Friday Questions

by Ron Gilbert
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


Christian - Sep 30, 2015 at 10:36
How does the new save system work? (Also the game, blog, team and everything around here is awesome!)

Mattias Cedervall - Sep 30, 2015 at 16:14
That's a good question I wish to know the answer to!

JiFish - Sep 30, 2015 at 10:38
How do you know where to draw the line classic but updated and modern? (In terms of both graphics and gameplay.)

Uli Kusterer - Sep 30, 2015 at 10:41
What are things that you plan for right now that will not really be needed until TP is released, and that you think we might not expect. E.g. are you thinking about how you'll update the game once it is out there, etc.?

Bogdan Barbu - Sep 30, 2015 at 11:28
Digital distribution systems like Steam and make this task very easy.

Bogdan Barbu - Sep 30, 2015 at 11:30
Wait, I forgot there's also a physical copy of the game. I guess you'll have to download a patch (unless it's automatically downloaded for you).

Derrick Reisdorf - Sep 30, 2015 at 13:23
We should probably limit our commentary on people's questions.  Ron & co. will already have enough stuff to read through.

Michael Mai - Sep 30, 2015 at 10:44
Have you ever thought about the possibilty of  a multi player graphics adventure game? It seems like a pretty daunting task to me.

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?

Bogdan Barbu - Sep 30, 2015 at 11:15
It would probably be quite different from these adventure games because you don't want to be stuck waiting for another player to solve something. That'd be quite frustrating. It'd probably have to be more similar to quests in something like World of Warcraft or something.

tomimt - Sep 30, 2015 at 12:01
There's actually something called, which allows you to multiplay old Sierra titles like King's Quest.

pmarin - Sep 30, 2015 at 10:47
What's going on with the Linux port?

Natalija - Sep 30, 2015 at 10:51
What is your favourice cartoon and why?

Iron Curtain - Sep 30, 2015 at 10:53
Was the updated look of Detective Reyes (the woman, right?)  done by Gary or Mark?

Bogdan Barbu - Sep 30, 2015 at 11:41
No, she's Ray.

Iron Curtain - Sep 30, 2015 at 22:52
In that case, would any of you (Ron, David and/or Gary) please elucidate if Detective *Ray's* updated look was created by Gary Winnick or Mark Ferrari?

RandomGuy - Sep 30, 2015 at 10:55
Can you, awesome people as you are, do more blog posts about the technical side of the game? Like lighting system, asset management, scripting, pathfinding, load and save games, etc.

You did a few in the beginning, about scripting and stuff. Those were very interesting, at least to the nerdy readers of this blog.

BartC - Sep 30, 2015 at 11:38
I second this

Peter Campbell - Sep 30, 2015 at 10:58
Star Trek or Star Wars?

Brad - Oct 01, 2015 at 18:53
Something tells me Star Wars...

Farooq! - Sep 30, 2015 at 10:58
When will the next trailer for the game drop? (And the most awesome people on the planet are making this game.) "BOASTED" :D

TMW - Sep 30, 2015 at 11:03
How do you test your custom engine to ensure it will run on various computers?

Bogdan Barbu - Sep 30, 2015 at 11:48
So far, I guess they don't test on many computers except for their own (there was nothing under "Equipment" in the budget spreadsheet). They might at some point but as a side note, if you don't do anything too technically fancy (and adventure games rarely do), these problems tend to occur way less often than they did 20 years ago. The platforms are more uniform and easier to program for and the tools are way better.

TMW - Sep 30, 2015 at 12:09
Yeah, but as a lone developer, I would like to know from a veteran.

Jammet - Oct 01, 2015 at 05:45
My guess is that they don't. Yet.

Christian - Sep 30, 2015 at 11:57
Maybe they can release a mini demo with one room and some sound or something like that which everybody here can run and test. This way problems with OpenGL etc. could be found quickly.

--- - Sep 30, 2015 at 11:05
Please be the godfather of my child. (When I have a child.)

Derrick Reisdorf - Sep 30, 2015 at 11:06
You guys are collectively, and individually, my heroes!

