[HN Gopher] After 40 years of adventure games, Ron Gilbert pivot...
       ___________________________________________________________________
        
       After 40 years of adventure games, Ron Gilbert pivots to outrunning
       Death
        
       Author : mikhael
       Score  : 182 points
       Date   : 2025-12-01 17:13 UTC (4 days ago)
        
 (HTM) web link (arstechnica.com)
 (TXT) w3m dump (arstechnica.com)
        
       | HelloUsername wrote:
       | Ah, too bad to hear his upcoming game is cancelled!
        
         | abnercoimbre wrote:
         | Do we know why it was?
        
           | kg wrote:
           | The publishing and investment climate
           | https://www.gamesindustry.biz/ron-gilbert-cancels-rpg-
           | projec...
           | 
           | It's pretty tough getting a game funded right now.
        
             | willmadden wrote:
             | It's self-inflicted. The big studios are beyond terrible.
             | The games are more about social conditioning than
             | entertainment.
             | 
             | See Clair Obscur. They got funding from the State of France
             | and the French National Centre for Cinema, and the game is
             | 100x better than the slop the big studios publish.
        
               | samiwami wrote:
               | Social conditioning? Clair Obscur is good and was very
               | unique, but is not 100x than "the slop big studios
               | publish".
        
               | UpsideDownRide wrote:
               | Infinity times better coukd be a better hyperbole, very
               | goos game versus no good. Dividing by zero gets you
               | infinity instead of just 100
        
               | ido wrote:
               | "Let's just all make Clair Obscur/Minecraft/Blue Prince"
               | is not a repeatable strategy (every indie dev is trying
               | to make good games). How much did it cost to make the
               | Beatles' albums? A piano, drums, a couple of guitars and
               | salaries for 4 guys? Why don't the big studios today with
               | all their money just hire another Beatles?
               | 
               | Same reason why Ubisoft isn't just making another
               | Balatro. Industrializing culture isn't (yet?) a solved
               | problem.
        
               | recursivecaveat wrote:
               | On the other hand I'm kind of shocked that the big gaming
               | studios never seem to be fast followers. It feels like
               | we've been through multiple waves of Balatro-likes from
               | indie developers already. Where is the Ubisoft Lethal
               | Company or something? You'd think having a studio full of
               | experienced developers with tons of tech they could hop
               | on trends quickly. It seems like they think it's beneath
               | them or something though. Or maybe they're just
               | structurally incapable of moving quickly. It did take 11
               | years and like 4 redesigns to make Skull & Bones after
               | all.
        
               | ido wrote:
               | The more people you add the slower you get, not faster.
               | Large companies are nutorously slow moving (and
               | particularly slow to change directions) vs small
               | upstarts.
        
               | baud147258 wrote:
               | yeah, but at this point it's weird they just don't grab a
               | studio, give them a funding for 2 years and say them
               | 'copy the latest indie trends with a tad more polish' and
               | let them cook to see what comes out.
        
               | ido wrote:
               | They tried that, e.g. "EA Originals"[0] is basically that
               | (there are similar programs at other major publishers). I
               | suspect it proved to not be a big money maker at the
               | scale required to move the needle at publishers of that
               | size., and that they are keeping these on as a sort of
               | prestige programs.
               | 
               | [0] https://en.wikipedia.org/wiki/Electronic_Arts#EA_Orig
               | inals
        
               | tikotus wrote:
               | This is a conjencture, even if I do work in the industry
               | but not AAA, but: Following the trends simply isn't part
               | of their business model. Following current trends is a
               | very unpredictable business. Many try, and many fail. AAA
               | had the luxury of somewhat predictable sales. They can
               | make big bets like working years on a game, since they
               | know they will have millions of players. And they know
               | smaller studios can't compete with them in that business.
               | 
               | But, of course, making games is hard, and sometimes they
               | fail. And now the free tools are getting really good, and
               | smaller studios are becoming increasingly competent. Will
               | we soon see the big ones fall? Their only way to survive
               | is to keep going bigger, escaping the smaller studios to
               | a place they can't reach. Now we have AAAA games. But is
               | there a limit where players stop caring how many As a
               | game has?
        
