Friday Questions

by Ron Gilbert
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.



Josejulio Martínez - Mar 30, 2016 at 12:54
What's the secret of Monkey Island™?

Boris - Mar 30, 2016 at 12:55
hi ron,

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

Uli Kusterer - Mar 30, 2016 at 13:06
Even better would be no aspect ratio. I.e. can the game support a range between 21:9 and 4:3, and just size itself to fit the screen, scrolling rooms that are wider? Would be very useful for windowed play (e.g. letting me play with a website open next to it -- of course that wouldn't be a walkthrough or hints page. Nosir. Never. Cough.)

Gffp - Mar 30, 2016 at 17:27
ahahah Boris and 21:9 isn't enough! How do you expect monitor industry will make its money? I'm joking the future is retina screen altough  to me a 1600x900 resolution is quite enough, without any clear type cool type hyper type and such things... I like the sharpness of those damn little pixels on the letters, they make my eyes feel they're watching something real, and they don't get stressed too much losing in unfocused objects. Here is how my monitor displays the comment https://postimg.org/image/kug1bh4fr/

Gffp - Mar 30, 2016 at 17:31
Here in the image I've posted maybe the content is out of focus, because the hosting site shows the image bigger than the original, which is perfectly focused and sharp.

vegetaman - Mar 30, 2016 at 12:57
Hopefully this is not a question in bad taste or too off topic, but are you excited that Day of the Tentacle has been remastered and re-released so that a generation of gamers (like yours truly) can finally legally buy and play it on newer computers?

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.

Uli Kusterer - Mar 30, 2016 at 13:03
What should we do once the game is done? I caught myself listening to the 'cast and almost wishing you'd run late so I'd get more podcast.

Paul Jacobson - Mar 30, 2016 at 14:01
Yep.... Yep thought along similar lines too :)

Unai - Mar 31, 2016 at 05:38
Turn your computer off and go to sleep!

Nor Treblig - Mar 31, 2016 at 16:37
Or perform brain surgery.

Ben Böhmer - Mar 30, 2016 at 13:03
Will there be an ending sequence, a cutscene with a climactic reveal, swelling brass sections, possibly a timpani and more parallax scrolling, perhaps even some storytelling?

Or will there be elevator music and scrolling credits?

badde - Mar 30, 2016 at 13:03
Could we have a motorcycle into play - to use Kickstarter in this way!

Tim Wright - Mar 30, 2016 at 13:04
With the re-release of "Day of the Tentacle", have you thought about a remake of "Maniac Mansion"?

Uli Kusterer - Mar 30, 2016 at 13:09
I love that you can still go into Ed's room and use the computer there to play the original Maniac Mansion. Even in the Special Edition.

Zak Phoenix McKracken - Mar 31, 2016 at 08:34
There is a group called "LucasFan Games" which created, in 2004, a completely rewritten version of Maniac Mansion, called "Maniac Mansion Deluxe", that is *exactly* a replica of the original Maniac Mansion.
Please take a look:
http://www.adventuregamestudio.co.uk/site/games/game/401/

Markus - Mar 30, 2016 at 13:05
What is the airspeed velocity of an unladen swallow?

Arthur - Mar 30, 2016 at 14:31
What do you mean? An African or a European?

Farge-TV - Mar 30, 2016 at 13:07
Will any of your pets make cameo appearances in the game?

urielz - Mar 30, 2016 at 13:11
I've recently finished playing the re-release of Day of the Tentacle and I was very impressed with the UI. Have you guys seen and/or experience it? What do you think? Any ideas that you might consider implementing in TP? Thank you!

Nor Treblig - Mar 30, 2016 at 16:37
Yes the classic UI is great.... or... did you mean something else?
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... :-)

paralax - Mar 30, 2016 at 13:16
It might have been discussed at length so forgive me, I didn't see any of it: it strikes me how tremendously important music was to all the classic point and click adventures from Lucas Arts. The atmosphere benefited greatly from all those classic tunes. What is your plan for music (and sfx in general) on thimbleweed park? Fit the retro esthetics? Go full orchestral? Have you already decided who to collaborate with and what's most important for you in that regard?

Thanks for your elaboration!

South Side Tony - Mar 30, 2016 at 13:16
How soon into/after a project do you start thinking about the next project?