How exactly will the phonebook be used in the game?

Michael Hoffmann - Sep 30, 2015 at 15:39
Very interesting question! Seconded!

Patrik Svensson - Sep 30, 2015 at 11:07
Is there any plans on open sourcing the game engine and/or tools after the release?

Bogdan Barbu - Sep 30, 2015 at 11:17
I can understand wanting the engine to reduce development costs in your own projects but what would you do with the actual content of the game? Open sourcing games doesn't seem to achieve anything.

Patrik - Sep 30, 2015 at 15:51
I was thinking about the game engine and tools, and the reason was more in line of educational purposes.
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.

Dan - Sep 30, 2015 at 17:18
The question has already been replied in the FAQ sector.

Derrick Reisdorf - Sep 30, 2015 at 11:07
Have you guys been kicking around any ideas for what kind of "feelie" you will be including in the boxed copy of the game?

Natalija - Sep 30, 2015 at 11:10
Can you please, pretty please, pretty please with the sugar ot the top, add another book in the occult bookstore? Please please pleeeeaaase!!! The name of the book is  "Astronomy by Natalija Radnjic" ...  You dont know how much happy would I be...

Natalija - Sep 30, 2015 at 11:16
How many books are in the book store? Did you put every book from the comments in there?

Bogdan Barbu - Sep 30, 2015 at 11:20
I certainly hope not. A lot of them were terrible.

Derrick Reisdorf - Sep 30, 2015 at 11:10
Is the game still set in 1987 (or thereabouts), and are you making it a point to cram into the game a bunch of humorous references to pop culture and the technology of that era?

Bogdan Barbu - Sep 30, 2015 at 11:21
As I've said in a comment on one of the previous posts, I don't think the game necessarily takes place in 1987. I just think they meant it's going to be in the style of 1987 adventure games (that's when Maniac Mansion was released).

Derrick Reisdorf - Sep 30, 2015 at 13:16
Oh.  Are you one of the developers?

Bogdan Barbu - Sep 30, 2015 at 18:07
I'm *a* developer. :)

Frank Einstein - Sep 30, 2015 at 14:19
The Quicke pal has a "Movietron Beta-rent 2000":

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.

4 - Sep 30, 2015 at 14:44
Given Delores' character description it's clear that the story takes place in the 80s:

Natalija - Sep 30, 2015 at 11:11
Did I say pretty please with the sugar on the top? Please!

Derrick Reisdorf - Sep 30, 2015 at 11:12
Is there a Terrible Toybox logo?

Derrick Reisdorf - Sep 30, 2015 at 11:16
What inspired you to want to make Thimbleweed Park; where and when did the idea for the game first germinate?

Bogdan Barbu - Sep 30, 2015 at 11:38

Thomas Molby - Sep 30, 2015 at 11:16
At this point in development, how do you feel?

Bogdan Barbu - Sep 30, 2015 at 11:51
Answered here one month ago:

(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.)

Derrick Reisdorf - Sep 30, 2015 at 11:18
Do you fear that the player will be subject to ladder-climbing fatigue (bookstore and the radio tower)? :)

vegetaman - Sep 30, 2015 at 11:18
Are there any other worldly (non-human) creatures making an appearance in Thimbleweed Park? (ie. things along the lines of Purple Tentacle)

Bogdan Barbu - Sep 30, 2015 at 11:24
Well, we do know there's a ghost at the very least. And it's supposed to be a parody of Twin Peaks, X-Files, etc. so it's not entirely unsafe to assume there will be aliens and/or other weird stuff.

T.M. - Sep 30, 2015 at 12:13
Actually I want to know as little as possible about these sorts of things as I want to find out about them just when I will be playing the game.

Mattias Cedervall - Sep 30, 2015 at 17:24
Same here. I don't even know this game's title!

hippy dave - Sep 30, 2015 at 11:19
How did you all get so awesome?

Derrick Reisdorf - Sep 30, 2015 at 11:21
Pixel-hunting or Maze traversal: In your opinion, which is worse/better?  Why?

