Friday Questions

by Ron Gilbert
Aug 04, 2016

It's time for Friday questions!

Bla bla bla... I'm sure you're as excited as we are... bla bla bla.

One question per entry.  Bla bla bla.

Bla bla bla bla. Bla bla. Bla bla bla, bla bla.

Bla bla bla.  :-)  Bla! Bla!

- Ron


Arto - Aug 04, 2016 at 09:23
Is January release feasible?

Christian - Aug 04, 2016 at 09:24
After the game is done: How will you archive and preserve the subscription based, volatile things like Photoshop CS and FogBugz for eternity?

vincent - Aug 04, 2016 at 09:25
Bla Bla ...... BLABLA (like rabbids invasion) :)

Nick - Aug 04, 2016 at 09:26
How many songs (roughly) will end up being in the final version of the game?

Fran - Aug 04, 2016 at 09:26
Will this game have any humor parts or is it going to be serioues business?

bourne holm - Aug 04, 2016 at 09:27
is it true that David Fox was once a jedi?

Mattias Cedervall - Aug 04, 2016 at 18:14
Yes, but he's now Darth Spoiler. :-(

Federico poglio - Aug 04, 2016 at 09:29
Why you Are a terrible person and you don't want to do an AR version of thimbleweed park GO so we can capture The ghost pokemon LeChuck with out parkball?

Nor Treblig - Aug 04, 2016 at 17:22

vincent - Aug 04, 2016 at 09:30
second entry (more serious than the first one) :
When and How can I test the beta of this fantastic game ?

Vainamoinen - Aug 04, 2016 at 09:32
Bla bla bla, gamescom, nobla?

Herbert - Aug 04, 2016 at 10:19
I guess this translates to “Will we meet you at gamescom again this year?”

I too would like to have this answered, hopefully with an honest “yes”. (Hey, you could show us something at the Adventure-Treff party!)

T.M. - Aug 04, 2016 at 09:40
So, less than six months to your intended release date, are you feeling panic yet?

Mike Pikowski - Aug 04, 2016 at 09:47
Can you tell us any news about the Ransome´s Swear Jar ?

John - Aug 04, 2016 at 09:49
We've seen the adjustable transparency for the UI, but are there any other quality-of-life/UI changes you're quite proud of?

Gzurl - Aug 04, 2016 at 09:49
Hi Ron,

Git, SDL, Squirrel, TexturePacker, Slicy... Could you name other frameworks and tools you are using to develop Thimbleweed Park? How do you name your new engine? Thanks.

Lebrun Yann - Aug 04, 2016 at 09:52
After this game do you plan to do a point and click adventure game creator ? easy to use with characters templates ?

Carl - Aug 04, 2016 at 14:52
I'd love to see them make a Point-n-Click Adventure Game Creator. They could add expansion packs for sell (e.g. props and characters).

longuist - Aug 04, 2016 at 10:00
Will you offer an immoderate amount of merchandising for Thimbleweed Park?

(Beside Shirts and mousepads, like action-figures, mugs, mustaches, socks, caps, body care products, plush toys...)
I'm certainly interested in a patch for a cut-off!

Zak Phoenix McKracken - Aug 04, 2016 at 10:02
The time of the Thimbleweed Park story, is set before, during or after the events of Maniac Mansion?

Brian Bagnall - Aug 04, 2016 at 22:25
After. Dave and Sandy run a coffee shop as adults in this game.

Zak Phoenix McKracken - Aug 05, 2016 at 01:36
How much after? :-)
Remember that both games claim to be set in 1987...

Leo Loikkanen - Aug 04, 2016 at 10:03
What new things have you learnt (in regards to programming, asset creation etc.) whilst making Thimbleweed Park?

Kim Jørgensen - Aug 04, 2016 at 10:14
How many Thimbleweed Park T-Shirts™ did you manage to sell?

Corn Dog King - Aug 04, 2016 at 10:17
Ron, will you be putting an Alfred Hitchcock sprite version of yourself in the game?

Corn Dog King - Aug 04, 2016 at 10:26
My bug man showed up and I rushed my question! But what I meant to say was, Will you be pulling an Alfred Hitcock and putting a sprite of yourself in the game? "Phew"

nibble - Aug 04, 2016 at 12:56
I've seen them among the circus audience during Ransome's flashback in the PAX East demo.

