> DESCRIBE THE MONK’S BREW
The monk turns to you and proclaims: "The Monk's Brew is a blog about indie game design, development, and play, with a particular emphasis on the adventure genre. It is brought to you by Rubes, an indie game developer from Salt Lake City, Utah."Read more about this blog here.
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> DESCRIBE VESPERS
The monk clears his throat and begins: "Vespers is an adaptation of Jason Devlin's interactive fiction work of the same name. It is an experiment to discover what kind of horribly disfigured offspring might result from the mating of an IF engine with a 3D first-person graphics engine."
> DESCRIBE RUBES
The monk looks up from his mug and utters: "Rubes (Mike Rubin) is an indie game developer who started gaming with text adventures and this book, even before the heyday of the Apple ][. He's also the budding pioneer of a new genre in computer gaming, three-dimensional interactive fiction (3D/if). His first project in this genre is Vespers."
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Gilbert interview
Just wanted to point out a new interview posted over at Eurogamer with Ron Gilbert, he of Monkey Island fame. Gilbert was recently hired as creative director at Hothead Games to assist with their upcoming games, “Penny Arcade Adventures: On The Rain-Slick Precipice of Darkness” and “Deathspank”. I’m not a Penny Arcade fan, so the former doesn’t really appeal to me very much — particularly the way Gilbert describes it:

The latter, however, sounds a bit more intriguing, although not much has been revealed about it except that it will be released episodically — which apparently is the hip new thing these days. Said Gilbert:
That sounds like something I could look forward to. In the interview, Gilbert is very enthusiastic and hopeful for the future of adventure games, which is encouraging — as long as companies like Hothead and TellTale are successful and continue to publish good quality pieces.
Towards the end of the interview, Gilbert is asked to comment about this year’s GDC, when Dave Jones (from Realtime Worlds) apparently said something about leaving storytelling to books and movies, not games.
I think he’s on to something, but I find it interesting that interactive fiction still isn’t really part of the discussion. IF did, and still does, a good job of telling stories without graphics. But even though his solution is to blend core adventure game elements with other genres, such as RPG, we’re not really sure what those core elements are that he refers to. In many respects, IF is at the core of most adventure games, at least historically, so perhaps asking “What works about IF?” can really get at the heart of the question “What works about adventure games?”