Kak - Mar 30, 2016 at 13:16
From the script writer standpoint what is the biggest difference (other than syntax) between Squirrel and Scumm? Which language features do you miss of Scumm and viceversa, which Squirrel feature you couldn't live now without?

Cesar Izurieta - Mar 30, 2016 at 13:19
Is the game engine you created going to be open sourced?

Uli Kusterer - Mar 30, 2016 at 13:22
That's already been addressed in previous podcasts. Why not go back and listen to those, they're fun and informative :-)

Marcelo Ellmann - Mar 30, 2016 at 13:21
As for the development of the Xbox port vs PC/MAC, has the Xbox presented any limitations to the development other than the input method? The game does not seem to be very graphic or cpu intensive (and the Xbox is a generous machine in terms of resources), I was curious if there was anything you had to be careful with when developing for the Xbox or if you had no limitations/constraints at all.

Kash - Mar 30, 2016 at 13:21
Will TP have a satisfying ending? I hope the ending wasn't an afterthought!

Sub-question: Ron, do you regret the ending of MI2?

Bonus-question: do you regret the abbreviation for this game is TP?

Little Red Man - Mar 30, 2016 at 14:08
To me the ending for Monkey2 was one of the best ending ever. I never saw it coming. There have been made thousands and thosuands of video games with similiar number of endings. How many of those do you remember? And is Monkey2 not on that list?

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.

e - Mar 30, 2016 at 14:40
The ending of MI2 is among the best game endings ever for me. Really weird, thoroughly mysterious. Adventure games are about storytelling and telling stories shouldn't be about holding your hand and telling you that it's all going to be ok, nothing unexpected will happen.

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.

Brian S - Mar 30, 2016 at 17:28
According to Ron's response in the comments section of the FAQ page, the official abbreviation is "TWP".  I wonder if it was chosen to be "TWP" specifically so it would NOT be "TP"...

Little Red Man - Mar 30, 2016 at 13:30
Have others had trouble with uploading their audio file for the phone book? I uploaded it, and played it imediadly and it was blank. No sound. I re-uploaded it and I could hear my recording.
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?

Damian - Mar 30, 2016 at 13:33
Can Gary, David and Ron record an alternative audio track for the voices?

Arto - Mar 30, 2016 at 13:41
Any possibility to include a Rube Goldberg machine in the game?

What's that? Too late? No, you silly, of course it's not.

Zak Phoenix McKracken - Mar 30, 2016 at 17:21
Ahah, that would be great! Maybe as a part of a puzzle!

Ema - Mar 31, 2016 at 13:25
Let me make a huge -but I hope interesting- OFF TOPIC.
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.

Segfault Nullpointer - Mar 30, 2016 at 13:46
For puzzles which need to be solved by a specific character, how do you help a player who tries the action unsuccessfully with the wrong character understand that the action is sound, just not with this character? I guess you put some thought into this since otherwise players might be thrown off a correct trail.

T. Benjamin Larsen - Mar 30, 2016 at 13:54
Hi guys, an old Lucasfilm game question: Were anyone of you involved with The Eidolon (guessing on Gary) and do you know who designed the totally awesome cover-art for the game?

Paul Jacobson - Mar 30, 2016 at 13:58
What is your favorite retro game that you still play, and what keeps you going back?

Uli Kusterer - Mar 30, 2016 at 13:59
I love adventure games that are non-linear in their storytelling, because when I get stuck, I can just try to solve one of the other riddles. Some game designers instead force you to solve puzzles in a particular order (so you don't get bits of story out of order). Where do you fall on that spectrum? If you're on the non-linear end of the spectrum, are there any tricks you employ to make it easier to tell a story nonlinearly? When I have an idea for a plot for a game,  I always find I can't really make it interesting nonlinearly.

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?

Zed - Mar 30, 2016 at 14:01
Is there a chance to have some date related easter eggs in game? Example.. on November 1st on certain location you can talk to many calavera or something in that style..

Uli Kusterer - Mar 30, 2016 at 14:03
Oh, and one more: How expensive is hiring voice actors for a game? So many MMOs are only partially voice-acted, and I wonder if that is a cost question, or if it's just because it's easier to schedule game development and make last-minute fixes to dialog if you don't have to freeze everything in the end to record the voices.

