1084 Library Books Reviewed!

by Jenn Sandercock
Dec 29, 2016

When we asked people for some library books to fill up the Edmund Mansion mansion library, we weren't expecting such an overwhelming response. We're really amazed by the creativity and time so many people took to write a book for us.

We received 1084 entries. As part-coder, part-jack-of-all-trades, I pulled the shortest straw and had to read through all the books. I read through around 80 books a day, which took around an hour and a half. At that rate, it took me 14 days to finish all the books. Due to the sheer volume of books, I wasn't doing any sort of grammatical or spelling checks. Whatever people wrote is pretty much how it will end up in the game.

I was looking for anachronisms, inappropriate content, puzzle spoilers or red herrings, things that didn't work within the world of Thimbleweed Park. Many books I only skimmed and didn't get to absorb their awesomeness.

Out of the 1084 entries, 997 were ok on the first pass, 16 were duplicates (entries that someone submitted twice, presumably to fix mistakes), 11 were in a language other than English, 55 needed review and 5 were definite cuts.

Although we'd spoken about letting people translate their entries into other languages, the sheer number of people involved and coordinating that has meant we've decided against that. We used Google translate to check the 11 entries not in English to check that there weren't any issues. All of them were given the go ahead.

For the 55 books for review, we went through them all and talked about why we should or shouldn't accept them. We had to edit some to remove minor issues, anachronisms or author names that might lead to lawyers needing to be paid.

In the end we have a total of 1056 books in the library. That is, only 12 books were cut completely from the game! That's an impressive amount of content, much of it great quality.

We still need to go through and make sure the books fit on the page-art for the most part. But know that if you submitted a library book, it's mostly likely you'll be able to find it in the game!

Although I couldn't take the time to fully read all the entries as I skimmed them, two entries stick out in my mind as my favourites. So in the interests of giving you a sneak peak into how amazing our fans are, I'm going to share those two books with you.

First up is a book sent in by Dinko Galetic in the "Short Stories" section. It's called "Flash Fiction Anthology" by Various Authors:

My other favourite was a book sent in by Synne H. Rustad, it's called "Everyday Enchantments" by Synne Cinnamon.

- Jenn



Mattias Cedervall - Dec 29, 2016 at 19:20
Jenn, I still wish that you please correct this line in my book "Diet yet?": "Sorry, some berries MIGHT be delicious, but they still end hunger way too permanently." should be changed to "Sorry, some poisonous berries MIGHT be delicious, but still ends hunger way too permanently.". Thank you so much in advance if you help me! <3

Arto - Dec 29, 2016 at 19:21
Great effort to go through them all! Really surprised only so few were cut from the game.
I like the Flash Fiction Anthology very much too. It's a story of a relationship in a nutshell.

Kohaku - Dec 29, 2016 at 19:25
Oh my god, this is so exciting!! Thank you for taking the time to read through all of the entries, I can't wait to see if my entries made it and seeing how that is so very likely makes me happy already! ♥

badde - Dec 29, 2016 at 19:37
GREAT! Love it ! Where my entry ?

Gastin Blanco - Dec 29, 2016 at 19:44
will uou share which entries were added so that we know if we will be part of the library?

Jenn Sandercock - Dec 29, 2016 at 20:07
With 1056 books accepted, it's not really feasibly possible for us to post which books were accepted.

Giulio - Dec 29, 2016 at 21:01
What about telling which were the ones which didn't make it then?

Big Red Button - Jan 03, 2017 at 08:40
Don't you think that this would be a little bit mean? :-D

Patrik Spacek - Dec 29, 2016 at 19:48
I am afraid to go to the library now :/

badde - Dec 29, 2016 at 19:56
test it?! Run on german trranslatoion?

Mikee - Dec 29, 2016 at 20:16
So if we only submitted a book name early on it will not be included?  Only those who wrote  page text?

Jenn Sandercock - Dec 29, 2016 at 22:31
The book names that were gathered from the blog early on were for the Occult Bookstore. The majority of those book names are included. The books we're talking about here were for the library in the big mansion. For these books the submission form made you submit text for the pages of the book.

Mikee - Dec 30, 2016 at 00:17
Thanks!  I got them mixed up!

Johnny Walker - Dec 29, 2016 at 20:31
So sad I missed this! I'd have love to have submitted something!

Carlo Valenti - Dec 29, 2016 at 23:58
Many thanks for the post! A cool one.
I also like those two entries a lot.

Derrick P Reisdorf - Dec 30, 2016 at 00:11
Is the art/format for the book final?  I am discouraged from ever making my own indie game.  I just know I would try to make everything look perfect, and I would never finish (or if it is a big enough project, go over budget).  I would spend too much time fiddling with the spacing and placement of the words on the pages.
Anyway...I cannot wait.

LogicDeLuxe - Dec 30, 2016 at 07:17
I really hope that it is not final. That low-res rotated font is a pain to the eye, imho. I probably wouldn't read much of it that way. Please make it easier to read in some way. At least, I would prefer it rendered horizontally, even if it doesn't look that realistically, but just for the sake of readability. Alternatively, having the text rendered as an overlay in the native display resolution would also help a lot, I guess.

Someone - Dec 30, 2016 at 13:37
"That low-res rotated font is a pain to the eye, imho."

I agree with that. The font is really hard to read. My suggestion: Don't "rotate" the book, so the font isn't italic anymore.

Arto - Dec 30, 2016 at 14:29
I agree it was a bit difficult to read the text (letter g was especially hard to read), but we have only seen two screenshots at reduced size. It would be great if we could see a book in original resolution.

Gffp - Dec 30, 2016 at 20:04
I agree with Arto. In fact on my 4.3 inches smartphone display the text looks fine and easy to read (and I definitely LOVE sharp edges of pixels, yum!).
Not the same on my 15 inches laptop display, where letters are difficult to read. So it's definitely a matter of resolution. When you'll see those pages in the game, I trust they will be far better.

Ron Gilbert - Dec 30, 2016 at 21:39
Relax! The image on the website is scaled down.  It looks fine in the game.  Horizontal text is boring.

Carlo Valenti - Dec 31, 2016 at 08:22
I

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g
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e

Someone - Dec 31, 2016 at 10:14
"Horizontal text is boring."

Yes, you are right. It is boring. But it is readable. :)

I thought similiar about Times, Arial, etc - they are boring fonts. But when I dig more into typography I realized that less is more. A boring "normal" font is 1000 times better than a funny one set in italic that doesn't look boring at the first glance.

If you (Ron) have some spare time (after thimbleweed park) I would recomend you to read a book about typography. It's not only interesting to read but also important for games.

Ron Gilbert - Dec 31, 2016 at 10:15
YOU'RE LOOKING AT ACTUAL IN-GAME SHOTS!  I'm going to stop posting imagines that are not final.

Gffp (Guybrush' forgeman fights pitchforks) - Dec 31, 2016 at 10:55
No, why? Already tired of pitchwork fighting, sir Roland McGilbert from Thimbleweed County?

Someone - Dec 31, 2016 at 11:42
Ron, I wasn't referring to the current screenshots and I am aware that your screenshots are not actual in-game-shots and that the game is not finished yet. I just thought this was a general discussion about "should text rotated or printed italic?"

I was generaly speaking: Rotated or italic text is more difficult to read than normal one. It doesn't matter if it is printed, shown on a (high-res-)screen or pixelated. I suggest everyone who would like to print (longer) texts to not rotate them or make them italic.

And please note: I made just a suggestion. You don't have to agree with that. :-)

Ron Gilbert - Dec 31, 2016 at 12:19
I apologize for the ALL CAPS. It's early and I hadn't had my coffee yet.  I tried different options and I settled on the rotated text because it looks a lot better.  In the game, it is fully readable and none of the playtesters have ever mention readability.  When the game is ported to iOS, we might need to look at this and other issues for readability.  FWIW, the font is not italic.  It's a font called WalterTurncoat and you can get it from Google Fonts.

Big Red Button - Dec 31, 2016 at 11:08
What a harsh criticism for such a nothingness.
I'm pretty sure that the readability was impaired primarily because the screenshot is scaled down without anti-aliasing (using nearest-neighbor interpolation), as Ron wrote. Given that you use a modern screen resolution, non-horizontally rendered bitmap fonts wouldn't impair the readability.
Moreover, the C64 font is not funny. Seeing the low resolution on the C64, it's a very pragmatic font. And, honestly, I'm pretty sure that most gamers expect such a retro font. Personally, I would be disappointed if Ron was using Arial with high-res rendering. In such a case, there would even be no need for the pixel art in this game.

Big Red Button - Dec 31, 2016 at 11:25
Only for the pixel perfect mode would a horizontal font be advantageous.

Someone - Dec 31, 2016 at 11:52
Where do I have critisized Ron harshly? I just made a suggestion.

"Given that you use a modern screen resolution, non-horizontally rendered bitmap fonts wouldn't impair the readability."

That is true. The fonts and texts in the (I know, not finished and scaled!) screenshots above are readable. The problem is that your eyes will get tired. Reading long(!) italic or non-horizontally texts is more stressful for your eyes. Try it yourself: Change your Browser setting to an italic font. :-)

"Seeing the low resolution on the C64, it's a very pragmatic font."

I don't complain about the font, in fact I like it. :-)

nick - Dec 31, 2016 at 16:10
What would have been wrong about posting a real world scaled image?

Big Red Button - Jan 01, 2017 at 07:34
@ Someone:

Well, seeing Ron's experience in terms of game design, I found your suggestion regarding typography to be a bit patronizing, but I probably just over-interpreted it. So, I excuse myself for my judgment.

LogicDeLuxe - Dec 31, 2016 at 12:29
Thanks for clearing that up. Certainly no need to stop posting images. They are very much appreciated, and feedback should be valued. imho, even if you certainly don't always agree with all suggestions.

Snader - Dec 30, 2016 at 01:55
I love it! When I play the game, I will start met Final Cartridge III and add a book myself..

two plus two is four or five - Dec 30, 2016 at 02:57
Cool. I am looking forward to exploring this library.

Big Red Button - Dec 30, 2016 at 05:24
Me too. I'm curious to see where to find my works. Not only in the library but also in the occult bookstore.
I wonder how much time it would take to read through the entire library.

Big Red Button - Dec 30, 2016 at 05:40
Well, Jenn needed around 90 minutes for 80 books. But, I would probably need a bit more time than Jenn needed. If I needed two minutes per book, it would take about 36 hours. :0

Sushi - Jan 01, 2017 at 04:09
Only time will tell, but this seems to be the modern day equivalent to The Mazes in Zak McKracken - extending/stretching the requiered "playtime". Although not needed to traverse all/any of them to finish the game, you know you are at least going on a long pixel hunt to locate your entries in either the occult book shop, the library or the phone book. And for the OCD completists among us... well, good luck!
Option #209: randomize locations of crowd funded entries

Sushi - Jan 01, 2017 at 04:23
... and next to option #209, add the ON-ON switch from the mindbending machine in Zak! Hehehe...

