 The game 's plot , as described by Dave Grossman : “ It ’ s a story about this young man who comes to an island in search of his life ’ s dream . He ’ s pursuing his career goals and he discovers love in the process and winds up thinking that was actually more important than what he was doing to begin with . You ’ re laughing , but there ’ s actually something deeper going on as well . ” When work on the plot began , Gilbert discovered that Schafer 's and Grossman 's writing styles were too different to form a cohesive whole : Grossman 's was " very kind of a dry , sarcastic humor " and Schafer 's was " just a little more in your face " . In reaction , Gilbert assigned them to different characters and story moments depending on what type of comedy was required . Grossman believed that this benefited the game 's writing , as he and Schafer " were all funny in slightly different ways , and it worked well together " . Schafer and Grossman wrote most of the dialogue while they were programming the game ; as a result , much of it was improvised . Some of the dialogue was based on the designers ' personal experiences , such as Guybrush 's line " I had a feeling in hell there would be mushrooms " , which came from Schafer 's own hatred of fungi . 
 The game <a href='null_genetive' title='1'><mark>'s</mark></a>plot , as described by Dave Grossman : “ It ’ s a story about this young man <a href='null_relcl' title='2'><mark>who</mark></a><a href='uninflect' title='3'><mark>comes</mark></a> to an island in search of his life ’ s dream . He ’ s pursuing his career goals and he <a href='uninflect' title='4'><mark>discovers</mark></a> love in the process and <a href='uninflect' title='5'><mark>winds</mark></a> up thinking that was actually more important than what he was doing to begin with . You ’ re laughing , but there ’ s actually something deeper going on as well . ” When work on the plot began , Gilbert discovered that Schafer <a href='null_genetive' title='6'><mark>'s</mark></a>and Grossman <a href='null_genetive' title='7'><mark>'s</mark></a>writing styles <a href='uninflect' title='8'><mark>were</mark></a> too different to form a cohesive whole : Grossman <a href='null_genetive' title='9'><mark>'s</mark></a>was " very kind of a dry , sarcastic humor " and Schafer <a href='null_genetive' title='10'><mark>'s</mark></a>was " just a little more in your face " . In reaction , Gilbert assigned them to different characters and story moments depending on what type of comedy was required . Grossman believed that this benefited the game <a href='null_genetive' title='11'><mark>'s</mark></a>writing , as he and Schafer " <a href='uninflect' title='12'><mark>were</mark></a> all funny in slightly different ways , and it worked well together " . Schafer and Grossman wrote most of the dialogue while they <a href='uninflect' title='13'><mark>were</mark></a> programming the game ; as a result , much of it was improvised . Some of the dialogue was based on the designers <a href='null_genetive' title='14'><mark>'</mark></a>personal experiences , such as Guybrush <a href='null_genetive' title='15'><mark>'s</mark></a>line " I had a feeling in hell <a href='dey_it' title='16'><mark>there</mark></a> would be mushrooms " , which came from Schafer <a href='null_genetive' title='17'><mark>'s</mark></a>own hatred of fungi . 
The game  plot , as described by Dave Grossman : “ It ’ s a story bou this young man come to an island in search of his life ’ s dream . He ’ s pursuing his career goals and he discover love in the process and wind up thinkin that was actually more important than wat he was doin to begin with . You ’ re laughing , but there ’ s actually something deeper going on as well . ” When wrk on da plot began , Gilbert discovered that Schafer  and Grossman  writing styles was too diff to form a cohesive whole : Grossman  was " very kind of a dry , sarcastic humor " and Schafer  was " jus alil more in your face " . In reaction , Gilbert assigned em to diffediffrentacters and story moments depending on wwhttype of comedy was required . Grossman believed that this benefited tdagame  writing , as he and Schafer " was alll funnie in slightly different ways , and it worked well together " . Schafer and Grossman wrote most of thdaialogue while they was programming the game ; as a result , much of it was improvised . Some of the dialogue was based on the designers  personal experiences , such as Guybrush  line " I had a feeling in hell it would be mushrooms " , which came from Schafer  own hatred of fungi .