Friday Questions

by Ron Gilbert
Jun 01, 2016

It's time for Friday questions!

You know the drill...

Post your questions for Gary, David or I to answer on this week's Thimbleweed Park™ Podcast and we'll do our best to answer them, or at least read them to ourselves and mumble under our breath "there is no way I'm answering that".

One questions per-comment and please try and keep them short. After two sentences, we just zone out and the chances of it being answered drop to zero. I hate to be a jerk (not really), but that's the truth. It's a cruel cruel world, best to learn that early.

YAY! Friday Questions!

QUESTION ARE NOW CLOSED

- Ron



doglobster - Jun 01, 2016 at 12:04
Given the creative freedom afforded to you making a game this way, is this the way you always want to make them from now on?

Joshua - Jun 01, 2016 at 12:04
How do you see the chances for young creators in the current gaming business? With all these free Dev-Kits and platforms (browser games, iPhone, iPad, Indie-XBLA) – do you think it has become easier to make a name for yourself and actually fulfil your projects?

someoldkook - Jun 01, 2016 at 12:07
Re dialog recording:  Will the main actors be recording their lines together at the same session?  

I find that a game suffers when character names or places are pronounced differently by different characters or when two people in conversation have obviously incorrect inflections, emphasis, etc.  How will you handle this?

Thanks

LogicDeLuxe - Jun 01, 2016 at 15:24
Good question indeed. Dubbed movie tracks, animated shows and audio plays can suffer the same issue. Having all voice actors from one scene sit together so they can interact is always the best way to do this.

Marco Lizza - Jun 01, 2016 at 12:09
How much do you rely on motivation and how much on discipline when developing games?

someoldkook - Jun 01, 2016 at 12:12
What is your philosophy on in-game hints?  Everyone seems to have a different view on this.  It seems to me like people have less patience now when playing adventure games (me included).  I know that you are taking great care for people not to feel lost - but will there be some way in-game to get a gentle hint or are external walkthroughs enough?  Thanks

Marzio - Jun 01, 2016 at 12:14
can you send me a Mix 'n' Mojo disk? I've lost it and i need to play monkey island thanks
JOKING LOL
What's the process to understand the costs and make estimation about projects like this one?
How much the final effective cost differs about initial estimation in media?
^_^

Josejulio - Jun 01, 2016 at 12:36

Kevin Drum - Jun 01, 2016 at 12:14
What are your thoughts on adventure game UI (e.g. verbs at the bottom vs. a verb icon "wheel" like the MI special editions vs. no verbs)?  Obviously, Thimbleweed Park is a throwback to SCUMM, but can the TP engine adapt to different UI options for future games?

Kai - Jun 01, 2016 at 12:16
Will there be graphic filters so that we can make the graphics look like a CRT display? For example, ScummVM has the "TV2x" filter, which emulates scan lines, and also a "Dot Matrix" filter. I think both look great with big pixels. Much better than those anti-alias filters that smoothen diagonal lines.

Sample images:

TV2x: http://wiki.scummvm.org/images/a/aa/ManiacMansion_TV2x.png
DotMatrix: http://wiki.scummvm.org/images/0/05/ManiacMansion_DotMatrix.png

Dave Pittman - Jun 01, 2016 at 12:18
To each of you: Do you dislike clowns and why do you think everyone finds them so unnerving?

Timothy Wright - Jun 01, 2016 at 12:23
Have any of you ever received death threats because of a game you've worked on.

Avis - Jun 01, 2016 at 19:31
I never found clowns disturbing before, but I suspect I will from now on!

Avis - Jun 01, 2016 at 19:34
Sorry, this was for the next question up!

Retro - Jun 01, 2016 at 12:24
Q: I love the humor and tone in LucasArts adventures and Thimbleweed Park. Who comes up with the attitude and all the funny stuff? Ron? Team effort?

someoldkook - Jun 01, 2016 at 12:26
What is needed to see your way to doing another point-and-click adventure after Thimbleweed?  I am extremely impressed by everything I see so far and you guys really seem to be having a good time making this one.  But is there a financial (or emotional) target for you to consider a round two?  I'm hoping it's not "If we each become incredibly wealthy when the game is released..."