Zak Phoenix McKracken - Dec 30, 2016 at 03:30
Great job! Applause to us, for our creativity! :-)

About translations: then,  will the team translate the content of every book in the all four languages, without any user help, even if it was offered in the form?

Gffp - Dec 30, 2016 at 08:31
"The books won't be translated, we decided to be nice to the translators."

Ron Gilbert latest tweet.

Zak Phoenix McKracken - Dec 30, 2016 at 17:44
Thank you

Martin Wendt - Dec 31, 2016 at 20:50
To me, Zak McKracken and Maniac Mansion were THE titles to learn English. I had NO idea what a 'fridge' was until I opened one. And even 'elevator' felt like an endboss at first (possibly the Terminator influence at the time).
Be bold, learn something new. It's  not like the game was written in Latin....

Sushi - Jan 01, 2017 at 04:15
But with the user translatable files, it can be! Although with all those datives, genitives, accusatives... that is going to be a challenge to be grammatically correct.

Tobias R. - Jan 02, 2017 at 19:17
I am pretty sure that what you opened was a “refrigerator”, not a “fridge”. :-)

Big Red Button - Dec 30, 2016 at 05:14
Thank you for checking all suggestions and winnowing from them, Jenn!

Blah blah blah - Dec 30, 2016 at 09:03
I couldn't even read these two entries all the way through.  Unlike the book title creativity, I fear these entries will be the least interesting part of the game (on average).  I'm sure there will be some gems, but I can't imagine taking the time to read more than a handful for curiosity sake.

Zak Phoenix McKracken - Dec 31, 2016 at 22:28
Well, as for the library in monkey island 2, I will spend the needed time to read every book. Besides, there should be a puzzle to solve, in the TWP library. It's part of the fun!
I don't care if it will take days or weeks or even months to finish the game.
I paid for this game, I had the opportunity to give my contribution in different ways (voice mail, title book, books in the libraries), and I am simply curious to see the creativity of people living in every corner of the world.
Again, it's part of the fun.
Happy new year!

Guga - Jan 03, 2017 at 08:54
Not to mention there's a wonderful 13-part adventure game book in the library :D

Lukas - Jan 03, 2017 at 05:12
I read the two examples above, I loved them, and I'm going to spend a lot of time reading more when the game comes out. To each their own, I guess. It's fortunate that you're not being forced to read the books if you don't want to :-)

Max Mustermann - Dec 30, 2016 at 10:18
As the books don't get translated, will they be added in a way to the game that we easily can make our own translations without writing (un)packers?

I would like to translate a couple of them to german (and hope that there're other people doing this too).

Wetzer - Dec 30, 2016 at 17:09
Maybe after release of the game (when the players know the content) it would be a posibility to create translations by fans and then added as official patches (after a year as GotY- or Gold- or Special Extended- or Directors- UNCut)? Or the translations are in a separate file to do it by the fans (the first grafic adventure with mod support!?!).

Eflih - Dec 30, 2016 at 17:52
Yup, it's uncomfy to read the text in the images.

R.R. - Dec 30, 2016 at 23:08
Please tell me that the Story "The Magical Armoire" is not among the cut books :D

Schala - Dec 31, 2016 at 01:30
That "Everyday Enchantments" one cracked me up. :)

Dr Q - Dec 31, 2016 at 04:23
Cool! Loved both stories and Im looking forward to wasting time on the rest of the books :D

Baki comics - Dec 31, 2016 at 05:53
Oh boy! Oh boy! I hope my story about "paper headed man" will be in the game!

Synne Cinnamon - Dec 31, 2016 at 05:53
Oh my goodness, what a lovely surprise! Thank you ever so much for the feature here, Jenn. Made my day!
I am really excited about the game, and I think it's an honour that my book - that all our books! - will be in it. Great to see that there's so much activity and enthusiasm among us backers.
Thanks to the whole team for all your hard work! This is going to be great, I can tell.
Also: Happy new year! Best wishes from Norway! xxx

Ema - Dec 31, 2016 at 07:12
C'mon guys, leave the poor Jenn alone... I can understand that every 1084 of you wants to know the fate of his/her work, but.... just wait.

The first entry published is sadly beatiful, congratulations to the author.
About the second one, well.... I didn't get it. Can anybody explain it to me, please? I understood the literal meaning, but I couldn't find in it anything interesting, maybe it's me. Thank you.

Ema - Dec 31, 2016 at 10:18
@synne
Sorry, I just realized you're the author of the second entry. I didn't want to be rude, just I can't understand it. Can you please try to explain it?

:-)

Nor Treblig - Jan 01, 2017 at 02:24
It's a text snippet looking as it came from a real book about enchantments like it's a common thing!
The invention of the Stormhold Syndrome was a neat idea too.

Also who doesn't love barbershop quartets!!

(btw. a shame they cut that song out in the [original] translated versions...)

Ema - Jan 01, 2017 at 07:14
Thank you! I don't know why, but I thought I was missing some hidden meaning I just didn't get.

Synne Cinnamon - Jan 01, 2017 at 12:04
No worries, Ema!
It's supposed to be an extract from a book on spells and curses and stuff, and Stormhold Syndrome is meant to be a kind of magic version of Stockholm Syndrome.
Happy new year to you!

Ema - Jan 02, 2017 at 05:37
Happy New Year to you too, and congratulations for having been chosen for public display!

Nor Treblig - Jan 01, 2017 at 02:29
And for people who are too lazy tilting their head 6° to the left just add following style to the body element:
transform: rotate(6deg);
:-)

Ema - Jan 01, 2017 at 07:23
Big OT:

I wanted to download Monkey Island SE on my wife's new iPad, but I can no longer find it on the apple store. Do anybody have any news about that? It's a pity, since I have it on my iPhone, but it's almost unplayable on it... :-/

Iron Curtain - Jan 01, 2017 at 07:44
I think that's a problem with Lucasarts (now Disney Interactive), and Ron had severed ties with them long ago.

That being said, I also heard problems with the Windows version of MI:SE not working on Windows 10. I think the issue is Disney not caring about their Lucasarts games anymore now that they left the Video Game side of the business.

Big Red Button - Jan 01, 2017 at 18:38
On my Windows 10 machine, MI: SE runs faultlessly.

Nonetheless, it's hard to dismiss the disadvantages of the abandonment of game development at LucasArts. I really wonder who is supposed to maintain their digital heritage. Hard times for the SCUMM games! Therefore, it's good to know that there are other companies, such as Terrible Toybox.

Big Red Button - Jan 01, 2017 at 18:41
On the other hand, you can play MI: SE even on Xbox One, whoever is responsible for this.

Ema - Jan 01, 2017 at 18:56
That's not the point. I can play it on steam on my desktop, or I can play the original version on ScummVM, and I prefer this latter option. I have it on my iPhone just for the meaning the game has for me, and I've never played it seriously on my phone. I wanted it on my wife's tablet since it is a good way to introduce her to a work which is important to me. It is easier to find 5 minutes from time to time to play together on the couch, and she could play alone during the day if she likes the game. It's much more difficult to drag her in front of a desktop and to catch her attention on something that normally wouldn't.

Big Red Button - Jan 02, 2017 at 04:09
I see. Seemingly, LucasArts/Disney decided to restrict these games on iOS. For all I know, WhatsApp hasn't been available on iPad either, whereas it is available on iPhone. It's hard to understand though.

By the way, there seem to be unofficial ways to make WhatsApp run on iPad (see CopyTrans Apps or iTools). Maybe they would also work with MI: SE.

Ema - Jan 02, 2017 at 05:43
Thanks for the suggestion, I'll check it... but I don't know if it is legal/easy to do/portable within different appleID accounts.
I'm not soooo fond in computer. Maybe I was in the nineties when I was student, but my job is one of the few jobs still existing in which the use of computers is limited to a minimum amount and mostly involving e-mails and word processors, so I'm not so smart nowadays.
I think that maybe this could work:

https://litchie.com/pages/dospad.html

With original editions, I mean....

I'm sorry for the OT, which from "big" is getting "huge", but maybe it could interest other people. Obviously, if Ron prefers to stop it, I won't be upset :-)

Big Red Button - Jan 02, 2017 at 06:39
Unfortunately, I don't know the legal situation either.
DOSPad looks interesting. But, if you would like to play the original versions of MI (and some other point & click games), the ScummVM app may be technically the most mature choice. Especially, ScummVM is optimized for adventure games. On Android, it works fine, but I can't say anything about the iOS port. Well, here is some information about how to install it:
http://blog.pmlabs-apps.com/scummvm-on-ios-without-jailbreak/

Big Red Button - Jan 02, 2017 at 06:41
Another way is to jailbreak your iPad. Well, it's a pity that there seems to be no ScummVM app in the official iOS app store.

Ema - Jan 02, 2017 at 07:31
It is a pity, indeed.
Anyway, your suggestion is quite tricky, but very attractive. I'll surely check it out as first option, followed by dospad.

I hope all this could be useful to somebody else, and I'll update a feedback when done.

Big Red Button - Jan 02, 2017 at 08:14
Good luck!

Nor Treblig - Jan 02, 2017 at 09:34
I've seen instructions to put ScummVM on iOS (with and without jailbreak) before.
Those articles can be used to frighten children.

Ron Gilbert - Jan 02, 2017 at 09:19
My guess is the Disney MI games got bumped off the app store for being too old and no longer compatible and it's not worth it for them to fix them.  That is just a guess. One of my games got kicked off the app store as well, and it's not worth fixing (it make $1/week).  From what I hear, games built before some iOS version have to be run in a secret emulator and it sucks battery, so Apple kicked them off if the devs don't update.  Again, just a guess.

Ema - Jan 02, 2017 at 18:47
Interesting.
I'm sure that if you complain about this with a tweet, the devs will read it and will make their best to have the game back on the store. :-)

Nor Treblig - Jan 02, 2017 at 20:07
But devs don't have access to that sourcecode anymore not to mention access to the Apple store. It's probably a crazy complex process to get this going inside Disney. Upgrading the code (without testing) will probably be the most simple and quickest part in this :-(

Jammet - Jan 04, 2017 at 00:46
Now *that* sounds even more depressing. But then again the mobile market always seems to have been this short lived "grab-a-bite" situation were only very few games or apps ever take off and stay on it for generations of phone OS versions.

I still don't play games on a phone .... because reasons.

To me, games are for keeps. Maybe the idea will die as we get old and wither away, but I *like* to play games from long, long ago, but I don't see anyone keeping all their old phones to play old games on it. Games they can never download or buy again.