Kai - Aug 04, 2016 at 10:17
In a blog post from March 2015, you mentioned that you might keep track of how long it has been since the player last visited a location, or talked to an NPC about a certain topic. This information was supposed to be used to remind the player what the current goals are, and present other dialog options if the player seemed to be stuck. Has this been implemented, and could you elaborate on this a bit more?

Alfred - Aug 05, 2016 at 09:08
Great question!

Jonathan Demogorgon - Aug 04, 2016 at 10:18
Have you watched Netflix's Stranger Things and did you enjoy it?

Paul - Aug 04, 2016 at 10:18
will this game be released on early access?

Jaap - Aug 04, 2016 at 10:23
What's the purpose of meaning?

Zak Phoenix McKracken - Aug 04, 2016 at 10:29
When is set Maniac Mansion?

( There is a nuclear reactor "Made in Chernobyl", and the disaster occurred in April 1986, but this isn't an evidence that the story is set after 1986. Besides, the intro starts with "Twenty years ago today..." but there is no date shown. We assume that "today" is referred to the day the player is playing, that was 1987. Correct?)

DanVzare - Aug 04, 2016 at 10:44
I'm fairly sure the "Twenty years ago today..." part was when the meteor landed in the Edison's backyard.
The game is set in 1987, but the meteor landed in 1967.
This makes a lot of sense once you realize that the meteor had been influencing the Edisons for a long time.

Zak Phoenix McKracken - Aug 04, 2016 at 10:54
I agree with you, so then it comes another question: when is set Thimbleweed Park? In 1987, so the same year when MM is set. But when? Before, During or After the rescue of Sandy?

Arto - Aug 04, 2016 at 12:32
After the rescue of Sandy, as Dave & Sandy are not in school anymore, but they work in their own S&D Diner. So I'd say it's 1990.

Zak Phoenix McKracken - Aug 04, 2016 at 12:50
-- [SBAMM!] --
It's stated that Thimbleweed Park should be set in 1987! There is Thimblecon '87, it's my evidence
So, how can it be set in 1990??

Arto - Aug 04, 2016 at 13:15
Ah yes. There's only 80 persons left, and they lost the track of time. They think it's 1987, when it's actually 1990. See, there was this... phenomenon... that trapped them in this time vortex...

Zak Phoenix McKracken - Aug 04, 2016 at 14:04
I can see the beads of sweat dripping down your face. I've cornered you!
Your Honor, the defence has finished. No further questions.
Waiting for your verdict.

(Your Honor = Ron Gilbert)

Bernard 'Edgeworth' Bernoulli - Aug 05, 2016 at 03:21
---[Pointing wavey finger back]---
There is no evidence proving that the banner is current. All we know that there is a banner, where is the proof that the banner has not been up for some time.. say possibly 3 or 4 years?

Zak Phoenix McKracken - Aug 05, 2016 at 03:46
Mr. Shi-Long Lang, are you saying that Thimblecon '87 it could be a 'revival' of a few years before?
In that case, the characters Dave and Sandy may have a correct temporal location, that is in the early '90s.
Good, you have a point.

DanVzare - Aug 05, 2016 at 05:09
It's also possible that Maniac Mansion takes place during 1985, the year the game began development. That would give plenty of time for Dave and Sandy to graduate, move out, and then run a diner together.

DanVzare - Aug 05, 2016 at 05:10
It's also possible that Maniac Mansion takes place during 1985, the year the game began development. That would give plenty of time for Dave and Sandy to graduate, move out, and then run a diner together.

nibble - Aug 04, 2016 at 13:53
Exactly. If I recall correctly there's one cutscene where Edna complains to Fred that they did not have sex for many years because he prefers spending time with the meteor in the basement.

Zak Phoenix McKracken - Aug 05, 2016 at 07:28
Here is how we intended to be this conversation about the time of Maniac Mansion and Thimbleweed Park.
... visually!


Lud Gungrir - Aug 05, 2016 at 07:29
MM is set in the day you start playing it. So if i started playing it yesterday it would be set in 2016. The intro is speaking in terms of "today" so it's not fixed in time. Therefore, if TP is set in 1987 that's definitely before today. :)

Zak Phoenix McKracken - Aug 04, 2016 at 10:31
The name "Chuck", always present in every Lucasfilm adventure (the name of a plant, until the name of the antagonist in Monkey Island), where does it come from?

