Friday Questions
by Ron Gilbert
Sep 30, 2015
Sep 30, 2015
Friday's podcast will be the first of the new month, so it's time for Friday Questions™ (although, I don't often get the podcast editing until Saturday morning while I'm eating my cereal and watching cartoons, but now we're splitting hairs).
Anyway... moving on...
If you have any questions you'd like us to answer live on the air, please submit them in the comments before 9pm PDT on Thursday (or Mustard o'clock if use international color time like I do).
To increase the odds of us taking your call, please keep your questions to one sentence, otherwise it's too hard for us to explain the question before we answer it. Also, if you begin your by question telling us how awesome we are, that also increases the odds.
- Ron
QUESTION PERIOD HAS EXPIRED
Imagine you had had an infinit amount of resources available, how could a game like that look like? How could players interact and solve puzzles together?
http://sarien.net/
You did a few in the beginning, about scripting and stuff. Those were very interesting, at least to the nerdy readers of this blog.
How exactly will the phonebook be used in the game?
It's "Friday Questions" after all...
I never asked anything about open sourcing the game itself.
That would make no sense since this is a commercial project.
http://blog.thimbleweedpark.com/stateofthegame2
Betamax was still a thing in the 80s, though being surpassed by VHS. If it was said in the 90s im sure there would be no Betamax. But this dosent rule out the 70's.
(A few things have changed since then. For instance, there's some animation and Ron reported to have thought of a way to save games that he's satisfied with.)
I myself think that a maze wouldn't be a good idea, if it would lead to very long paths the player would have to run through back and forth. Mazes are not my scene.
I love ALttP too (the first Zelda I played)., but the humour in Link's Awakening is quite unique in the series, and both the engine (this was made for the original Game Boy) and game design are extraordinary.
The "color" objects you get at the end of the new color dungeon in the DX version make the game too easy, though, and once you've got them you're stuck with them, but that dungeon is optional.
I played the black and white version of Link's awakening. I translated Zelda 1 & 2 to Swedish. :-) http://sen.zophar.net/tt/
Beside the colorization, which is very well done, the additions of the DX version feel tacked on and poorly though out.
I was curious about the color dungeon, which isn't bad, but its reward break the game balance, and the art of the sequences that involve the photographer [1] don't mesh well with the intro and outro [2]. It's just a gimmick to sell GameBoy printers.
1. http://www.zeldadungeon.net/Zelda04-links-awakening-photographs.php
2. http://3.bp.blogspot.com/_HGW7c4fzmao/TH1b5IizzNI/AAAAAAAAAg8/fnJKhOoL91w/s1600/legend-of-zelda-links-awakening4.png
So +1 I guess...
But no people in my life seem to enjoy the genre like I do
Sometimes when I find a real treasure I lament the chance of sharing the experience or watching *them* play.
My partner is exceptionally bored by them, for example.
Is there a specific person in your lives that doesn't share your passion for the gaming genre you love, yet you'd be thrilled if they did?
And what specifically would you enjoy most about watching them play?
I've found YouTube to be a fantastic way of watching others play the same games I have.
But it lacks the "i know this person in real life" aspect.
For those who havent heard of it, here is a link:
http://www.imdb.com/title/tt0098851/?ref_=fn_al_tt_1
Would you consider hosting a hack-a-thon?
If you had a few problems like the lip-syncing, you could get a bunch of people together in a room with terrible food and adult beverages and we could solve them for you! It could also be an opportunity for some cheap game testing.
I would definitely fly in for that...
Will characters of any of your previous games make a cameo (Stan, selling used stuff, Guybrush, Ed Edison etc.) or would you run into copyright issues?
What's your favorite recent adventure game and why?
(Additional commentary: I would love to see a game open with a C64 BASIC prompt, possibly followed by some funny crack intro. Some SID emulation would be great. It's just that there are a lot of retro games out now, and they're more like 486-retro and none are like C64-retro. I think a C64-style retro game would set itself apart from other retro games based on aesthetics alone. In addition, a game that looks like that and references that era would garner attention, specifically if the games acts somewhat as a "love letter" to a specific platform like the C64. I think if people (game reviewers) picked up on that it would add to the game's success. I just think it's going to be harder to sell the idea that this seems like a game you found in an old drawer when so many retro games coming out look similar. Like I've said before- I DO love the way the game looks, and I'm glad it's gone in this direction, but I was thinking maybe the ol' C64 idea could be revisited someday.)
Originally, this game was going to seem like a game that could have ran on a C64. After Thimbleweed Park is finished, any chance of revisiting that concept in a subsequent project?
