GDC 2016 In The Can

by Ron Gilbert
Mar 22, 2016

This was an odd GDC for me. I spent most of it in a hotel room giving demos of Thimbleweed Park to the press. Eight to ten each day for four days, with the fifth day being locked in a warehouse giving demos to the press on the Xbox One.

Ah... the glamour of the game business.

Here is a recap of some of the press:

Rock Paper Shotgun
US Gamer
Pocket Gamer
The Verge
XBox News
PC World

So how did all this happen?

Several months ago, we had the idea that we'd put on a party at GDC and invite industry friends and others and have an open house day where anyone could come by and play the game. It seemed like a great idea when GDC was several months away. It's easy to dream when reality is too far to muck it all up.

As GDC got closer, we realized how massive this undertaking would be. Everyone was busy, you know, actually working on the game, and finding space and organizing this was slowly turning into a chore. This was further complicated by looking at the cost of everything.

We knew we wanted to show the game at GDC. It's a great opportunity and a lot of press are there already, so it seemed perfect. What wasn't going to work was a party with all-you-can-eat shrimp and an open bar. I also suck at throwing parties. No one ever shows up. I was losing sleep over this.

So we decided that doing private press demos was probably a more realistic idea, and we could get away with a platter of frozen shrimp from Costco.

We were planning on doing a new trailer and figured it would be the perfect lead up to GDC, so the first step was to get that moving. I'll do a full blog post next week on what it took to get the trailer made, so let's just enjoy some montage music for the next few seconds and assume a trailer got made.

Once the trailer was done and released, we started booking press appointments. I've known Emily Morganti for many years and worked with her on Scurvy Scallywags, and the good news is she's amazingly good at PR. The bad news is she's amazing good at PR. In just a few days, she had filled our five days at GDC with press appointments. It was clear to me I wasn't going to be attending any of the talks at GDC.

We booked a slightly larger hotel room than planned and figured we'd do all the demos there. Demoing on the show floor is noisy and chaotic. If we were going to do this all day long, at least it would be quiet.

We got a room at the Marriott, which is across the street from GDC so press wouldn't have to walk too far. Press are notorious for being late and missing appointments if they are hard to get to. In the end, only one appointment was missed and no one showed up more than 10 minutes late, so I guess the plan worked.

The next step was to figure out if we were going to make anything fun to give away. After batting a bunch of ideas around, we settled on t-shirts and mouse pads. These were also generic and fun enough to be able to give away in a lot of situations. We wanted these t-shirts to be different from the backer t-shirts. It was important the backer t-shirts felt unique and special.

We ordered these great vertical banners of Ray and Reyes to decorate the room. The banners were fairly cheap and a good investment since we can use them at PAX East, not to mention countless other events we'll get sucked into.

But wait, the fun isn't over yet.

The next grueling step is the demo itself. You can't just boot up the game and start playing. We needed a section of the game that shows it off well and hits all the places and points we we want to highlight.

Demoing adventure games is hard. They are generally slow paced and much of the enjoyment comes from exploration and the enjoyment of a nice conversation. These are all things that are death in a demo environment.

When Emily came on, I got her a build of the game and she played it for a while, looking for sections that might show better than others. When you're building something, you often aren't the best person to pick out the good nuggets. We become too close to our creations and are often fixated on unimportant things for unrelated reasons. A neutral eye can be best.

Emily suggested showing the very beginning to get to know the UI and the agents, then skipping ahead and triggering the Ransome flashback. The demoer would play until the flashback, then the demoee would take over (if they wanted). This would provide a nice 30 minute demo, leaving time for questions and awkward shrimp eating.

That all sounded like a great plan, but we'd need to change the code to lock off sections we didn't want prying eyes to peer into. This demo was going to be shown at the Microsoft event using only a controller, so we also needed a way to restart and end the demo without a keyboard. None of this is rocket science, but it all takes time to code and test. The demos in the hotel room were going to be done from my Mac, but the ones at the Microsoft event were going to be done from Windows and we needed to make sure the Windows build was solid.