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... ;-)

Gamma - Mar 30, 2016 at 14:05
The parallax scrolling is too strong - you should really tone it down. The game will look better if it is more subtle...

Paul Jacobson - Mar 30, 2016 at 14:05
In your opinions... Which is best for old adventure games, scummvm or dosbox?

Andy - Mar 30, 2016 at 14:17
Scumm all the way.....i promise..chose another question, this one is a no brainer ;)

Loftcraft - Mar 30, 2016 at 14:05
Will the stars blink?

Andy Smith - Mar 30, 2016 at 14:14
Hi Ron et al,
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

Andy Hall - Mar 30, 2016 at 14:27
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?

Andy Hall - Mar 30, 2016 at 14:30
Hmmn, My bullet points went *bold* Sorry! Didn't know you could do that.

Stefan - Mar 30, 2016 at 14:32
Hi Ron & Team,

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

Ben Böhmer - Mar 30, 2016 at 14:35
Will you release a full, uncensored version of the puzzle dependency chart at some point?

Nor Treblig - Mar 30, 2016 at 16:22
Good question. I think he said that in the past he often stopped updating it at some point. But if he *really* wants to ensure there are no dead ends maybe he kept it up-to-date this time? Maybe just for the sake of this blog!

Darkstorm - Mar 30, 2016 at 14:46
I've been playing Doublefine's DOTT remaster, which contains the DOSV2 version of Maniac Mansion, and I've been enjoying replaying it.  However, there has never been a true "definitive" version of MM - the NES version is censored, needs a joypad and lacks the great DOSV2 art, while the DOSV2 version lacks George Sanger's fantastic NES music and requires use of the clunky "what is" command, and both versions have multiple deadends.

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?

Iron Curtain - Mar 30, 2016 at 17:11
Keep in mind that Ron Gilbert doesn't own Maniac Mansion; Disney does. Are you then asking if he'd be open to a definitive version if Disney gives the greenlight?

Darkstorm - Mar 31, 2016 at 04:05
Yup, exactly. :)

Ronald Dragstra - Mar 30, 2016 at 14:46
To the team, except Ron: By any chance... has Ron changed back to the original 80s Ron during the past 1.5 years? I mean, point&click is HIS thing, his home... As if point&click (+ its many fans) is the best cure ever... Did it change you as well, team?

Cheers!

Iron Curtain - Mar 30, 2016 at 20:08
Maybe 80's Ron Gilbert never went away…he just couldn't make a Lucasarts-esque Adventure game until recently.

Kim Jørgensen - Mar 30, 2016 at 14:48
Are you still happy with the decision to use squirrel as the scripting language?

Soren Ladegaard - Mar 30, 2016 at 14:52
Will the "Look at" command result it a different response if you do it several times on the same object?

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! :-)

Big Red Button - Mar 30, 2016 at 15:04
When will the verbs interface get polished up in terms of its visual appearance? (No harm meant!)

Nor Treblig - Mar 30, 2016 at 16:20
Blasphemy! Thwow him to the floor!

Petruza - Mar 30, 2016 at 15:05
Does live have a meaning or purpose?
Or do we just go on doing stuff and that's it?

Arto - Mar 30, 2016 at 17:29
Yes.

Tuna Heads inc. - Mar 30, 2016 at 15:05
My question would be: have you ever played monkey Island 3 and if so did you like it?

Mike Mikaleous - Mar 30, 2016 at 15:15
What's included on the physical book? Tempted to back at that level but will like a bit more of information

Big Red Button - Mar 30, 2016 at 15:21
Have you received some useful feedback in regard to your new alternative game controller mode?

Big Red Button - Mar 30, 2016 at 15:35
Will your next game, subsequent to TP, feature pixel art as well, if it's going to be based on the same engine?

tom - Mar 30, 2016 at 15:37
If you were early in your game career TODAY, would you be creating Thimbleweed Park, or would you be doing something else? And if you wouldn't be doing point-n-clicks, what genre would you be doing?

Jasko2000 - Mar 30, 2016 at 15:37
Before releasing a game you probably have an overall feeling on how successful it is going to be. Is this feeling generally accurate or are there often some big surprises (positive or negative)?

Marky - Mar 30, 2016 at 15:39
If Thimbleweed does well, do you guys think you'll make more "scummy" games?

