The series has always been known for its sense of humour. Is it daunting to live up to the expectations set by previous games in terms of laugh-out-loud moments?
Absolutely! I often hear the writers of individual episodes (this includes episodes for different games like Sam & Max, and Wallace & Gromit as well) buckling under the pressure and grumbling that they have just written the “unfunny” episode in the series! Of course this is entirely untrue. We have a great collection of talented writers here and we all help bring out the best in each other.

What appeals to you about releasing the game in episodic format, and why do think WiiWare is a good fit for this much-anticipated title?
From a production standpoint, one of the best things about episodic is the ways the format allows us to directly interact with our fans. Once an episode is out, we can almost immediately respond to feedback and work on getting things into the game that players want to see. It also allows us to do things like the “game designer for a day” contest where fans can write into our site and get their own content written right into a future episode.
From a gamer point of view, I really like that I can look forward to a steady stream of games over the course of several months. It really gives me something to look forward to, and for story based games, it gives me time to be able to play at my own pace and really absorb the stories.
Gamers who were around in the early ‘90s might have fond memories of groundbreaking point and click adventure games such as Monkey Island. But how do you see a title like Tales of Monkey Island fitting in and being received during this current era of gaming?
I think that in this case it’s all about the story telling. At Telltale, that is something we really focus on. We know from past experience that adventure games are a fantastic way to tell a story in an interactive and cinematic way. I believe that people want to experience fantastic stories full of drama, comedy, excitement and fantasy along with characters that are intriguing and rich with personality, and that there will always be a place for these kinds of games, even in this current era of gaming.

What were some of the biggest challenges you faced overall in getting the Tales of Monkey Island from the drawing board into its final form?
One of the initial biggest challenges for design was to settling on a tone for the story. It’s one of those fine balancing acts where we don’t want to rely too much on revisiting themes and jokes from the past games while also not alienating fans and going too far with a totally new direction. I think we have found that sweet spot where we put the familiar characters in an all new setting but are still able to maintain that authentic Monkey Island funk.
A lot of excitement has been generated by the return of the Monkey Island series. Do you think there’ll be another nine year gap before Guybrush Threepwood is back in action in a new adventure?
Well, I certainly hope not!