest in taking his humor and applying it to games, which always kind of confused me with him.

GK: Well, whatever works, right? As long as people like the games?

RG: Yes, if you love what you're doing, then great.

GK: Have you seen much on Supreme Commander, the game he's working on right now?

RG: No. I've actually seen nothing at all on it.


Along with Disney's Pirates of the Caribbean ride, the novel On Stranger Times helped influence the Monkey Island series.

GK: It looks cool. I mean, everyone seems to recognize the roots of it, whoever played Total Annihilation back in the day. Some concepts, I guess, don't go out of style. We're talking about all these games from way back when--what's it like to be best known for works that happened a while ago, frankly?

RG: You know, I think it's great that people, like you were saying before, that people still play that stuff, that people are still playing Monkey Island. They're still into Monkey Island. There are still Monkey Island Web sites that are still being updated on a daily basis. I think it's really great to have created something or worked on something that even to this day people are still interested in and still very fixated on. It's great to have done that.

GK: Do you intend to top that? It's going to be hard to live up to something like that again?

RG: No, I very much want to top it. I mean, I'm currently working on a game that's kind of a combination of an RPG and an adventure game, taking the elements of those two things that I enjoy the most. I'm designing that and out pitching it to publishers right now, which is, you know, it's a very hard pitch. I think our game really will bring a lot of those things that people just loved about those games to something a little more current. So, yes, I definitely want to try to top all that stuff.

GK: And speaking of Monkey Island, did you ever plan on revealing what exactly the secret is?

RG: I had definitely planned on doing that in the third game, yes. There's no question about that, but, you know, and then when Jonathan and Larry made Monkey Island III, which is a great game...I think they did a fabulous job on that. They didn't know what the secret was. I told nobody. So, you know, they weren't really able to kind of reveal that, but I would love to make another Monkey Island game. If I could make another one...I have this whole story mapped out in my head for how I want to tie it all together with the other two games, kind of bring it all back to the original thing, and that would just be a dream of mine.

GK: So, you want to hold on to the secret just in case?

RG: Yes. You know, I should probably write it down and give it to my lawyer to reveal on my death. I keep saying that, but then I think, "God, do I really want that?" Because you know, some crazed fan is going to figure, "Well, you know, I know how to get the secret. I know exactly."

GK: ...Rub him out. See, I've already thought of it, so that could be the premise of the next Hitman game or something like that. Hitman in real life. Anyway, you've probably seen Pirates of the Caribbean and stuff like that? I've heard before that that was--that the ride was kind of a spiritual inspiration for that series or what have you. Is that true?

RG: Yes. There were really two things that really inspired me for that game. One was the ride, Pirates of the Caribbean, and the other was a book that I read called On Stranger Tides, and I think those two things kind of coming together were really the genesis behind that whole idea. Yes.

GK: Do you like the movie?

RG: I love the movie, yes. The movie was great. I went into the theatre just expecting to hate it. I'd just go, "Oh, my God, this is going to be horrible. It's going to be the same old crappy stuff." But, you know, they just nailed it. They nailed just every piece of that. If there was a Monkey Island movie, I'd want it to look like that.

GK: Yes. Surprises do happen. That movie did seem to have just about everything going against it. A Disney movie based on a ride, so--.

RG: But, you know, the Haunted House movie came out at the exact same time, and where's that?

GK: I saw that on a plane... I've seen worse, but hey. Eddie Murphy went on to do donkey voices, so...

Speaking of movies, what's the last movie you watched? Do you watch a lot of movies?

RG: Yes, I watch a lot of movies. The last movie I saw was actually last night--was A Prairie Home Companion.

GK: Well, I can't say I've seen that one. Any good?

RG: I liked it, actually. It's--Robert Altman did it, and I really, I'm a big fan of Robert Altman movies, so I kind of enjoyed it.

GK: Yes. If you want to talk comic timing or at least good dialogue.

RG: Yes, he's got a great dialogue. It's also one of the things that I love about Woody Allen movies, is just the dialogue. It's just fabulous to just kind of go listen to it all.

GK: Can you think of many games that actually had good dialogue in them from your perspective?

RG: Well, you know, not if it wasn't done by Tim. Tim's games always have really great dialogue in them but most of the time it's just--it's like, you know, fingers down the chalkboard.

GK: Why do you think that is?


Hey, not every game with great dialogue was written by Tim Schafer. Take Dreamfall by Ragnar Tornquist, for example.

RG: I think it's because the writers don't really understand the interactive medium, and I think what happens is a lot of game companies will go hire, you know, Hollywood writers to write their stuff, and these people are very good at writing scenes and they kind of understand that but they don't understand the process of interactive writing. They don't understand how you kind of turn the whole story inside out when you're doing that. So, what they tend to do is they tend to write cutscenes for you, but they don't really flow together very well. So, you know, it's just...it's just not that interesting.