Bogdan Barbu - Sep 30, 2015 at 11:37
Personally, I think mazes are worse because, if you get stuck and they're too big, they require too much walking around and backtracking to solve. Pixel hunting is also bad but I'll get less annoyed, especially in a low-resolution game.

a-maze - Sep 30, 2015 at 15:15
I love mazes in adventure games if the correct directions are revealed through a puzzle and if the game exits the maze when the player is obviously lost.

Big Red Button - Oct 01, 2015 at 05:19
Will there be any maze at all?

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.

John - Sep 30, 2015 at 11:22
Why does Mark Ferrari never show up (except that one time) on the Thimbleweed Park Podcast?

smartypants - Sep 30, 2015 at 15:48
He's probably busy working on Thimbleweed Park.

Josejulio Martínez - Sep 30, 2015 at 11:22
How come the icons are so awesome?

Bogdan Barbu - Sep 30, 2015 at 11:27
Did any of you play South Park: The Stick of Truth? It's a light mix of adventure and RPG but the real value there is the story and the humour around it.

Bogdan Barbu - Sep 30, 2015 at 11:40
PS: I've tried to answer some of the questions (when I had the information to do so) so as to increase the chance of mine being picked, lol.

Zarbulonian - Sep 30, 2015 at 16:20
No, I didn't. I'm currently going though Link's Awakening DX, though, and I'm having a ball :-) It's a game that has to be experienced once in a lifetime.

Mattias Cedervall - Sep 30, 2015 at 20:00
A Link to the past is my favorite in the Zelda series, but I like Link's awakening a lot even though I don't remember a ball in the game...

Zarbulonian - Sep 30, 2015 at 20:38
There's one, literally, in the seventh dungeon. A big black ball that you can carry around from screen to screen.

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.

Mattias Cedervall - Oct 01, 2015 at 05:50
Oh, I must have forgotten the big black ball. Did Ganondorf drop one of his?

I played the black and white version of Link's awakening. I translated Zelda 1 & 2 to Swedish. :-)

Zarbulonian - Oct 01, 2015 at 07:15
I played the original B/W version as well which is more coherent.

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.


Christian - Sep 30, 2015 at 11:29
What source control system do you use? And if possible it would be great to see the custom made bugtracker you use.

Bogdan Barbu - Sep 30, 2015 at 11:33
I think they may have mentioned git in a podcast but I might be remembering it wrong. The bug tracker sounded like your usual bug tracker, except without the need to fill in all the annoying details that make the task more daunting in some alternatives.

Florian - Oct 01, 2015 at 11:06
Hey, I found my question! ;)

So +1 I guess...

Kenney - Sep 30, 2015 at 11:40
The only thing I possibly love more than playing the Point & Click genre, is watching someone *else* play.
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.

Bogdan Barbu - Sep 30, 2015 at 11:56
I weirdly know what you mean. Even though I never watch people play stuff on YouTube, I recently introduced my girlfriend to the adventure games I loved growing up and I discovered I have a great time just watching her play from time to time.

Rane - Sep 30, 2015 at 11:41
You guys are extremely awesome! Will there be footstep sound effects when the characters are walking/climbing? :)

Lille Pik - Sep 30, 2015 at 11:41
Question for all 3 of you: What did you think of that early 90´s Maniac Mansion TV-series?

For those who havent heard of it, here is a link:

Andrew - Sep 30, 2015 at 11:43
While making this game you've encountered a number of technical challenges. Some of those had to be solved for core functionality (e.g. walk box path finding), and some are maybe are just nice-to-haves that may be solved later, time-permitting. An example of the latter might be the lip-syncing of mouths to dialog. I was thinking about that particular problem and thought that it would be fairly easy to knock together a solution in a day. The beauty of the problem is that it can be solved independently of your proprietary development environment and then integrated fairly easy. Which gave me an idea:

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...

Bogdan Barbu - Sep 30, 2015 at 11:58
I doubt they'll do it but that does sound like fun.

Jasper - Sep 30, 2015 at 11:51
Pick your favourite:

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?