Zak Phoenix McKracken - Jan 01, 2017 at 09:21
Please return your new iPad to the Apple store of Rozzano, ask for Gerry Valentini, and choose another type of tablet! :-)

Ema - Jan 01, 2017 at 13:51
Eheheh... I think my wife could not like the fact that I change her tablet because I want to play a game on it :-D
Anyway, does this mean that the game is still on sale on other platforms?
And, most important: who is Gerry Valentini?

Zak Phoenix McKracken - Jan 02, 2017 at 04:44
it's a sketch on air on Radio Deejay, where Gerry Valentini is an improbable clerk working for an Apple Store in Rozzano, Milan.

You can listen on here: http://www.deejay.it/audio/gerry-valentini-vs-cristina-davena/435707/

In that episode, he tried to give a new iPhone to Cristina D'Avena.

Amb - Jan 01, 2017 at 23:30
Now I really want to know how mine came across, and whether any were the rejected ones haha. Only problem is, if i get feedback, there will be circa 500 people queuing up.

Jammet - Jan 02, 2017 at 03:24
Having been friends with people who adored adventure gaming and Lucasarts and Lucasfilm games in the past, there's a bunch of people I know who can't wait to get their mitts on this sweet new game they heard about, thanks to me. :)

And because of that, I started to notice that one of them going through depression right now, because among many, many other things, gaming as a whole is something he's had to give up on due to severe health issues.

When you have only one hand that'll *barely* obey your synapses, and your eyesight is impaired to the point that you need special glasses that partialy compensate for your brain being unable to merge the two pictures your eyes are receiving, life as a gamer is near impossible. So my friend is sitting in front of the TV. All day. Every day. More or less just listening.

Since I've told him about Thimbleweed  Park again, he really, really wants to play it, and the dilemma is obvious. Either someone needs to play it for him and tell him every little thing, or the game helps him play it somehow.

I guess the verbs are big enough. He'll be able to see them and click them, half the time. He'll misclick many times and things won't work, and he'll throw the towel, when the game doesn't know what he wants it to do, I can already see it coming. If I play it with him  - for him - he can't properly articulate what he wants me to do either, because talking is ... hard. And exhausting. What would help?

A magnifying cursor. A big one. Preferably one that occupies a third of screen and can just be dragged left and right.
Zooming in on characters as they speak. Give him talking heads.
Full screen verb interface popping up replacing the game graphics, whenever he clicks something.
Full screen inventory replacing the game graphics when possible.
Dialog progression on key-press. Never miss a word. Never miss a line. Never miss ANY key animation.
Repeating the dialog/scene when clicking the other mouse button. Again: Never miss ANYthing.
Visual cues and hilighting for all clickables.

Life sucks a big one for some people. They can't play fps. They can't play most games even if all it takes is doing left clicks, because they can't see anything.

Big Red Button - Jan 02, 2017 at 04:28
Would a large magnifying glass not be an option? There are glasses with arms, similar to desk lamps, so that it would stay put, while he was handling the mouse.

Jammet - Jan 02, 2017 at 09:48
It would have to be constantly adjusted. Physical strength, strain need to be avoided, if my buddy is to have any kind of real enjoyment out of this. He will feel a lot of exhaustion from just pushing a mouse around in such a way that it clicks where he wants it to be, or even roughly nearby. When you're also sitting in a wheel chair, too weak to move your torso and head around much.... you get the idea.

One arm. And one arm's length. One hand. Two fingers. You gotta be able to do everything with just that.

Jammet - Jan 02, 2017 at 09:51
If any of that sounded ridiculous to you, I'm sorry, it's sadly reality for some. Even primitive joystick controls like back in 1987 with just ONE button would be better to someone impaired like that.

Big Red Button - Jan 02, 2017 at 11:40
I see. It doesn't sound ridiculous at all to me.

In view of the following screenshot, TWP can also be run in window mode (instead of full-screen mode):
https://twitter.com/CloudUndSpiele/status/787929613410369536
Therefore, usual magnifier software, which every OS might have ex factory, may work, too.

Nor Treblig - Jan 02, 2017 at 12:02
What about alternative control schemes, especially one using a controller and direct control of the actors.
It's probably easier to walk the character around with one finger using a thumbstick and cycle through hotspots than trying to aim the mouse at them. Also selecting verbs via controller could be easier.

Another alternative could be using a completely different kind of controller. e.g. this is one made for quadriplegics: http://www.quadstick.com/

P.S.: Don't tell him about the specks-of-dust achievement...

Jammet - Jan 03, 2017 at 02:58
I have to admit that kind of controller is awesome. It's really helping a lot of disabled gamers to enjoy games still, as much as they can. Alternative input methods like the one you describe would work better in my particular case, though.

It's not that he can't move his arms, legs, hands, fingers, head, tongue and jaw at all anymore. All of them are now only able of making imprecise movements. He can chew and move his tongue around a little, but this is very exhausting, which is why he doesn't talk much. Multiple Sclerosis can effectively reduce your dexterity and all fine motor skills to a point where it's just barely enough to exist. In some cases, worse than that.

It sounds terrible, but a big(!) joystick fixated in front of him might still be the best option, with a button he can trigger with his other "hand" (basically just a fist that never opens, now). I'm watching him struggle, every day, and even the normally simplest tasks become bigger hurdles over time.

Lukas - Jan 03, 2017 at 05:19
Both Mac OS and Windows already support magnifying out of the box for precisely this kind of situation. A lot of modern apps also support other accessibility options (e.g. spoken text that indicates that an icon represents when the cursor hovers over it). The first doesn't need support from the application, but the latter does. Maybe supporting this kind of accessibility option in Thimbleweed Park would be possible, though, since it doesn't use native GUI toolkits, there will probably have to be at least some custom code.

Shinjica - Jan 02, 2017 at 04:56
Maybe i missed it but, there are any news about the release date?

Ema - Jan 02, 2017 at 05:33
Unofficial, but by authoritative sourece: not past march.

Shinjica - Jan 02, 2017 at 06:44
Was hoping for january, sad face.

Big Red Button - Jan 02, 2017 at 08:18
I'm (currently) patient. Haste makes waste. ;-)

Ron Gilbert - Jan 02, 2017 at 09:22
No news.  We have a date, but we're not going to tell anyone, because if we do and then have to move it, everyone will be angry, so we don't say anything.  It's the sad truth.  There is so much backlash from devs moving dates, that it make us not want to say anything until we're 100% sure.

Zak Phoenix McKracken - Jan 02, 2017 at 10:35
OK, we are patients.
Can't wait to play, but we are patients :-)

Jokes apart, since the development is in its final phase, could you tell us what is currently missing / working for the project to its conclusion?
Thank you!

Ron Gilbert - Jan 02, 2017 at 10:56
I'll do a blog post on that.  It's going to make you angry.  It's all stupid shit. The fact is, I could upload the game to Steam tomorrow (minus translations and voice).  But there is a lot of marketing and PR foundation to lay to actually, you know, make the game successful.  That's the business side of all this. We want to make a successful game that sells well enough to be able to make another and, you know, pay rent and buy food.  Almost everyone on the team worked for way less then they could have made, and some of us worked for nothing.  If you take all that into account, the KS didn't pay for the whole game. It was far from even break-even. We need the game to sell.  That's where this second phase comes in.

Ema - Jan 02, 2017 at 11:14
I think that your reply doesn't make angry anyone with a bit of intelligence, it answers perfectly Zak's question, and I found it interesting, too. I didn't imagine those marketing drawbacks, even if, since you named them, they seem pretty obvious to me. So, thanks for the next blogpost, I think it will be interesting.

Zak Phoenix McKracken - Jan 02, 2017 at 11:19
I understand.
Maybe I am naive (ingenuous), I thought Thimbleweed Park is currently among the most awaited games, the hype is high, and Microsoft should give a good thrust to the marketing.
In other words... your reputation precede you; just knowing there is new Gilbert / Winnick / Fox / Ferrari  game, is enough...
But I am not in the business at all, nor into games development / publishing, so keep the above sentence "as is" :-)
Thank you for your answer, I'll wait without any anger. Promised!

Ron Gilbert - Jan 02, 2017 at 11:34
Actually, that's not true. The anticipation for the game is high in the small circle of traditional adventure game fans, but virtually unheard of for most gamers, even gamers that like narrative games. For the game to be successful, we need to attract that audience and so far, we have failed to do that.  Microsoft is doing no marketing for the game, it was not part of our deal with them.

Big Red Button - Jan 02, 2017 at 11:57
I would recommend to keep the price stable because TWP has a pretty high potential as for word-of-mouth recommendation (just as the SCUMM games still have). I'm pretty sure that a lot of "more experienced" gamers who still haven't heard about this game (but who know MM, Zak and MI) would buy TWP once they hear about it.
Moreover, it would hurt me if the game was offered at less than fair value after a few months.

Hopefully, the game will get positive receptions within the media!

Ron Gilbert - Jan 02, 2017 at 12:11
I'm not a fan or reducing price just to move units, plus it would be unfair to the KS backers. There is nothing that says we can't sell the game for less than the $20 minimum backing, but I'd feel bad about doing that.  The mobile space has driven game prices to a level that is unsustainable, and I have no desire to perpetuate that.  The cost of a game should be cheap and fair, but also needs to provide a living for the people making them. Currently very few indie goes do that.

Ema - Jan 02, 2017 at 12:48
This is an interesting aspect.
From a certain point of view, the reduction of the price is sad and unfair. But something has to be said:
game piracy is nowadays at its minimum levels, and that is due to the ease of downloading a cheap title.

It is a good thing that there is people who are happy to spend 70 dollars for the latest, shining, glittering and fancy release.
But it is also a good thing that a casual gamer colud play that game, maybe years later with a reasonable expense.
And this also prolonged the life of games in years.
Today you can find on the platforms games which are quite old, and are still on sale at minimun price.
Till the advent of online platforms, everything was different: you paid 50 dollars for a new game, in two years you couldn' hope to find it on shop shelves; and in four years you couldn't hope to run it again on your computer because of the obsolescence of OSes and hardware...

Big Red Button - Jan 02, 2017 at 13:42
@ Ron:
I'm truly glad to read this!
By the way, when I take a look at Amazon Marketplace it seems to me as if the used copies on DVD or on Blu-ray competed against the new ones of the respective game. Not to mention the clearance sales at the stores. So, in the long term, it would be wise to limit the number of physical copies, if you release TWP officially on disk. The collector's boxes are already limited, of course, but many people who won't get such a box already have evinced their interest in a release of TWP on DVD. It may be a little bit frustrating for some fans (including me), but, at least in my opinion, Double-Fine took a clever decision by selling their games via download only.