               | Supernaut wrote:
               | > How much did it cost to make the Beatles' albums? A
               | piano, drums, a couple of guitars and salaries for 4
               | guys?
               | 
               | The Beatles did only take a few days to knock out each of
               | their earliest LPs. However, per Wikipedia, "the group
               | spent 700 hours on [Sgt. Pepper's Lonely Hearts Club
               | Band]. The final cost [...] was approximately PS25,000
               | (equivalent to PS573,000 in 2023)."
               | 
               | So, actually, envelope-pushing cultural landmarks
               | typically do require a lot of effort and money to
               | complete.
        
               | binary132 wrote:
               | >Industrializing culture isn't a solved problem
               | 
               | Someone's never heard of the American music industry
        
               | willmadden wrote:
               | Correct, a better description.
        
               | willmadden wrote:
               | Yes, it is 100x better than the slop the big studios
               | publish.
               | 
               | Enter: parasitic storytelling
               | https://www.youtube.com/watch?v=gFxu3Q71NvE
        
               | andrepd wrote:
               | Your mention of "social conditioning" a propos of nothing
               | gives you away like the "three fingers" in Inglorious
               | Basterds. I would highly suggest not basing your entire
               | personality and opinions on a slack-jawed streamer's
               | meandering rant delivered from his RGB gaming chair for 5
               | hours straight.
        
               | willmadden wrote:
               | Here, educate yourself:
               | https://www.youtube.com/watch?v=gFxu3Q71NvE
        
           | schnebbau wrote:
           | He can't be trusted after fumbling the ending of Return to
           | Monkey Island.
        
             | donogh wrote:
             | In his defence, Monkey Island _is_ Ron's creation and the
             | ending is probably what he always intended. It felt like a
             | fitting conclusion to me that neatly tied a bow on the
             | whole saga.
        
               | simpetre wrote:
               | He's also been creating absurdist controversial endings
               | to adventure games for a long time before Return to
               | Monkey Island (SoMI2, Thimbleweed Park)...
        
               | turtlebro wrote:
               | I thought the ending was lovely as well. We get
               | sincerity, but seems some people can't go to sleep
               | without an epic boss fight and some dramatic reveal of
               | the "secret". This was the better way to do it and for me
               | the best point and click ever made.
        
               | davidivadavid wrote:
               | So instead you get a sophomoric meta-ending that has
               | absolutely no originality and shits on decades of
               | storytelling? The ending is trash and an insult to the
               | fans' intelligence because the author can't accept he's
               | "just" writing adventure fiction, as if that's beneath
               | him and instead needs to make some philosophical point
               | about the nature of aging, thereby completely stepping
               | out of his skill set. Go read Proust, Ron Gilbert, and
               | leave _that_ silly ambition to rest.
        
               | hnal943 wrote:
               | But that's Ron. He's a Portland Gen X Socialist. Irony
               | and cynicism are the only things he knows.
        
               | probably_wrong wrote:
               | I believe that, as far as "The Secret" goes, this is what
               | he always intended. The idea had been floating around
               | forums for quite a while and I have no objections to
               | that.
               | 
               | Having said that, RtMI feels like Ron Gilbert telling me
               | to go away and do something else with my life. The world
               | is falling apart, the game characters don't care, the
               | ending itself gives up on you and, in case you didn't get
               | it, there's a letter afterwards from Ron Gilbert himself
               | telling you that, if you try to recapture the past,
               | "you'll sort of get what [you] want but it won't be what
               | [you] expected".
               | 
               | As far as I'm concerned, I would have preferred it if he
               | hadn't made the game at all.
        
               | davidivadavid wrote:
               | Truly infuriating.
        
             | vaylian wrote:
             | There is an alternative ending if you know what to look
             | for: https://www.trueachievements.com/a375369/i-dont-
             | believe-achi...
        