There was a bunch of art tasks that had previously been moved to the polish phase and all that needed to be done sooner than expected, so Gary and the art team hurriedly polished that into shape. There was more than we could do, so we left some of it unfinished and we'd just talk around it.

Now imagine there is more montage music as we fly to San Francisco for GDC.

We got there on Saturday, which gave us a few days to set up and visit Smuggler's Cove, the most amazing pirate bar in the world. I'm pretty sure pirates drank rum through long tiki straws.

Although we had a nice demo planned, we had never actually given it to anyone that didn't already know the game inside and out.  We found a couple of ex-press friends and got them to show up on Sunday for trial-demos and shrimp tasting. We got some good feedback from both of them and felt ready to go.

One of the challenges of promoting Thimbleweed Park is going to be keeping it from being seen as just a "retro 8-bit point and click adventure." It's a lot more than that. We're doing everything we promised on the Kickstarter, but also thinking about the design and how we tell stories using 30 years of learned experience. Not just within ourselves, but how much we all have learned about game design and storytelling. We're doing a lot in the game to help players who might not have grown up with traditional adventure games, at the same time remaining true to the roots and never dumbing down the game or puzzles. It's a tight rope to walk, but it's a key message to get out. We really want Thimbleweed Park to not only quench the thirst of fans of the genre, but introduce new people to the charm of the point and click adventure. We were hoping to use these demos to help get that message out.

Monday morning arrives and we're ready to start. Team Thimbleweed members Gary, David, Jenn and Mark were also going to be there, but we decided to rotate them through so only two team members are there at a time. When demoing it's important not to overwhelm the person you're demoing to. I've seen demos where six teams members and one press person are crammed around the screen. We wanted to keep one-on-one demos as small and intimate as possible, while still giving the press an opportunity to chat with different people.

My primary responsibility was going to be doing the demos with the other person doing color commentary and backup humor if things started to go south.

The demos would start out with a quick recap of the Kickstarter and the project. We'd then give an overview of the story of Ray and Reyes. The game would then start at the dead body by the bridge. We'd walk them through solving a simple puzzle involving taking a picture of the body. This involved some character switching, which provided a good place to talk about multiple playable characters.

With the body photographed, we head into town. At this point the screen went black and the words "Hours of hilarious and riveting gameplay later..." came on screen. We got some good chuckles and a few seconds later, we were in front of the Diner. We'd talk about the UI and some some of the lighting effects as Ray walked in and out of the streetlights.

We'd then headed into the Diner and have a conversation with Sandy, asking about the body. This would be the first time we'd see the dialog system and was a good point to talk about that.

During the conversation with Sandy, she would start talking about the crazy clown who lives out at the abandoned circus and never takes his makeup off. "He's got serial killer written all over him." The screen starts to go wavy as the harp music swells and we enter Ransome the Clown's flashback. I briefly talk about flashbacks and how we use them to introduce the playable characters. I chat about Delores and Franklin and offer to let them play or watch while I play. Almost everyone opted to play.

It took around 15 or 20 minutes to make it through the Ransome flashback with varying degrees of hints along the way. One press person was quite clear they wanted no hints, and it took them longer.

When the flashback was over, the second Thimbleweed Park team member would take over the mouse and just walk around the town and up to the vista while all chatted about the game and answered questions. When the demo was over, they would leave and we'd enjoy 5 minutes of silence before there was another knock at the door.

It was five days of this. It was grueling and it's easy to complain, but we really had nothing to complain about. We were blessed to have that much interest in Thimbleweed Park.

We also learned a lot. It was like watching 30 playtests. Every little crack in the Ransome flashback was now painful and obvious. We ended those five days with a list of small changes to make. A word of dialog here and there to make something clearer. Changing an object's description. Removing the odd few pixels that made something look like something it wasn't.

And now we do it all again for PAX East...

The PAX demo will be slightly different as we get to enjoy the added complexity of it being completely playable by the public. We need to harden the edges and polish the art since we won't always be there to make excuses.

I always forget about how much time is spent when a game gets to this stage. Never underestimate the time you spend getting press or public demos ready to be shown.

I just want to work on the game.

- Ron

Patrik Spacek - Mar 22, 2016 at 13:54
Very well done! Congrats guys!