Geoffrey Paulsen - Aug 04, 2016 at 10:34

Giulio - Aug 04, 2016 at 10:42
This is what I knew on the subject, but it does not say why Chuck was chosen specifically...
"According to Gilbert, the LucasFilm general manager Steve Arnold, had a long running joke in which he continually requested game designers to add a character named Chuck to their game. Gilbert and Winnick were the first to humor Steve's request in Maniac Mansion. Because the developers were unable to fit an extra character name in the game, they named an existing in-game plant."

Zak Phoenix McKracken - Aug 04, 2016 at 10:50
Unless Steve Arnold's surname was "Chuck." Maybe he wanted to be protagonist... It's only my assumption.

Geoffrey Paulsen - Aug 04, 2016 at 10:37
What are your thoughts on the number of items in a player's inventory.  Too few can feel like the world is empty, and too many becomes problematic as well.  How about the percentage of puzzles that require inventory item combinations?

Arto - Aug 04, 2016 at 12:36
Follow-up question over here... no, I'm over here... yes... Maniac Mansion had lot of useless inventory items (if you'd pick them up), which caused lot of bothersome scrolling. Will there be useless inventory items in Thimbleweed Park?

Paul Bogush Jr - Aug 04, 2016 at 14:00

DS_Nadine - Aug 04, 2016 at 10:38
Will Steve Purcell do a cover artwork? (I'm 100% sure some publisher will release the game physically later on, if not allready planned.) :)

Arto - Aug 04, 2016 at 12:39
Follow-up question here... I'M STILL OVER HERE... thanks... Can a non-backer purchase the game with the box?

four - Aug 04, 2016 at 13:06
"First off the presses is that Ken Macklin, who did the cover art for Maniac Mansion, has agreed to do the cover art for Thimbleweed Park. So, if you’re getting the box or poster, it will feature glorious Ken Macklin art. We’re excited to be working with him again."

Emmanuel - Aug 04, 2016 at 10:43
Ron, some blog comments have asked you if some new elements of the engine are scriptable. Those comments look like they're among those you're the most likely to answer.. It appears you are seriously thinking of distributing the engine or opening it up. Is that correct? And, also, if it is, how does it make you feel? Is it scary? Is it fun? Does it feel weird that people just CARE so much? Is it rewarding? Is it something you never would have had to think of in the eighties?

GumbaMasta - Aug 04, 2016 at 10:56
Will there be crossover/refferences with other games such as Imagos´s Starr Mazer or What Pumpkin´s Hiveswap?

Giulio - Aug 04, 2016 at 10:56
As in MM, in MI 1 there are very few puzzle non-linearities (like starting the spark to break the dam in the canyon), but there also are a few plot non linearities, like deciding whether to sink or spare the ship or killing or saving Bob the Ghost Pirate. These are a bit different, as most of the MM ones were tied to the fact there were more playable characters (like in TP).
Talking about PLOT non-linearities (from previous podcasts/entries I know there should be puzzle non-linearities in TP), what was behind the decision to introduce them, and will there be any in TP, maybe leading to slightly different endings (like sinking or not the ship)?
P.S. Have you always considered sinking the ship "canon"?

Steffen - Aug 04, 2016 at 10:57
There're rumors on "the internet"(tm) that Melee Town in Monkey Island was inspired by Rothenburg ob der Tauber. Are those rumors true?

Zak Phoenix McKracken - Aug 04, 2016 at 11:21

Mattias Cedervall - Aug 04, 2016 at 19:10
Wow! Cool!

Giulio - Aug 05, 2016 at 06:21
I can't remember where I read it, but I have this faint memory that it is only coincidence. I am not 100% sure about it however. Still, what a coincidence it is.

Mister T - Aug 04, 2016 at 11:04

Christian - Aug 04, 2016 at 11:05
Will tp have a nice conclusion at the end and wrap everything up nicely and satisfying, or will it be like Twin Peaks or any x files episode where most stuff is left open?

Tim Wright - Aug 04, 2016 at 11:22
How did you do testing and play-through for the original Maniac Mansion, and do you find there are more or less bugs this time compared to back then?

Lancelot's Hangover - Aug 04, 2016 at 11:29
Are you coming to the Adventure-Treff party this year (alongside Gamescom)?

Zak Phoenix McKracken - Aug 04, 2016 at 11:29

Today is  4th / August / 2016
...or, in short...
2^2  /  2^3  /  2^4

Sorry, programmer's mind...


