Friday Questions Questions
by Ron Gilbert
Apr 25, 2017
Apr 25, 2017
Welcome to what could be the last Thimbleweed Park Friday Questions Podcast.
Time to get all your questions in, although we will be recording on Thursday, so the cut off will be Wednesday evening (PDT).
Please keep your questions about the final game and design, art, production or developer issues related to that.
I think it goes without saying that the comments will be filled with spoilers, so don't read this is you're trying to remain pure.
3... 2... 1... GO!
COMMENTS ARE CLOSED
The podcast should be up this weekend, Monday at the latest.
I recently finished it and the longest time I was stuck was when I didn't know to use the toxic waste in the puddle. This took me a few days to get past.
Randy
Some sort of mini "Rescue On Fractalus" (with a different name obviously) would be a great idea!
Thanks a lot for Thimbleweed Park, I had lots of fun!
And how off are the Steamspy numbers? http://steamspy.com/app/569860
I second that. @Boris (if you read this :)): What was the reason for the current verb forms? Have I overlooked something?
I understand (*SPOILER*) if The Box would have pixelated art, since the whole point of the game is that it is in a pixelated universe, but still... Steve Purcell's art on boxes is a big part of the fascination I have for early Lucas Adventures. I have few of them on canvas on my wall.
...Oh god... I just realised I'm an equivalent to a vinyl record covers enthusiast...
Grumpy-this-is-what-we-worked-for-?-Happy?
Kind-of-fine-o-happy?
Let's-start-another-game-tomorrow-rino-happy?
How much backstory exists that will be kept secret?
The agent was very tired from walking around for hours, so a nap was the logical decision.
Maybe you have noticed there aren't many beds in Thimbleweed Park! The townsfolk were a little puzzled upon their discovery, but they decided to let the agent sleep.
That agent didn't comment on anything later because of the embarrassment of sleeping while on duty.
Is this public, anonymous feedback better or worse than the interaction you had with superiors back at Lucasfilm Games?
I'd be more than interested in how you the launch went.
Were you happy with the numbers and the feedback (press/media and gamers)?
Taking only the PC platform and all distribution channels (Steam, Humble, etc.),
can you please tell us the numbers between Windows/Mac/Linux usage?
I'm fine with percent, if you don't want to share absolute values.
AFAIK, at least Steam should allow for such an analysis.
I'm going to play the game again to see if I missed something. I think that, knowing the setup and ending, I might notice more hints throughout the game.
Reading the comments and reviews, would you think that you should do anything different in the history?
Thanks a lot for such a wonderful game
Ron said in the post, that comments will be full of spoilers. You read that, right?
And toadying over and done with ..... my question!
What's been the most surprising feedback about from players so far?
If I wanted to buy a boxed version of the game, can I still do it?
PS: I'm loving the game. Still going through it for the first time at a slow pace in hard mode, appreciating every single pixel in the process: it's just stunning. I hope you guys keep making new ones!
PPS: The soundtrack is amazing.
Ciao.
I'd also like to hear you talk in general of the cases where you had to redesign a puzzle or the story because of some problems that arose during development which you hadn't initially thought about. (like the wrench puzzle that was moved from one part to another, or cases where you realized the story flow was wrong and led you to do some change).
I love you guys. I hope the sales justify a new episode of this great game.
is there any change in utilizing the engine you build form Thimbleweed Park? Is there a way of modding or reusing the engine to do other games like SCUMM?
The world would be amazed if we have the tool which you build Thimbleweed Park.
What are you (Team TWP) going to do next?
Do you want to do another project together, something completely different,…?
I’m hoping that you’ll continue making great games!
And i am truly having a blast-a-roo playing this adventure gem.
What are the chances of the Monkey Island rights will be pursued and fought back where IT belongs?
I have signed a pertition (somewhere) to Get Ron and the team back the rights to pursue this World class Brand.
And.
I bet navarro, David, gary and the rest of the team would happily work on MI III
Yours point and Click Faithful-a-roo
Torkill
What was the best thing that happened?
What was the worst thing that happened?
P.S.: I love Thimbleweed Park! :)
Is there any truth to the rumor that the end of Thimbleweed Park is similar to the original ending of Monkey Island 2 in that the characters learn that they are just characters trapped in a game?