@ Ema:
I agree with you that low prices actually help against piracy, but if you really come to appreciate a game you've pirated, you are often willing to buy a legal copy afterwards. And, of course, it doesn't help the developers if the earned profit is too low. I agree with Ron that $20 might not be too expensive for a game like TWP.

Ema - Jan 02, 2017 at 14:13
I agree with you that low prices actually help against piracy, but if you really come to appreciate a game you've pirated, you are often willing to buy a legal copy afterwards. And, of course, it doesn't help the developers if the earned profit is too low. I agree with Ron that $20 might not be too expensive for a game like TWP.

@Big Red Button
I agree, $20 is a good price for TWP. Maybe even $30. Whoops, I meant $29.99.... :-)

I wasn't saying that games should be sold at low prices. It must be the right price. If you lower the price, you raise the selling, and vice versa.
Marketing managers should know which is the right price to obtain the maximum total income.

What I'm saying is that this "right price" is not fixed. It follows the market, as the offer follows the demand.

It is not disreputable if a game sold at $20 today is still sold, 5 years later, at $5.
More people can play it, and everybody in the business can still continue to earn on it. Nobody would pay a full price for a title of 5 years ago.

Back then, games that were 5 years old were simply... forgotten, no longer on sale and often no longer playable on newer machines.

And I have to add something: maybe TWP as a niche product can't expect to be sold at prices comparable to the last chapter of a GTA or a Fallout saga.
But thanks to the online shops and thanks to this price policy, this niche product CAN HAVE a niche market, and can be sold. And can make happy a niche amount of people.
20 years ago nobody would have developed a product for the nostalgics of  the games of the 70s...
Because it would have been impossible to sell such a product on the shelves, at any price.

Big Red Button - Jan 02, 2017 at 15:07
@Ema:
In this case, I agree with you.
Nevertheless, I'm convinced that it wouldn't be necessary to reduce the price to $5 within 5 years, because even after 5 years there will be enough people who would pay more than $10 since TWP is not only a good indie game but it also brings back old memories.

Nor Treblig - Jan 02, 2017 at 16:25
@Big Red Button: I would assume that physical copies are a minority by far anyway, even without mobile platforms.

@Ron Gilbert: There are sometimes backers who think they get video games on Kickstarter for a bargain. And I can understand that some won't be happy when the game is released with a discount on release. But most backers are reasonable and you shouldn't think much about backers when deciding prices.

Big Red Button - Jan 02, 2017 at 17:01
@Nor Treblig:
Hopefully, you're right.

Jammet - Jan 02, 2017 at 12:02
Take the time you want, to get that marketing machine going, and I wish you all much success! Everybody here wants to see this become the next trending game!

If you can do that at all, my suggestion would be to give preview copies of this game to Twitch streamers and Youtube let's players. Have people like Totalbiscuit do a "WTF is ..." video about Thimbleweed Park, if you can persuade them to. The german youtube channel GameTube would surely be all over this as well as the german youtube channel Pietsmiet, and Gronkh, no doubts there.

Not sure about english speaking gamers, but it probably wouldn't hurt to offer this game to some of them, like Markiplier and many others. No doubt Matt Barton from YouTube would also be interested, as he's interviewed a lot of you.

I know this is probably not the old way to promote games. It's the new way.

Big Red Button - Jan 02, 2017 at 15:17
The disadvantage of Let's Play videos is that if you've watched someone playing TWP, you already know the jokes and how to solve the puzzles.

Nor Treblig - Jan 02, 2017 at 20:04
@Big Red Button: Hopefully does liking the game will buy it before watching a full playthrough to the end.
Normally Let's Players don't play the game completely, and you cannot exhaust all dialog options in the first play anyway so there should be some replayability too.

5 - Jan 03, 2017 at 02:49
Well, the fact that people will know the details of a game after watching streams and other Let's Play videos is a bit obvious. That doesn't deter me from playing it through. And it's proven that it works to promote games rather nicely. You can't have your cake and eat it, too.

Besides, everyone who *really* cares enough will play the game unspoiled, and whomever is interested enough will be buying after watching only a portion of it.

Nor Treblig - Jan 03, 2017 at 11:09
In the end Let's Play videos is something which cannot be prevented anyway.

Oops, with 'does' I meant 'those'.

Zak Phoenix McKracken - Jan 02, 2017 at 12:47
TIP for a worldwide subliminal message: send someone on Mount Lee, and instruct him to change "HOLLY" to "THIMBLE". The second part of the word has already been changed...

Nor Treblig - Jan 02, 2017 at 16:32
Good idea!
But not easy to achieve, you need to add at least one letter on the left and squeeze an M and B in there, hmmm

Martin Wendt - Jan 02, 2017 at 13:17
Can you trick famous youtuber into playing it BECAUSE it aint main stream?
Conan O'Brian might fall for Ransom, too.
?

Nor Treblig - Jan 02, 2017 at 16:57
I liked the Clueless Gamer episodes with older games: https://youtu.be/7CUppYmq-FQ?list=PLVL8S3lUHf0RqD7TZ6hohWk8Sd3asaqnY (spoiler: he doesn't appreciate them :-)
Not so much the other ones which were all about marketing of newly released games of those kind I don't care about...

But an episode with TWP would be awesome! Maybe with Elijah Wood, I'm sure he will like that game!

Mister T - Jan 03, 2017 at 11:38
The graphic style would make it ideal for Tumblr. The monitorscreens of the pictures with people playing it have wonderful colours and you could utilize that. Some vistas, some strange details which are fun to look at and maybe some animated gifs of special case animations. Tumblr users love bright colours, pixel art and weird humour.

Marketing material can be fun. It might look like a nuisance for the creator, distracting from the actual merrits of the game, but seeing the pictures of your booth, it just feels whole and a healthly manifestation of something otherwise entirely virtual. I guess that is one reason why people like to have boxes, even if most games would be easier accessible online. In a way a box is pure marketing, but still it adds some value. And I for my part like seeing the imagination going into clever promotion and can enjoy it for its own sake (sometimes even for games I am not the slightest bit interested in).

Oregondanne - Jan 09, 2017 at 01:31
I guess that varies from country to country. Here in Sweden Thimbleweed Park has already been hyped on multiple occasions in the biggest gaming magazine (LEVEL) and on the biggest websites. Than again I guess we Europeans have always been infatuated with adventure games...

Arto - Jan 09, 2017 at 15:18
I don't think I have seen any media coverage in Finland, although (imo) Finns are keen adventure players.
Then again, I don't really follow game magazines or websites, so what do I know. I only read game media when there are interesting headlines in news gathering sites.

Big Red Button - Jan 09, 2017 at 15:33
In my opinion, it's more important in any event that the game is going to be present in the media when it's being released.

Oregondanne - Jan 11, 2017 at 15:11
Arto: You guys (Finns) made one of my favorite adventure games ever, Alpha Polaris. It's got many flaws, yes, but there's something about its atmosphere that makes me come back to it over and over and certain elements of the game make it really unique. It's a shame that game didn't get more publicity...

Gffp - Jan 02, 2017 at 12:04
Guys, it's more than one year that I created the Thimbleweed Park page on Italian Wikipedia.
I'm happy to see it as a top first page result in Google searching, since it is displayed as an answer by Google itself powered by Wikipedia (probably due to an agreement between Google and Wikipedia to substain the non-profit Wikimedia Foundation).
I tried to keep it easy to read and to insert the most interesting things such as Gilbert and Winnick original conversation about the game as read on Grumpy Gamer, the second phase with kickstarter success and more team members from LucasFilm Games like Fox and Ferrari, the game mechanichs of original point and click games and references to Monkey Island and Maniac Mansion, and obviously links to this blog and Ron's Blog.

I try to keep it updated with some minor changes to avoid wrong speculations, as requested by wikipedia guidelines. More could be done adding other interesting things and some of the wonderful images posted on this dev blog, but I (we) need authorization to upload it on wikimedia commons (I can't even do it but I would learn for the occasion...)
Give me a hand, let's create better pages, let's create new pages in other languages (they're only 5 by now, including Italian). Let's spread the word about Thimbleweed Park!

Zak Phoenix McKracken - Jan 02, 2017 at 12:35
So it's you!!!!
I'll check it!

Gffp - Jan 02, 2017 at 16:53
Zak, I've just updated Ron Gilbert and David Fox it pages with informations about TP. Hope this helps, given that Gilbert page is written in 22 languages (many, that's a good thing). Added links to the game site properly as references, as it should be. Hope you'll be glad too! ;-)

Gffp - Jan 02, 2017 at 17:34
Ah Zak, I was wondering if Frank Matano would do a Gameplay video of Thimbleweed park... He's capable of doing videos on youtube that make more than 5 millions views, in a country of 60 millions people... I read on FB that he would start again doing gameplay videos so, when the game comes out, we could write him via facebook asking him to do a video. His style is very non-sense (even demential in some cases but, since TP is full of jokes and hilarity, it would be good).

Zak Phoenix McKracken - Jan 02, 2017 at 17:56
@Gffp: on January 5th, the comic and mimic Claudio Lauretta will come into "my" cinema!
He knows (and imitate as well) Frank Matano (he did a little show during and episode of Italia's Got Talent show), where Frank Matano was one of the judges.
I'll personally talk to him about Thimbleweed Park, and I'll ask him to contact Frank Matano.
Little by little... let's help Ron in spreading the word about TWP!

Gffp - Jan 02, 2017 at 18:18
+1

Big Red Button - Jan 03, 2017 at 06:22
Sounds great, even though many YouTubers actually get paid by companies for praising their products (or for defaming products of competitors). Hopefully, he is one of the kind of YouTubers who don't need to be paid for a good video.

Gffp - Jan 03, 2017 at 07:42
Yes, and he could do a gameplay/interview video, since he knows english very well, his mother is american and he completed high school in Rhode Island. He could understand well voice acting and could talk with member/s from the Thimbleweed Team, making a more interesting video, since now he isn't just a youtuber that made videogames gameplay videos, pranks and web series, but also a television presenter. Anyway I must stop here, since there is nothing sure but, this kind of video I described probably will increase the chances to interest him in doing it. Hope he liked some old adventure game from LucasFilm/Arts (anyway he has a humourus character so...)!

Ema - Jan 05, 2017 at 08:11
@Big Red Button
He's a youtuber which gained a lot of popularity, and he's now a TV and movie star in Italy... So he doesn't need to be paid to review the game, but obviously he will review it for free only if he will like the game a lot.
And, besides, if he doesn't like it or simply he is not interested in it, he could "pay-per-review" it for sure, but probably at movie-star-crazy-rates....

This was ust to explain to non-italian people what we are talking about...