And, I've not heard anyone complain about retro games that have an OBVIOUSLY, INTENTIONALLY, pixelated retro aesthetic. No one's going to complain that Shovel Knight, Rogue Legacy, Super Time Force, Towerfall: Ascension, Fez, Super Meat Boy, Hotline Miami, Axiom Verge, or Broforce look pixelated.
If Ron were to answer this question, I would expect Ron to answer this question something like this:
"Well, as far as retro games go, aesthetically, it's probably two things that are in favor for a designer/developer. One, is the time required for asset creation. If you're not going retro, you'd most likely be dealing with a lot of 3D modeling, which takes quite a bit of time. I you do go the retro-route, if game design allows for it, you might only have to deal with sprites, with less pixels and so forth. Secondly, the mechanics themselves are simple or mostly already defined by game engines being used. And with sprite-based games, collision detection is easier and easier to test for. All in all, 2D sprite-based games, whether they have that pixelated look, are simpler and easier to test, which make it a style of game more suited for a small team. I think one of the reasons we are seeing an increase in these kind of games is not necessarily only nostalgia, but because it's becoming easier for small teams to get their games out there. For example, I don't think we'd be able to get this game done in a couple years with number of guys we have on board if we were having to deal with 3D modeling/asset creation and fancy, hi-fi graphic effects. And, like I said, part of it is nostalgia- that, pixels are "cool" right now. But, nostalgia cannot be the only reason people are okay with pixels. Young players, too, are playing and enjoying games like Rogue Legacy, Super Meat Boy, Shovel Knight, and Hotline Miami. I guess that goes to say that game design and gameplay go a long way, and aesthetics are just that."
Now stop.
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
Point is, I think it would we exceptionally cool/neat/whatever if a game paid homage to a specific platform/console, and I was wondering if Ron would consider doing a strictly C64-retro game after Thimbleweed.
Pixel art is not necessarily easier to do than high-definition art. One the one hand, your canvas is indeed smaller but, on the other, if you only have a few pixels or colors at your disposal to represent something, you'll spend a lot of time figuring out the best locations and colors for those pixels. Animation can be a pain as well as you have to make sure your dither looks good across frames, etc.
Regarding people's perceptions of pixel art, I already gave an example of a popular game that is a better example of good pixel art ( http://www.dinofarmgames.com/wp-content/uploads/2015/04/terry-2x.gif ) where IGN complained that the characters "look pixelated." If you do a little bit of research, you'll find a *lot* of people complaining about the graphics/resolution/etc. in some of the games you've mentioned. I'm not saying the audience doesn't exist but it's certainly more of a niche style.
I wonder what you think of graphics that is a lot older than that of the C64 games (e.g., see http://ak-hdl.buzzfed.com/static/enhanced/webdr01/2013/3/11/11/enhanced-buzz-31757-1363016224-9.jpg from Oregon Trail). I bet most pixel art fans wouldn't take a second look at it but from people from that era, it's amazing. I think the situations are similar.
Note that I'm not saying that your desire to see C64 aesthetics is stupid, I was only commenting on the remark regarding this look benefiting potential commercial success.
Secondly, it's just common sense to say that 2D pixeled sprite-based games are easier/quicker to make than detailed 3D games. And also, more pixels DO mean mord time. Sure, you can argue all you want how a certain artist might require more time to fret about the color of his pixels since that might seem more important the less pixels he has to work with, but you're simply playing devil's advocate.
Also, if a game is designed as if it is a game running on a specific platform that emphasises its uniqueness, I would find that charming. Doesn't matter if it's the C64 or Sega Master System or Intellivision or the friggin PDP. It would be charming. Graphics don't matter to a gamer if they're not integral to the overall gaming experience. Heck. Rudimentary graphics are required for certain games- see Thomas is Alone. Text adventures and interactive fiction don't have graphics- its target gamer doesn't expect them to.
And lastly, if a game pays homage to something, it can add to the game's appeal. If Retro City Rampage had no references to 80s/90s video games and movies, it would be not as fun or funny. The homage to the C64 would certainly be more niche but would still add to the game's charm and appeal to those that pick up on it. That's what I meant by saying it could "add to its success".
I didn't say anything about 3D games so I'm not sure why you're bringing them up again. It depends on the amount of detail, but for "equal" quality, I would have to agree. For 2D, I don't think I'm playing the devil's advocate. I'm not an artist but I've talked to artists who reported this to be the case. As far as I'm concerned, data trumps common sense (see Aristotle vs Galileo).