Translations (Voice actors for different languages, more languages)
Ports (Switch, PS4,…)
Additional Content
a TWP branded Amiibo for the upcoming Switch Version
TWP the Movie
A trip to Vegas for Team TWP
…?
Instead, I want to ask you:
- is the game's finale by any chance inspired by the movie "The Lawnmower Man", published in 1992?
P.S.: Thimbleweed Park is currently placed at position #3 in my personal list of the best adventure games ever! Congratulations!
I mean: I feel I will understand everything once I will play Thimbleweed Park a few times more.
By now, there are still some unclear points to me.
My request/wish is that I would like to ask if I can buy a Boxed version of this game.
I'm 38 years young and loved the Commodore C64 and Amiga times. I still have my old Amiga and my old games among others Monkey Island 1 & 2 and Indy, all the classic games. For me I connect these games with my childhood/youth and a better time of gaming. A time where the humor and imagination was more important than the graphic and effect monsters I find in modern games. These old games like Zak McKracken, Maniac Mansion, Indy or Monkey Island had (and still have!) a soul for me, also the boxes! It's a piece of time and art I just would love to see with shining (child) eyes again. A modern Steam, GOG key can not give me this feeling.
I don't want to bother you and I hope you understand what I want to say with my broken English. Can you make it possible somehow please that I/we can buy a boxed version of your Thimbleweed Park?
I'm not at Facebook, I'm not using Steam or GOG. I think I'm really kind of retro myself ;-) But this is how I want to be and this/your game is something special in this fast moving day and age (like a game from a better time) which I identify much and would love to see and have it physically. That would emotionally count a lot for me (and surely many other fans of your artwork worldwide).
Many (hopeful understandable) words...
Thank you so much for all your work and many happy hours. Please never stop!
All the best,
Christian
PS: I also wrote this to Jenn who was kind to answer. Thank you too Jenn!
Nonetheless I think that it does make sense to fix any flaw in the phone book, because that's a backer's reward.
"As most adventure games are, this is a VERY non-linear game."
Whaaaat? That's a bold statement.
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...probably...
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.
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...not.
I have 1 question about the story:
*SPOILER*
Did Agent Ray survive the deletion of the game? What happened to her/where did she end up?
Thanks for making a great game!
"The anticipation for the game is high in the small circle of traditional adventure game fans, but virtually unheard of for most gamers, even gamers that like narrative games. For the game to be successful, we need to attract that audience and so far, we have failed to do that."
My question is: did you reach that audience or are you still selling the game mainly to traditional adventure game fans?
Thanks for the beautiful game!
Still havent gotten around to d/l the soundtrack I bought...
Thanks for a great game..
-J
Is this something that has crossed the team's mind? How much work would it be puzzle-wise to accommodate this?
Ron's and David's voices are done by actors too.
See, in 1982 George Lucas created this AI, that he used to create games...
And why is it the empty swimming pool?
How's the game doing out there? In the world of us, the gamers? The players? The real world! :D
Any chance you could tell us if you are going to be making another new adventure game? :)
Having gotten Thimbleweed Park out the door, and in such a high quality, you've shown people what you're capable of and I can't imagine you'd raise any less than you did last time. Personally, I'd be willing to donate above what I did before for TWP, and I'm sure many fans would feel the same.
Either way, keep up the great work!
Look what I found under the blog entry when Ron announced TWP on grumpygamer.com:
"I should probably say "wow, cool!" but I wont, because I am not fan of pixel art at all. I just cant look at it on my 27" monitor or 60" TV. It's not even looking good on 15" inch. I am sure IGF will appreciated for such a game. Good luck! I am sure you will get the funding."
You obviously changed your mind :o) BTW, I played TWP on my 60'' TV and it looked just gorgeous!
Was this on purpose or coincidence?
My question is: Why does the final game only have nine savegame slots?
Retro is cool and all, but this feels more like an arbitrary restriction.
Hard drive space can't be the limiting factor in modern times.
It was not before SCUMM V5 games when they increased this significantly to 99 save slots.
Would you do that again?
end-of-question
Best wishes to all of you! Take a rest (once porting is completed) and enjoy :-)
1) Are the puddle on the trailhead and the x-marked site (navigator-head) positioned in line by intention, in order to give you a hint (showing the puddle to you, every time you're passing by)? I was on my way trying to dig with the radioactive waste instead of a shovel and maybe to 2/3 through the puddle-scene when I had this Heureka-moment, turned around and solved the puzzle. This way it had something special.