Nor Treblig - Aug 04, 2016 at 17:19
I'm sorry but it's more like 2^10.97728

J.T. - Aug 04, 2016 at 11:33
When pitching a game to fellow team members other than offering money how do you get them excited to work on the project?

Estranged2 - Aug 04, 2016 at 11:54
David, do you think the characters in the game are alive, or do you see them just as a bunch of if->then commands and boring variables? Have they ever tried to escape the scene and rebel against their puppet master?

Nor Treblig - Aug 04, 2016 at 19:29
There is at least one public incident known:
I too wonder what else happened behind the scenes they kept secret...

Estranged2 - Aug 05, 2016 at 05:54
There's a personal game I worked on where the Worker who was just supposed to carry boxes from point A and throw them in point B and again and again, and do nothing else,  (something like the Post Office worker in Thimbleweed)...
...suddenly abandoned his job, jumped on a conveyor belt, avoided deadly crusher plates and reached the exit of the level.

I watched this fugitive and I couldn't believe my eyes. He was supposed to inhabit 2 square meters and he ran through the whole big level jumping from conveyor to conveyor and avoiding traps.

I tried to figure out what could have caused this, and it turned out that he incidentally threw his box on a conveyor belt, then followed the moving box, trying to pick it up. The box however got destroyed by some crushers so he was left without an object to pick up and tried to go back, but couldn't, because the conveyor was pushing him further. I had written some code for NPCs to get scared by "scary" things, and crusher plates on the conveyors were "scary" when they thumped and smashed stuff, so he avoided them and used the navmesh that I have made for the player (not for him or anyone else!) to jump from conveyor to conveyor and reach the exit (using some general instructions that scared NPCs that don't fight should look for the nearest exit).

This is when I truly understood what monster I have created :)

While scripting NPC behaviour I always remember MM and Zak and the NPCs there. They are always an inspiration to make something "alive" but this complexity sometimes creates unexpected bugs and situations like this one.

e - Aug 04, 2016 at 11:56
How is the music coming along?

dada - Aug 04, 2016 at 12:00
Hi Ron,
Recently I played Monkey Island 2 (SE) for about the fourth time in my life. (Btw. I managed to get stuck and once even had to check the walk-through (welcome early onset dementia)).  
The beautiful artworks by Peter Chan, Steve Purcell and Sean Turner shown in the Bonus Features made me wonder what was the creation process behind the backgrounds. Did you with other lead developers write the story along with puzzles and room descriptions and gave it to the artists or did they help you sketch and visually develop the ideas from the start or was it some sort of back and forth process? And could you explain how was the approach different from the way you do it now in Thimbleweed Park?

Not Gilbert - Aug 04, 2016 at 12:02
Gilbert, what's your favourite game from the "other" Gilbert?

Spot - Aug 04, 2016 at 12:03
Is Thimbleweed Park based on a true story?

Gv - Aug 04, 2016 at 12:07
My question is: did Mark Ferrari also color the VGA versions of Loom and Monkey Island, or he was just involved with the EGA versions only?

Gv - Aug 04, 2016 at 15:34
I ask that because the gradients of the sky in TWP are very similar to the ones in Loom VGA

Daniel Dominguez - Aug 04, 2016 at 12:39
What is the secret of Monkey Island?

(I had to try)  :-/

Arto - Aug 04, 2016 at 12:49
The Monkey Island IS the secret.

Daniel Dominguez - Aug 05, 2016 at 00:58
Not sure about that...

Giulio - Aug 05, 2016 at 06:05
Now this is indeed a tricky question. I can't read Ron's mind, but I can give you my personal opinion on what the secret is, as I have read much about it and also spent quite a lot of time thinking about it. So here it is.
The Secret Of Monkey Island started off with being the "Gate To Hell" hidden on the island. This is also confirmed if you manage to find and read the earliest drafts of the game's plot (which was quite different, but still had the main elements in it).
However, I believe it gradually started to evolve in Ron's mind as they began to work on MI2. As you can see, the parodical element, despite being also present in MI1, was greatly emphasized in MI2. You do have a humoristic take on the pirate world in MI1 (vending machines, fake pirate trials and so on) but nothing when you compare it to elements as the underground tunnels connecting islands in MI2. Guybrush also is depicted as more bash and "piratish", but in a way a child would be. The surprise ending is also surrealistic, dreamlike.
This has led people to believe that the whole thing is a fantasy set in a child's mind who believes he's a pirate and gets lost in a theme park in the USA. I am not sure this is actually true, but the evidence stated by many articles on the web does make some kind of sense at least.
Then Ron left LucasArts and the development team of MI3, in charge of making a game which "reminded people of the glory of the past MI games", decided to discard most of those elements in MI2 and opted for the version in which LeChuck had put a spell on Guybrush in the end of MI2. This is stated in the beginning of the game and more throughoutly in the final conversation with LeChuck (where it is stated that Dinky Island is an atoll of Monkey Island itself, connecting Big Whoop with the infernal Gate on MI).
This was done because no one was really sure of how things had really evolved in Ron's mind, and for the commercial future of the series (how people wanted the game to be and remembered it) it was much better to keep the fantasy pirate wolrd real and alive, and not just in Guybrush's head.
For the same reason, they had Guybrush marry Elaine, something I enjoyed a lot but that Ron has personally stated he would have never let happen.
So what is the secret of MI? As I said, I believe the answer evolved. During MI1, the secret was the Monkey Head and its gate to Hell itself. There was no other secret. Then it gradually evolved into something deeper during the development of MI2 itself.