Patrik Spacek - Mar 22, 2016 at 13:56
I also would like to see some recorded video from your sessions...

Ron Gilbert - Mar 22, 2016 at 14:09
We didn't make any.

Mattias Cedervall - Mar 22, 2016 at 14:31
Ask NSA.

Nor Treblig - Mar 22, 2016 at 16:03
Here you can see a live interview (starting at 35 minutes):

Patrik Spacek - Mar 27, 2016 at 15:35
I was wondering since first minute what so different about Ron,... and he answered my question about loosing weight and getting!  I like it.

Alain - Mar 22, 2016 at 14:10
Those mouse pads are awesome. I need one of those so badly !
Is it possible to buy it somewhere ?

Marc - Mar 22, 2016 at 14:22


Zak Phoenix McKracken - Mar 22, 2016 at 14:24
Very detailed report, thank you. While I was reading the post, I was recalling the video seen at "The Verge" interview, step by step... Realy enjoyable!!

Mattias Cedervall - Mar 22, 2016 at 14:29
Ron, exemplary work with GDC! :-)

Brian S - Mar 22, 2016 at 14:36
Thank you for taking the time to put up this blog post, Ron, despite the fact that you are probably completely wiped out by GDC.  I hope you are able to get time to really work on the game this week.  The peeks I got into the GDC demos from the articles that came out were great.  I especially enjoyed reading the Rock Paper Shotgun review, and watching the Kinda Funny Games live (and clearly, awesomely, unedited) interview and demo.

Mattias Cedervall - Mar 22, 2016 at 14:52
Ron, when WILL you start with rocket science? Mars isn't going to visit itself!

Mancomb Seepgood - Mar 22, 2016 at 14:56
So how were the shrimps?

Paul - Mar 22, 2016 at 14:57
How did you guys stop from losing your voices? Anytime I do anything like this after about a day I sound like I smoke 10 packs of cigarettes a day. :)

David Fox - Mar 22, 2016 at 15:24
By smoking 10 packs a day... they cancel each other out.

longuist - Mar 22, 2016 at 18:55
I read "they cancer each other out" by mistake

Big Red Button - Mar 22, 2016 at 17:48
It's one of the advantages of doing this in a quiet hotel room. If you held such press appointments at GDC itself, it would have been equivalent to about 70 packs of cigarettes a day. Not very salubrious! ;)

urielz - Mar 22, 2016 at 15:13
Thanks for the update. Glad TP team survived GDC!

I read all the reviews, Rock Paper Shotgun is my fav. Also XBox news is  nice as well. Reading the reviews  makes me more excited about that game, if that's even possible!

Any chance we could buy those t-shirts?

SunDancer - Mar 22, 2016 at 15:26
Please, PLEASE tell me you are coming to gamescom in August! PLEASE! I just want to shake your head... HANDS....

Zuckerberg - Mar 22, 2016 at 15:32
One recorded session:

I'm curious: is this the *new* way of promoting games, or did you do these press junkets back in the days for LF as well? Ron, you said in an earlier comment/post that "building it and they will come" would be naive at best - but back then it felt so. LF was "just releasing games" and everyone magically noticed, magazines picket it up, etc... So, did you or anyone from the team do press (like at GDC) for MM, MI, Indy and such?

Ron Gilbert - Mar 22, 2016 at 15:35
We did a lot of marketing back at LFL. We bought a lot of advertising space in magazines. We had press come by and they would get demos and do interviews. Back then, there was CES and we'd all go and show the game at our booth and do press demos. None of this is new.

Zak Phoenix McKracken - Mar 22, 2016 at 15:41
(by reading this comment, I have just realized what the .LFL extensions of old Lucasfilm games stand for... Hindsight has 20/20 vision...)

Ema - Mar 23, 2016 at 09:59
Sorry for the dumb question but... The las"L" stands for... ?

Zak Phoenix McKracken - Mar 23, 2016 at 10:32
Limited (Ltd.)