Zak Phoenix McKracken - Jan 06, 2017 at 05:59
Hi friends,
I have met Claudio Lauretta! See my twitter profile for the picture with him :-)
I have talked with him, I asked if he knows Frank Matano, and he said yes, personally!
I talked him about Thimbleweed Park, and if Frank Matano could be interested in playing it and making a video, in his own way, when the game will come out. Claudio Lauretta answered me: "Why Not?" :-) So, let's talk with him within a few months !!!

lancelot - Jan 03, 2017 at 10:58
Now we'll know what phase 2 is! Phase 3 is, of course, profit.

Ema - Jan 03, 2017 at 11:52
Nope.
Phase 3: vacation
Profit is Phase 4.

Ron Gilbert - Jan 03, 2017 at 12:10
Phase 3: Vacation.
Phase 4: Depression.
Phase 5: Get a real job.

It's the indie lifestyle.

Ema - Jan 03, 2017 at 12:36
You're obvoiusly in Phase 2a: Optimism

;-)

Gffp - Jan 03, 2017 at 14:34
Please forgive me in advance if I speak so directly, and probably I will say a lot of crap but...If I were you, I would put many many things on Twitter! For this new audience, which you said you failed to reach so far, Twitter and Facebook are great and completely free! Hey, you have three months (more or less) before releasing the game! The world changes in three months! We know, you like the original joystick people used to play MM but, hey, now there's a wonderful new adventure around the corner so, let's have the best image from the game on the background! Mark Ferrari agrees! And, there's Grumpy Gamer site linked but.... there's no upgrade since 2015! More, if something on GG Blog speaks of TP, it is not immediate, you have to know many things, you have to read many posts to know what we're talking about... Why don't you change it in the game site (thimbleweedpark.com), where in a page you have description and wonderful images and trailers! The man that started it all! No Maniac Mansion, no Indiana Jones and the Last Crusade, no Monkey Island, no Guybrush, no LeChuck, no Total Annihilation, no DeathSpank images more or less immediately visible on the twitter profile! And you have that handsome photo you release on download for press... Use it! It gives a sense of someone who knows what he do, the creator behind all these successful titles! If there's enthusiastic TimOfLegend Twitter profile, you should have a HEROn Gilbert Twitter profile! YOU ARE THE MAN!!! If it's your primary fast channel (blog are for people who already are in the thing, the internet is fast in its first approach and you need to show as most as possible in the less time!) BOOST IT!!!!

We don't expect only to enjoy this wonderful adventure, we expect you to bring as far as possible, even to the very next generation! The world deserves it! You deserve it!

Jammet - Jan 04, 2017 at 00:39
God, that sounds so depressing! XD

You guys had all the backbone to make this game! :) Ride it into the sunset! I'm really proud of you all!
Be aware and be ready for situations, but keep strong :).

Seba - Jan 08, 2017 at 14:04
Don't forget Phase 4.5 - Get a haircut.
Take it away George!
https://www.youtube.com/watch?v=PEwdHF7PR50

Ema - Jan 02, 2017 at 11:11
It's the technique we have to adopt us in our job.
We know the date, and we are sure of it at 95%.
But if you tell that, people understands 100%, and gets mad if the date changes just by one single day.
It happened, so that we had to change our policy.


So I approve the Dev Team policy. No need for a date, after all. :-)

Shinjica - Jan 04, 2017 at 04:32
Thanks for the imput Ron, really appreciate it.

Little OT of that, i think the backlash against devs for moving the release date it's born when developers and PR overhype their game for improve the sales. See No Man's Sky.

Javier - Jan 03, 2017 at 01:35
The second story has a typo :)
Weary -> wary
Not a native, BTW.

Gabarts - Jan 03, 2017 at 07:13
You don't need people like Frank Matano to let tons of kiddy youtubers know Thimbleweed park. That would be a big mistake to me. Thimbleweed park is a link with the nostalgic era of great games, sort of a portal to have the opportunity (especially for many little new gamers) to discover the puzzle solving world and beautiful retro graphic that only LucasArts original team could offer. Unique moment in the history of gaming.

Personally I don't think youtubers like Matano or Piewdiepie are the right choice to share the gameplay. I see TP more like a special gift for people who have always loved the great work of this team. I'm not a marketing expert and don't know if Ron idea is somehow related to this fact, but I think the arrival of 3rd Season of Twin Peaks after 25 years and Thimbleweed Park are connected and this is really a great moment for us 80's gamers!!!

Mister T - Jan 03, 2017 at 11:26
A channel like Errant Signal could make sense of it. Franklin seems to have a great respect for the details and little decisions and probably can think along the lines of Ron's creative choices. Also he has a sense of the cultural context and likes to explore that part. It would probably reach the target group that way while not trying to cash in on some kids who then complain that they have to choose between nine verbs or use their brain instead of using everything with everything.

Nor Treblig - Jan 03, 2017 at 12:24
I'd say the target audience for this game is everyone. I can't find a reason why someone wouldn't like this game, but maybe I am biased.

Nor Treblig - Jan 03, 2017 at 11:52
And here goes their business plan...
Of course want to reach ALL potential gamers out there, including kids. And if Piewdiepie works I'm fine with it.

I agree with Ema's comment below (well, except I allow those kids to like the game too :-)

Ema - Jan 03, 2017 at 09:29
Actually, we don't need marketing to attract the "the small circle of traditional adventure game fans". The game will sell itself to that people.
The question mark is: will the game get a good reception by young players? By massive players? By casual players?

But I noticed something... I often see in the streets young teens who has a phone cover shaped as a microcassette tape.
The funny thing is that probably they have never seen the real thing live! They know it from the movies...
Today fancy young hipster people like vintage stuff.
Well, that's not true. They don't like "old" vintage stuff, they like new stuff which has a vintage look.

What is better than a fantastic vintage adventure game straight from 1987 to impress your friends, who are still stuck on stupid mindbending games featuring candies or fat birds?

Actually, it is not important that they like the game, win the game, or even play the game. It is important that they buy it.
Better, that they buy it on the less playable device: their mobile phone. Because we don't need them to play it, we need them to carry it out with them, to show to friends, because the art is fancy and beautiful and the one who has such games is such a cool guy!

So, young youtubers are a good idea in my opinion.... as long as they can like and understand the game.
In that case they can promote it as a fashionable item.
The risk is they could review the game with conceit, marking it as a weird divertissment for nostalgic forty-agers...

Blafasel - Jan 03, 2017 at 17:38
Bah, this sounds familiar and disrespectful. Who cares if hipsters like the game? The game was funded by an adventure audience, this is the crowd you also want to please. If you don't, you might loose those people in the future and it could be another brick crumbling from the crowdfunding wall. I don't know what's wrong about having an audience (you should be glad of having one) and pleasing them. If other people also like the game, fine, but that shouldn't be your primary concern.

Piracy is a stump argument these days. As long as games are affordable, people who are really interested in a game (not the *-collectors and curious alleged buyers), are likely to buy it. You should give a small incentive close to release (like the 10%), then try to keep the price stable whilst going on sales actions here and there, all depending on the specific case and how well a game sells.

Btw. when will it be released? So far it's still the game i'm looking most forward to this year.

Nor Treblig - Jan 03, 2017 at 18:45
I agree with keeping a stable price as long as possible.
But your first paragraph is IMHO bullshit.

Release is probably March.

Ema - Jan 04, 2017 at 04:57
Hey Nor, don't turn into a Red Herring... ;-)

Blafasel - Jan 04, 2017 at 10:09
An opinion, not a valid argument.

Thanks for the date.

Arto - Jan 03, 2017 at 17:46
To encourage enthusiastic people (that's us) to tell about TWP to everyone they know in social media, and kindly remind that if this game does well there might be another coming, might do the trick. Worth a shot anyhow.

About younger players: this might be totally new type of game for people who are under, say, 22 yo. If they watch a video they might think "yeh, kinda cool artsy graphics", but if they get to play it for awhile, they might think "I need to solve more puzzles! I need to know how the story evolves! Gimme more!". So I would say a demo might not be a bad idea. If you need to pick a platform, I'd say it's iOS. And then Android. Yes, I know, takes time and money, but marketing always does.

Victor Van Helsing - Jan 03, 2017 at 20:23
I've been following this blog with eager anticipation, being an almost 40-year-old fan of the adventure genre. Never did I imagine back in the early days of MI and MM that I would one day get to know more about their creators and see them usher in (or at least attempt to) a rebirth of adventure gaming. It is still a wonder to me why the genre fell into oblivion in the first place!

Keep up the good work and look forward to playing TP!

Cheers!

P.S.: if there's ever a desire to see this game ported to Portuguese, I'd be happy to help!

Zombocast - Jan 04, 2017 at 00:12
Cant wait to play Ron Gilberts new "Pinch and Swipe" adventure.
http://i.imgur.com/BJOCxpG.gif

Ema - Jan 04, 2017 at 05:16
I think the most obvious next step is -if this blog will survive the release of the game- the word of mouth of signaling the most remarkable literary works in the library, and -why not- the poll for prizes. Best style, best story, best humour.....

I also hope that everybody in the blog will remain spoiler free, but -at the same time- we could discuss puzzles: back then when I was stuck on a puzzle, discussing it at school with friends was a game-in-game.
Today, looking up in a walkthrough for a solution is not a game. It is not fun. It is really a bad sensation, like your're cheating.
But sometimes you have to do it.
It is frustrating, after the third long and busy day at work, to come home and wander for one hour -again!- in those same 4 rooms to find why you can't solve that puzzle, especially if you have the solution in your mind but you simply missed a small object or you missed a room which entrance wasn't quite evident.... most of the times I get stuck for reasons like this.

I have a proposal: I don't have the time and the knowlegdge to do that, but if this blog will ever be closed, one of us should create an unofficial blog after the release, so that we could move there.
So we could discuss the game as we like without cluttering Ron's blog. I hope that the developers, who will always be welcome there, will come to say "cheers" forn time to time...

Sushi - Jan 08, 2017 at 16:19
I really hope this blog never gets closed down. I intend to revisit the blog posts and standup meeting podcasts after completing the game. (watching some of the videos I marked as spoilers).
What a fantastic source of behind-the-scenes material this is! (imagine we could have had the same back then in the late 80's/early 90's...)
I will probably download all of it, just in case.

Other than that, we have a nice bunch of fans gathered here. Would be nice to stay in touch.
I also check the mix'n'mojo from time to time, but it is a bit scattered and not nostalgic enough for my taste (I don't care about 99% of telltale games e.g.) - the secret history of lucasarts games is a good read though!

Ema - Jan 08, 2017 at 16:39
@longuist

I've red some where that you were downloading all the podcasts, all the videos, all the unfinished art and that you had more than 3,2 Gb of such material.
I feel a bit shameless, but... wouldn't you mind to share all this material?
After my post I had the idea of starting to collect all the material that appeared in the blog, and this post by Sushi suggested me the idea of asking you.