Stefan - Aug 04, 2016 at 12:44
Did Microsoft forced you to include the "specs of dust" into the game? Do I need to collection them all to solve a major puzzle? :-)

Stefan - Aug 04, 2016 at 12:45

Lolotte - Aug 04, 2016 at 16:36
It's fairy dust. And yes, you need all of them to summon Genesta, the fairy queen.

Ariel - Aug 04, 2016 at 13:02
Are there gonna be any Monkey Island or Maniac Mansion cameos in the game?

Sebastian - Aug 04, 2016 at 16:09
I hope so and, indeed, expect the one or another as the Lucasfilm games always had these cross references.

Just think about Guybrush after being fired out of the Fettucini Brothers' cannon: "I am Bobbin. Are you my mother?" => LOOM

Or Guybrush quoting Indy "I am selling these fine leather jackets." Or the gas can and the chainsaw... this one spans over more than two games :-)

Kittypowpow - Aug 04, 2016 at 13:08
What Program Are You Using To Animate And Pixel Art With, I am A huge fan of your old work and am super excited about "Thimbleweed Park" coming out, it's a must buy, but I really wanted to know what programs you were using for your production as I want to try and make a game myself, I have gone through several classes so I know everything I need to know, just wanted to know.


Kitty :3

Someone - Aug 04, 2016 at 13:17
They are using Adobe Photoshop. Have a look at the older blog posts.

Somone - Aug 04, 2016 at 13:18
How excited are you?

Brioche - Aug 04, 2016 at 13:25
What is the oldest piece of software you are using for this project? Something like "I'm still using this homemade 1992 C program and it works just fine, deal with it".


Ted - Aug 04, 2016 at 13:35
Are you going to PAX this year?

Pomeran - Aug 04, 2016 at 13:51
In Monkey Island SE, the game is displayed in a 4:3 aspect ratio, with "squished" pixels that are taller than they are wide. Why is that, and do you prefer MI played in 4:3, or in 16:10 (with 1:1 pixels)?

Pomeran - Aug 04, 2016 at 16:36
Well, that answers that, thanks!

Zak Phoenix McKracken - Aug 04, 2016 at 14:09
How many chances there are to see you or another TP staff member at the Lucca Comics And Games 2016?

Eivind - Aug 04, 2016 at 14:21
The work on Monkey Island 2 started before the sale of Monkey Island 1 started. Have you started thinking about Thimbleweed Park 2 while debugging and performing other not so exciting tasks?

Jesper Hansen - Aug 04, 2016 at 14:23
Is box art for the Kickstarter box final and done and do you have any idea yet about what kind of feelie-thingie you will be including?

Derrick P Reisdorf - Aug 04, 2016 at 21:16
I asked this question before.  It didn't get answered.  I was sad.

But, now that I've had time to dwell on the idea of knowing what ideas they have for the included "feelie", I actually don't really want to know until I see the box or even receive the game in the mail.

Eivind - Aug 04, 2016 at 14:25
Will there be any easter eggs in the game?

Nor Treblig - Aug 04, 2016 at 17:27
Of course there will be... unless... you mean literal ones, then it's a good question!

Carl - Aug 04, 2016 at 14:49
Do you guys have any ideas for what's next after this game? <3

SigKILL - Aug 04, 2016 at 14:51
What are your biggest worry, and what do you like most about the project right now?

