Thimbleweed Park Podcast #58

by Ron Gilbert
Aug 06, 2016

So amateurish and poorly edited, you know it's authentic.

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

You can also get the podcast directly from iTunes.

- Ron

Zak Phoenix McKracken - Aug 06, 2016 at 16:24
Thank you for your answer, Your Honor!
So, we assume it's 1987. On the other hand, the time for MM and TP could be any of the 365 days in that year!

Zak Phoenix McKracken - Aug 06, 2016 at 17:00
Oh... and congratulations to the music artist(s)!!
Hey folks... I suggest you to listen to the podcast until the 'real' end. Big surprise...

Mattias Cedervall - Aug 06, 2016 at 18:08
No, a big surprise would be hearing your voice... :-)

Zak Phoenix McKracken - Aug 06, 2016 at 19:16
Ahah well, I'm searching for a new partner for that. Since 'fake' David is no more available...
... uhm, how are you at spoken English with Italian accent? ;-)

Mattias Cedervall - Aug 06, 2016 at 20:00
I dislike my voice and I don't think I would be able to speak English with a good Italian accent. I can offer you a Swedish accent, but I'm now afraid that it's harder to record a podcast than it seems and you are just good so you make it seem easy. I hope you can find a "fake" Gary. I do like Andrea Bocelli's voice!

Guga - Aug 08, 2016 at 01:51
It reminds me what a friend of mine once said during his presentation at a conference: "you will get horrible images described in a horrible English". On his thickest Sardinian accent. Funny as hell :D

Ema - Aug 10, 2016 at 00:23
Why horrible images? Which was the subject of the conference?

Mattias Cedervall - Aug 06, 2016 at 18:06
It reminds me that Micro Machines for NES had a bug so you couldn't drive in reverse because then the game would crash... I'm surprised no one tried to go reverse before they sent the game to the factory! Codemasters later fixed the bug with some effort and money before they shipped the game.

David, I also want my 1987 hair back! How about starting a support group for us?

R.C.M. - Aug 06, 2016 at 19:15
You know you spend too much time on the Internet when you hear 'shippable' and think about romantic pairings, not releasing a game!

Michael Hansen - Aug 06, 2016 at 20:44
My offer to edit the podcasts as an in-kind contribution still stands. I spent three years learning Pro Tools from someone who's made 20,000 radio commercials for sleazy used car lots and mattress store going-out-of-business sales! mmh at r53sound dot com

Kenney - Aug 07, 2016 at 00:06
Thank you Thank you Thank you!
These podcasts are wonderful. Thank you for going the extra mile and making them happen!!

Zuckerberg - Aug 07, 2016 at 07:44

Mister T - Aug 07, 2016 at 07:44

Someone - Aug 07, 2016 at 10:26

Brian Small - Aug 17, 2016 at 12:28
Definitely!  Loved the interludes in this one.

Zuckerberg - Aug 07, 2016 at 11:05
Am I the only one who Shazam'ed the elevator music and got no result...? ;)

Zak Phoenix McKracken - Aug 07, 2016 at 11:11
I didn't even try to Shazam it. I assume (!!) all the music in the game is original...

Any objections?

Ron Gilbert - Aug 07, 2016 at 11:13
It's from the game and composed by Steve Kirk.

Zuckerberg - Aug 07, 2016 at 14:23
Makes sense - real elevator music probably... Great! Looking forward to the soundtrack.

pumbaa - Aug 07, 2016 at 19:50
is it more podcast or more blog now? I hate podcast, didnt listen to any. And want to read. Anyone wants to transcripe all of them?

Mario F. - Aug 08, 2016 at 05:21
i forgot a question: the car in the garage in MM , was it a cadillac meteor?

Someone - Aug 08, 2016 at 06:05

Big Red Button - Aug 09, 2016 at 08:27
It's Ed's Edsel, isn't it?

Ema - Aug 10, 2016 at 00:41
When I first pkayed the game I assumed, after watching the intro, that the story was set in the sixties. So the edsel looked perfectly normal to me.
But replaying the game recently I noticed a band poster in green's room which displayed "1986 tour". So the edsel fact cnfused me. Was the poster an error, or just weird Ed had a quite old car in his garage? I decided the game was set in 1987: I had the convinction, back than (true or false), that american car had such heavy duty mechanichs thant can lst many years, and lot of people used to have cars of the sixties as an everyday car. And it made sense for continuity with DOTT, which is obviously set in the nineties.
Btw, from the nineties on, americans stopped to produce american cars: even american brands copied the european models, with smaller and delicate mechanich parts, and full of useless electronics that's only there to have malfunctions some day.
Maybe old engines polluted the air more, but how much polluting is to build and to replace these new, fancy -but- ugly single-use, disposable new cars?

Sorry for the OT, but I have nothing more related to say on the game at the Moment.

Oh, and I like OT's, too.

Ema - Aug 10, 2016 at 00:42
Very bad typos, sorry.
Big fingers, small smartphone.

Zak Phoenix McKracken - Aug 08, 2016 at 06:30

Mario F - Aug 08, 2016 at 08:31
thx buddy

Tom - Aug 08, 2016 at 09:51
Replayability of game: Given enough time could the puzzle dependency charts diverge near the end so there could be multiple endings? Good guy wins, bad guy wins, nobody wins?