Ulrik 74 - Jun 01, 2016 at 12:29
When (some of) you worked on the Indy3 adventure game, did you also watch Indina Jones 3 some time before it was released in cinemas? And if so, do you remember there being any differences in the rough cut you saw VS the final theatrical version?

longuist - Jun 01, 2016 at 18:00
Also indy related:
Do you think the fourth movie should have been based on "Fate Of Atlantis"?

Andy Hall - Jun 01, 2016 at 12:45
Hi Ron - Can you give some more detail on your plans for pixel-retro™ mode?  

Things like:
- What kind of experience it will give
- Will there be limitations?
- Do you think it will be hard to implement?
- Any concrete ideas on how it will be implemented?

Phil - Jun 01, 2016 at 12:45
Question for David:

When working on Cadillac's & Dinosaurs did you have any plans for other sequences or gameplay mechanics?

Matt - Jun 01, 2016 at 12:48
What ingredients do you put on your pizza and what beverage do you couple with such a yummy meal?

DZ-Jay - Jun 01, 2016 at 12:50
How were sound effects designed in the age of the C=64?  Was it trial and error with people manipulated the SID registers with code until it sounded interesting, or did someone record a natural sound and then analyzed it through an oscilloscope or something to break it down into harmonics?

Or was it (covers mouth with both hands dramatically)... magic? :O

Daniel Wolf - Jun 01, 2016 at 15:27
Good one! I remember those spitting sounds in MI2 sounding so real. But all I had was an AdLib card. I'd love to learn how they did that!

DZ-Jay - Jun 01, 2016 at 12:52
Is Ron Gilbert really a "grumpy gamer"?  Because he sounds kind of cool on the podcasts and blog posts...

Peter Campbell - Jun 01, 2016 at 12:56
E3 is coming up in two weeks.  Do you guys know of any huge announcements and can you spoil them for us?

Petri - Jun 01, 2016 at 12:58
In the (very unlikely) occurence that Team Thimbleweed would take part in a game jam, and had to make a game from scratch in 3 days - what kind of game would it be?

Kim Jørgensen - Jun 01, 2016 at 13:11
Ron, can you tell us about your involvement in "From Bedrooms to Billions: The Amiga Years"?

Giulio - Jun 01, 2016 at 13:14
In the demo I saw that Ransome's flashback begins during a dialogue, with the screen becoming "fuzzy".
Will there be some kind of  evident transition between the acts, MI style, or will the transition be smooth, without the player noticing (for example when act 1 ends and act 2 begins)?

Tom - Jun 01, 2016 at 13:15
Are there any ET type aliens in TWP?

Billy T Zane - Jun 01, 2016 at 13:25
Have there been any "issues" between team members on this project that resulted in any of the following: sulking, apologising, brawling, hugging?

mr. T - Jun 01, 2016 at 13:37
Art question for Gary: do you use any fancy metrics to assess how long it takes to finish a bunch of art assets or do you go by crude estimate?

Craig - Jun 01, 2016 at 13:40
In your example screenshots, the verbs are left aligned in their columns, rather than centered. Is this deliberate? The old games appear to have left aligned verbs when using the game font, and then centered when the larger font was adopted.

(Compare these: https://www.scummvm.org/screenshots/lec/monkey/)

Craig - Jun 01, 2016 at 13:41
As a follow-up, will there be shortcut keys for the verbs, and will they be keyboard aligned, e.g. QWE for the top row, or P for Push, T for Talk etc?

Nor Treblig - Jun 01, 2016 at 16:45
This was already discussed somewhere on this blog with strong opinions...

With other words: This will be part of Ron's Option Management Infrastructure™ (ROMI™).
Also a VR headset will be required to be able to navigate that option system in three physical dimensions (minimum).

T. Benjamin Larsen - Jun 01, 2016 at 13:44
Are you yet to reach that point in development where your minds have started coming up with ideas for future games that seem sooo exciting that they takes (some of) the luster from working on Thimbleweed Park?

Carlo Valenti - Jun 01, 2016 at 13:54
Last time I predicted that you would say "dark chocolate", but you didn't believe that I am a Time Traveller, since I was not able to change the timeline.