You could put everything online and publish the link on this blog... I think all the fans and the users of the bolg would be grateful :-)

longuist - Jan 09, 2017 at 18:42
I like sharing. Just some thoughts:

- In the beginning i randomly saved some articles about TP. It differs from country to country, but some of it might be copyrighted. Even if its freely available, i don't know if i can publish it...
- I guess Ron is ok with it to to pack everything together, so one does not have to harvest everything individually. This includes: soundcloud (podcast), vimeo (videos :), pictures from the blog, kickstarter, twitter (pictures only!) and instagram (not yet done).
- the pictures arent well sorted atm. This sounds like work...
- its not meant to be complete. But maybe its a good starting point for some kind of community based repository. Anyone having too much webspace?
- i used to have a good program to make a very complete snapshot of a website which also changes all links to local ones. Its totally outdated though. Is there a good and free program (or app :) ?
- Dont expect anything prior to the launch of this masterpiece formerly known as thimbleweed makeitanoptionmon

Arto - Jan 11, 2017 at 16:01
There is SiteSucker: http://ricks-apps.com
I have used this only on Mac. Don't really know how iOS version works.

Nor Treblig - Jan 08, 2017 at 18:17
I've updated the blog on archive.org: http://web.archive.org/web/20170108225723/https://blog.thimbleweedpark.com/archives
At least all the blog posts, images and comments at the current time are now saved for all "eternity".

Big Red Button - Jan 08, 2017 at 19:55
For all I know, Ron intends to keep this blog online anyway. Though, it's always good to have a backup - a little Smithsonian. :-)

Somehow, it's a bit sad that this project is drawing to a close. But, of course, it's time for the creators to read their harvest. I really hope that they're going to inform us about their future game development processes in a similar way, even if those projects will probably not be crowd-funded! I would stay tuna... eh... tuned.

By the way, I just finished The Cave (for my first time). What an irony that the finish is so near from early on in that game! If someone would like to run it on a PC, I can recommend to play it with an Xbox 360 controller for USB (even though I had a few minor issues with the mapping). It's a nice game! I'm definitely going to replay it with a different trio some day. Maybe after finishing TWP, when I have to wait for the release of their subsequent adventure game.

Nor Treblig - Jan 08, 2017 at 21:59
Yes, backups are good, and I trust the Internet Archive more then every other server on this planet.

My tuna head also stays tuned!

Back then I played The™ Cave™ with PS2 controllers (the only console I own).
I then bought XBox 360 controllers to play on Windows which were my favourites until I've got an XBox One controller.

Big Red Button - Jan 08, 2017 at 22:17
I'm glad to read this.
Since I have an Xbox One, I also own an Xbox One controller, but I haven't tried it on my PC yet. I don't see any notable difference between the Xbox One controller and the Xbox 360 controllers in the field. All of them are good enough to me. For this reason, it's a pity that the Xbox One doesn't support Xbox 360 controllers! :-)

Nor Treblig - Jan 09, 2017 at 00:52
I agree, the controls are very similar (I think the analogue sticks are a little bit smaller with XBox One and the trigger is easier to reach since this hump at the back is much smaller).

There are two big pros for the new ones though:
1. The D-pad of the 360 controller is horrible. What were they thinking? It's easy to accidentally push a wrong (diagonal) direction. This is mainly a problem when playing old-school games where one button press in the wrong direction instantly kills you.

2. The connectivity of XBox One controllers is much better: You can connect the same controller either wired or wireless. With 360 controllers you've bought either the one or the other kind.

Big Red Button - Jan 09, 2017 at 09:32
I agree with you in both points.

Arto - Jan 09, 2017 at 16:18
If the game sells well enough, we should have a new blog. We will spend some 5 to 10 hours with Thimbleweed Park options and five minutes playing the game. But the real value we get from purchasing the game is the 800 hours of blog reading and commenting when the next game is in development!

Zak Phoenix McKracken - Jan 10, 2017 at 04:53
Eheheheh... not too far from reality, I agree with you! :-D

Big Red Button - Jan 10, 2017 at 04:55
That's quite true. Maybe we would have to thank Ron if he didn't continue this kind of blogging for their next game.

Big Red Button - Jan 10, 2017 at 04:57
... for saving us from our curious selves.

Daniel Wolf - Jan 04, 2017 at 09:22
The following has nothing to do with marketing; I thought it might be time for a little update regarding lip sync. Ever since Ron confirmed they're using my tool, I've been busy improving its quality, and I've made four new releases of Rhubarb Lip-Sync since. I haven't had time to create a new demo video, but here are some highlights:

Preventing long static segments

Watch yourself in a mirror saying "This is exceedingly illegal." Your lips barely moved, right? That's exactly what would happen in previous versions of Rhubarb Lip-Sync. Only worse: Because there is only one "clenched teeth" mouth shape, the mouth would stay completely static during phrases like this. Rhubarb Lip-Sync 1.4.0 now does what a professional animator would do: It opens the mouth a bit wider for some syllables, keeping the lips moving. This may be cheating, but it looks much better!

The inspiration for this change came from a post by longuist back in August (https://blog.thimbleweedpark.com/library_books). Not knowing hot to fix that, I asked Jim Richardson for help, who is one of the great traditional animators. He was kind enough to bring me onto the right track! (https://animateducated.blogspot.com/2016/10/lip-sync-animation-2.html?showComment=1478861729702#c2940729096183546458)

Artistic timing

Previous versions of Rhubarb Lip-Sync have tried to reproduce the timing of the recording as precisely as possible. For rapid speech, this often resulted in jittery animation that didn't look good: It tried to fit too much information into the available time. Traditional animators have known this problem since the 1930s. Instead of slavishly following the timing of the recording, they focus on important sounds and mouth shapes, showing them earlier (and thus longer) than would be realistic. On the other hand, they often skip unimportant sounds and mouth shapes altogether.

Rhubarb Lip-Sync 1.3.0 adds a new step in the animation pipeline that emulates this artistic approach. The resulting animation looks much cleaner and smoother. Ironically, it also looks more in-sync than the precise animation created by earlier versions.

If you want even more details, have a look at the official repo (https://github.com/DanielSWolf/rhubarb-lip-sync/releases)!

Zak Phoenix McKracken - Jan 04, 2017 at 13:24
Man, you are fantastic!
Thank you for your effort!

Ema - Jan 04, 2017 at 14:39
Congratulations, I'm really impressed by how you are handling the matter. Pardon my question: what is your animation cultural background? I mean, are you a programmer or an animator at first?

Daniel Wolf - Jan 04, 2017 at 15:00
I'm a professional software developer. But I've always been interested in video and animation. I've created a number of short films (both animated and live action) and once did an internship at a VFX company. So the concepts weren't completely new to me. Still, it's been quite a learning curve!

Emai - Jan 04, 2017 at 15:14
I can imagine. Congratulations again, your work semms remarkable to me.

Ron Gilbert - Jan 04, 2017 at 15:17
Yeah, it's great stuff!

longuist - Jan 04, 2017 at 16:08
Hah, great. I feel flattered by your mention. blush
Nice read, including the explanations in your repo,. Its like a full blogpost we dont see often these days for obvious reasons.

Just curious how long it takes to batch-process the whole of audio files of TP. How many hours might 16K lines be?

Ron Gilbert - Jan 04, 2017 at 16:10
I takes around 4 hours to lipsync the whole game.

longuist - Jan 04, 2017 at 16:55
Thx for the info. That looks like a pretty good outcome, considering all the steps involved, including voice recognition.

Assaf - Jan 08, 2017 at 18:08
Thanks for the update. Awesome that this is being used in the game, and these latest additions sound (by description... :) great. Cheers :)

Gabarts - Jan 04, 2017 at 09:24
I didn't want to generalize of course. With "kiddy" youtubers I usually refer to a large amount of kids (even grown adults) that show total disrepect and prefer to offend each others rather than formulate some constructive comment. Social networks, youtube, mobile phones etc have created a very dynamic but also chaotic living experience. The old generation of gamers had a different background. Browser games have also impact on many people and massive multiplayer gaming for sure is targeting the big mass of new gamers. I've collaborated with some gamedevs for an online racing game and I see how hard is reaching for more and more players in the Indie gaming world. I wish adventure games were on top level again, instead of seeing tons of minecraft or FPS or clush royale cheap 3D. Anyway many enthusiasts are waiting TP and I bet many kids also will appreciate the great craftmanship once again. Sorry for my english    long life to Chuck the plant!

Carlo Valenti - Jan 04, 2017 at 18:01
I know only one thing about game marketing, and it probably is well outdated:
when I was a kid, I was reading several computer magazines, and their reviews of the upcoming games completely polarized me,
so that I liked what they liked for the most part, and mostly disliked what they disliked.
So that I'd say that the marketing should push on the magazines, to captivate their reviewers.
But is this still valid nowadays?
I think their part has been greatly reduced.

Zak Phoenix McKracken - Jan 05, 2017 at 04:01
In an era where there was no internet at all, the only source of information about videogames were magazine: ZZap!, The Games Machines.
Nowadays, there are several source of information, and maybe they are just glisssed, bypassed, ignored.
Teens and tweens listen to their idols (youtubers, singers) or to their close friends.

Ema - Jan 05, 2017 at 08:57
I think a major role is still played by the sellers.
If -for instance- Steam wants to promote a certain product, be sure that Steam will do it, and it will be a best-seller.

I think those platforms will promote -more or less- the game, since they know that these indie products have a certain niche market.
I remember they promoted MI, MI2, DOTT and Grim Fandango's special editions.
Those titles are still on sale, with prices ranging from EUR10 to EUR 15 (EUR 20 for Tales of Monkey Island).
And they're still promoted, since sometimes they advertise sales on those titles.
Not to mention that you can find on Steam even the original versions of Indy4, Indy3, Loom, The Dig, at EUR 6, which is quite an high price compared to many younger titles sold at 1.99....

I checked the "news" page on Steam prior to write this comment, and they feature on it even "goat simulator", side-by-side GTA5...
:-D

It should be important also to promote the game with the curators of the platforms. They have many, many followers.

Anyway, the young youtuber strategy could work only if it is systematic. One should contact as many famous youtubers as possible.
If one out of ten will make a review, the goal will be reached.

Carlo Valenti - Jan 04, 2017 at 18:07
Maybe I should come up with some catchy thimble-jingle and have it go viral.
Half billion viewers should be enough.

(...thimble-jingle, thumble-jungle, yeah... )

Carlo Valenti - Jan 05, 2017 at 07:47
That's the spirit!