Iron Curtain - Oct 01, 2015 at 09:26
Knowing © and ™ law, they'd probably run into © and ™ issues with the Walt Disney company, who owns all those LucasArts IP…

Derrick Reisdorf - Sep 30, 2015 at 11:54
Originally, this game was going to seem like a game that could have ran on a C64.  After Thimbleweed Park is finished, and chance of revisiting that concept?

(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.)

Derrick Reisdorf - Sep 30, 2015 at 12:00
Dang typos.  I wish there was an edit button.  Reworded:

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?

Bogdan Barbu - Sep 30, 2015 at 13:12
I think you are dead wrong about its success. Those games look like the way they do because of the technical limitations of the day, not because it was anyone's artistic vision for them to look like that. Had the limitations not existed, we would have never seen anything of the sort. Most of what keeps pixel art around is the nostalgia of people like you and me, who grew up during that period but it's a diminishing community. The more rudimentary you make it, the fewer fans you'll find. If you check out the reviews for modern pixel art games, you'll mostly see things like "The game is good but pixelated." even when it's a conscious artistic design choice. Other people complain because they don't understand the language. Even IGN complains and they should know "better;" for example, see their review of King of Fighters XIII, which is in that exact tone. Even if it's hard to tell, our generation fell in love with this stuff because of our own circumstances. We're old farts.

Derrick Reisdorf - Sep 30, 2015 at 14:21
This thread isn't really intended for discussions, but...My point is that if a game was designed as a "love letter" to a specific platform like the C64, (rather than just another non-platform-specific retro game), game reviewers and players might find that endearing, lending to the charm of said game.
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.

Derrick Reisdorf - Sep 30, 2015 at 14:44
Ugh.  I'm an idiot.  I answered my retro game question, further down the thread. :)

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.

Bogdan Barbu - Sep 30, 2015 at 16:06
I don't think they'd be against us embracing a little community and discussing things here. If they do, they can let us know and even delete these conversations.

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 ( ) 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 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.

Derrick Reisdorf - Oct 01, 2015 at 02:44
You're not seeming to grasp the essence of my question. First of all, King of Fighters is not like any of the games I mention that have an intentionally retro aesthetic. And again, if the art style is intentionally retro, no legitamate critic would criticize that.
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".

Bogdan Barbu - Oct 01, 2015 at 05:27
Do you mean to say that KoF XIII's pixel art is accidental? :)

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.

Mattias Cedervall - Sep 30, 2015 at 20:04
I dislike IGN.

Gv - Sep 30, 2015 at 11:54
The Monkey Island and Loom backgrounds and close ups, are so well done, I want to ask if they were drawn and painted originally on paper and copied (not scanned) later on a computer monitor with mouse, how was the dithering done, by hand or by a dPaint feature,they are so well executed that it is difficult to think they were done on the monitor without any previous art on paper. Or maybe I am just a bad artist who can't do that, because I tried it.

Zak Phoenix McKracken - Sep 30, 2015 at 11:58
Q) Tell me more about *Aric Wildmunder*. His name is present in many old Lucas Adventure games, but now? Did you plan to contact him?

Derrick Reisdorf - Sep 30, 2015 at 11:58
What do you think the appeal of retro games is for developers/designers?  For gamers?  Is it anything more than nostalgia?

Charles - Sep 30, 2015 at 11:58
How will you be implementing the  cursor accuracy seen in the bookstore video on mobile platforms?

i.e.: How will I click my teeny tiny book on a touchscreen?

Bogdan Barbu - Sep 30, 2015 at 12:03
Ron, if you ever worked on MI 3a and had enough resources, who would be the dream team, other than the people currently working on Thimbleweed Park? Would you contact people like Dave Grossman, Tim Schafer, Jonathan Ackley, etc.?

Zarbulonian - Sep 30, 2015 at 16:10
Tim qnd Dave were still in their formative years when they worked on MI as assistant designers; but they then went on to become team leaders, and I'm not sure they'd enjoy working under someone else at this point, even if that someone is Ron Gilbert™.