Would you believe me if I went to help you in the past this time, for instance:

1) by erasing Podcast #46 from history (which would make the game a complete success - too long to explain why)

or even

2) by changing the name of the game from current "Rhododendron World" to, say, "Thimbleweed Park" or something like that? (which would draw 100 fold the number of players)

Nonetheless, I wish to thank you for this incredible shoot'em'up!

Nor Treblig - Jun 01, 2016 at 16:32
:D

longuist - Jun 01, 2016 at 17:56
LOL.
They would be very venturesome to call the game "Thimbleweed Park". Unlikely.
Furthermore a translation would be difficult, eg. Schlitzblättriger Sonnenhut Park or Rudbeckia Laciniata Parco?! No one would buy this.
Rhododendron is understood globally, so please do not propose a silly name.

Thom - Jun 01, 2016 at 14:02
Anything we can expect from the voice acting since acting in games is (slightly?) more respected than it was in the early 90's? Or because I haven't come across it, maybe you've already answered addressed this.

SigKill - Jun 01, 2016 at 14:04
When is the blog post explaining your content pipeline coming?

longuist - Jun 01, 2016 at 14:08
On what do you (the crew) chew while writing, programming, photoshopping, arranging, ..? (eg. pen, eraser, knive, fingernail...)

longuist - Jun 01, 2016 at 14:16
ouch, the knife with f. But it sounds less harmful this way...

Nor Treblig - Jun 01, 2016 at 16:33
It's rubber chickens of course. You just have to be careful when chewing the middle part.

Christopher Griffin - Jun 01, 2016 at 14:08
Q: Seems like game developers like to slip homages to other games into their work.  Are there any homages planned for Thimbleweed Park, if so, care to spill the beans?  If not, can you tell us your viewpoint on the practice?

Christopher Griffin - Jun 01, 2016 at 14:10
Also, since Friday is my birthday -- care to make a backer's day by sending a shoutout? :-)

Jaap - Jun 01, 2016 at 14:22
Did you guys ever get any silly/awkward/annoying censoring demands from publishers? Something that really went against your creative ideas?

longuist - Jun 01, 2016 at 14:28
How big will the game be? (in Bytes)

inexile - Jun 01, 2016 at 14:34
If you will be beeping out all of Ransome's swear words right in the audio files, how will you manage lip syncing for him?

Pixelate (if it's possible to pixelate the game any further) his mouth or draw a black box over it maybe? Yet then the engine still would have to know when the beeps will occur in the audio...

Derrick Reisdorf - Jun 01, 2016 at 23:05
Good question.

e - Jun 01, 2016 at 14:35
Not a lot has been said about the sound design of Thimbleweed Park. Is it all outsourced?

hihp - Jun 01, 2016 at 14:40
Will there be a door on top of the Vista?

Marco Lizza - Jun 01, 2016 at 15:09
... that joke is going to tire, sooner or later, and we'll start joking about "Windows" and "Vista"... :P

peterszky - Jun 01, 2016 at 15:13
Disney replied to your tweet?

Jacob - Jun 01, 2016 at 15:14
What would be age rating for TP? Will a 10 years old be able to play it?

Big Red Button - Jun 01, 2016 at 17:44
If I remember correctly, they don't plan on a rating but verbally recommended a PG-13 rating.

MikeG - Jun 01, 2016 at 15:20
Pie or Cake? Defend your answer. Violently, if neccecary.

PrinzJohnny99 - Jun 01, 2016 at 15:25
Will there be an optional commentary reel like you did with the Monkey Island 2 Special Edition?

Allen - Jun 01, 2016 at 17:18
I was going to ask this too - was reading through the other questions on they way down (and wondering if it had already been asked in a previous Friday Questions).

With all the podcasts, I've been getting an appreciation for the behind-the-scenes work required to make a video game and the personalities behind this particular game (thanks guys!), but with all the spoiler-aversion it has been hard to get specific stories about the development.

Also considering the number of podcasts that will have come out by the time the game is released, maybe Ron, Gary and David will be sick of talking about it - hopefully we don't have to wait 20 years for a Special EditionTM commentary!