Dan S. - Aug 04, 2016 at 14:52
Given all the references to previous games in Thimbleweed Park, how do you ensure that you aren't infringing on copyrights? Is it pretty clear what you can and can't include?

Andy Hall - Aug 04, 2016 at 15:01
When making previous games was there anything that you thought was really cool that ended up being ignored or hated, or -vice versa- was there something that you weren't happy with, or didn't really think about, that people went nuts over?

Nor Treblig - Aug 04, 2016 at 17:23
...EXCEPT the monkey wrench puzzle! (we all know that one)

Roman - Aug 04, 2016 at 15:04
Back in the 80s...who actually had the idea of creating an adventure game? Was it a small group of developers who ran to business and asked for permission? Was it a business decision? Did you enjoy Sierra adventure games? Or what was the main reason to start with Maniac Mansion and stuff?

Gargamel - Aug 04, 2016 at 16:10
I can answer your first question. The first adventure game was Colossal Cave Adventure by Will Crowther in 1976:
From there the genre moved along an evolutionary path: Text adventures -> text adventures with graphics -> graphic adventures with text parsers -> point and click adventures -> walking simulators.

Roman - Aug 05, 2016 at 04:16
Well, thanks for this...but my original question was more like "who at Lucas Arts had the idea of creating an adventure game".
Sure there were text adventures and the Sierra Games out there at that time....but I wonder what made LucasArts go for it too...or use point+click to run through the adventure and not a text parser.

MATT - Aug 04, 2016 at 15:09
When is the TP HD remaster coming out?

Malvo - Aug 04, 2016 at 15:23

Sebastian - Aug 04, 2016 at 15:22
Will the player characters be able/required to talk to each other, perhaps to solve a puzzle?

Mattias Cedervall - Aug 04, 2016 at 15:24
Can you please put my name on one of the tombstones? I do feel dead inside.

Nor Treblig - Aug 04, 2016 at 15:43
What's the age of the Edisons in Maniac Mansion?

(Since the Meteor arrived 20 years prior the game events and assuming Weird Ed was a child he could be maybe around 30 in the game?
Both Edna and Fred are retired according to the manual (but this doesn't mean anything). They both do look old...)

Zak Phoenix McKracken - Aug 04, 2016 at 18:22
It's a pleasure make deals with you :-)

Brian Ruff - Aug 04, 2016 at 15:48
I'm a musician and am very curious about the process required to create the soundtrack. Is there any chance of having Steve Kirk (I think that's his name) on a podcast or a guest blog?

Michael Hoffmann - Aug 04, 2016 at 15:57
Ron, you gave some interviews about Thimbleweed Park in the last couple of months. Do you enjoy doing these or are they just a necessary evil? What is the dumbest question you were asked about Thimbleweed Park?

Nor Treblig - Aug 04, 2016 at 17:13
The dumbest question about Thimbleweed Park?
It's probably: "What is to secret of Monkey Island?"

Geoff - Aug 04, 2016 at 16:09
What was the final number of phone number entries/submitted voicemails?

Tickleberry Finn - Aug 04, 2016 at 16:27
Will the voice cast feature any of Ron's Hollywood friends like Whil Wheaton, Elijah Woods or Joe Flaherty? :)

Nathan - Aug 04, 2016 at 16:38
Do you ever find yourself "stuck in the grind" of development?

Nathan - Aug 04, 2016 at 16:39
If so, how do you get out of that mindset?

Nathan - Aug 04, 2016 at 16:43
In the future, may we post multiple questions in the same comment if they are part of the same question thread?

a - Aug 04, 2016 at 16:49
I'm fascinated by game design, and can program. What would you recommend me to do to get into game design?

Derrick Reisdorf - Aug 04, 2016 at 21:26
Make a game?

rune flaten - Aug 04, 2016 at 17:16
Will the game support Xbox Play Anywhere or cross platform saving of the game between Xbox One and Win 10?

Carlo Valenti - Aug 04, 2016 at 17:22
Which questions would you like to ask me?
It's Friday Questions also for you alright.

Zak Phoenix McKracken - Aug 04, 2016 at 18:25
Hi Carlo,
Where did you go on  vacation?

Derrick Reisdorf - Aug 04, 2016 at 21:43
Hi Carlo,

What's the newest adventure game you've played and liked?

Carlo Valenti - Aug 05, 2016 at 06:54
Oh, I almost forgot: one question per comment, and please try to keep it down to one sentence. This will enhance your odds to get an answer.