Bogdan Barbu - Sep 30, 2015 at 18:20
I don't think it's a matter of pride. It's a matter of how much their time is worth. Perhaps their time is worth more due to what you've mentioned (I don't know what their current engagements are) but I did mention "enough resources" just in case. :)

Dave the Shmave - Sep 30, 2015 at 12:04
Will the game contain secret, illicit content ala the "Hot Coffee" fiasco?

Dan Sorensen - Sep 30, 2015 at 12:04
How many story ideas did Ron and Gary toss out before settling upon this detective story? Were there any other close contenders?

T.M - Sep 30, 2015 at 12:06
On your early podcast you were talking about Ken Macklin doing the box-art and possibly writing a blog post, is there any information about that and are you going to show his art on your blog?

TMW - Sep 30, 2015 at 12:07
Can you please share your thoughts on the "indiepocalypse".

Natalija - Sep 30, 2015 at 12:15
Why is there ™ symbol in Friady Questions™ ?

Bogdan Barbu - Sep 30, 2015 at 12:54
It's a running gag from the Lucasfilm Games days. They used to trademark a lot of stuff, just so other people wouldn't mess with it so they started poking fun of that; you'll see this in their older adventure games as well.

Brian S - Sep 30, 2015 at 12:18
What is your favorite adventure game Easter egg?  Have you hidden any into Thimbleweed Park?

avanti - Sep 30, 2015 at 13:09
It'll be full with extremely over-hidden easter eggs,  bad one-liners and smelly old jokes! Have fun with it...

Mattias Cedervall - Sep 30, 2015 at 12:20
How can you be so awesome despite the fact you're only demigods?!

Mattias Cedervall - Sep 30, 2015 at 12:20
Did you know that it's my birthday (35) today?

Enrico - Sep 30, 2015 at 12:25
First, let me say that you are so awesome that I even gave you my money. Question: after a game inspired by the Maniac Mansion era, can I have a game inspired by the MI2 period, with graphics by Mark Ferrari?

Bogdan Barbu - Sep 30, 2015 at 12:56
Ok. It's called Thimbleweed Park.

Mattias Cedervall - Sep 30, 2015 at 16:08
Sounds more like Thimbleweed Snark... :P

Steffen - Sep 30, 2015 at 12:35
Any chance for talkies in other languages? ...maybe with some local stars who are fans of classic adventures? (At least Boris was just "1 dollar" expensive  ;-)

Stefan - Sep 30, 2015 at 12:46
Hi Ron or Gary or David or Mark,

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

Bogdan Barbu - Sep 30, 2015 at 12:57
They've already mentioned there will be no public demos.

stderr - Oct 01, 2015 at 12:14
When and where did they mention that?

When I asked about it in the comments for "Doing Better" ( ) , Ron said he had thought about it, but he didn't say no.

I tried to ask again for "Friday Questions 1" ( ), but they didn't pick my question.

My question (for the team) is: Any news about a small playable demo?

Bogdan Barbu - Oct 01, 2015 at 12:53
I don't know but it must've been in one of the podcasts (19? 20?). I remember Ron mentioning they'd like something to showcase the game at conferences, etc. but nothing for a wider audience.

Arto - Sep 30, 2015 at 13:05
You guys are AWESOME! You rock!

Alas, I don't have a question.

avanti - Sep 30, 2015 at 13:07
Why don't you just use ScummVM's system for emulating mouse input? I know it's not really intuitive but it definitely is efficient (and cool)!

Bogdan Barbu - Sep 30, 2015 at 13:21
In which way would this be useful or even cool? Sounds like a bunch of work for separating code from ScummVM for *absolutely* no gain to me.

B. Eteer - Sep 30, 2015 at 13:29
Will there be any dogs in Thimbleweed Park?

Natalija - Sep 30, 2015 at 13:37
Question for Ron,Gary and David.: Why is Bogdan Barbu answering our questions? I want you to answer them.

Bogdan Barbu - Sep 30, 2015 at 15:03
Because I'm the lead designer.