Andreas - Jun 01, 2016 at 16:08
Will Ron provide sleeping bags for everyone when the Thimbleweed Park Team moves into his garage for 24/7 crunchtime?

Nor Treblig - Jun 01, 2016 at 16:08
This is actually a question from retroactive:
"would you use git again for game development? a lot of AAA studios seem to use perforce, some use svn as both seem to be better at handling lots of binary data and are more artist friendly. so do you think git is the future for game projects?"

Mattias Cedervall - Jun 02, 2016 at 19:16
So GIT is short for Gilbert is trending?

Zak Phoenix McKracken - Jun 01, 2016 at 16:25
In the recent planning you showed us, we can see there will be testing from now until January 2017.
Can you estimate how many testers, for each testing location (Seattle, San Francisco, London), do you plan to contact, for each month?

Christian - Jun 01, 2016 at 16:42
After the game is done: How will you archive and preserve the subscription based, volatile things like Photoshop CS and FogBugz for eternity?

Christian - Jun 01, 2016 at 16:44
Will the game have code to autocorrect variables and recover broken save games in case you have a severe bug? Like automatically give you items you are supposed to possess at a certain point in the game?

Fin C - Jun 01, 2016 at 16:47
Question to all three: if you had to have choose one of the following limitations on your computer hardware for the rest of your life, would you choose EGA graphics or internal speaker audio?

Sushi - Jun 01, 2016 at 16:49
Do you still fear you will enter the dreadful phase of the project where you are just endlessly fixing bugs and wish the game was *beeping* finished already? And if so, what is your favorite ice-cream to boost the morale?

Sushi - Jun 01, 2016 at 16:57
Some of you guys mentioned your children before on the podcast. Did they play any of the LFL adventure games you have made and do they like them? Don't they ask you for hints all the time (like mine do...)?

Simon Simon - Jun 01, 2016 at 17:23
How do you feel about "Let's play" videos of adventure games and do you think it impacts sales?

Mattias Cedervall - Jun 02, 2016 at 19:18
I feel it should be called "playthrough videos"!

Carlo Valenti - Jun 01, 2016 at 17:24
*THIMBLE POEM*

[Ron]: All over the mountains, below the blue sky,
A flower breeds, yellow, so tiny, and shy!
I wonder the reason we've chosen its name:
Please answer me, Winnick: you're too on the game.

[Gary]: Among all the flowers, you know, sure, my dear,
This one has the wisdom to gracefully appear.
But since my own answer may be unorthodox,
I'm joining your question: I'm asking the Fox!

[David]: You slackers, you suckers, you both tuna head:
YOU made the kickstarter, and drove us all mad!
The mistery comes from a time once upon:
Shall answer the question the one named Ron.

longuist - Jun 01, 2016 at 17:36
You were faster :D
I hope it will be answered, and most importantly: as a poem!

Carlo Valenti - Jun 01, 2016 at 17:45
:D :D :D

Nor Treblig - Jun 01, 2016 at 18:52
Ohh, two sentences *per person*! They might actually read it!

Zak Phoenix McKracken - Jun 02, 2016 at 18:08
Bravo! Your English management is at high level!

Mattias Cedervall - Jun 02, 2016 at 19:20
Wonderful! <3 I'm from Sweden so I hereby give you The Nobel Prize in literature! ;-)

Arto - Jun 01, 2016 at 17:27
I want to see 14 exciting new adventure titles from Terrible Toybox. Is that possible?

Michael Mai - Jun 01, 2016 at 17:30
Hey guys,

1a) I was wondering what you think of test driven software development and if it can successfully be applied to game programming. Do you unit test your classes and if so, what's your coverage?

1b) At this stage, do you feel, you have used an "anti-pattern" somewhere in your code and that if you had more time, you would love to refactor it?

longuist - Jun 01, 2016 at 17:31
How did you come up with the name Thimbleweed Park? Is it a common plant where you live? Or does it just sound funny? Which one you had in mind? https://en.wikipedia.org/wiki/Thimbleweed

Nor Treblig - Jun 01, 2016 at 18:49

longuist - Jun 02, 2016 at 04:00
Thank you. But still, the origin of the name is unclear. This heureka-moment, like sitting on the toilet (actually it was passing out in the bathroom) and conceiving the flux capacitor.
If no one remembers a made up over the top legend will do too.