Zuckerberg - Mar 22, 2016 at 16:10

BTW: when the guy in the video said: ".. so that describes your audience, old guys.." I thought: WTF!! I'm not (that) old!! Mh, played Monkey 1 when I was eleven or so... Thanks guys for making the game, and for taking such deep hits during press without batting an eyelid.

Michael Hoffmann - Mar 22, 2016 at 18:45
You shouldn't take that sentence about 'old guys' too serious. The 'guy in the video', Jörg Langer (who btw. is one of the best known German game journalists), considers himself to be an 'old guy'. So it wasn't meant to be a 'deep hit' but more of a funny remark. He said on several occasions on his website how much he is looking forward to Thimbleweed Park.

Zuckerberg - Mar 23, 2016 at 13:29
Probably because I don't know him is why I didn't see that euphoria in the video (admittedly the voice over sort-of has it).

Irony doesn't seem to work, on TV and in comments. :)  But really, I didn't meant my comment as an offense. I know that situation: you meet one of your idols, and the first thing you do is an awkwardly phrased joke, saying something, that's, well, mh.., ambiguous, on second look.. Painful on both ends... Arg!

And really: thanks Jörg for actually sharing this video!

Michael Hoffmann - Mar 23, 2016 at 16:49
I didn't see your comment as an offence, I just wanted to explain the situation a bit, it's all good. :-)

By the way, I never would have thought I'd ever defend Jörg Langer. Though I'm a paying member of his website (for the tests and the nice community), I'm not a huge fan of him on a personal level. He really CAN be a pain in the a... when you don't share his opinion, but in this case it was definitely not intended. :-)

Mattias Cedervall - Mar 22, 2016 at 16:32
Thank you for the link! I can't believe David was late! That man has no shame, said all the world's hamsters...

Big Red Button - Mar 22, 2016 at 18:36
It seems as if he had missed nothing important since the guest suggests to equip Ron with the microphone afterwards.

Big Red Button - Mar 22, 2016 at 18:41
At the same time, it means that the most interesting part of that appointment has obviously been cut out from this video.

Mattias Cedervall - Mar 22, 2016 at 19:08
Yes, I'm just teasing David.

David Fox - Mar 23, 2016 at 04:03
Yeah, as a punishment for being late, Ron made me go out and buy more shrimp. There was this big distraction called GDC a block away...

Mattias Cedervall - Mar 23, 2016 at 05:14
I hope Ron can forgive you, David! Maybe when you start to work (for free) on the sequel Thimbleweed Shrimp.

Brian S - Mar 22, 2016 at 16:33
Nice find!  I missed this one previously.  I like the suprise guest at around 6:10!  Interesting questions and answers during the interview - talking about the verbs on the GUI, lack of hotspots, different playable characters solving puzzles in different ways.  Ron, you probably have talked so much about this game now ...

Alex - Mar 22, 2016 at 15:37
that t-shirt is RAD (I'm bringing the word 'rad' back). Is there anyway of procuring one? size medium? in the UK? Oh and the game looks awesome!

Nor Treblig - Mar 22, 2016 at 15:53
Those shirts are really nice! I like how they contain the name of the game without having normal text on them.
Just see how great it looks on her:

Alex - Mar 22, 2016 at 15:45
p.s. Monkey Island 2 was the first game I ever loved, had it on the amiga and didn't know how to save the game so attempted to play through from the start each time. Threw the mother of all tantrums having to go down for sunday dinner having to abandon my game at Phatt's mansion...

Paulup - Mar 22, 2016 at 16:15
"I spent most of it in a hotel room giving demos..."
"...offer to let them play or watch while I play..."
"Gary and the art team hurriedly polished that into shape..."
"We wanted to keep one-on-one demos as small and intimate as possible..."
"...awkward shrimp eating..."

Reading between the lines, I'm starting to see how this whole press thing works now.

But seriously, amazing job guys, great to see it getting some awesome press coverage!

two+one+three - Mar 22, 2016 at 16:34
The path behind the fence looks interesting. Nice scene (the wip frames around the items look uneasy for the eyes.)

@GDC, I saw the interview with Jörg Langer. A weird special mood in the room but it seemed to support the vibe of the game with the music playing in the background. It sounded somewhat disappointing being more interested in a 'new' audience though (oh no, not again).