GK: You've probably seen how there's all this now college curriculum around gaming because, you know, there's a lot of money in the business and people want to get into it in a more formal way. Do you have high hopes for that stuff, or do you think they're not teaching practical material there?

RG: I do have high hopes for that. I think that kind of stuff is absolutely critical to this business. You need to have really good curriculum, much like film school that people can go to. They can produce interesting things. They can learn the craftsmanship. They can learn the creative piece of the business and be able to come out and do stuff. I think it's absolutely critical. I really support that stuff. But I don't know that they're doing all the right things yet. I mean, it's so very, very early, you know, a lot of it...they're still attached to the computer science programs.

GK: Right. Right.

RG: You know, they need to get divorced from that. I mean, this--the game design stuff needs to be in the same groups that are doing the theatre and the writing and the film making. It is not computer science.

GK: Maybe much like with what you talked about where, you know, it's going to take some blockbuster kind of Indie game from a spin-off brand. Maybe all it takes is some relatively well known game designer emerging out of a college curriculum like that to set it ablaze.

RG: Yes, I know. I think that's true. I mean, film schools have been around for a long time, and you suddenly started to get these people, these...George Lucas came out of film school and Scorsese and all these people. That's when you kind of started to really realize, "Oh, the film school." It's not a trade school, and I think we need to have that happen at some point in our future.

GK: Right. So, these days you're working on the game project you mentioned...is that taking up most of your time?

RG: You know, it doesn't take up a lot of time. A lot of it is just calling up publishers and trying to make contacts and talking to people and trying to push the idea through, which is a pretty uphill battle for what I'm trying to do, since it's not...doesn't really fit into that mainstream game mold. I've been doing some work with casual games, which is also a very interesting alley off the mainstream game development stuff. That's very, very, very fascinating. It's interesting to work on games that are very small teams again, where it's just, you know, one programmer and a couple of artists or a couple of programmers. I think that stuff is interesting.

The casual games business, from a business standpoint, is also very fascinating to see how that's all evolving, and is that going to go anywhere beyond, you know, just kind of these soccer mom games? Is that going to somehow come around and merge with the hard-core gaming or, you know, even better, is it going to create this whole different type of gamer out there? That stuff is interesting to see.

GK: Yes, Microsoft was talking about that Xbox Live Anywhere stuff where you might have all this stuff interacting one day where you've got your kind of lighter, portable version of your game on your handset and then your progress transfers over to your console--stuff like that.

RG: Right.

Listen to the podcast for the complete interview!

Agree or disagree with Ron's views? Got comments or feedback about the format of Designer Threads? Suggestions for future guests? Let us know!

130 Comments

  • WizengamotX

    Posted Apr 21, 2009 6:13 pm PT

    w00t.

  • SuperMooseman

    Posted Sep 26, 2007 9:09 am PT

    Ron Gilbert is the pwn.

  • AdMordem

    Posted Sep 19, 2006 7:58 am PT

    I really do wanna see the games indusrtry hit the multitiered system Ron cites that music and film are in.... bravo to MS for getting on to the idiots devleopment kit for the 360

  • TintedChimes

    Posted Sep 3, 2006 10:33 pm PT

    Eh, pretty cool

  • wytefang

    Posted Sep 2, 2006 6:49 pm PT

    Love Ron but tired of hearing all the doom and gloom. I doubt we're looking at any kind of industry 'crash' any time soon, if ever. There are tons of great games coming out all the time, especially on the PC at least, if nowhere else.

  • dee_nicki

    Posted Sep 2, 2006 2:29 am PT

    Yeah, Ron's pretty much the bomb. He's right to complain about the state of the gaming industry, I've lost interest myself in the last couple years. MI4Life!

  • cann0n2o

    Posted Aug 1, 2006 6:23 am PT

    Can we have more of these!!!!!!!!!!!!!!!!!

  • Humorguy_basic

    Posted Jul 24, 2006 2:13 pm PT

    I'm with Gilbert. But I don't think EA or anybody will do the third and fourth tiers needed, so I do think the market will collapse, and I think that will be in the 2007/8 season, so we are practically there.

  • SoulSlayer_

    Posted Jul 23, 2006 12:52 pm PT

    I was hoping this would be a regular thing... Guess not?