Nick Tashiro - Jun 01, 2016 at 17:37
If you won the lottery tomorrow, would you still work on Thimbleweed Park?

Zak Phoenix McKracken - Jun 02, 2016 at 07:47
Of course. Otherwise he will be instantly transformed in Sandy Pantz and all we bakers will be transformed in purple tentacles, chasing after her!

Stefan - Jun 01, 2016 at 17:37
Does anyone of you play or used to play "Pen & Paper" role playing games? If yes, which system?

Asser Thomsen - Jun 01, 2016 at 17:47
What is THE best thing about making this game and why?

Mattias Cedervall - Jun 01, 2016 at 17:48
Do you think you'll have time to implement fog that reacts to the playable character's movement? Thank you!

Zak Phoenix McKracken - Jun 02, 2016 at 07:49
Wow, you know I have difficulties thinking of how the fog could react to players? :-)

Big Red Button - Jun 02, 2016 at 09:57
Me too. But it would probably look nice, if the corpse and/or the Mansion Mansion were surrounded by a slight fog at ground level, provided that it would be pixelated as well.

Mattias Cedervall - Jun 02, 2016 at 10:52
Ron said that they might implement it if they have time, but I wish for an update now in case they think they will have time for it or not. I think that dynamic fog would be great for the mood!

Nick M - Jun 01, 2016 at 17:51
Ron, you've mentioned that you aren't a fan of remakes. Which would you say is worse, the Monkey Island 1 & 2/DOTT style complete remake or the Grim Fandango style "make it work on modern machines, with no major changes"?

Also, what caused you to leave Double Fine? Were they unwilling to let you take on something like Thimbleweed Park? Or was it something else?

Mattias Cedervall - Jun 02, 2016 at 19:23
Good questions, Nick! :-) I hope they get answered.

PrinzJohnny99 - Jun 01, 2016 at 18:05
If a tree falls in the forest, and nobody is around to hear it... What colour is the tree?

Zak Phoenix McKracken - Jun 02, 2016 at 13:17
#000000 <= x <= #FFFFFF

Mattias Cedervall - Jun 02, 2016 at 19:24
It depends on the taste of the clouds.

PrinzJohnny99 - Jun 01, 2016 at 18:12
Serious question.
At the beginning of MI2, at the scene with the fireplace where Guybrush is talking to two pirates, there is this music fading in that sounds like it is played on a flute. This melody also appears after the end credits. It sounds so famliar, but I wasn't able to find out if it was originally composed by Michael Land or if he borrowed it from a traditional.
Can you finally answer the question, that haunts me for 25 years?

Felix - Jun 01, 2016 at 18:12
Thanks to ScummVM, most of the 'classic' adventures can still be played on
platforms that were not imaginable in the days they were made.

Do you think this will be also true for TP, years after the game is released?
Or are there any technical/license issues that will prevent this?

longuist - Jun 01, 2016 at 18:14
@Octavi
Unfortunately you usually do not appear on the podcast, but do you mind to make another speedrun if you have the time? Or even better, a speedrun of an character animation. Oh, that would be splendid.

Gzurl - Jun 01, 2016 at 20:14
+1
I agree!

Oregondanne - Jun 01, 2016 at 18:45
Ron: You've said that the reason for making Thimbleweed Park look graphically sharper than MM and MI is that you want it to feel like how we remembered said games more than how they actually looked if you were to play them today. Makes perfect sense to me, but you've also said that you are against remasterings of old games other than for making them playable again. Even though Double Fine, for example, used the exact same argument about how we remembered the game looking when they did their remastering of DotT. Is that a contradiction or am I missing something? :)

interceptor - Jun 01, 2016 at 19:13
So... what is the "Secret of Thimbleweed Park"?

Paulup - Jun 01, 2016 at 19:31
Has the plot and story of the game changed much since you first started, or is it very close to what you planned at the beginning?

Rezzobob - Jun 01, 2016 at 19:48
What do you think are the most important qualities for a voice actor, and will you get the actors to record separately or for conversations get them to record them together?