Peter - Mar 30, 2016 at 15:41
The feedback for the game is in general really good. Can you imagine to do another Point and Click Adventure in the Team Gilbert/ Fox/ Winnick/ Ferrari (and the new faces). I hope that I can say that I speak for the most of the fans, that the thing you are doing is incredible and we all hope for new games in this Art & Style.

Here is the question:

-> Can we expect more classical Point & Click Adventures

Just a Fan... - Mar 30, 2016 at 15:44
Will Thimbleweed Park come to the PS4, if so when?

Michael Hoffmann - Mar 30, 2016 at 15:56
What was the most unusual interview question you were asked during GDC and what was the most stupid one?

Helge Frisenette - Mar 30, 2016 at 15:59
I recall that Ron said that the EGA version of MI is the definitive one, but what is the definitive Maniac Mansion and Zak?
Is it the C64 versions or is it the CGA composite versions or something else?

Rezzobob - Mar 30, 2016 at 16:49
Don't know about MM but I reckon the best version of Zak is the FM Towns version.

Michael Hoffmann - Mar 30, 2016 at 16:01
Did you meet any interviewers you really disliked during GDC and, if so, how did you handle them?

RedPhantom - Mar 30, 2016 at 16:04
Did you guys ever end up using Spine for the character animations?

Mattias Cedervall - Mar 30, 2016 at 16:21
Can you please give me detailed information about how Ransome's swear jar will work in the game?

Michael Hoffmann - Mar 30, 2016 at 16:29
Yup, I'd be interested in that as well!

urielz - Mar 31, 2016 at 12:46
+1 for this one.

Jaap - Mar 30, 2016 at 16:23
Will you put something like a konami code in the game? (and then spread this code under a silly name on Reddit or some obscure game forum?)

Andreas - Mar 30, 2016 at 16:25
If Gary was a ghost, would that make finishing the game harder?

Carlo Valenti - Mar 30, 2016 at 16:57
I am your nemesis, David Fox, and I'm eager for revenge.
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?

Carlo Valenti - Mar 30, 2016 at 18:13
(gosh, I wrote "digits", I meant "letters")

Duphus - Mar 30, 2016 at 16:58
Ron/Malcom, would you be willing to do tutorials on the algorithms/other code stuff specific to Point and Click Adventures (e.g. Walkboxes)?

Duphus - Mar 30, 2016 at 17:00
I tagged Malcom because I remember reading something about him writing the walkbox code.

Nick Morgan - Mar 30, 2016 at 17:16
Hey,

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.

Ron Gilbert - Mar 30, 2016 at 17:20
If you haven't gotten an email about uploading your email messages, please email support @ terribletoybox . com

Zak Phoenix McKracken - Mar 30, 2016 at 17:26
I have two questions, you can answer only one or neither:

1) is there a specifice date when the game is set?
2) what is the weather like?

Thanks!

Gffp - Mar 30, 2016 at 17:41
Will it be possible to add voice acting done in other languages by fan actors?

Gffp - Mar 31, 2016 at 10:07
Hmmm... let me guess... if you answer "yes", considering that it will be possible for users to change the text of the game, then it would be tecnically possible to eventually see Monkey Island 3a under a cover name!!! (Thanks to Arto for the suggestion on Grumpy Gamer). Ron, have you ever thought about this possibility? Cover name:  The Treasure of Money Island!!! I'm just joking, keep on working on new ideas, Disney cares too much about money, they could make a real "movie" with Star Wars but they only thought how to put new clothes on a well selling miniature figure.

Jesper B. Hansen - Mar 30, 2016 at 17:45
A lot of us who funded were probably kids back in the 80's, which means we are now grown up, with real job, possibly with kids. For me personally that means that I am not able to game every night - sometimes there can go weeks before I find time. So my question is this:

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?

Unai - Mar 31, 2016 at 10:02
I actually like this idea a lot!!

Sushi - Mar 30, 2016 at 17:48
David (Fox),
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)

Carlo Valenti - Mar 30, 2016 at 18:07
:D

Sneferu - Mar 30, 2016 at 18:01
Could you give a few examples of games that got the puzzles right? Whatever "right" means.

Sushi - Mar 30, 2016 at 18:35
Ron,

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!

Joel Motretten - Mar 30, 2016 at 18:45
Other than Boris for German, how will you go about localizing the game in other languages? Are you sending it to an agency or are you planning on using a team of freelancers?