Great blog.

Ron Gilbert - Mar 23, 2016 at 00:53
I'm not *more* interested in a new audience, I'm *also* interested in them.  I think you can have both by not designing stupid adventure games and being clear and not opaque. Nothing I want to change to help new players will distract from current players.

DZ-Jay - Mar 31, 2016 at 07:31
Except... the fancy-pants graphics and animation special effects that give it a modern-retro feel.

Just sayin'...


Mattias Cedervall - Mar 22, 2016 at 16:52
Ron, there was a person with the username Monkey Island commenting on the Star Wars-site I asked that person if he/she had heard of Thimbleweed Park considering the username, but he/she said no to my surprise. I then gave her/him a link to this blog and I in return got this somewhat harsh (maybe he/she was kidding?) response: "While the game looks interesting, the page is so riddled with spelling and grammatical errors that it's hard to take it serious."

Big Red Button - Mar 22, 2016 at 17:33
I wonder what she/he had expected from a dev blog. She/he just focused on the wrong aspects, so that it's hard for me to take her/his response serious.

Mattias Cedervall - Mar 22, 2016 at 18:24
I agree with you, BRB.

Mattias Cedervall - Mar 22, 2016 at 19:11
PS. I'm sure they will fix stuff like in the restaurant when they say "Shut up Dave" that should be "Shut up, Dave" and "Ok honey" that should be "Ok, honey" with commas added.

Ron Gilbert - Mar 22, 2016 at 19:16
I disagree. They way it's said is really fast "shut up dave". Strunk & White and go F themselves.

Mattias Cedervall - Mar 22, 2016 at 20:19
I had to look up Strunk & White. I just like commas sometimes, Ron. Commasdore 64. :P

Ron Gilbert - Mar 22, 2016 at 20:24
I use punctuation in dialog to guide the tempo of speech.

"Shut up, Dave" -> "Shut up (slight pause) Dave"

I realize it's not "right", but I don't care.  And yes, it will probably get fixed at some point. (sad face)

Mattias Cedervall - Mar 22, 2016 at 20:52
I understand, Ron. I hope you won't stay sad for long because you deserve to be happy! Just don't eat grandma (unless she's into commabalism). :P Thank you for your comments, Ron! :-)

Paulup - Mar 22, 2016 at 21:37
You don't need to fix it - some of the most celebrated novelists do the same thing you're doing and often used incorrect punctuation, especially in dialog to capture the rhythm and feel of a character's speech... Irvine Welsh is one of the more recent examples, as well as classic heavyweights like Joyce, Beckett, and Proust...

Here's a good list with how famous writers used incorrect punctuation -

So you're in good company by ignoring the "rules"!

Gffp - Mar 23, 2016 at 16:25
Ron, Ezra Koenig (Vampire Weekend) agrees with you.

Mattias Cedervall - Mar 22, 2016 at 20:22
PS. Ron, this picture about "Let's eat grandma." or "Let's eat, grandma." explains that commas can save lives:

Brian S - Mar 22, 2016 at 20:02
Perhaps they meant to say: ".. it's hard to take it *seriously*.".

Nikola - Mar 23, 2016 at 06:45
or is it „it’s hard to take it. Seriously.”

Mattias Cedervall - Mar 24, 2016 at 13:11
I guess you're right.

Stefano - Mar 22, 2016 at 17:38
Very OT, but I just discovered that apparently downtown Melee Island looks a lot like this:

Which is a city in Germany called "Rothenburg ob der Tauber", is that what you guys used as a reference?

Someone also made this which is pretty funny (During the Day / At Night):

Nicola - Mar 22, 2016 at 18:56
The picture at night it's a fake... it's not from monkey island..

Stefano - Mar 22, 2016 at 19:06
Of course it is a fake, in fact I said "someone made this" - I just wanted to know if it's true that that city was used as an inspiration or if it is just a coincidence.

Nicola - Mar 31, 2016 at 18:35
Got it.. :)

Brian S - Mar 22, 2016 at 19:43
According to the Wikipedia site for Rothenburg ob der Tauber, it was:
I'm not sure where that information was obtained however.