Jostein Topland - Aug 04, 2016 at 17:26

Any plans for a PS4 release?


Mattias Cedervall - Aug 04, 2016 at 17:28
Ron, do your kids play your games?

Mattias Cedervall - Aug 04, 2016 at 18:12
Gary + David (= Gavid) can answer if their kids play their games if they wish to answer.

Jostein Topland - Aug 04, 2016 at 17:38

What music do you listen to while coding? What makes you focus better?


SigKILL - Aug 04, 2016 at 17:46
What, if any, choices early on in the development do you now regret?

Jonna - Aug 04, 2016 at 17:52
Now that the game is well into the final months and the scripting engine is probably finished... scumm or squirrel?

Dorus - Aug 04, 2016 at 18:21
What do you think about the interface used in the just released Day of the Tentacle remastered for iPad? Personally I think a tablet is the perfect device for playing (or experiencing) point and click adventures and I like how Double Fine adapted DOTT, except that I sometimes accidentally skip a cut scene. Love this blog!

Zuckerberg - Aug 04, 2016 at 20:18
Humongous Entertainment was sold for a bazillion dollars. Are you rich, Ron?

Derrick Reisdorf - Aug 04, 2016 at 21:55
Are you aware of the Monkey Island references in the latest Uncharted game?  Have you ever paid homage to other games or designers by explicitly referencing them in your own game?  Or do you not dare because you are superior and strictly self-serving? ;)

Giulio - Aug 05, 2016 at 05:41
Yes Ron is aware, he recently discussed it while being interviewed by GameInformer! :)

Derrick Reisdorf - Aug 04, 2016 at 22:01
What are each of your favorite adventure or puzzle games- ones that you weren't involved in making?

Evan M - Aug 04, 2016 at 22:06
I'm looking forward to trying Thimbleweed Park on a tablet.  Do you have any ideas about how you might use touch (or multi-touch) interface differently from  a desktop or console?  Maybe this goes along with Dorus's question about DOTT Remastered for iPad...

Evan M - Aug 04, 2016 at 22:08
Is the podcast music part of the official Thimbleweed Park (TM) game music, or is it just filler?

Evan M - Aug 04, 2016 at 22:09
Is there a door on top of the vista?

Zak Phoenix McKracken - Aug 05, 2016 at 03:57
Ahahah, great! Glad you uploaded this file again!!

Derrick Reisdorf - Aug 04, 2016 at 22:14
Apart from your standard point-and-click puzzle of use-item-with-something, are you guys incorporating any logic-based mini-games of any kind?
(You know- ones where you are given a closeup of the puzzle like a wiring board or one where you have to match symbols or follow/decipher a pattern.)

Derrick Reisdorf - Aug 04, 2016 at 22:17
Are you disappointed they didn't use the C64 version of Maniac Mansion in the remaster of Day of the Tentacle?

Brian Bagnall - Aug 04, 2016 at 22:22
Gary, how did the workload for Habitat compare to Thimbleweed Park? The source code was just released as open source and it looks like there was a lot more artwork compared to the average Lucasfilm game.

Natalia - Aug 04, 2016 at 23:48
Blah.Bla bla bla bla, bla bla? Blah!

Natalia - Aug 04, 2016 at 23:50
Kidding. Will Thimbleweed park have those funny conversations like those in Monkey Island? I know i's kinda hard to write them, but they're awesome. Can you tell us more about them?

Seraus - Aug 05, 2016 at 03:24
Did Microsoft forced you to insert a new character ( like MI's Stan) to advertise Windows 10?

seraus - Aug 05, 2016 at 03:38
What has become of Mark Ferrari's blog article about how he paints the beautiful backgrounds of TP which was mentioned long ago?

Darkstorm - Aug 05, 2016 at 06:23
Was Mark Ferrari annoyed at you for delaying the game as he had managed to avoid doing a blog entry all the way to the planned release date, and now he has to try to avoid it for an additional six months. :)

skarsson - Aug 05, 2016 at 08:08
What is the airspeed velocity of an unladen swallow?

Zak Phoenix McKracken - Aug 05, 2016 at 09:19
Your question has been (unofficially) answered here:

Andreas - Aug 05, 2016 at 09:01
Will your next game be a Point'n'Click Adventure about playing Baseball?

Jostein Topland - Aug 05, 2016 at 10:00
How much wood could a woodchuck chuck if a woodchuck could chuck wood?