Thanks!

Big Red Button - Mar 30, 2016 at 18:56
What was the inspiration for the talking dog in the Scumm Bar and who's the brain behind it?

Fin C - Mar 31, 2016 at 08:05
I'd like to know this too. It appears so early in the game, I remember first playing it and talking to the dog make me realise (in between uncontrollable bouts of laughter) I was playing something very special.

I still quote the dog to this day. "Aruf-ruf, LeChuck! Grrrrr"

Arto - Mar 31, 2016 at 15:19
And why was the closeup cut? I guess it's because you needed to save disk space... But why was Spiffy's snout on the box? I bought the game because of that snout! (not really).

Joel Dorsey - Mar 30, 2016 at 21:46
Did you receive more or less money from  the up- pledges than you thought you would. If possible, how much extra money did you get?

josh - Mar 31, 2016 at 00:07
I you could send yourself a tweet (140 characters or less) back in time to the beginning stages of Thimbleweed Park's conceptualisation, what would it be?

josh - Mar 31, 2016 at 00:13
alternate question:

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?

Peter Brodersen - Mar 31, 2016 at 00:45
I loved the box contents in the old games such as the wonderful bulletin board in Maniac Mansion with a bunch of clues and backstory.

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.

Adipson - Mar 31, 2016 at 01:17
Do you realize that you are a legend for players between 30 and 40? So the question: what is it like to be a legend still alive in the point and click of the universe? and especially ... ... confess at the outset: it was Fox Mulder and Dana Sculy characters thimbleweed? : D;) glad to see you on stage and proud to see that there is an interest of some players still in 2016 for point and click and pixel art! Best regards! Something digging perhaps with Fox for a XFILES point and click in the coming years?

Marco - Mar 31, 2016 at 01:39
I'm really worried about the shipment of the game... I kickstarted the boxed version for sentimental reasons, and I'm praying the postal service won't ruin the packaging and what's inside... Can you please take all the necessary precautions for this? Do you already know how the items will be packaged? Thanks!
Marco, Italy

Zak Phoenix McKracken - Mar 31, 2016 at 10:20
Are you most afraid of the Italian Postal Service or the italian postmen?

Marco - Mar 31, 2016 at 14:29
:-) I'm afraid of the looong travel the pack will do...

Okona - Mar 31, 2016 at 02:39
How about a director's commentary? After all this blog contains so much cool information, it should somehow be integrated to the game.

Maakster - Mar 31, 2016 at 02:50
In one of your later screenshots it looks like the pixels of the interface/inventory are bigger than the pixels of the room/background. In the same screenshot the characters, that are standing in the distance in a smaller scale seem to be drawn in even smaller pixels. Are there going to be pixels of different sizes in one screen in the final game? And if so, why?

(This is the screen I'm talking about: https://storage.googleapis.com/images.thimbleweedpark.com/factory.png)

Felix - Mar 31, 2016 at 02:53
How's the weather?

Felix - Mar 31, 2016 at 02:58
Ah, I just noticed that this was answered already in a previous podcast.

Zak Phoenix McKracken - Mar 31, 2016 at 10:23
Yes, but the answer can change day by day !

Arto - Mar 31, 2016 at 15:26
Yes, I see there is a need for a daily podcast, where the whole team share weather details around the globe. Forget the game, turn this thing into a weather podcast!

5aLIVE - Mar 31, 2016 at 02:56
Hi Ron, many months back you said you were still to decide whether or not Thimbleweed Park would support Windows XP.  Have you made your mind up yet?  I think it would be nice if people could run the game on older PCs to reinforce the feel of playing  a forgotten classic adventure found in a drawer on a machine  from the recent past.

DanVzare - Mar 31, 2016 at 04:24
Why did LeChuck have a blue coat in Guybrush's "Dem Bones" vision in Monkey Island 2?

Zarbulonian - Mar 31, 2016 at 10:33
Probably because at that point, Guybrush has never seen LeChuck in Zombie form, and we see the hallucination through his eyes (even though in 3rd person perspective).

smartypants - Mar 31, 2016 at 14:23
I'd say because a red coat on red a background lacks contrast.

Bon Antza - Mar 31, 2016 at 05:29
How has the crowd-funded game development been so far? Is it less stressful when there is full artistic control? Do you feel like you have an obligation to listen to the funders (eg. commenters on this blog) in terms of gameplay and graphics, or do you think that people can only offer suggestions, not demands?

