The 14 Deadly Sins of Graphic-Adventure Design (or, Why Ron Gilbert Hated Adventure Games)

In addition to the obvious goals of making a hit game and not getting himself fired, one of Ron Gilbert’s implicit goals in making Maniac Mansion was to force a dialog about the sorry state of the nascent art of graphic-adventure design. Sadly, his message wouldn’t be terribly well-heeded by designers other than his own … Continue reading The 14 Deadly Sins of Graphic-Adventure Design (or, Why Ron Gilbert Hated Adventure Games)