             | sph wrote:
             | My issue with it was not even the end, but everything else:
             | it felt like a nostalgia tour and retreading of old ideas.
             | Even the themes of the soundtrack were based off the
             | originals. I quit a couple hours in; I wanted a new Monkey
             | Island story, all I got was a game for people that simply
             | wanted to relive their youth.
        
             | goopypoop wrote:
             | birds are immune to pepper heat
        
         | p2detar wrote:
         | It's not. It's about an older RPG.
         | 
         | https://mastodon.gamedev.place/@grumpygamer/1156577401223472...
        
       | acomjean wrote:
       | His website is pretty fun.
       | 
       | https://grumpygamer.com/
       | 
       | He also blogged the development of tumbleweed park
       | 
       | https://blog.thimbleweedpark.com/archives.html
        
         | N_Lens wrote:
         | Thanks for sharing, his website has a nice vibe.
        
         | tomovo wrote:
         | Yes and the podcast was fun to listen to. Great chance to
         | follow work in progress of an experienced game developer, week
         | by week.
        
       | kentm wrote:
       | He mentions living through the dialog fast and says that the
       | takeaway is that people don't care about the story. However, I
       | wonder if his players just read very fast. I grew up on JRPGs and
       | read through dialog quickly, to the point that people around me
       | don't believe that I could possibly be following the story. But
       | that's just how fast I can read game dialog.
        
         | hyfgfh wrote:
         | Two words: Disco Elysium
         | 
         | Maybe you need VA too
        
         | vidarh wrote:
         | I'm sure some do, but also I know some don't, because I
         | typically don't. There are (rare) exceptions, but most game
         | dialogue is predictable and boring, and so after the first
         | couple of screens I will just hammer whichever button to skip
         | the dialogue as fast as I can, repeatedly, until the dialogue
         | is gone whenever it pops up.
        
           | latexr wrote:
           | Fortunately, these days it seems more common that games
           | highlight important pieces of information in the dialogue, so
           | you at least get the important keywords.
           | 
           | I used to be very much into the story in video games, but at
           | a certain point the overwhelming majority have become so
           | generic and dull that I no longer bother. The biggest
           | offenders are the ones who throw an insane amount of
           | exposition at you before you even start playing. I remember
           | one where I was pressing "A" furiously for _minutes_ , with
           | no way to skip, before anything even happened. I eventually
           | quit the game and ended up returning it without experiencing
           | any gameplay.
           | 
           | A great example of how to do this right is CrossCode. It
           | throws you directly into the action and shows you "this is
           | how the game is going to feel" from the get go. Then it pulls
           | back and gives you the story and a tutorial before carrying
           | on. It was super effective on me. Because in the first few
           | minutes I immediately got a taste for what was to come _and
           | liked it_ , I became much more interested and patient in
           | experiencing the story.
           | 
           | https://en.wikipedia.org/wiki/CrossCode
        
             | ACCount37 wrote:
             | Yeah, exposition overload is a rookie mistake a lot of
             | writers make.
             | 
             | And video game writers in particular? Sometimes it feels
             | like just having a Wattpad account could put you in top 50%
             | of them. I've seen AAAs where saying the writing was
             | "fanfic tier" would be an insult to fanfics. Like they
             | either hire the cheapest people they can get, or give the
             | job to someone like an executive's daughter with big ideas
             | and no ability to execute on them.
             | 
             | A good writer knows the power of "show don't tell", and
             | knows the value of keeping the audience hungry and wanting
             | for more.
        
               | andrepd wrote:
               | But to be honest, isn't this also true of the basic
               | Hollywood or Netflix fare?.
               | 
               | I've been watching season 5 of Stranger Things. It has a
               | budget of approximately 1 gazillion dollars. The writing
               | is utterly basic predictable, boring, cliche, it's either
               | a marvel-tier quip or a hollywood trope. Most Netflix
               | shovelware isn't better than this.
               | 
               | So I don't think it's unique to video games :)
        
               | kalavan wrote:
               | It's surprising that series and movies with gazillion-
               | dollar budgets don't seem to have money for decent
               | writers. About the only explanation I can think of is
               | that the way the series or movie is made itself makes
               | story too hard to do.
               | 
               | E.g. an action movie is designed around its stunts and
               | then the plot is stitched together to support them. And
               | series that are made one episode at a time can suffer
               | from serious plot drift when they aren't planned ahead
               | properly, or when executives can't decide whether they're
               | going to have one more season or not.
        