Bogdan Barbu - Sep 30, 2015 at 15:06
But in all seriousness, I only reiterated some of their answers to take some of the load off. There's no point in wasting their time with things that they've either said before or where the answers are obvious just because you want them to answer.

Natalija - Sep 30, 2015 at 15:40
Really? I didn't know that... ok than..

Mattias Cedervall - Sep 30, 2015 at 16:10
I have to agree with Bogdan.

Roberto Cano - Sep 30, 2015 at 13:50
You are amazingly awesome guys, superb and incredibly handsome, so I wonder, will you ever release the TP code on Open Source fashion, like maybe once you finish monetising it?

Jeff King - Sep 30, 2015 at 13:51
Monkey Island 2 had probably the best music of any computer game ever (especially on the Roland soundcard). Will you be using any technology similar to iMUSE for Thimbleweed Park?

Laihanen - Sep 30, 2015 at 14:04
What is your favourite cat breed and why?

Mattias Cedervall - Sep 30, 2015 at 16:08
Be a tuna head. :-)

bullet_ant - Sep 30, 2015 at 14:06
Will the ending be satisfying or will it be a cliffhanger or a Mind Screw?

bullet_ant - Sep 30, 2015 at 14:27
(think Secret of Monkey Island vs. LeChuck's Revenge)

Ashley B - Sep 30, 2015 at 22:58
I specifically do not want this question answered ahead of me playing the game.

Magnus Wiklund - Sep 30, 2015 at 14:26
Gentlemen! First, let me just say that you are the very definition of awesome!
Secondly, I would like to ask:
What kind of game would you make if you were given an unlimited budget?

Christian - Oct 01, 2015 at 01:53
That is an excellent question!

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?

ubrabass - Sep 30, 2015 at 14:32
Is Bogdan Barbu going to answer every single damn question so Ron picks his/her questions? Go ahead reply.

Bogdan Barbu - Sep 30, 2015 at 15:11
Yes, he is.

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.

David Fox - Sep 30, 2015 at 17:01
I, for one, appreciate your answers, Bogdan. It's great that you're taking the time to answer some of these questions so we don't have to.

Derrick Reisdorf - Oct 01, 2015 at 03:07
Some answers are okay where it's just information that's being provided, but when the questions are asking for your opinions or insight...It's a little annoying to hear someone continually chime in with their opinion.  It's not that I don't value his opinions, and it's not that our points make for interesting discussions, but I would think this thread be here for us to post questions to the dev team and not be open for group discussion. In any case, thanks to you all for making this game, and thanks for sharing your insights of the development process!

Mattias Cedervall - Sep 30, 2015 at 16:12
I think Bogdan only means well and try to help everybody.

WizardofPeace - Sep 30, 2015 at 14:32
If this becomes both a critic and financial success, will there be a sequel or new project?

Jeremy G. - Sep 30, 2015 at 14:35
You guys are Gods! Now for my question, will there be a Secret to Thimbleweed Park?

Chris - Sep 30, 2015 at 14:35
Can you explain what a game engine actually does? I hear you talk about the game engine alot. is like its own programming language?

Bogdan Barbu - Sep 30, 2015 at 15:26
It's a framework used to develop games in. It basically abstracts the mechanics of games (in this case adventure games) so that when you use it, you only focus on the game logic itself without having to worry about the lower-level details, like how its assets (e.g., sprites, sounds, etc.) are stored, how I/O (e.g. keyboard, display, etc.) is handled, how common objects (e.g., actors, inventory objects, etc.) work, etc. This helps both productivity (things are easier to change and they are handled in a consistent manner) and reusability (i.e., the ability to reuse the framework in a different game) alike.

Bobe - Sep 30, 2015 at 14:36
Why are you lazy hacks not programming the entire game in 6502 assembly?

ashley b - Sep 30, 2015 at 14:39
When you made monkey island, meathook was going to have tasks for guybrush. Can you remember them?

nibbles - Sep 30, 2015 at 14:53
Did you check the plot for holes?

Cazzeris - Sep 30, 2015 at 15:03
Is the current dull-looking verb interface going to make it to the final release?