2) The signal situation reminded me of Zak (the alien signals, 60Hz via the phone, Circus on Mars, ...). Putting the simulation aspect aside for a moment: Does TWP exist in its own universe or are there connections to the world of Zak (apart from TWPs' obvious references to old adventures, and sorry but what is the huge fountain representing? It reminded me of Sam&Max). At some point I really was into the idea,, imagining the things which could arise from such a situation, stuff happening, places to go ...
3) Will you open source the engine?
First of all: Thank you for this wonderful adventure game - hopefully it won't be the last one!
One question remains (for me): Did you always intend to have minimal dialogues _between_ the main characters or did you change that in light of the voice recording situation? I sometimes missed the possibility to talk to each other...
...of course the other witty dialogues more than made up for that!
Thanks for your time,
Martin
I've seen Thimbleweed Park in the featured games on Steam, GoG and even on the Mac App Store. Hope that means good news!
Loved the game and following the development process was great fun to.
I'm looking forward to your next game, whatever form it takes.
Please do another kick-starter.
Thanks
And about the the ending is how you planned or changed it during development?
Thanks
Simple solution: Just put that Kickstarter video to the game download and on the DVD.
If because of the WWIII the whole Internet will end, future players couldn't figure out how to use that balloon animal.
That's unfair.
One could simply replace the dialogue with 'Use the balloon animal where it all started' or something similar.
Will have a second run in a few Weeks :)
Looking for the Fingerprint Tape got me stuck for HOURS, but let me find many many many Eastereggs (and pieces of Dust) :)
But i´m curious ... When is the Releasedate for the VR Version ??? :) :) :)
Best Kickstarter Game Back Ever :)
Thank you Guys ! Seriously !
If you want Money for the next Game ... Just give me a Call :)
- Who was able to switch the radio antenna three times in the first scene?
- Was ze german guy Boris Schneider-Johne? Who ambushed him?
- Who is the ghost, which slapped Boris and (probably) one of the agents? Is that you, Ron?
- Who ordered Ray? Sierra-on-Line?
- Why disappeared Reyes for a few minutes in the mid-game?
- Who was the sender of Ray´s strange tool, Reyes` watch, etc. ?
- What about all these well known paintings?
- Where is cousin Ted??
- What´s your speed run record time?
- What about @MMucasFlemGames and @MMucasFlem on Twitter? Free riders?
- Did Quentin Tarantino-o-reno already mention the chapter titles?
- How comes the white crystal from TP to mars and Willie to Seattle airport?
See ya!
2. Percentagewise in relation to pre release how much work is still going into the game?
3. From what I can tell, you have received a lot of love from the gaming community. The needle of your karma meters must have deflected towards infinity. Can you already make an estimate whether the game will be a commercial success, as well?
And finally, are you sick and tired of creating adventure games for the time being or are you dying to get started on another project asap?
PS
Is it just me getting it wrong every other time or is there an actual bug in the Seckrit Question algorhythm? :)
Any Objections?
My question. Why were there so many red herrings in the game? Felt like a had a lot of inventory items that were never used and a lot of (mis leading?) objects that lead to nothing. The CCTV footage from the Quick-In store for example. I really thought that I would have to finda a Betamax tape (which I finally did) but there were no use for it.
Was this by design or was this all because you had to cut the game down?
OMFG!
"Why were there so many red herrings in the game?"
I guess, to discourage you from trying everything with everyhing...
Hug,
John
2) If you are going to make another game (maybe MI3a :D ) are you going to look for programmers? Companies in Germany don't pay a lot for CS ppl so I am fine with little salary. I am highly motivated, though and I rather slave away for a product I am actually interested in than in something soulless. Thanks!
Don't **b**e**nut**s?
I ignored the notebooks after discovering they are used as ToDo lists.
But maybe there could be an option like 'itemWiggle: 0' :-)
Are we going to have more new classic adventure games? Are we?
Maybe they didn't make a logo yet because they are going the rebrand everything to MMucasFlem Games?
Not to look in forums or the internet was way more easier, because this would be cheating.
