Bostur said:
lacktheknack said:
In case anyone laughed at the silly made-up non-sequitur that was "putting the spaghetti on the mummy" in the article... no, that really happened.
You had to flush the spaghetti down the time-travelling toilet to get it to the right era, and the player in that era has to use the spaghetti on the mummy, and then they have to use the fork to make a decent hairstyle.
How else was that mummy going to win the beauty contest?
...Day of the Tentacle was a damn good game.
There is something weird going on with adventure games and comedy. It works very well, but I have no idea why it is. Maybe it's the process of being told part of a joke, and slowly having to unravel it yourself.
Are jokes more funny if the punchline takes a while to get? Normally if we don't get the punchline we would forget about the joke. But in an adventure game the joke can be told slowly.
If it's an absurdist joke (which adventure games often revel in), then the humour and intrigue comes from the space between the set up and the payoff.
For example, if I explained WHY the mummy needs to win the beauty contest, the joke would end. As is, you're probably pretty curious as to what possible payoff a mummy winning a beauty contest would have, and it's a funny idea. When you play the game, they design it so that even as you're playing, you're not sure WHY you're trying to win the beauty contest with a mummy (unless you guessed the answer to a different puzzle), but goddamit, you're got a mummy in an Elvis jacket, some wet spaghetti, false teeth and some roller skates, so you are going to win that contest, dammit!
It's a specific joke type that only really works in adventure games, because other games would be thought of as being "too slow" if they took the time needed to pull one off.
Another good example is Sam and Max (old and new, but especially old).