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?

Axl - Sep 30, 2015 at 15:30
I love everything you do. Is Thimbleweed Park based on a real story or on real events?

Andy Hall - Sep 30, 2015 at 16:26
Did you come up with all the puzzles/jokes as you were planning the game, or are you using ideas you've collected over time?  
If the latter, what is the longest you've held onto an idea before using it?

Zarbulonian - Sep 30, 2015 at 16:33
Rats, the site ate my comment, which was, roughy:

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.

Mattias Cedervall - Sep 30, 2015 at 16:55
Ron said that Threepwood was the username of a guy that someone on the team knew. I don't remember which interview it was, but it's one of them...

Zarbulonian - Sep 30, 2015 at 17:02
Thanks, I've watched and read a bunch of Ron's interviews, but I missed that one.

smartypants - Oct 01, 2015 at 02:13
From the Internet:
“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:

Zarbulonian - Oct 01, 2015 at 05:09
Thanks a lot!

Mattias Cedervall - Sep 30, 2015 at 16:56
I meant nickname, not username, I guess.

Sewa-o-matic - Sep 30, 2015 at 16:34
Well, so to start I'd like to tell you that YOU ARE AWSOME,!!!

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??

Jaap - Sep 30, 2015 at 16:42
I was wondering how much each of you guys are autodidact in your particular (game developing) skills and in what way you have done relevant studies and/or courses (e.g. related to programming, drawing, writing stories etc)

Davide - Sep 30, 2015 at 16:53
Will Thimbleweed Park have a self-concluding story?

Peter - Sep 30, 2015 at 17:14
A collection of questions. Choose a good one (if there is a good one (:D)):

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?

Christian - Oct 01, 2015 at 02:08
-In one comment Ron confirmed that there will be a map and he likes maps
-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)

Zak Phoenix McKracken - Oct 01, 2015 at 05:57
Mr Bogdan Barbu, please answer! ;-)

Bogdan Barbu - Oct 01, 2015 at 09:41
I've spoken with apes more polite than you!"

Zak Phoenix McKracken - Oct 01, 2015 at 10:23
I'm glad to hear you attended your family reunion.

Bogdan Barbu - Oct 01, 2015 at 10:33
Wow! You're good enough to fight the Sword Master.

Peter - Oct 02, 2015 at 03:07
How appropriate! You fight like a cow!

John Zoe - Sep 30, 2015 at 17:16
Have you.consider Kinect/voice recognition for the Xbox One port? Like "open door", "talk with sheriff" or "use empty glass with water".

Mattias Cedervall - Sep 30, 2015 at 17:19
That's a good question! :-)

Mattias Cedervall - Sep 30, 2015 at 17:20
It could also work with a PC with a microphone and a tablet.

Bogdan Barbu - Oct 01, 2015 at 15:53
The problem with having just a microphone is that you still need to know what all the things are called, which is what this whole point-and-click thing is supposed to solve.

Dan - Oct 01, 2015 at 17:34
I agree. But it would be similar to older adventure games with *parsing* instead, such as Larry or Hugo's House of Horrors.

Bogdan Barbu - Oct 01, 2015 at 20:12
That's exactly what I mean. It's the same unfortunate situation.

Wurope - Sep 30, 2015 at 18:15
Thanks for all the time you spend letting us being part of the project, it is very interesting for a CS student like me to see a real project grow :) My Question: Did you build the graphics engine on top of some framework (like SDL or Allegro) or did you build it completely from scratch for all plattforms?

Bogdan Barbu - Oct 01, 2015 at 09:39
They are using the OpenGL API directly and SDL to initialize the context.

Maxi Navarro - Sep 30, 2015 at 19:40
When are you going to announce the voice cast? Are we going to hear familiar voices from previous games of Lucas?

Mattias Cedervall - Sep 30, 2015 at 19:56
Those are interesting questions.

Bogdan Barbu - Oct 01, 2015 at 09:38
I hope note. I already associate those voices with the characters they play. Reusing them would shatter the illusion.