Nor Treblig - Jan 05, 2017 at 09:56
This could be too futuristic for 1987 :-)

Ema - Jan 05, 2017 at 13:29
Maybe, but it wasn't too futuristic for 1912... ;-)

Zak Phoenix McKracken - Jan 05, 2017 at 04:34
@Ron Gilbert:
Can I use the Thimbleweed Park music intro as a background music for a commercial title card, broadcasted in the local cinema where I usually give a hand?
Here is the link of the video (11 seconds) (the video is not searchable in Youtube, but only accessible by direct link):
https://youtu.be/n_OYhBlj-_4

(you know, subliminal message... :-) )

Ron Gilbert - Jan 05, 2017 at 09:10
No, I'm sorry. It opens up a can of worms with rights and copyright and protecting the music from others doing more nefarious things with it.

Zak Phoenix McKracken - Jan 05, 2017 at 10:41
OK, I delete the video immediately! Thanks

Ron Gilbert - Jan 05, 2017 at 11:05
Personally, I don't care, but unfortunately, there are a lot of stilly laws that require you to "protect your copyright and trademark", failing to do so can cause you to lose them.  It's the #1 reason companies appear to be dicks about stuff, it's not that they care, it's that they run the risk of someone coming along and saying "Hey, look, they let people freely use it, so they lost the rights."  It happens.  It's not quite that black/white, but it's crazy enough that you have to be very careful.

Zak Phoenix McKracken - Jan 05, 2017 at 11:36
Oh, I didn't know that, for US laws, the responsibility of the protection of copyrights is  borne by the beneficiary.
In Italy things are different: the trademark owner enrolls in SIAE (a global company of authors and publishers), and it's the company, through its agents, that is responsible to collect money for the use of protected material.
Then, the company, based on the usage of the protected material, pays the owners proportionally.
The only way to lose the rights is to not be enrolled (voluntary) in SIAE.
If I use a protected material without owner's permission, and the SIAE detects me, I am obliged to pay a "fine" (ticket).
Thanks for explanation!

Ema - Jan 05, 2017 at 09:00
@Dev Team

Maybe we discussed this earlier... I remember you don't want to release a public demo.

But... are you managing to release demoes/trailers to newspapers, curators of game platforms, independent reviewers with many followers on the social media?

Thank you

Zombocast - Jan 05, 2017 at 09:25
This guy looks like a young Ron Gilbert!
https://youtu.be/-F_8qaQ3DD0?t=13

Nor Treblig - Jan 05, 2017 at 09:56
To be honest: I don't see any similarities...
Well maybe the singing? :D

Zombocast - Jan 06, 2017 at 01:05
Their practically wearing the same cloths!! lol
http://bit.ly/2jhrGCJ
http://imgur.com/a/Yu1JP

Nor Treblig - Jan 06, 2017 at 23:49
Wait... they allowed him to do a video shoot with these clothes on?

THE THIMBLEWEED, DOUBLE FEATURE ADVENTURE GAME. - Jan 06, 2017 at 06:48
Title: THE THIMBLEWEED, DOUBLE FEATURE ADVENTURE GAME.

NEED IT. WANT IT.
MIGHT NOT JUST LOVE IT, BUT LIVE IT.
BE IT.
DON'T PLAY IT, BE IT.
DON'T DREAM IT, BE IT.
DON'T DREAM IT, BEEE IT.

SMILE, AND THAT WILL MEAN I MAY
'CAUSE I'VE SEEN BLUE SKIES
THROUGH THE TEARS IN MY EYES
LIKE I'M OUTSIDE IN THE RAIN
FREE TO TRY AND FIND A "GAME"

I WANT TO GO
TO THE LATE NIGHT, DOUBLE FEATURE ADVENTURE GAME!

IT'S BEYOND ME!
HELP ME, MOMMY!

MY LUST IS SO SINCERE....

Thom - Jan 06, 2017 at 06:54
IF U DON'T GET IT, FORGET IT.

Nor Treblig - Jan 06, 2017 at 23:54
Is there an edited music track available or am I supposed to just start all songs at the same time and sing?

Thom - Jan 07, 2017 at 06:12
I guess that you actually could sing it and just change the melody to fit the lyric. I might make a recording of someone singing it. (:

Ema - Jan 07, 2017 at 10:22
Well, since the melody is ready, you'd be better just rewrite the lyrics matching the correct metrics

Ema - Jan 07, 2017 at 10:23
And, after that, you should post a recording of yourself singing it...

Thom - Jan 08, 2017 at 06:40
Don't think that's a good idea. You all would just be too amazed. Might fall in love. (-; I'm danish btw.. That might explain my dry humour. Sorry. (-:

Ema - Jan 08, 2017 at 10:05
Is part of Danish Humour(TM) using reverse smileys? (-:

Zak Phoenix McKracken - Jan 08, 2017 at 16:30
Maybe Thom is left-handed!

Ema - Jan 08, 2017 at 16:55
Or maybe he suffers from a stiff neck that side... ;-)

Zak Phoenix McKracken - Jan 08, 2017 at 17:24
Or maybe they are reversed when telling you a joke: first you have to laugh, then they tell you the joke.

Mister T - Jan 09, 2017 at 20:11
Oh great... now I cannot get Tim Curry speaking in a danish accent out of my head...

Zak Phoenix McKracken - Jan 06, 2017 at 08:11
OFF TOPIC (but it's worthy)

The new short movie of Daniele Spadoni is online: "Pixel world - endangered".
I am sure that every user of this blog will be able to recognize four characters at least :-)
The most adventurer players among you, will recognize also the last one, for sure...
Here is the link : https://youtu.be/RmWxWBGdXRc
Enjoy!!!

Ema - Jan 06, 2017 at 12:20
OMG, Zak! That's you! You're a movie star!

Lebostein - Jan 10, 2017 at 03:13
Can anybody explain the inconsistency of the font resolution? The speaking font is a high resolution font inside a low-res game but the diagonal font in the book is low-res. A bad and inconsistent design decision.... Why the game is not low-res completely?

Stef - Jan 10, 2017 at 04:25
According to Ron, there will be a fully low-res mode. The idea behind the "normal" version is that you will want the pixelated look, not a actual game from the 90s.

Gffp - Jan 10, 2017 at 08:20
Ron said somewhere that the antialiasing would have been disabled in the final version. More: we are wieving a screenshot from the pixel renaissance mode (default mode). If you want, you can disable it and use a pixelated font at any time.  Am I wrong, TP-devs?

Ron Gilbert - Jan 10, 2017 at 11:27
You can go into pixel purest mode if you want, but trust me, you'll come right out of it. We are not making a game using the same tech as the 80s. I fail to see why this issue creates such angest. It's the graphic choice we made. You know what I really want? I classic 50s car, with power windows and keyless entry. That is what Thimbleweed Park is, and a switch to turn those off.

Daniel - Jan 10, 2017 at 13:41
I love the screenshots I am seeing, the design choices are sound. A good balance of style and usability. It is beautiful 2D game art.

I would also love an old car with new features, but I'd favor a late 60s muscle car. ;-)

Peppermallow - Jan 10, 2017 at 17:24
I for one am really looking forward to the graphics, as they have appeared on the site.  I generally dislike the modern graphics that are so 'smooth' they take away from the fantasy side of a story.    Quite often when graphics try to look realistic, they just end up looking cheesy.  And nothing in the art work shown to date looks cheesy, it looks inviting and draws you in.

Zak Phoenix McKracken - Jan 11, 2017 at 03:02
I can try to give an explanation for this pixel purity stubbornness.
When we ("experienced" not to say "old") users have played the brand new Lucas* adventure games (MM, Zak), we loved everything in it: it was a perfect mix of innovation.
Our brain, in situations like those ones, stores every tiny bit of information: colors, resolution, music, sfx, emotions, humor, story, locations...
So, all that style, that was an innovation at that time, was cataloged as "GOOD" by our brain.
Years pass, Lucas* games continues to live, but their creators change, and the perfect mix goes phut.
I'm talking about MI3 and MI4, for instance. They changed graphics, but also story, humor, music and other elements.
Our brain has cataloged the whole thing as "NOT SO GOOD".

That's the reason why we wanted Thimbleweed Park to be as closest as possible to the very first Lucas* adventure games: because we know that the mix was good, not to say perfect, and every modification that could alter that perfection, scares us.

Mister T - Jan 11, 2017 at 07:25
True, there is this sense of nostalgia and the already-known which wants to lure one into believing that changes can be avoided.
The irony is that still we witnessed so many great changes between MM and MI, that for some reason do not get acknowledges the same way. The reduced number of verbs, the ability to talk and the lack of dead ends, all factors which made MI so much better than anything before.
Rather than the missing link between Zak and MI, Thimbleweed seems to become something the genre could have become, had it not taken the wrong road several times on the way (like: fancy graphics instead of well designed puzzles, simplification instead of options paired with a clever design using them, 3d because everything must be 3d, Schafer being allowed to design on his own, etc.).

Nor Treblig - Jan 11, 2017 at 09:28
I agree with your conclusion of what TWP could be.
Tim Schafer made (and designed) great games.

Franklin - Jan 11, 2017 at 09:54
Tim is not a good "game designer". He's a great writer and storyteller, but he doesn't know anything about puzzle design or designing a game.  Grim is a very creative game, but filled with bad puzzles.  Broken Age is the same. Double Fine has never had a hit game. Psychonauts is a cult favorite and a very mediocre platformer.  It's creativity makes everyone think it's a great game. Tim has found his calling my sitting in his big executive chair and letting other people design games. Ron is still in the trenches, designing, writing and programming. So much more respect.

Nor Treblig - Jan 11, 2017 at 10:33
Well, that's your opinion.

The Steam reviews for Broken Age, Brütal Legend, Grim Fandango and Psychonauts are all 'Very Positive'.
metacritic scores are: 73, 80, 84 and 87.

Btw. MI2SE got 87 too.
But of course everyone was blended by Psychonauts creativity and they actually never enjoyed playing this mediocre platformer...

Nor Treblig - Jan 11, 2017 at 10:40
blended -> blinded

Big Red Button - Jan 11, 2017 at 13:22
I only know the games he worked on at Lucasfilm. I really enjoyed most of them, but, of course, I don't exactly know his creative contributions to these games. I've never played Broken Age - mostly because a lot of people were obviously disappointed by this game. The only Double-Fine game I've ever played up to now is The Cave, which was created by Ron. I enjoyed it though.
I'm sure that Tim's popularity has its seeds in his activities at Lucasfilm. But, as I mentioned, I've never played Tim Schafer's more recent games yet. Maybe they are deserving their popularity. Anyway, he runs a successful company!

Nor Treblig - Jan 11, 2017 at 14:00
@Big Red Button:
After founding Double Fine he concentrated on console games, creating Psychonauts and Brütal Legends.
I assume those got their own fans and they probably didn't that many of his original fans from point'n'click times.
In my case (since I don't really own consoles) I've played these games very late when finally PC ports came out.