               | mattmanser wrote:
               | It's worse than previous series, I've noticed myself
               | zoning out a few times, but the entire Stranger Things
               | schtick is that it's a homage to the 80s. It's story
               | lines are cliched, that's the point. They're predictable
               | because you have seen them before.
               | 
               | They even highlight and play with it themselves in the
               | show, introducing the big bad via the D&D table in the
               | first episode of each season, referencing the films
               | they're doing, sometimes including the same actors from
               | the films they're riffing off (Sean Astin as Bob, Robert
               | Englund as Victor Creel).
               | 
               | Season 1 : Aliens/ET
               | 
               | Season 2 : Goonies, The Exorcist
               | 
               | Season 3 : Invasion of the Body Snatchers, The Blob
               | 
               | Season 4 : Nightmare on Elm Street, Hellraiser
               | 
               | Season 5 : So far we've seen Home Alone, Lost boys,
               | Terminator
               | 
               | Saying it's predictable and cliched is just saying
               | they've done their job well! And missing one of the main
               | points of the TV show. My friend was almost giddy that
               | they'd used Technicolor in the Holly/Max world.
        
               | phantasmish wrote:
               | My wife works a lot with LLMs and writing, and some time
               | in episode 3 she was like, "I'm pretty sure a lot of this
               | was written by AI."
               | 
               | The long talking-in-circles conversations, especially.
               | 
               | That's in addition to repeating everything several times,
               | which is just a Netflix bad-on-purpose thing to account
               | for people who aren't paying much attention.
        
           | aleph_minus_one wrote:
           | > There are (rare) exceptions, but most game dialogue is
           | predictable and boring
           | 
           | I guess this depends on the genre. For point&click adventure
           | games and visual novels, the situation that game dialogs are
           | predictable and boring occurs much more rarely.
        
           | harrall wrote:
           | Same.
           | 
           | Game writers need to learn about character development.
           | 
           | I never care about 99% of characters in video games.
           | Characters need history that they don't necessarily let up
           | easily, deep seated fears that they don't want to tell you,
           | and subtle wants that they may be embarrassed to admit. Sure
           | you're still hacking and slashing but you're also thinking
           | "hey I wonder how this is going to affect so and so?"
        
         | ACCount37 wrote:
         | I've seen quite a few streamers that click through the text and
         | don't care about the story.
         | 
         | It's even more common among playtesters. Ever noticed how some
         | games seem to go out of their way to avoid any subtlety and
         | repeat the major plot points at least 4 times? Or give way too
         | many hints for the easiest of puzzles? One of the causes is
         | that a game was playtested within an inch of its life.
         | 
         | Someone ended up optimizing for the kind of player who doesn't
         | care much, because the playtesters didn't care much - they were
         | only there for a paycheck.
         | 
         | But I've also seen a couple of streamers that can just scan
         | entire pages into their mind in a second and click through text
         | while retaining all the information.
         | 
         | I thought myself a quick reader, but even I was in a disbelief
         | seeing someone read this quick on the first playthrough.
        
           | jerf wrote:
           | Game text is highly patterned. And since gamers generally
           | can't be trusted to read long text, it's easy to extract the
           | actually important parts, by design, if you practice it a
           | lot.
           | 
           | It reminds me of one of the things I consider a secret
           | programmer skill, which is the ability to watch logs
           | streaming by at a fairly fast pace and still stand a
           | reasonable chance of picking out the _one_ log message that
           | stands out and means something. This also depends on the fact
           | the logs are highly patterned.
        
           | shadowgovt wrote:
           | > they were only there for a paycheck
           | 
           | Perhaps more generously: reading the same story one or a few
           | times carries more impact than reading it 300 times in quick
           | succession. Especially when your goal that day isn't to find
           | out what Atton Rand learned in his time fighting in the
           | Mandalorian Wars; it's to walk to the right immediately after
           | he finishes talking to confirm whether you can still fall
           | through the deck-plating and into space there.
        
