Friday Questions
by Ron Gilbert
Mar 30, 2016
Mar 30, 2016
Not only is Friday April 1st (and we'll be punking you with all sort of hilarious blog posts and tweets), it's also the first podcast of the month and you all know what that means! Friday Questions! That's right kids! Friday Questions!
Post your questions for us to answer on the podcast and we'll do our best to answer the most interesting ones.
Remember, only one question per-comment and try to keep the questions short and succinct. We glaze over reading too much text. Please try and ask questions that haven't been answered before. We're giving style points for unique, but relevant questions.
- Ron
UPDATE We've cut off Friday Questions.
what is your position on aspect ratio. will the game be classic 4by3 or 16by9.
i would love a 21by9 mode for perfect emersion.
thanks for your time
best wishes
boris
I was a big Maniac Mansion fan (NES version) but this is the first time I have been able to play DOTT and I am excited and it just drives my thirst for more 2D adventure games.
Or will there be elevator music and scrolling credits?
Please take a look:
http://www.adventuregamestudio.co.uk/site/games/game/401/
Maybe the new one isn't that bad but there are things I didn't like:
- After showing the verbs the mouse is moved to default verb and/or you move to your desired verb. Afterwards the mouse cursor location is not reset to its original location (the clicked object) which I'd prefer.
- The shown verbs depend on the context, but I didn't like that the same verbs aren't at the some location for every object (e.g. 'Look at' always up etc.).
- When using touch you have to hold down a short amount of time before the verbs popup (to differentiate between 'Walk to' and the verb wheel) -> I'd prefer showing it immediately.
- No proper pause functionality (booo!).
Maybe I should open bugtracker items @DoubleFine... :-)
Thanks for your elaboration!
Sub-question: Ron, do you regret the ending of MI2?
Bonus-question: do you regret the abbreviation for this game is TP?
I really dislike ending that you can predict. Though I loved Monkey Island 3, it did have a way too predictable ending. I love the ending of Monkey Island 2 for the same reason.
It is like stand up comedy. If I see the joke a mile away it is not as funny, compared to a totally unpredictable punchline and outcome.
Bioshock Infinite had an ending that left my head reeling for days. In a very good way. It's endings like that that will stay with you for a long time.
http://grumpygamer.com/mi2_best_ending_ever
Does this mean there can be trouble with uploading, or is it just me who needs to patience, and wait at least 10 seconds for your website to compress and such?
What's that? Too late? No, you silly, of course it's not.
This is particularly interesting both for italians and for foreign people, for different reasons. One of the greatest Italian designers of the XX century was Bruno Munari. He was one of the greatest industrial designers and also an artist. He made a lot of "Rube Goldberg machines" too, but starting from a different point of view. Goldberg was a cartoonist, and his machines were -first of all- comics. Munari worked on his macchine inutili" (useless machines) as an artist and designer. Here is an old articole, provided with english translation:
http://www.munart.org/doc/bruno-munari-le-macchine-inutili-la-lettura-n-7-1937.pdf
The useless machines were the opposite of a Rube Goldberg machine: the latter is a very complicated machine that performs a simple task. The first is a very simple machine that performs a very complicated task: "A useless machine that does not represent anything is the perfect device by means of which we can easily revive our imagination, daily afflicted by useful machines".
Nevertheless, Munari also made some "Rube Goldberg machine". He wrote a book full of illustrations of very complicated machines, just like the "tail shaker for lazy dogs":
http://studiocamillasanti.org/wp-content/uploads/8-agitatori-di-coda-per-cani-.jpg
Every machine had a very long, precise and funny detailed description.
I hope you liked the work of this genius, and maybe you could be curious to discover more of his works (very famus are the "forchette di Munari". Check them out.
In short: How do you approach coming up with a new story, and how do you make it nonlinear? Do you add B and C and D plots onto one core linear story? Or is there a better way?
Maybe you could even expand and give a general overview of what's expensive when making a game, and what's cheap? I suppose Octavi and Marc work for bits of charcoal... ;-)
Can you advise when those of us rich enough to pledge twice, yet stupid enough to pledge with the same email address will get their second chance to provide their second witty and ageless answerphone message as per our pledge?
cheers,
-Andy
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?
is there a way you know of to prove (in a mathematical fashion), that an adventuere game will not have dead ends (unlike MM, oops I didn't say that).
Kudos for your work so far,
-- Stefan
I believe Ron's said in the past he's not in favour of remasters, but have you ever considered a version that just brings the best parts of the existing ports together and eliminates all dead ends?
Cheers!
I've have played to recent adventure games. And it really annoys me that I can "Look at" an object two or three times and get a more and more detailed response every time.
I would like the "Look at" command to be used only once. If I look at the same object immediately again I expect the same result. If that "second look at" results in even more information it essentially means that I have to look two or three times on every single object in the game to make sure I don't miss any information. And I hate that! :-)
Or do we just go on doing stuff and that's it?
Here is the question:
-> Can we expect more classical Point & Click Adventures
Is it the C64 versions or is it the CGA composite versions or something else?
I built a new, lethal UN-FUN-2 Ray, which makes people annoyed by point'n'click adventures,
and I'm about to fire it on your friends Ron & Gary.
My circuits are now quantum-encrypted, with a 5-digits password based on the uncertainty principle.
Now answer this: will you guess this unguessable password, maybe, set your friends free, and destroy me again?