Gzurl - Jun 01, 2016 at 20:13
LOCALIZATION
According to the Kickstarter campaign, TWP is going to be translated into Spanish, Italian, German and French. This game is a 'point&click' adventure where dialogs and jokes are critical to its success (think in the fight vs. the Sword Master in MM). So I feel that just translating the game won't be not enough here (think now in the recently revealed meaning of Hodor's name from Game of Thrones, it just can't be translated). As game designers, could you guys comment your thoughts here?

I will play the original version in English because I love Ron's unique humor sense™, but I understand other people can't do that. IMHO, you shouldn't rely only on a external company offering translation services because they will hardly preserve the atmosphere of the game. I'd bet on native speakers in your own team to review the translations.

Gzurl - Jun 01, 2016 at 20:17
I'm sorry, it was hard to share my concern about localization in TWP using only two killer-sentences™

LogicDeLuxe - Jun 02, 2016 at 17:08
I'm glad, Boris Schneider is doing the German version. He is basically the inventor of game translations, and he is very good at it as well. Hence no worries here. Yet, I still consider it as a bonus and probably would play the English version first.

Jr - Jun 01, 2016 at 20:32
What will be the system requirements for the game? And how do you check that the game will run smooth on this system?

Jr - Jun 01, 2016 at 20:49
Is iMUSE unique or are you aware of another real time sound mixing engine nowadays? And, Thimbleweed Park music transition will be more like MI then MI2?

The Joker - Jun 01, 2016 at 21:00
Are you already sick of this game project?

Nikita (Indie game "Baki. The adventure game") - Jun 01, 2016 at 21:04
How many scenes (locations) should be in a good adventure game?

Nick - Jun 01, 2016 at 21:27
Will Thimbleweed Park have/make references or hidden jokes to Monkey Island/Maniac Mansion?
Maybe something in the backround like the Grog vending machine or the voodoo doll of Largo Embargo?

BTW: You guys are legends

Geoff - Jun 01, 2016 at 22:41
Given your vast experience and knowledge of the games industry, I am curious to know what your thoughts are about games being released that are extremely buggy or so broken that they require day one patches out of box?  It seems the last couple of years this problem has been increasing at an alarming rate.

Keep up the great work and I am extremely excited to play Thimbleweed Park.

Patricio Martinotti - Jun 01, 2016 at 22:57
Do you guys feel that this is an era of a back to the roots, in a narrative way? I like to think that J.J. Abrams's Super 8 is the first stone on the mainstream art that understands that the story is the first important thing, and the FX the second one. A friend of mine, an art director, told me one time that the 2000´s was a decade of the digital's overuse (Star Wars prequels, the firsts Spider-Man's, etc.) and now all they're slowing down with the abuse, conceveing again a plot as the most important part of a project. Do you think this will happen with games? Patricio Martinotti from Argentina.

Derrick Reisdorf - Jun 01, 2016 at 23:12
In the new game Uncharted 4: A Thief's End, there are a few Monkey Island references.  Are you aware of this?  Does it make you feel warm and fuzzy to have arguably one of the biggest selling games of all time pay homage to Monkey Island?

Derrick Reisdorf - Jun 01, 2016 at 23:15
What version of Maniac Mansion made its way into the Day of the Tentacle remaster?  Did you know about or have any input as to what version of the game made it into Day of the Tentacle remastered?  Would you have rather seen the C64 version, or would it have taken too much work?

Derrick Reisdorf - Jun 01, 2016 at 23:39
Syd from Maniac Mansion...Was he named after C64's SID chip?  Sid Vicious? Syd Barrett?  Or was the name simply drawn out of a hat?

Derrick Reisdorf - Jun 01, 2016 at 23:42
Scenario: Disney gives the okay for a Maniac Mansion remake/remaster.
Any interest in participating?
They also are willing to allow you to redesign any puzzles that result in deas ends...Thoughts?

Derrick Reisdorf - Jun 01, 2016 at 23:44
Have you designed a logo for Terrible Toybox yet?

Alexander Rehbein - Jun 02, 2016 at 00:16
Is that radio booth screenshot with the broken window a Pontypool reference?