             | ACCount37 wrote:
             | I don't mean the "play the same levels 300 times" QA. I
             | mean the usual blind playtests that are conducted to gather
             | external feedback on the gameplay.
        
         | criddell wrote:
         | Most of the time I wish games had an option to auto-skip
         | everything that's skippable (and just about everything that
         | isn't gameplay should be skippable).
         | 
         | I usually start a game intending to fully immerse myself in it,
         | but the story part of the game usually doesn't click with me.
         | I'm playing Ghost of Yotei right now and it's a perfect example
         | of that. Super fun game, boring story.
        
           | LostMyWords wrote:
           | Visual novels usually present an autoplay feature[1] which
           | stops at choices, or just skips text you haven't met yet. The
           | genre is famous for its multiple endings, even in the dozens,
           | so a game can branch a lot and players re-play a game many
           | times, so the autoplay feature is appreciated. You can also
           | set the text speed in many games, and there's a play log
           | called history[2] if you missed something.
           | 
           | [1] https://vndev.wiki/Autoplay [2]
           | https://vndev.wiki/History
        
         | Eric_WVGG wrote:
         | I'm also a speed reader, grew up on Infocom text adventure
         | games. Interesting connection!
        
         | dalmo3 wrote:
         | Funny you mentioned Disco Elysium. I played the game when it
         | was first released and had no audio dialogue. I read moderately
         | fast, but I never skipped any dialogue and always explored all
         | branches my skills allowed. It took me 40 hours to finish.
         | 
         | When audio dialogue was released I played it again and I
         | couldn't stand the slower pace. It'd have probably taken 150h
         | to finish the game again like that. So I switched to another
         | language that was text only. (Btw, having a hotkey to switch
         | between languages on the fly is AMAZING design).
         | 
         | All I'm saying is I'm agreeing with GP, going fast didn't mean
         | I didn't care, quite the opposite as going faster meant I could
         | explore more options.
        
       | dbalatero wrote:
       | This title freaked me out... I thought he was dying. Glad to hear
       | it's just a new game!
        
         | BLKNSLVR wrote:
         | First I thought he was dying, then I thought he was committing
         | all his resources into extending human life / reaching the
         | singularity (like Kurzweil)
         | 
         | Then I read the article :)
        
         | tomaskafka wrote:
         | I thought worse - that he became another longevity dudebro.
         | Phew :).
        
           | dbalatero wrote:
           | Damn, that truly would be worse.
        
         | raverbashing wrote:
         | Well, we all are. Slowly
        
           | quitit wrote:
           | Except the bots.
        
         | Trufa wrote:
         | I thought he was joining Bryan Johnson
        
           | cliffordc wrote:
           | I thought he was in a new episode of Family Guy
        
       | szczepano wrote:
       | his new game link
       | https://store.steampowered.com/app/3773590/Death_by_Scrollin...
        
       | thaumasiotes wrote:
       | > while Gilbert said he enjoyed Vampire Survivors, he added that
       | the game's style was "a little too much 'ADHD' for me. I look at
       | those games and it's like, wow, I feel like I'm playing a slot
       | machine at some level. The flashing and upgrades and this and
       | that... it's a little too much."
       | 
       | Vampire Survivors was designed by a guy whose job was coding slot
       | machines.
        
         | egypturnash wrote:
         | Dang, that explains so much about it.
        
       | philipallstar wrote:
       | > After hiring an artist and designer and spending roughly a year
       | tinkering with that idea, though, Gilbert said he eventually
       | realized his three-person team was never going to be able to
       | realize his grand vision.
       | 
       | This seems spectacularly obvious. No retrospect required.
        