Grafekovic - Mar 22, 2016 at 17:38
Great review, thanks for that. I will skip any Videos from now on (and screens if possible) because it would spoil the fun if I know too much about the game. I think, I've seen enough already ;-)
I would really appreciate, if could show new screens in a video.

Arto - Mar 22, 2016 at 17:40
Good job. What I have seen, the reviews have been very positive and I guess the coverage has been good. Hopefully this all converts to big dollars.

That T-shirt looks really, really good. And I noticed myself laugh a little when I saw the corpse on the bottom.

Mario - Mar 22, 2016 at 18:07
1. How about calling a coroner so the body hasnt to stay in the water the whole game? Coroner card could be found and agent could call them at the telephone.. Offers new joke abilities.
2. The parallaxing looks awesome.
3. The beeping is funny, most of us gamers know it.  BUT not everyone would understand e.g. germans dont beep out. We just say it, as a matter of fact.

Ema - Mar 23, 2016 at 10:09
The name Mario is much more common in Germany than in Italy. At least, that is true for the last 10 years. I don't know any Mario whose age is under 40.

Oregondanne - Apr 03, 2016 at 20:25
Mario Balotelli. ;)

But you're right; Germany has Mario Götze, Mario Gomez, etc. Seems to be the name of choice for football (soccer) and video game fame!

Andrew - Mar 22, 2016 at 18:36
I applaud the tireless effort y'all continue to put into this project! What an incredible amount of work! Thanks for sticking to your guns and doing this right. Us fan kids are truly thankful.

Jeff - Mar 22, 2016 at 19:04
Ron, you are an American Hero. Also, I had a dream that the game was done and I was inside it, walking around in 8-bit 3-D. It was awesome! Just thought you should know!

Martin Wendt - Mar 22, 2016 at 19:53
It's amazing how much dev time is spent about the game but with the game...
For our C64 adventure to be in a presentable state for the GDC 2015 in germany all the “I will figure that out later“ collapsed into a Singularity that lasted three nights straight with latest gfx and sfx coming in in real time...
I see something similar happening this year. Will you be around again Ron so I can undo what I did not do?

Big Red Button - Mar 22, 2016 at 20:25
The shape of the mouse pad reminds me of those pads from the era of SCUMM, when computer mice used to have a ball inside and periodically became intractable due to impurities on the rollers inside. Maybe I should buy a ball mouse with USB for playing TP. A mouse ball actually makes a haptic difference!

I kind of like the lettering on the sign above the monitor in the warehouse. It's similar to the text on the t-shirt. Are you going to use this style for the opening credits of the game, too?

Uggghhhh - Mar 23, 2016 at 03:39
I really thought this was going to b good..

Loftcraft - Mar 23, 2016 at 04:16
Where can I buy this T-Shirt?

I love the atmosphere (fireflies, woods,...)

Mattias Cedervall - Mar 23, 2016 at 09:46
It is easier to buy nukes on the black market than it is to buy this T-shirt!

FBI - Mar 23, 2016 at 22:31
*Comment and IP address noted*

Mattias Cedervall - Mar 24, 2016 at 13:10
It's always nice to hear from the Finnish Bowling Institute! :-)

Steffen - Mar 24, 2016 at 15:23
Does the Finnish Bowling Institute have a ® Trademark? Because this would avoid any problem with the other big FBI - the French Bowling Institute...

Mattias Cedervall - Mar 24, 2016 at 19:33
I'm not sure, but I will look into it while eating a baguette under a romantic bridge wearing moomin slippers.

Loftcraft - Mar 24, 2016 at 13:09
Or a desktop wallpaper of the T-Shirt image? It looks so nice... :)

Enrico - Mar 23, 2016 at 04:31
Watching the gameplay in the Twitch video, I have noticed that the "action phrase" (what's its official name?) stays on screen just for a second after having been composed. This behavior is different from one that I remember in Monkey Island, where the phrase stayed on screen until the action was fully performed by the character, which in my opinion is a better option. Maybe it's just one of the many things that will be tweaked before the game release?