Derrick Reisdorf - Jun 02, 2016 at 01:02
Any of you guys into IF (interactive fiction)?  Any thoughts on the genre?

Derrick Reisdorf - Jun 02, 2016 at 01:04
Any updates on UI design ideas for phones?

Roman - Jun 02, 2016 at 02:17
Back in the Maniac Mansion / Monkey Island times...what was your favorite non-LucasArts game

Caspar - Jun 02, 2016 at 02:26
How long is a Loop of a Musical phrase and what is you're strategy to find a good interpolation between two Musical phrases in different rooms of the game. Are you creating permanent Repetition when You Loop the music or can you cremte different variations of a phrase to avoid, that the music is getting boring.

Simon Simon - Jun 02, 2016 at 02:34
Will there be puzzles with multiple solutions, so that the entire content of the game cannot be experienced in one single playthrough?

longuist - Jun 02, 2016 at 04:30
Since February ( https://blog.thimbleweedpark.com/podcast42 ), have you tried out the automatic lip sync processing and does it fit your needs?

Big Red Button - Jun 02, 2016 at 04:39
What would you think of a computer that gets out of control, just as HAL 9000, in an adventure game?

Mattias Cedervall - Jun 02, 2016 at 19:08
I think Ron would talk to the computer while smiling and say: "I'm so proud of you, my son!"

Barry - Jun 02, 2016 at 05:48
Have you ever considered controlling both agents at the same time so they walk together and talk with the town people as a duo like it would usually go in "real life" with partner agents? And in case they needed to split up for a certain puzzle you switch to the way you are doing it now until they reunite after the puzzle is solved?

And why just one question - I have thousands!! ;)

Mattias Cedervall - Jun 02, 2016 at 19:09
Sounds pretty cool.

Derrick Reisdorf - Jun 02, 2016 at 23:51
Unless I'm mistaken, I believe he meant one question per post?

Loftcraft - Jun 02, 2016 at 06:00
Do we have to be afraid of the dark forests of Thimbleweed County?

Colour TV - Jun 02, 2016 at 06:15
Have you considered making Thimbleweed Park more like the Civilization games to attract more customers?

Mario F. - Jun 02, 2016 at 08:40
Will Michael Land or Chris Grigg or Matthew Kane return for later projects?

Meuti - Jun 02, 2016 at 09:02
How are you?

longuist - Jun 02, 2016 at 10:15
And hows the weather NOW?

Zak Phoenix McKracken - Jun 02, 2016 at 13:20
LOL !!!

Darkstorm - Jun 02, 2016 at 09:41
If you're allowed to say, what advantages are there to the deal you did with Microsoft?  It seems to hamstring you in the last two months of development, and neither Sony nor Nintendo have such a restrictive launch parity requirement.

PrinzJohnny99 - Jun 02, 2016 at 10:31
The launch parity restriction is long time history. Games like Don't Starve or Rocket League were released month after PSN on XBL.
I heard they even have the least restrict requirements now, but I don't know if that's true.

Darkstorm - Jun 02, 2016 at 10:50
MS have always been willing to make exceptions for specific releases, but I know the parity policy was still in existence last year, and have heard nothing about its demise -  please link if you have a source to the contrary.

PrinzJohhny99 - Jun 02, 2016 at 15:40
How about you to proof that your claims are true?

Ron Gilbert - Jun 02, 2016 at 11:06
I'll answer this in more detail on the podcast, but it's because MS gave us a bunch of money and in exchange for that, they get a three month exclusive. If we had taken no money, then there would have been no restrictions. Sony was not willing to give us money under terms that made any sense.  Anytime you see a platform "exclusive", it's because someone got paid a bunch of money.  We needed the money to do the port since all of the Kickstarter money is going to make the core game and it didn't seem fair to use KS money on a port that backers couldn't get for as part of their backing.

Darkstorm - Jun 02, 2016 at 12:06
Oh, so it's a proper timed console exclusive.  I'll look forward to hearing about it on the podcast.
Would be interesting to know if the amount was enough that there's leftover to.roll back into the core game, if you feel comfortable talking about that.

Mattias Cedervall - Jun 02, 2016 at 19:10
I guess Ron got Bill's autograph (at a good price).