I don't think Thomas is Alone qualifies for what I was saying because the distinction I was making was one of medium (low resolution & dither vs high definition & high color depth), not one of style (rich graphics vs simplicity---pretty much everyone understands both). Similarly, not many people still care about mozaic art or scrimshaw these days even if they were once immensely popular. It's because most people don't speak the language anymore. You'll still find a niche.
But I see now what you meant by "success." You were only talking about that particular niche of gamers so I was confused.
i.e.: How will I click my teeny tiny book on a touchscreen?
two questions:
1. I like the jingle of the podcast, will this be the main theme for Thimbleweed Park(tm)?
2. Will you release a short, playable demo sometimes?
Thanks, Stefan
When I asked about it in the comments for "Doing Better" ( http://blog.thimbleweedpark.com/doing_better ) , Ron said he had thought about it, but he didn't say no.
I tried to ask again for "Friday Questions 1" ( http://blog.thimbleweedpark.com/friquestions1 ), but they didn't pick my question.
My question (for the team) is: Any news about a small playable demo?
Alas, I don't have a question.
Secondly, I would like to ask:
What kind of game would you make if you were given an unlimited budget?
I would like to add mine:
What would happen to the scope if the game did not have Mark Ferraris art, no voice over and no special case animations, just like Maniac Mansion or Zak McKraken: I think that the production phase could be much cheaper and shorter then.
How much could the scope be expanded and what would happen then?
I am very excited about the current vast scope, I love to visit a town, underground, pillow factory, mansion, multiple businesses etc.. But I wondered: How much more would have been possible? How would an adventure game look like with even more unique (yet maybe cheap to produce artwise) content?
I'm not sure whether this is the same person from before but regardless, I seem to have gotten at least one person angry and that's one too many. I guess I'll stop but I figured it'd be useful to answer a few questions they've already addressed in the past. That way, they don't have to waste time on it, you get the information you wanted, and someone else gets a legitimate question answered. It's not about my question, that was just a joke. If they don't answer, that's fine with me.
Don't you think there is something more "respectable" about selecting jokes for the game that have passed some kind of quality scrutiny over picking every single one the community submits?
When are we going to be able to listen to more Steve Kirk's music for Thimbleweed Park?
If the latter, what is the longest you've held onto an idea before using it?
Secret question: 8; I Guess the bots are becoming smarter and Ron had to crank up the difficulty:..
My quesstion is the same as last time, maybe if I keep asking I'll get an answer... We know the story behind the Guy brush, but why Threepwood? Please note that I'm not a native speaker, and that I may thus miss something obvious.
P.S. I answered some of Bogdan Barbu's questions because no one had done so yet.
---
“Threepwood” was the name of Dave Grossman’s RPG character and was picked through voting. The name comes from P. G. Wodehouse’s family of characters including Galahad Threepwood and Clarence Threepwood, 9th Earl of Emsworth.
---
Also, Threepwood is a place name in Scotland:
https://en.wikipedia.org/wiki/Lands_of_Threepwood
so now the odds are good for me, this question its not about technical issues, its about social ones... You see, every time you post a new entry in the blog its like firing a topic to a bunch of people who (with the commentary system) spins the conversation to who knows where!. And to us -the blogs followers- every time we enter here, things become more and more familiar and you start to recognize names, people's sense of humor, and -in some way- you, we, all of us start to talk to each other, like mates, like someone who you find on the bus when you go to work, or like "friends". So the question is ... after it all ends and the game ships and there is no more developement.... ARE YOU GOING TO MISS US??
Michael Land was an important part of the feel of the old Lucasfilm Games. Do you have talked with Michael Land about the possibility to work at Thimbleweed Park?
Is the game stable at the moment or do you have some crashes? How is it possible to avoid crashes in the final programming?
Do you have the feeling, that the game has the same look and feel like the games of the Loom or Monkey Island Period?
A question to David Fox: What do you learned from the development of Zak McKracken and Indiana Jones and the last Crusade, that is currently important for the development of Thimbleweed Park?
Adventure Games from the Sierra/ Lucasfilm Period are still as popular as in the past. How can you explain the fact, that people still play games that are 30 years old on their Macbook? Is it the Lego Effect? (Lego is still popular, but it’s a very old toy and people still built everything with Lego, like they play the same old Lucasfilm Games from 30 years ago).
Why is it possible that Adventure Games have a strong emotional touch to the players, to give them some kind of childhood flashback (instead of Splatter Shooters like „Doom“)…
Ron is a big fan of RPG Games? What is so cool about the RPG Genre? Do you prefer RPG or Adventure?