Ron Gilbert - Aug 08, 2016 at 10:25
There are not multiple endings. It follows the model of Monkey Island.  Over the years, I've come to believe that multiple endings of basically a linear story is sloppy.  You end up with one great ending and a bunch of mediocre and crappy endings. Stories with multiple endings need to be built that way from the ground up and live in the core of the story.

Someone - Aug 08, 2016 at 11:30
Not necessarily. :)

Have a look at Edna & Harvey (Edna's Escape): At the end (of a linear story) the player has to decide how the game ends. Each ending consists of a "good" and "sad" part. Both possible endings are perfectly balanced.

"The Cave" (maybe you know this game ;)) works similar: Depending on his last choice the player sees one of two endings for each "hero".

But I agree with you: I would like to have one ending. And pleeeeease: No open end. I hate them.

Ron Gilbert - Aug 08, 2016 at 11:35
My point is, and shown in both the cases you mentioned, the multiple endings are part of how the story was constructed. It's part of the narrative the storyteller wanted. With Thimbleweed Park, we had "a story" to tell and didn't want to slap some crappy multiple endings on to.

I love multiple endings, but for the right story.

Giulio - Aug 08, 2016 at 13:06
I don't like multiple endings too. You say it follows MI... but in a way Monkey Island 1 did have a multiple ending, if you consider the fact you can either sink the ship or not (or kill or spare Bob). What led you to make that choice in MI1, would you make it again now and are there similar things in TP?

Ron Gilbert - Aug 08, 2016 at 13:10
I don't consider those to be "endings", they are just things you can do different.  We do have those in Thimbleweed Park.

Ema - Aug 10, 2016 at 00:59
This is a VERY interesting reply. That's perfectly my line:

No multiple endings unless very well planned from the beginning.
But not too much linearity.

The only reserve I had regarding MI1 (which remains my favourite) was the linearity. The small variations (the order of the trial, the fact of sinking or not the boat) were just minimal, that only lead to skip some cutscenes (and who wants that?) instead of showing new art and new rooms.
Indy3 had too many dead ends, true. But how smart and satisfied you feel when you have that good intuition that lets you skip such a frustrating part as the zeppelin or the police checks? This gives you the feeling YOU are driving the story, and it's not the storytelling which is driving you. Obviously when you finish the game you can go back and explore the other solutions: new art, new situations, more fun. More longevity.
If everything is too much linear, you don't feel as part of the story: you feel as you are turning the cranck the makes things going on, since you get stuck. But then you solve the puzzle, and the cranck goes on turning. No choiches, just Turning. The difficult thing, for the developers, is to avoid linearity AND dead ends, which is a hard challenge.
dear Ron, if this is not too much a wall of text for you, coul you please tell me what do you think about this matter?

Thank you

Zak Phoenix McKracken - Aug 08, 2016 at 15:41
Giulio, Maniac Mansion had multiple endings. They depended on the characters you choose at the beginning, on the call to the Meteor Police, on your skillness in dying...

Please, take a look at this page:

Giulio - Aug 09, 2016 at 11:12
I know it had plenty. I have actually played through it a few times to see some of them. However, in my opinion MM had some characteristics which fit well with a multiple ending type of story. I 100% agree with Ron on this.
Coming to MI, I found the choice to introduce this "plot possibilities" to be interesting and always wondered if there was a canon choice (not an a posteriori one based on later sequels).
Thank you for answering my question. I know that they do not really constitute a different plot ending, I just called them this way because I didn't really know how to refer to them. Happy to know TP will have them as a bit of freedom adds freshness to the game, and even happier to know it will not have real different plot endings like most RPG do. :)

Marc - Aug 08, 2016 at 13:33
I think I will make a continuous loop of that elevator muzak!!!

Tom - Aug 09, 2016 at 16:26
Is it like No Man's Sky where I can move the character any place in the (2D) world and explore?

A. - Aug 10, 2016 at 20:57
The music in this game is going to be awesome!
Kind of wish I had opted for the soundtrack bundle when backing now :D

Oregondanne - Aug 11, 2016 at 19:56
As much as I love these podcasts, I think I'll have to stop watching them because of the (however minor) spoilers. Encountering Ron and Co. in the game would have been a hilarious discovery to make, as would the Dave and Sandy coffee shop.

Oregondanne - Aug 11, 2016 at 20:44
*listening to

By the way, this is in no way criticism, just a note to self to save the rest of the surprises for the actual game. ;)

Brian Small - Aug 17, 2016 at 12:31
A random silly thought I had while listing to this podcast last night.  If "Dave" and "Sandy" are conversing about each other at all, and you can't use those names for some reason, perhaps you could use pet names that start with D and S, like "Diddybumpkins" and "Snuggems" :)

Rai - Aug 20, 2016 at 04:01
actually i lived in the medival town of rohtenburg ob der tauber for 2 years!
i did not know about those screenshots, but honestly:

On a hot summerday i sometimes thought, this is just like Melee Island!!
Only, instead of pirates there would be japanese tourists with selfie sticks hanging out :)

Zak Phoenix McKracken - Aug 22, 2016 at 08:16

Sushi - Aug 22, 2016 at 21:18
I made the mistake to listen to this episode of the podcast while running. Laughing out loud until my sides hurt...  ouch.