       | s_dev wrote:
       | Disco Elysium seems to have revived the point and click genre.
       | People are getting nostalgic for the GameCube with the new
       | 'GabeCube' and with Dawn of War IV and Medieval III being
       | announced there seems to be a renaissance of RTS games happening.
       | 
       | For all the bad news percolating in the world at the moment these
       | are some of the good notes I choose to dwell on.
       | 
       | I wish Ron Gilbert well in contributing to this epsilon in the
       | gaming world.
        
         | hvs wrote:
         | Disco Elysium is truly a wonderful game for adventure/rpg fans.
         | I have a small fraction of the time I had as a younger man to
         | play games so I have to be very selective with my choices and
         | Disco Elysium has taken up a large portion of that time for the
         | past few months.
        
           | jeffwask wrote:
           | Yeah, great game it's just a shame the publisher screwed over
           | the dev team.
        
         | lkramer wrote:
         | Well, he did. He made Monkey Island 5 and he was part of the
         | Kickstarter wave which I think is what truly revived the
         | nostalgia for older games (first by being tangentially involved
         | with Broken Age, and later by making Thimbleweed Park).
         | 
         | I think the headline, and to some extend the article is wildly
         | misleading. Ron Gilbert have never limited himself to Adventure
         | games. After he left LucasArts, he made educational games and
         | was a producer for Total Annihilation. He also made Death Spank
         | and The Cave.
        
         | velcrovan wrote:
         | Disco Elysium has been out for several years now and nothing
         | else like it has yet been released. So I wouldn't say it's
         | revived anything, just that it's proved that it's still
         | possible to do something amazing in the genre.
         | 
         | I like to say Disco Elysium is one of my top five books I've
         | ever read.
        
       | aidenn0 wrote:
       | I'm kind of sad we miss out on RG's take on an action RPG.
        
       | nonethewiser wrote:
       | >While Gilbert said he's always harbored these kinds of anti-
       | capitalist feelings "at some level," he said that "certainly
       | recent events and recent things have gotten me more and more
       | jumping on the 'Eat the Rich' bandwagon." Though he didn't detail
       | which "recent events" drove that realization, he did say that
       | "billionaires and all this stuff... I think are just causing more
       | harm than good."
       | 
       | This is very amusing to me. Gilbert must be quite rich [0], yet
       | there is a very large difference between his wealth and the
       | wealth of a billionaire. In fact, the wealth inequality between
       | himself and Bezos, for example, is _waaay_ higher than between a
       | poor person and himself. Perhaps why he identifies more with the
       | latter. But where is the more important disparity? It 's between
       | a poor person and himself.
       | 
       | He seems to feel like he is not rich. Or does he want to be
       | eaten? Everyone but 1 person can complain about the richer
       | people. But at the end of the day, low absolute wealth and not
       | the degree of difference is what matters.
       | 
       | [0] - There is not public information on his personal wealth but
       | he was a titan in the industry for 40 years and founded a company
       | that sold for $76M. From that deal salary, royalties and with a
       | moderate amount of interest, he's probably easily at $10-30M.
       | That, or perhaps he's terrible with money.
        
         | MattRix wrote:
         | You can be a beneficiary of a system and still complain about
         | that system.
         | 
         | On top of that, billionaires who take over media companies and
         | lobby politicians have much more power than a millionaire like
         | Ron. Their ability to make things worse is on a completely
         | different level.
        
           | nonethewiser wrote:
           | Absolutely you can. But what does Gilbert expect to happen to
           | his wealth?
        
             | sd9 wrote:
             | It's ok to believe and advocate for something that reduces
             | your individual ability to accumulate capital.
        
               | nonethewiser wrote:
               | Absolutely it is. What impact on his wealth does he think
               | dismantling capitalism will have?
        
               | dbalatero wrote:
               | Why do you assume he cares?
        
         | yoyohello13 wrote:
         | I think it's a pretty simple cutoff. If you're so rich that you
         | can rent an entire city for your wedding, that's too rich. If
         | you can buy an entire Hawaiian island, that's too rich.
        
           | nonethewiser wrote:
           | And then they leave, the tax base gets smaller, and Ron
           | Gilbert is now in the richest class.
        
       ___________________________________________________________________
       (page generated 2025-12-05 23:01 UTC)