Dan A - Sep 30, 2015 at 20:30
If the game becomes a commercial hit upon release, will you:

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

Nathan - Sep 30, 2015 at 20:35
I'm in awe of each one oh your's awesomness. Seriously, you all have made positive and lasting impacts on my life  

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?

Chris T. - Sep 30, 2015 at 23:44
Are you going to make the game engine open source/available for other adventure game enthusiasts to unleash their creative energy (in a much less impressive manner than the legendary Thimbleweed Park, of course)?

Paul Jacobson - Oct 01, 2015 at 05:35
Is there something you can't do with Thimbleweed Park but would love to be able to (given infinite resources)?

Michael Hoffmann - Oct 01, 2015 at 09:18
Yes, interesting! I wanted to ask a similar question: What would you do if the Kickstarter had finished with 6 million instead of 600.000 Dollars? Would the game be any different?

Christian - Oct 01, 2015 at 17:34
It might have become Broken Age ;-)  (Which was a very nice and lovely game with a nice documentary by the way)

Jammet - Oct 01, 2015 at 05:42
You are awesome!

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?

Jammet - Oct 01, 2015 at 06:13
This is not a question, Ron, this is especially for you. Released today. Just found it.

Zak Phoenix McKracken - Oct 01, 2015 at 10:44
Thank you for sharing :-)
I'm one involved in this movie.

skarsson - Oct 01, 2015 at 06:22
You guys are awesome, but what is your version control setup like?

Jura Snodtball - Oct 01, 2015 at 08:12
Question for the game designing god that is Ron Gilbert! Provider of awesomeness and king among men! How good was your uncle at playtesting Maniac Mansion?

Tom - Oct 01, 2015 at 08:47
What are you using for sound (dev-wise), just SDL?

Hotla - Oct 01, 2015 at 09:05
Are you having as much fun making this game as you thought you would?

Andrew Howard - Oct 01, 2015 at 09:10
How many rooms in a game would you have for a very simple game equal to 20 minutes worth of gameplay?

Carlo Valenti - Oct 01, 2015 at 09:11
How awesome you are! Can you explain the process of building and upgrading during production the graphics of a room? Thank you

Andrew Howard - Oct 01, 2015 at 09:13
Did you ever play the new editioned Monkey Island 2 which came out a few years ago and what did you think of the menu system used for touch based devices?

Bogdan Barbu - Oct 01, 2015 at 09:34
They (Ron, Dave, Tim) played through and recorded commentaries that you can enable in one of the menus.

Helge Frisenette - Oct 01, 2015 at 09:53
What is your favorite movie of all time and why?

Andrew Howard - Oct 01, 2015 at 09:57
Did any of you meet the voice actor for Guybrush, Dominic Armato?

Michael Leybas - Oct 01, 2015 at 10:06
First I love the weekly development blogs and all the hard work you guys are putting into making what will surely be a awesome game!

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)

Rane - Oct 01, 2015 at 10:31
I would LOVE if there were many moments like that in the game. The humor is very important to me in an adventure game so i hope this will be the case here.

Doug - Oct 01, 2015 at 13:34
Have you considered having the script files be plaintext assets so modders can change them?

Grafekovic - Oct 01, 2015 at 15:48
Do you plan to license your engine so there may be other professional or independent old school adventure games?

Dan - Oct 01, 2015 at 18:06
Ron, are you still involved in Humongous Entertainment somehow?

Bogdan Barbu - Oct 01, 2015 at 20:11
Also curious what's up with that these days.

dada - Oct 01, 2015 at 19:33
Hi guys, you're so awesome!!!!

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?

RCM - Oct 01, 2015 at 22:57
When designing a puzzle, how do you decide if it's one of a fair difficulty? Do you rely on your own (or the teams') judgement only, or do you take into account feedback from testers/friends/family/etc?

Zombocast - Oct 02, 2015 at 01:54
Can you discuss your future plans of Digital Distribution?
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.

Zak Phoenix McKracken - Oct 02, 2015 at 05:24
LoL!! Ahahah!! It could be a nice touch! Maybe as an easter-egg!