Thimbleweed Park Podcast #29
by Ron Gilbert
Nov 07, 2015
Nov 07, 2015
Where we spend 30 minutes answering a bunch of great (and two stupid) questions from the blog.
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- Ron
I don't desire achievements in Thimbleweed Park.
Although Ron didn't like those in particular I think achievements tracking the progress of the overall story are an easy way to get statistics about the game.
I.e. look at those from MI2:SE: http://steamcommunity.com/stats/MonkeyIsland2:SE/achievements
You can see that 55% completed the first act and two third of those the next (big) act. And then nearly all of those finished the game.
"Real Programmer doesn't need achievements", idem for point'n'click adventure players!
I have to be crazy to wake up so early...
But NO! I'm NOT!
Because it's time to listen to the Thimbleweed Park podcast!!!
This one was very funny and interesting! I love the perfect mix of seriousness and humour in your answers!
Congratulations to Mattias for having 2/3 of his questions read and answered! :-)
I love these podcasts. They make my Sundays morning happier than ever!
Ciao!
Of course it would limit the field of vision in those rooms, but this could be compensated by vertical scrolling, for instance if the player wants to read a shop sign.
Maybe it would be a worthy kickstarter stretch goal.
Doesn't it work?
it had to be also my question about whether to rather lose a kidney or never be able to work again in the games industry. Given the other more practical/good questions, mine was definitely (meant to be) a bit stupid ;-)
J.
This was a good podcast.
thanks for answering my question again! Interesting to hear your quite different perspectives..
Silly, pointless side note: Ron & Gary's answer reminded me of this kind of spoof of Faust where the guy selling his soul says (in his defense): "I wasn't using it anyway!"
http://bit.ly/1XYgbel
2.Can you add a car chase?
http://bit.ly/20FaVhU
3.Will you play with the camera perspectives during in game cut scenes?
http://bit.ly/1SalSSn
If not in the game, I think in marketing materials and especially in package we should see what (at least the main) characters look like "in real life". In box arts of games like Maniac Mansion, Zak McKracken and Monkey Island we can see what the characters look like, and I think because of this we can relate to these characters better.
Ron stated several times he doesn't want or like face close-ups like in MI... the two guys in the scumm bar, Carla, Smirk, and obviously Elaine. Oh, and the navigator's head.
Anyway, if those close-ups can be avoided during gameplay, because -I agree- they don't add anything to the story and are very difficult to animate without appearing awkward, I still think that a closer look to some meaningful expression of the most important characters maybe during a cutscene, could improve their... humanity.
PS: MI2 close-ups are very beautiful. they are (if I am right) just 3: Captain Dredd, the Governor of Phatt Island, and Rapp Scallion in his coffin. Let me say that, if MI close-ups make me think they are avoidable, those 3 are great. Especially Rapp scallion is so expressive, and his transformation from ashes to zombie, with the appearing of the skeleton and his internal organs first is a masterpiece. Not to mention his thumb up in the transformation back to ashes! :-D
I really hope we could see something as brilliant as thins in TP
Starting from now, for 366 days, I'm simply "The Answer to the Ultimate Question of Life, The Universe, and Everything" ! :-)
(If you don't know what I'm talking about, try to google what's inside the double quotes! Really, try it!)
Happy birthday.