Ron Gilbert - Mar 23, 2016 at 09:20
The game is far from finished, lots and lots of little things we'll do.

mr_Floppy - Mar 23, 2016 at 10:27
I want the t-shirt and the mouse pad too!
Soon as possible. :)

Arto - Mar 23, 2016 at 15:08
I would like to have them too, especially the T-shirt. I would also like to have the €75 million I bought the ticket for. I guess the €75M is more likely...

Mattias Cedervall - Mar 23, 2016 at 15:42
Ron, a Swedish website made a list of the 10 best games for Commodore 64 and naturally they included Maniac Mansion! :-)

Zak Phoenix McKracken - Mar 24, 2016 at 13:01
Oh, geez...
Impossible Mission, Winter Games (and Summer Games!), IK+ and, of course, Maniac Mansion, were unforgettables C64 games!
I think EPYX was one of the most valuable software house at that time!

Carlo Valenti - Mar 23, 2016 at 18:05
@Gil,Fox,Jen: please add some Easter Egg to the game on Sunday.

Bobe - Mar 23, 2016 at 18:57
I just want to know what happened to the leftover shrimp and if it will be in the game or not.

Kenney - Mar 23, 2016 at 19:24
It would be awesome to randomly find you guys promoting the game in the Thimbleweed Park hotel in one of the rooms!
(because thats easier said than done)

Arto - Mar 24, 2016 at 02:14
That would be cool! Ron, please?

Userious - Mar 24, 2016 at 16:36
Actually, Ron, let your team demo Thimbleweed Park III in one random hotel room. Makes you wonder when part II came out.. :p .

Big Red Button - Mar 23, 2016 at 20:31
I hope that you're going to mention all the shrimps that had to sacrifice their lives for your game in the end credits.
No offense meant! I like to eat shrimps, too. ;)

Bashar - Mar 23, 2016 at 21:30
WOW! That explains a lot.

It was my first GDC ever, flew from Kuwait, and I was thinking "Damn, that's perfect chance to finally meet the designer of my most favorite game..." Shame!

But glad it went well for you.
Best of luck

Zombocast - Mar 24, 2016 at 00:15
"I do wonder if the me in the mirror, mirrors what I do so I don't wonder.."

Zak Phoenix McKracken - Mar 24, 2016 at 04:21
If Thimbleweed Park was not in the "Most anticipated games" of 2016, surely it will be in that ones of 2017!!

Marco - Mar 24, 2016 at 11:39
First of all: Great Trailer, great GDC content - it's all exactly the game I was waiting for ... for way too many years now :-) Very happy it's finally being made!

I have a question about additional Options in case the game's budget extends due to sales beyond the kickstarter ?

There is one thing I would personally really love and this would be a german audio track. I am very happy Boris is doing the translation (yeah!!) - especially therefore I would always play the game in the german localization - but turn off the english audio since this is confusing.

So: Do you think there may be a chance voice recordings for other languages may become a real option?
(If so: it would open up possibilities like casting the german voices for Mulder (Benjamin Völz) and Scully (Franziska Pigulla) as a nice twist ;-))

I am looking forward to the game - thanks y'all for the great work!

Zak Phoenix McKracken - Mar 24, 2016 at 11:44
In case, in the future, there will be also an italian audio track, FYI the italian voice for Mulder and Scully are Gianni Bersanetti and Claudia Catani :-)

Ron Gilbert - Mar 24, 2016 at 11:57
We're looking into  do other audio translations, it's kind of complicated and can get expensive. The issue I have with casting those actors is that Ray and Reyes are not anything like Mulder and Scully. Using actors that people associate with those two character might just confusing the matter. and make it even harder to differentiate the characters.

Marco - Mar 24, 2016 at 12:11
Makes perfect sense for the Mulder/Scully thing. I'll just wait and see. You can mute the speech but still have the other audio on, right? I will play it that way then - can't wait! I know how I'll spend my christmas vacation this year :-)

Thanks for your answer and have a great day.

Simon Simon - Mar 24, 2016 at 12:30
How was Mark Ferrari's talk at GDC?

Big Red Button - Mar 24, 2016 at 14:40
Will there be a pause button with freeze frame?