Once I found the Sekrit meeting I'm unable to enter the forest because it will go straight to the electric fence-pizza truck area.
Also I didn't find any shovel in the town, so I don't know if it was a puzzle after all or the puzzle ends with the players finding the place and enjoying the texts.
I really want to dig in the X.
Ooh, I just realized were the shovel is, going back to see if I can get it... see you later...
How much of the plot did you have already worked out, when you pitched the game on kickstarter?
When did you come up with the ending?
Were there alternative endings you were thinking about?
I would stand on my head to get it!
No, really, I would pay a lot of money.
I can't describe the feeling.
How's the weather?
(And after all the time - others and me asking again and again and again - how funny is this on a scale from -128 to 127?)
Was this an "acceptable malady" to win a new audience or had you wanted to do it anyway and you felt good with it?
I want a red herring pros and cons discussion.
The mix of items (must have, special, red herring) was fine. You could get rid of red herrings easily if you wanted. There was a lack of inventory combinations though (it started fine with the camera) and the use option was clear by offering two actions ( initiating a use combination or triggering a special item animation [i like how nonchalant Ransome catches the cream]). A shortcut but sometimes a confusing one.
Ahh, I wanted to say: not clear/bewildering /confusing.
The confusing part may be when suddenly behaviour changes. E.g. the candy dispenser cannot be used with other items except if you are in one specific room. Or you can throw away all kind of red herring objects, but you can also put the bottle into the bin (but since this is in hard mode only I think it's perfectly fine).
Anyway I was confused by the ani-only-items already, when it takes some time to get used to a new item or when you've forgotten about a (character's) items, you don't use this often. It seems like a distinction or an information about an item is missing. It can feel like being in a floating state, until you use&select something (Schrödinger's snake). It works but it's not truly elegant.
Maybe even unconscious.
That's imaginable cuz there are so many playable characters and it feels like every REAL person, me included, borrows a bit of them all.
To give Sierra a *beep*?
somehow use the PhoneTron at the radio station to accomplish that.. :D
https://blog.thimbleweedpark.com/tracking_talkies
Ron: "Initially, there were more than 16,000 lines (with a third of them needing to be recorded 5 times), so we went through the whole game and blocked characters from going into specific areas they didn't need to go, mostly to save recording."
https://blog.thimbleweedpark.com/stateofthegame4
Ron did not mention exact number so let's assume there were about 18.000 lines -> 12.000 unique + 5 * 1.200 repeated. That gives us 13.200 unique text lines...
I wanted to ask you: are there any hopes to have an "Enhanced edition" of the game in the future with the cuts made in the final restored and with greater clarity of the plot?
Hello and thanks,
Filippo da Firenze
Getting old sucks
Anywho, I missed the Kickstarter, anyway you'll be a box collector's edition in Merch later on?
Thank you for this amazing game, can feel the love and effort in there.
See you on your next project and I will gladly open my wallet again in front.
I would love to see a new science fiction adventure game... Zak McKracken and the Alien Mindbenders will always have a special place in my heart.
ps: When do we get to play in the arcade?!
2) Since the whole TWP-Team is in Ransom’s show: Did you make an exclusive version for the team, where Ransom is insulting the team members?
Thank you guys for making this game. It’s really awesome!
What could be the future of the adventure games genre with TWP?
Could be them think as exemplar or model for next generations of game developer in which teories, programming, art and architecture design are taken as base to future games of this genre and why not to use them for other purposes? (es. http://e-adventure.e-ucm.es/ ).
I'm seeing Ron Gilbert & Co. as theachers to the future generations where the world will be a better place because everybody will be able to playing and to learning with to the adventure games invented by Ron Gilbert & Co. and they will be remembered in the history books of the AI. ! :-)
I'm going to miss this blog and the podcast! I've been eagerly following development since just after the Kickstarter ended, and I think I've (cumulatively) had as much entertainment from this blog as I have from the game itself!
What are you (all of yoU) doing with all your free time?
Or to phrase it differently:
When will TP 2 be released? :-D
do you think it's possible to use the programming Language Max Msp for Realtime Sound in Games: https://cycling74.com/
Best,
Julian
This feels quite unfullfilling. Am I missing something?
Let's play the game again... I feel there are some unsolved puzzles left.