Thimbleweed Park Podcast #23

by Ron Gilbert
Sep 26, 2015

So boring, you know it's not faked.

You can also subscribe to the Thimbleweed Park Podcast RSS feed if that's 'your thing'.

- Ron

Mattias Cedervall - Sep 26, 2015 at 13:12
I didn't know Gary had a son. I guess he's called Ron-David. :-)

Gary Winnick - Sep 26, 2015 at 14:21
Actually I have four children - omg!- three boys and a girl

Mattias Cedervall - Sep 26, 2015 at 14:26
Congratulations!!!! The game will be done quicker with their help. :P I don't have any children unless you count my computers. Thank you for your reply, Gary!

Patrik Spacek - Sep 26, 2015 at 13:34
guys, don't you mind if i create some fan art of your game, do you? just for fun.

Gary Winnick - Sep 26, 2015 at 14:24
"just for fun" Knock yourself out...

Patrik Spacek - Sep 26, 2015 at 16:30
thank you, i will send it to you throught your contact above in a few days.

Mattias Cedervall - Sep 26, 2015 at 17:16
I wish to see your fanart.

bobble - Sep 26, 2015 at 14:10
Where is Thimbleweed Park supposed to be located? In which state?

David Fox - Sep 26, 2015 at 15:02
The state of Incompletion, just West of MakingGreatProgress.

Zak Phoenix McKracken - Sep 27, 2015 at 07:18
AHahahah! Well, it will migrate to the State of Completion when it will be finished, I hope!

avanti - Sep 26, 2015 at 17:33
programming post about the save game thing?

Dominik - Sep 27, 2015 at 09:48
I second this! Since the load/save problem was discussed in such depth I REALLY need to know now how Ron solved it!!
Of course a post about the world's largest occult bookstore is also most welcome.
Bottom line: We need both ;-)

Paulup - Sep 26, 2015 at 22:14
What you guys need now to really speed things up is a montage, where we see you getting six months of work done in a couple of minutes, just like in the movies.

Mister T - Sep 27, 2015 at 12:34
Not sure a track by Survivor is within the limits of the budget...

Peter Campbell - Sep 27, 2015 at 19:52
Maybe Robert Tepper would let them use "No Easy Way Out"  lol.

Francois Mercier - Sep 26, 2015 at 22:55
Oh! This is not boring at all. Your real fans (even those who did not contribute to the kickstarter campaign because we didn't know) are waiting for your podcast all day long. Doing nothing else. In a vgetative sate. I am 41 years old. I know what it means to play your games. I am waiting for this one. I know it will be absolutely awesome. Thank you. Ok, I guest I am a real fan.

Dirk - Sep 30, 2015 at 05:30
No, you're not. I suppose Ron & Gary would call you "stalker" and are petrified by your comments! :)

Sheldon - Sep 27, 2015 at 17:20
Seeing all this 'humor', all my hope now lays on Mark Ferrari to make this look awesome at least.


A regretful backer

Grafekovic - Sep 28, 2015 at 05:03
What is it that you don't like apart from the humor?

Estranged2 - Sep 28, 2015 at 07:06
My guess is he doesn't like that game creators are human beings like everyone else. Game creators can be tired, lazy, incompetent, confused and depressed just like... the people who play the games!

I don't think honest and open game development would change the expectation of the public - they want infallible gods and won't settle for anything less. Admit that you struggle or that you're rusty and expect hate, lots of it. Plus, noone can really imagine how hard it is to achieve even something very simple in a game, even game devs underestimate the complexity of the underlying process when they look at someone else's project. That's why I don't intend to be fully honest if my personal project takes off.

Dan - Sep 28, 2015 at 13:22
What's the problem?

Fred - Sep 28, 2015 at 15:48
I regret reading your 'opinion'.

Estranged2 - Sep 28, 2015 at 07:16
This puzzle rearrangement so that the game stays more focused, especially in the beginning, is something that feels very relatable to me right now. In a puzzle or an adventure game, the work of a designer who can sense these things makes or breaks the game. No focus group testing can replace the unique perspective of a designer - at least in this genre of games. I wonder why it's so difficult to convince my brain that keeping everything light is good even after decades of experience have shown me that it's critical.

Derrick Reisdorf - Sep 28, 2015 at 11:30
A skull whose eyes follow you around the room...
Not a story/plot spoiler, but this would definitely be one of those things that would be more fun/funny when you don't know about it when you first "discover" it.

If I hadn't known about this, when I first enter the room, I would think "Oh!  Haha- those eyes are following me as I walk!  How funny/charming/creepy!"

Now when I enter the room, I will look for the skull, and say to myself "Yep.  Those eyes are following me around."

Just a suggestion to refrain from divulging little gameplay "surprises" like that.

RCM - Sep 28, 2015 at 21:28
I understand where you're coming from, but I think it's unrealistic for the TP team to *completely* eliminate all mentions of anything that could remotely be considered a spoiler. This is a blog detailing the making of a game after all.

mr. T - Sep 28, 2015 at 16:35
Looking forward to Mark posting about his process. Thanks Gary :)