Mark Ferrari is a bloody genious! Why did you guys didn’t worked together for nearly 25 years!
How is it to recruit the old Lucasfilm team? Is there still the magic of the past, when you guys work together?
What is the function of the books in the bookstore? Is it just a joke or is it possible to take some books that you need for the game?
Do you write like a score (like in music) for the game by hand, before you program it? Do you still use this charts?
Do you plan some Labyrints in Thimbleweed Park (like in Venedig in Last Crusade or the forest in Monkey Island or the forest in Zak McKracken)?
What do you think about „Indiana Jones and the fate of Atlantis“ ???
Will „Sam & Max“ appear in Thimbleweed Park? Is it possible to ask somebody about Loom?
How funny is Thimbleweed Park? Are there some good gags that you already laughed about?
Do you use Maps like the Island Maps in Monkey Island or the Airplane Traveling Moments in Zak McKracken for the Traveling Moments?
Do you like sitcoms and which Sitcoms specially? Is it possible to make a adventure game sitcom (maybe a similar concept to do seasons, like Telltale)?
What did you think about Broken Age?
How many characters are possible to choose in Thimbleweed Park?
How many solutions are possible to play the game (like in Monkey 2: Easy Mode, Hard Mode, etc.)?
Do you plan to visit Europe to present the game, when it’s finished? Are you doing a signing tour?
Any plans for visiting Comic Book Conventions? A lot of fans of Comic Books like Adventure Games?
What are you’re favorite all time Comic Books?
Why did you guys didn’t worked together for nearly 25 years? How is it to be back?
How many hours a day do you work on the game?
Do you play/ analyse old Lucasfilm Adventures to understand what you can do better in Thimbleweed Park?
What is the favorite old Lucasfilm Adventure Game of Ron/ David and Gary?
Which graphic style of a old Lucasfilm Adventure do you like most?
What is the magic about the old graphical concept of Monkey Island 1? Is Thimbleweed Park very similar on a graphical concept, because Mark is involved?
Are you guys interested to do some more „old school“ Adventures in the future? We fans would be proud/ glad/ happy!
Which adventure game of the old Lucasfilm Games was the worst one? why?
Is there a adventure game of Lucasarts that you haven’t finished (to boring/ complicated, etc.)?
Do you did a analysis of Puzzles and try to categorise different kind of puzzles by puzzle - types (Labyrinth Puzzles, Funny Dialog Puzzles, Combination Puzzles (Grog), etc.) ?
Are there animals in Thimbleweed Park?
What is the part of Thimbleweed Park that you are most proud of? What is the difficult part, that didn’t work and why?
What is you’re favourite not Lucasfilm Adventure game? What do you think about Simon the Sorcerer?
-I think somewhere Ron stated that he played all the Sierra games. They added much more special case animations to one game after Sierra had them
-They planned an easy and hard mode for Thimbleweed Park like in Mi2 (if I recall correctly)
A) Pocket the profits to make up for all the bread and water only meals
B) Use the profits to make a new game similar to Thimbleweed Park
C) Use the profits to buy back the rights for Monkey Island and/or Zak McKracken
D) Start a Largo Embargo
Q for Ron: Would you ever reveal what the secret of Monkey Island is if you're unable to do so through a MI 3a?
Do you think you might make another game like this together? As fans it's our hopes and dreams. Surely not all these dreams can come true, but - without giving name, or plot, or anything like that - just generally: another retro style Lucasfilm or LucasArts point and click adventure game?
How do you feel about point and click adventure games that have maximum resolution graphics, ever seen one you really liked?
Any adventure game on your mind that you liked in recent years?
https://www.youtube.com/watch?v=7LYWL8V_qNo
I'm one involved in this movie.
My question is, are there going to be instances in the game that has no point other than to make you laugh similar to sending Mark Eteer the tape that has the high pitch sound?
and....Would you ever release a level editor type program based off the engine you built for this game?
OK that was 2 but who's counting....don't judge (looks at you)
Did you work on any game projects that got canceled and you still regret they didn't get finished?
Another question:
Ron, wikipedia says that you contributed to the Telltale Games' Tales of Monkey Island, could you elaborate to what degree is the game influenced by you?
Will it transition exclusively to the Microsoft Store on release, and for how long?
One great example of being successful without a distributor was the game Minecraft using just a "website" and "PayPal".
Steam's Platform provides "Accessibility" but at the cost of "large premiums" and "limited community modding" .
But Mobile distribution is different, Google-play and iTunes have almost entirely Monopolized the market and you might not have a choice.
http://robertmegone.com/public/scummvm/snail/c64.png