I just wondered when we will have the opportunity to upload our phone box message and whether we should wait to be contacted for this?
Thanks,
Nick M.
1) is there a specifice date when the game is set?
2) what is the weather like?
Thanks!
Will it be possible to make some kind of (skippable) intro when you start your savegame, like "Last time on Thimbleweed Park...", and then it recaps some of the major moments so you are back up to speed?
as Carlo Valenti has clearly lost it, I have a truly challenging question for you to follow up on his previous questions (knowingly: "Will you answer THIS question too?" - NO- "Will you give the SAME answer this time?" -YES-)
Will you succeed in answering THIS question WITHOUT using one of your previous answers?
(go ahead David, make us laugh)
I have literally just finished Tales of MI an hour ago and have enjoyed playing it more than I had expected (being 3D and verb-less). You are credited on every episode as "visiting professor of Monkeyology". What was your exact involvement: story, puzzles, dialogues, loose ideas? Did you play the game yourself and if so, what did you like and what didn't you like?
(end of question)
Oh yeah, I finally get "Nor Treblig" now. I am sure I wouldn't have if it weren't for this blog...
FYI, I bought Tales of MI almost 5 years ago, installed it 3 years ago but then I first went and (re)played MI1 and MI2 Special editions to refresh my memory, and then I spent some more time replaying all the LFL scumm games in chronological order - I gave up at Indy 4. The chronological playing, not the replaying after 20+ years, which feels almost as if you found a game in your drawer you never played before.)
Now it is on to my first visit to the CAVE! By the time I'll finish that one, I can probably start playing TP... Yay!
Thanks!
I still quote the dog to this day. "Aruf-ruf, LeChuck! Grrrrr"
Will anything you've built so far to make the game make it significantly easier for you to create another classic adventure in the future, if you guys decide you'd like to down the road?
How involved were you in the design of the physical copy protection in the old games (the code book in Zak McKracken and Maniac Mansion, and the Dial-a-Pirate code wheel in Monkey Island)? And what would the spiritual equivalent be in Thimbleweed Park if we imagine that the game was created in 1987?
My brother and I were pretty blown away when Bernard tried to crack the code on the security door on his own. This was a new level of meta for us.
Marco, Italy
(This is the screen I'm talking about: https://storage.googleapis.com/images.thimbleweedpark.com/factory.png)
With many games, playing them feels like I'm playing a videogame created by a human being. It never feels like anything in the game is real; it always feels like it's just a play put on for my personal benefit.
When I play games like Monkey Island, on the other hand, it really feels like I'm catching a glimpse into a real world, inhabited by real people who have purposes and goals and desires of their own, other than just helping me along my own journey.
At one point, I thought that this mainly came down to writing, but many Mario sidescrollers *do* give me a sense of reality; it *does* feel like they play in a real world. On the other hand, a game like Sunset Overdrive, which is technically a good game, and quite well written, always felt very artificial to me.
So.. how do you create that sense that the game actually happens in a real place, inhabited by real people? How do you make people forget that they're playing a game designed and created by a human being? How do you create a world that allows people to lose themselves inside of it?
I'd also like to hear about how this kind of immersion can be achieved. This is usually the main point for me that separates good games from the rest.
A professionally designed game without immersion is nothing compared to a crappy/cheap/simple game with a great sense of immersion.
Can you and will you post an overview of the tools that are used to create the game? Just to Get a feel of the scope of things.
It meant that the world is real, what I'm doing is important and real, and there are consequences for my mistakes, small, but irreversible.
I know you don't consider death anymore, but do you consider some setbacks and (non game-breaking) minor loss if you do something wrong?
This is an example:
http://www.adventuresplanet.it/public/images/soluzioni/mi2part1.gif
1. When working on the art, how did you decide what resolution the backdrops were going to be? Were you attempting to match the fidelity of Maniac Mansion? What kind of rules did you provide the artists to produce the work that would fit within the confines of your game aesthetic?
2. I am a lighting artist by trade, and I was more curious about your lighting system, could you explain how the 2d elements react to the system a little more? It looks very reminiscent of something from the recent revival of Shadowrun, where these 2-dimensional elements are lit sort of orthographically or I guess a better description would be projection lighting, as though you were shining a light on a layered canvas. Does it take into consideration depth?
3. From a design / story perspective, do you ever find it difficult to create something new or fresh? For me I have a somewhat decent memory for all things media related, usually when I attempt to come up with something in story or design, I find myself constantly comparing my work to the library in my head of digested material. I finished Day of the Tentacle recently and Mr. Schafer mentioned Twin Peaks in the commentary, was that a sort of inspiration for this title?
How many close-up screens for common point-and-click puzzles (like a number pad or phone book) do you estimate will be in the game? Will there be any self-contained mini-game puzzles more along the lines of those seen in Myst, 7th Guest, or the robot wire puzzle or knots puzzle in Broken Age?
Any chance we'll see any mini-game-style puzzles (logic/pattern/sequence/riddle puzzles along the lines of those seen in Myst, 7th Guest, or the robot wire puzzle or knots puzzle in Broken Age)? ...you know, those outside the usual point-and-click fare (e.g. use-item-with-thing, or enter this code on a keypad).
Long live the SID! OMG. In Maniac Mansion, Syd was the musician. Was this an homage to C64's SID chip, or just coincidence?
;-)
;-)