I'm an original backer of Broken Age and liked it very much (+ the documentary!). But I also didn't expect an oldschool adventure in retro look with 24 verbs etc. Some folks get easily hyped and develop high expectations of games which then can never be satisfied anyway.

longuist - Jan 11, 2017 at 14:28
@nor, regarding blinded. I think that's a bit too harsh. Its quite an achievement to design a game you desperately want to finish even it plays like *beep* :)

Nor Treblig - Jan 11, 2017 at 15:21
@longuist: Maybe my last sentence can be misunderstood, it was meant to be sarcastic :-)

longuist - Jan 11, 2017 at 15:28
damn you, i don't understand sarcasm

Sushi - Jan 11, 2017 at 17:12
At the risk of causing a six month delay on the release date because it will be renamed to "Rhonbleweed Park" now....I always thought the name "Thimbleweed Park" was a homage to Tim Schafer.

Nor Treblig - Jan 11, 2017 at 22:43
@Sushi: The game will be additionally delayed by about one year anyway since that discussion is going on:
https://twitter.com/grumpygamer/status/818910218931224576

Big Red Button - Jan 12, 2017 at 04:08
I think, they should cut the toilet paper, because back in MM there was no toilet paper at all.

Nor Treblig - Jan 12, 2017 at 05:01
@Big Red Button: Well, they had running water and a sponge instead. :D

Gv - Jan 12, 2017 at 05:39
Maybe you are right. I never could be able to like Grim Fandango. And I try. I am trying to also like Full Throttle with no good results. But I dislike almost anything which came after Monkey Island 1. I even not like MI2 too much. There is one exception, I really liked MI3.

Nor Treblig - Jan 12, 2017 at 06:16
@Gv: Now I'm curious since you liked MI1: what was it you didn't like about MI2?

Gv - Jan 12, 2017 at 06:59
I expected a lot after MI, that is maybe why I didn't like other games after it. I really can't say what I didn't like about it. I didn't enjoy it like the first game. I don't know if it is the graphics. I LOVE MI1 graphics. But back then I wasn't a fan of EGA like I am now. I liked VGA for its novelty. I don't know what I dislike about it. I don't feel anything if I play MI2 right now. But I see a MI1 background and I feel nostalgia about it. It is like rediscovering things about it, or why not discovering new things about it. Maybe it's just me.

Gv - Jan 12, 2017 at 07:40
But don't take that too literally. It's still a Monkey Island game, I like it. I even like MI4 a little. Has some good puzzles. Like the swamp puzzle.

Nor Treblig - Jan 12, 2017 at 08:29
@Gv: The one thing I really dislike about MI4/EMI is that they ignored that Guybrush can hold his breath (only) for 10 minutes. He just doesn't die :-(

Gv - Jan 12, 2017 at 08:43
You refer to this easter egg?
https://www.youtube.com/watch?v=Knj4L2rw6ms
I didn't know of it back then.

Gv - Jan 12, 2017 at 08:46
Oh, I misread you. I read CMI. I don't remember that part you say. :)

Gffp - Jan 12, 2017 at 09:12
Dear GV, I also liked MI4 a little, even if I didn't get involved to finish  even the first part. It has a good writing, a story with significance, that I liked. Unfortunately, it was a Monkey island series game, and it lacked the ambience, the setting, the atmosphere, the characters 'coherence with original (Ron's) two titles, and also the user interface, the graphic art. If it was a completely different title, with such a significant story and funny characters, I bet I would have given to it a better chance to interest me.

Gv - Jan 12, 2017 at 09:23
I think MI4 was not like the others, yes. But was nice to at least return to Melee ;) (though a different one)

Gv - Jan 12, 2017 at 10:22
@Nor Treblig
I think you are referring to this: (I couldn't find an actual game screenshot)
http://www.worldofmi.com/images/categories/7/Underwater.jpg
I have vague memories of that.

Zak Phoenix McKracken - Jan 12, 2017 at 11:39
I played Monkey Island from 1 to 4, then Tales of Monkey Island (by TellTale Games).
If in MI4 I was a little disapponted, for the story, bugs, 3D graphics in general, with Tales of Monkey Island I felt good, every chapter was well-designed.
I loved in particular the 5th episode, when Guybrush is really dead. Really. Really really. DEAD.

Gv - Jan 12, 2017 at 11:58
I need to give Tales of MI a try. I never played it fully, just some random chapters a little. But I remember I found Guybrush a little annoying.

Big Red Button - Jan 12, 2017 at 12:11
I think, I shall try Tales, too, even though it's not canonical and it's 3D. Maybe once I've finished TWP. With my Xbox 360 USB controller probably! :-D
It's always good to have some titles in mind. At least it's done by Dave Grossman, a former LucasArts game developer.

Gv - Jan 12, 2017 at 15:25
Thanks, Nor Treblig.
Even though I enjoyed playing Monkey Island 1 more than MI2, and MI3 has a lot of ambiance that took me back to MI1 I have to do justice to MI2 and say that storywise is a lot better than those.

Nor Treblig - Jan 12, 2017 at 15:45
For those who want to play Tales of Monkey Island: It was an episodic game and during the wait for next episode a series of funny short films were created by fans which are worth a look:
IWWHITOMI - http://silverwolfpet.com/i-wonder-what-happens-in-tales-of-monkey-island/

(spoiler alert: start with IWWHITOMI Episode 1 but don't watch the next one unless you've played the previous episode)

Big Red Button - Jan 11, 2017 at 08:05
I agree. Even though I found the room screens from CMI to look really good at that time and the game itself was still worth a play.
But, in my opinion, the critical responses to EMI and Grim Fandango were way too positive back then. For some reason, adventure games didn't work as good in 3D. Above all, it wasn't point & click any more. So, when EMI and Grim were released, LucasArts were disappointed by the low sales and they never released another adventure game again. What a tragic ending for such an erstwhile success story - caused by a series of bad decisions!

By the way, I think that most of their later adventure games by Lucasfilm were more appropriate for a younger audience. The MI series is a good example for this. When I was a child, I knew some adults who enjoyed MI 1 & 2, whereas a few years later the same people didn't have the slightest interest in CMI and EMI. Maybe the game designers at Lucasfilm weren't aware about the fact that the fans of their earlier games already had become a bit older. Of course, charming artworks and humor are very important elements in such games, but you have to make sure that the game doesn't appear to be too puerile to older gamers, if you don't want to discourage them.

Nor Treblig - Jan 11, 2017 at 09:28
I don't know what people had against Grim Fandango except that some weren't really accustomed to such controls. The graphics were great.

Big Red Button - Jan 11, 2017 at 11:34
All in all, GF was not a bad game. But, the controls are a very important aspect. Most of the graphics looked nice indeed, but there were exceptions (e.g. the boat). I don't know if the Remaster looks better there. And, Glottis is extremely frivolous, in my opinon. That's not my scene.

Nor Treblig - Jan 11, 2017 at 13:45
Oh I liked Glottis, but this is very subjective of course.

It's great that they've added point'n'click to the Remastered version after seeing that ResidualVM mod. Finally controls are fixed for those who want it that way.

Nimm 2 - Jan 12, 2017 at 07:47
This might be true for some people. Others aren't this simple minded. They have taste, are able to differentiate and can articulate what and why they like or dislike something. Your idea has potential  for an easy and lazy generalization  though.

Big Red Button - Jan 10, 2017 at 12:33
Be aware of the fact that the art works access different resolutions, too. So, even in the pixel perfect mode, the resolutions of the the GUI (verbs, inventory etc.),  the respective room and the mouse cursor will always be partially inconsistent.

Lebostein - Jan 10, 2017 at 13:46
OK, then it seems possible to read the books (see the screenshots above) with a high-res font?

Ron Gilbert - Jan 10, 2017 at 16:24
No, the font in the books is at the room resolution.  There are three planes, the speech plane, where the words actor are speaking show up, this is at 1280x720 resolution (although we use a bitmap font that is 640 resolution). The room plane, which is at 320, 420 or 640, depending on the zoom level of the room and then there is the UI plane, which is also 1280x720.  The text on the books is in the room plane, so it's fixed at the resolution of the room.  Pixel purest mode forces everything in the room plane to be on room pixel boundaries (like scaling actors, or rotating images).  It might also force the speech text to the room resolution, but it might not. That would require us creating a whole new font and time is running out. It does not force the UI to be on room pixel boundaries, because that changes for each room and we'd have to make 3 UIs. When you see it in action, it all makes sense.

Dubdidubdidubdub dub - Jan 10, 2017 at 18:49
To me, mixing different resolutions often feels like you're loosing some purity. I get the idea about the comfort and when it makes sense but there is something about that a pixel = a pixel, being the smallest defined unit (for sizes & translations) in your universe , things can get confusing if you're doing it wrong.

The Mail felt like a nice surprise. Like you've found a flyer about an upcoming festival in your town. It's not quite there yet but thinking about that it will be soon, raises your mood already.

Gabarts - Jan 11, 2017 at 03:47
A switch button is always a good option, especially now that you can have one for music, graphic, dialogs... everyone is happy!
I will play with retro pixel mood, I still fight like a cow after all...

Arto - Jan 11, 2017 at 15:58
Terrible Toybox will release something called ThimbleSwitchboard™ right after the game ships*. It should have a switch for every option. And, as we know, there will be about 5000 options to choose from*. Most of China's production resources are geared towards the production of this switchboard*.

*Disclaimer: there seems to be no evidence about any of this in internet. How curious.

Wluut - Jan 11, 2017 at 16:02
Quote
*Disclaimer: there seems to be no evidence about any of this in internet. How curious.
/Quote

Then it must be TRUE! Everybody knows that the internet is full of lies!

Nor Treblig - Jan 11, 2017 at 16:20

Carlo Valenti - Jan 11, 2017 at 16:41
* waiting for the game *

I was wondering...
1) can Gary post some original preparatory art for the game which hasn't been published yet?
2) can David tell us a funny story about the development of the game?
3) can we take a look at the unused sketches for the game logo?

Just waiting for the game :)

Nor Treblig - Jan 11, 2017 at 22:41
ad 2.: There is a story about bug reports: https://twitter.com/DavidBFox/status/819263461326614530
But it's not a funny story. It's far too important then to make jokes about it!

James - Jan 11, 2017 at 17:11
In each of the screenshots, what is up with the word wrapping for the last line of the left page?  Why did the rest of the line get wrapped to the next page when there's still so much room left?

Zak Phoenix McKracken - Jan 11, 2017 at 17:44
Option #210: Set toilet paper orientation [Over  Under]

https://twitter.com/DavidBFox/status/819260308682207232

zeek - Jan 11, 2017 at 17:57
And rightly so!
what is two + two + one?