  • LucasJodoKast

    Posted Jul 17, 2006 4:05 am PT

    i first played Monkey Island 1 on my Amiga 500 when i was about 8 i got all 4 on PC now days and they are by far the best games ever, thank you Ron for Moneky Island its a true masterpeice

    PS my sis and me still load up the older ones every now and again and its still so funny

  • LucasJodoKast

    Posted Jul 17, 2006 4:05 am PT

    i first played Monkey Island 1 on my Amiga 500 when i was about 8 i got all 4 on PC now days and they are by far the best games ever, thank you Ron for Moneky Island its a true masterpeice

    PS my sis and me still load up the older ones every now and again and its still so funny

  • zmaster200x

    Posted Jul 14, 2006 10:26 am PT

    i love this stuff.. i want more... sam houser, tim schafer, sid meier, will wright, al lowe, gary brubaker, sean clark.. these all would be fantastic to listen to i think.. or at least i would like listening to their views...

  • Alphabat

    Posted Jul 14, 2006 2:12 am PT

    I had a good time listening to that interesting and intelligent conversation. I hope gamespot continues to do these in the future!

  • badamAR

    Posted Jul 13, 2006 8:08 pm PT

    AR is coming

  • Nigredo666

    Posted Jul 13, 2006 11:31 am PT

    Great feature. A++ would do business again!!!!!1111

  • ecklof

    Posted Jul 11, 2006 9:59 pm PT

    Great job, Keep up the great work!

  • soadnick947

    Posted Jul 11, 2006 6:35 pm PT

    Totally awesome podcast!!! PLEASE keep them going!!!

  • norabbitnofun

    Posted Jul 11, 2006 1:00 pm PT

    I very much agree with the tendency in the gaming industry to flash the eye and forget about the experience.
    Plus I am a great believer that new-gen consoles could only rock and boast about being taking you deep into near-reality worlds if they had as an interface... not a control pad - no way!

    So yep - enjoyed listening to this, it brings so much more humanity to the bits & octets & megabytes of programs that are the games out there!
    When is the next one coming out?

  • SundarOct131088

    Posted Jul 11, 2006 11:22 am PT

    Nice interview. I'm surprised he didn't talk about GTA games having well written storylines, dialogues and some interesting humor.

  • vectorcorpsys

    Posted Jul 10, 2006 8:09 pm PT

    I think it was an amazing podcast about games. Pay that Greg Kasavin more money! The interview was cool.

  • Auricom_Pilot

    Posted Jul 10, 2006 7:47 pm PT

    I'd just like to chime in and say that I really enjoyed the podcast. Greg did a good job asking some intelligent and interesting questions, and it was great listening to Ron's comments on the game industry in general.

    Put that sound studio to use and make me some more!

  • K1LLSWITCH

    Posted Jul 10, 2006 2:33 pm PT

    I'm sorry, but that was one boring podcast.

  • wiljas

    Posted Jul 10, 2006 10:35 am PT

    I only read the inteview so I am sure I missed some things. But I agree that alot of current games are not written well. The storys don't always flow togeather like they should, and alot of these story writers put you in cut scenes to push along the story. they need to put it into more of a gameplay situation. the GTA series is one of these that had so much potential but sometimes lacked in the story. especially with the most recent San Andreas. I was not interested in the story at all. I would like to see more of a proper storyline and cohearant dialog. not something thrown in to lead you to the next cut scene.

  • lonoibi_basic

    Posted Jul 10, 2006 10:24 am PT

    good read.

  • vidextreme

    Posted Jul 10, 2006 10:05 am PT

    Well said Mr Gilbert. I wish though, he can be part of another MI instalment. He's right about current games designed to be just like techdemos and not really games developed to last. Its very similar to movies nowadays. Yeah, movies/games have spectacular special FX, but when you sum it all up, its just an empty story destined to be forgotten in a few months.

    And yes, its different now a days. because now a days, its all about the money, no more passion and art in it.

  • comthitnuong

    Posted Jul 10, 2006 9:20 am PT

    this is a pretty good idea with the podcast stuff

  • Liquid-86

    Posted Jul 10, 2006 6:15 am PT

    I hope that independent games find a way to get out there to peoples houses, whether it be internet or aliens. “Reservoir Dogs” was an independent film yet its one of the best of the 90s. So independent games need to find an outlet that will allows them to swim to the top of the big deep ocean of games and not be drowned by the pockets of companies that only care about making money. Someone needs to stand up and say “Screw profit, lets take a risk”

  • gabi67

    Posted Jul 10, 2006 12:51 am PT

    I just want to thank Ron Gilbert for making the Monkey Island series.
    Thank you very much Ron!
    Im glad to hear you're interview,and i agree with what you said about games nowadays.
    Maybe you could do something about that.
    Monkey Island V?!

  • kmwamala

    Posted Jul 8, 2006 11:19 am PT

    Another job well done, successful interview.

  • suprsolider

    Posted Jul 8, 2006 9:30 am PT

    megamike15
    megamike15
    I started monkey island with 3. I want to play 1 and 2 but can't find them.
    ---


    Then you obviously didn't look hard enough.

    They aren't hard to find at all.