Patricio - Mar 24, 2016 at 17:26
The space bar, of course.

Nor Treblig - Mar 24, 2016 at 18:27
Unlike some remastered game which was released recently :-(

Big Red Button - Mar 25, 2016 at 06:17
Yeah, those were the days.

Farooq - Mar 27, 2016 at 12:53
The MIGHTY space bar! can't get enough of it. EVER.

Mattias Cedervall - Mar 27, 2016 at 13:10
Do you mean the bar on the moon that serves cheese?

badde - Mar 24, 2016 at 18:30
Ron, the Trailer is GREAT !! Thank you !

Mister T - Mar 25, 2016 at 09:55
Such posts always remind me how other than in the medium of film the "making of" for computergames got neglected by the industry for quite some time, leading to a different perceived value. Especially when it comes to the parts of game production which are not directly reflected by the game. If there is one undenyable upside of the crowdsourcing boom, it is that the actual work finally gets documented and one gets insight into a number of creative decisions.

Maybe I enjoy the development of this game too much.

Nor Treblig - Mar 25, 2016 at 13:43
Well said! That's what I like about crowdfunded projects and also was one reason I enjoyed Broken Age so much.

Ivan Braidi - Mar 25, 2016 at 11:22

Is it available in any way? :)

Simon Simon - Mar 25, 2016 at 11:47
Check the Thimbleweed Park tweets, it seems you can ( or could) win one.

Nor Treblig - Mar 25, 2016 at 13:44
Too bad I don't do this Tweeter thing :-(
Those T-Shirts are great!

Ema - Mar 27, 2016 at 05:28
Oh my, oh my!!!!! Those tiki straws are unbelievably unbelievable!!!! I want 'em at once! Please, is there any way to get 'em? I'd trade my left kidney for one of them.

Mattias Cedervall - Mar 25, 2016 at 19:06
I've heard that the movie "The Sixth Sense" is a true story about Ron's sense of humor.

Carlo Valenti - Mar 27, 2016 at 15:09
To whom it may concern:
happy Easter!

Mattias Cedervall - Mar 27, 2016 at 20:38

Zak Phoenix McKracken - Mar 28, 2016 at 04:52
What did you find in your Easter Egg?
A new game?
A difficult-to-build-with-adult-fingers game?

Orcan Ogetbil - Mar 28, 2016 at 02:17
What happened to my podcasts? I don't mind if the game is 2-3 months late. I want my podcasts! :)

Geoffrey Paulsen - Mar 28, 2016 at 17:30
Great update!  Thanks for taking the time!

DZ-Jay - Apr 01, 2016 at 06:20
Dear Mr. Gilbert,

I read with interest (and some concern) the reviews of your developing game.  I started with a bit of distaste at the constant allusions to "attracting new audiences" and "a modern take at old school games," etc.

However, as I read on more reviews, a more complex and nuanced picture of your views and motivations arose; one which I had not considered before:  that your goal is to make a game the way that we remember them being, not the way they actually were.

I must admit this took me by surprise.  As a long-time player of adventure games (and lover of Sierra games as well, sorry!), I tend to re-play my favourite games every few years.  When I do, I am invariably aware -- perhaps at some subconscious level -- that the reality of the game is not as subtle, clever, interesting, beautiful, nuanced, etc., as I age and time have built it in my memory.  The more I play the games, the more I am reminded how crude they were.  I am quick to dismiss or rationalise these notions, as I do not let them ruin my experience of reliving my youth; yet they remain in the back of my head.  Those were great games, but they are purely a product of a more innocent time.

To hear you state this notion openly helps me recognise that it is indeed quite true, and shared by others.  To hear that your goal is to embrace this and provide an experience that attempts to meet such grandiose expectations built up by old memories, is inspiring.

I've had mixed feelings throughout this entire project:  First I was excited at the prospect of a new "old-school" game, then I was disappointed at the distortions to fit some modern sensibility.  I can now say I have found new respect for your vision, and I am once again excited about the potential of this project.

Thank you, Mr. Gilbert, for your wonderful effort, your candor, and for staying true to your vision.  I very much look forward to playing the final game.


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