Bogdan Barbu - Jun 02, 2016 at 12:40
Which questions will you be answering?

Ema - Jun 02, 2016 at 15:23
Will the animation for the speech be just an up-and-down of the jaw like in MM and Zak, or a case-sensitive animation that mimics the syllables like in DOTT or S&M?

Thank you

skarsson - Jun 02, 2016 at 15:28
Did you ever consider getting Michael Land, Clint Bajakian and/or Peter McConnell for the music?

Arto - Jun 02, 2016 at 15:33
What have you been doing this week, and what will you do next week?

Mattias Cedervall - Jun 02, 2016 at 19:14
Thank you for asking, R2D2! Kiitos! I've been eating nice Finnish liquorice and next week I'm going to my pal who is a dentist.

Sushi - Jun 02, 2016 at 16:04
You never mentioned sound effects. Who is taking care of those? Will you record your own or use a library? Even then, it seems like a lot of work to go through and find just the perfect squeeky door sound - I understand all puzzles will resolve around doors.

LogicDeLuxe - Jun 02, 2016 at 17:21
Hopefully none of the overused sounds, unless they really fit. For instance, hearing the same door sounds as in "Day of the Tentacle" or "Doom" in hundreds of movies gets so annoying repetitive that it sometimes completely throws me out of the plot. :(
Interestingly, the Wilhelm scream didn't manage to do that to me so far.

Big Red Button - Jun 02, 2016 at 18:38
That's true. Once I saw a cheap TV series and heard exactly the monkey calls from the intro of Curse of Monkey Island.
Moreover, the automatic doors in DOTT, in the future, sound like the doors on the Enterprise, don't they? Though, in terms of this, I assume that it was intended as an Easter egg.

Mattias Cedervall - Jun 02, 2016 at 19:04
I hate that scream!

badde - Jun 02, 2016 at 16:04
Hi Garry and team!
Was there a point where you thought stop at that?
What tipped to continue?
Thanks!

Gv - Jun 02, 2016 at 17:58
There are a lot of things in Thimbleweed Park that also appear in Monkey Island, not a bad thing at all, I love it. For example, the circus, the forest, the mansion, the witch, the house in the forest, the vista, etc. It was premeditated or it simply happened?

Davide - Jun 02, 2016 at 18:26
Don't know if already asked:
have you planned to create another point and click adventure after this?

Peter Brodersen - Jun 02, 2016 at 19:14
Are you still using TesterTron 3000™? Are there specific puzzles it just never happen to "solve" where random clicking isn't enough (e.g. timing puzzles)?

[insert joke about a million three headed monkeys typing a million typewriters here]

Brian Small - Jun 02, 2016 at 20:48
I second this question!

Ben Woodring - Jun 02, 2016 at 19:18
Ron, can you talk more about your idea for "the perfect murder" adventure game, and would you ever be willing to actually make it?

What would it take?

Do a Kickstarter!

Also MI2 is amazing and I can't wait for Thimbleweed Park,

Andreas Nordvall - Jun 02, 2016 at 19:21
If Thimbleweed Park is successful, could one expect more point n' click adventures from you? How does it feel being back in the genre after such a long time? Would you ever consider doing a spiritual successor to Monkey Island in the same vein that companies like Playtonic Games have followed up Banjo-Kazooie with Yooka-Laylee? (i.e. create a new world and characters that still maintains the same personality and charm as the original franchise, but without having to get caught up in having to get back the rights from the companies that own them) Or do you find Monkey Island to be lightning in a bottle of sorts where it would feel like treating on someone's grave to do a successor that isn't within the IP?

Agustin - Jun 02, 2016 at 19:31
The ending of Monkey Island 2: was it something you planned in advance or rather a spur of the moment? It has a slightly improvised feel to it, which makes it even better. Did you know back then how you would continue the story in a potential MI3?

I know I'm pushing it here, but could you give us a hint as to how that mythic MI3 would have started?

Cornelle JvR - Jun 02, 2016 at 20:16
I'm curious about what it would have taken for this game to have been made in the time where this graphics style was cutting edge. How much would it have been different/more difficult/more expensive given the current scope of the game?