    Check adandonware sites, you'll find them and the old Sierra games.

    That is how I got my copies

  • dokzero5

    Posted Jul 7, 2006 1:47 pm PT

    Great Podcasts with interessting content. Good atmosphere. Keep them coming

  • Artemis_D

    Posted Jul 7, 2006 12:42 pm PT

    Mr. Gilbert is my new hero. I agree 100% with everything he had to say. For a long time, I thought I was the only sensible gamer on the planet, but I'm completely relieved to find out that I'm not the only one that feels the way I do about the current state of the gaming industry.

    Bless you, Ron Gilbert. We need more people like him in the industry.

  • imapetert

    Posted Jul 6, 2006 8:29 pm PT

    A lot of comments here, so I dunno if this will be read...

    I just want to say, excellent feature here! I really enjoyed listening to this and I look forward to the next installment.

    I have now subscribed to the pod cast via iTunes.

    Good job Greg!

  • irishrpgfan

    Posted Jul 6, 2006 8:05 am PT

    That was wonderful. Greg is really good at interviewing; I sat and listened to it hoping it was longer.

    As was already said, I thought the volume was a little low. I had my headphones up to full volume, and I pushing them against my ears to hear it at a decent volume.

    As was also already said, you should try to get Roberta Williams to appear. I'd love to hear about what she thinks about The Silver Lining and the VGA remakes of some of her early King's Quest games.

  • Zygfryd

    Posted Jul 5, 2006 4:14 am PT

    Ron is a great guy and all, but he should reveal "the secret" already. It's been over a decade, for crying out loud! Besides... let' s face it - he won't do another MI game.

  • weemies

    Posted Jul 4, 2006 11:53 pm PT

    Absolutely fantastic podcast. It's great to hear such articulated, reasonable thoughts about the gaming industry, and it's current sorry state. I only knew Ron Gilbert as the name behind the first two Monkey Island games, which were excellent, but now after hearing this podcast I love this guy.

  • vaejas

    Posted Jul 4, 2006 7:27 pm PT

    Features AND the web graphics just keep getting better.

  • Morningstar79

    Posted Jul 4, 2006 2:57 pm PT

    Nicely done! Love the fact that you have an in-depth discussion and not just focus on the newest game(s).

    Also Monkey Island RULES!

  • strangelove47

    Posted Jul 4, 2006 1:54 pm PT

    That was a great interview - kudos to Gamespot. Ron's Monkey Island 3 is now my most wanted game. I wonder if it will see the light of day?

  • ulrikz

    Posted Jul 4, 2006 7:34 am PT

    Nice and awesome podcast, hope this will be a returning feature

  • Lovegreen

    Posted Jul 4, 2006 3:30 am PT

    I'm SO subscribing to this :-)

  • ThieveryCo

    Posted Jul 4, 2006 3:26 am PT

    Really good interview... keep on posting this feature...

  • sam-o-

    Posted Jul 4, 2006 12:12 am PT

    COOL

  • cheung31

    Posted Jul 3, 2006 9:05 pm PT

    GameSpot, great stuff with this new feature.

    Possibly compress it on a lower birtrate and frequency next time, as it is only a voice interview. The file is pretty large for an interview.

    Can't wait for more!! Love listening to what the creators of these fabulous games we love, have to say.

    When Ron discusses how gaming will soon be fixated on just the hardcore, I tend to disagree. Just take a look at what Nintendo's doing with the Wiimote. They are definitely taking the challenge of making for a more intuitive and interactive control scheme instead. of L1,2,3, 2 analogs, abxy etc etc.

  • Darkkain

    Posted Jul 3, 2006 8:46 pm PT

    [This message was deleted at the request of the original poster]

  • Darkkain

    Posted Jul 3, 2006 8:43 pm PT

    WOW!

    Seriously. I am so impressed by this idea. I am going to tell my friends at work about this feature. You really hit it on what your subscribers are looking for from Gamespot. Please keep delivering more innovative content like this. Thank you.

  • Darkkain

    Posted Jul 3, 2006 8:40 pm PT

    [This message was deleted at the request of the original poster]

  • aniljoy

    Posted Jul 3, 2006 7:10 pm PT

    Amazing piece of info.I never knew this much about the gaming industry.U duys should try and put out more interviews!!!!!

  • cosmic315

    Posted Jul 3, 2006 6:23 pm PT

    What is the name of the game on the first page last picture?

  • carbogo

    Posted Jul 3, 2006 6:01 pm PT

    Greg you hit everything I could have hoped for....
    Thanks

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Designer Threads feat. Ron Gilbert - 6/30/06

Legendary game designer Ron Gilbert speaks with GameSpot's Executive Editor Greg Kasavin about the secret of Monkey Island, the Commodore 64, why you shouldn't get into the games business, and much more.

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