Lukas - Mar 31, 2016 at 05:45
How do you create a sense of verisimiltude?

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?

Bon Antza - Mar 31, 2016 at 08:41
This! ^

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.

Diduz - Mar 31, 2016 at 05:47
Hi, Ron! Is there a narrative reason why you don't want cats in our messages for the answering machines? Or you were just joking and I didn't get it? :-P

Rob Osinga - Mar 31, 2016 at 05:56
Hi thimbleweedpark team,
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.

T.M. - Mar 31, 2016 at 06:41
Is there any chance to get blog post about arranging the music, or even to get Mr. Kirk’s view on the process?

Fin C - Mar 31, 2016 at 07:59
If it's possible to answer this without spoilers, will the flashbacks make use of the "unreliable narrator" concept a bit like when Guybrush fails to escape in MI2 and dies, only for Elaine to say, "you died?!"

Gourmand Bob - Mar 31, 2016 at 08:15
When you are working at your computer, what food do you eat that is the most dangerous for your keyboard?

Bon Antza - Mar 31, 2016 at 08:44
What sould we call you? As a company creating games. Terrible Toybox?

Estranged2 - Mar 31, 2016 at 09:19
If we don't count buggy dead ends, I actually liked that in MM and Zak you could die or experience a setback. Get caught, go to prison, lose non-important or expendable items. The different possible fates of Sushi the fish in Zak is a very good example of that.
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?

Nor Treblig - Mar 31, 2016 at 16:44
I agree that this makes the world real and that's what I still like about those games!

Paulup - Mar 31, 2016 at 09:25
To Ron and Gary -- does it feel different making a game you completely own and control to making a game for someone else and do you approach it differently because it's fully your own?

Laszlo Jamf - Mar 31, 2016 at 09:51
Do you need to sell a lot of units to consider TP a success, or has the Kickstarter campaign already made it successful in that you took in enough money to pay yourselves for a couple years to create the game?

Peter - Mar 31, 2016 at 10:23
Will TERRIBLE TOYBOX become something like DOUBLEFINE?

Max - Mar 31, 2016 at 10:42
In your podcast you frequently talk about Windows, iOS, and XBox versions of your game. Can you say a few words about the Linux port (e.g., if you started to work on it yet or how complicated it will be to compile it on Linux)? Can't wait to play TWP!

Janos - Mar 31, 2016 at 11:17
How much wood could a woodchuck chuck if a woodchuck could chuck wood?

Giulio - Mar 31, 2016 at 12:02
Will the different acts in the game and/or the flashbacks be introduced by a dedicated screen like in the Monkey Island games? I really loved those as I they helped to set the mood and made me wonder what would happen next, trying to guess from the title and the drawings.
This is an example:
http://www.adventuresplanet.it/public/images/soluzioni/mi2part1.gif

Josejulio Martínez - Mar 31, 2016 at 12:16
Does chuck the plant appears on TWP?

Christian - Mar 31, 2016 at 12:35
After doing TP: Did you use good ideas that might have gone into a Zak sequel or another Monkey Island (which is unlikely to happen because of Disney) so that we can really get access to what might have been?

Christian - Mar 31, 2016 at 12:38
How did the heap in C64 Scumm work? Did it compact/defragment its memory? How many objects could it hold? Rooms? costumes? inventory objects?

Ema - Mar 31, 2016 at 12:58
Are you really THAT Ron Gilbert?

Zak Phoenix McKracken - Mar 31, 2016 at 16:13
Who knows for sure... ;-)

tcmsurfer (Andreas) - Mar 31, 2016 at 13:15
My Friday questions inquiry: If a recorded answering machine message is denied by you for reason <X>, do we get a chance of correcting it/making a new one and you telling us what we did wrong?

tcmsurfer (Andreas) - Mar 31, 2016 at 13:20
One last Friday question inquiry: "I want to be a game developer!" What are the three trials you have for me, oh you three "Important-Looking Game-Devs" (TM)?

Troy - Mar 31, 2016 at 13:22
First  I would like to apologize if someone else has asked these questions.

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?

Troy - Mar 31, 2016 at 13:36
As a sort of side comment, I was talking with my brother about your podcast in which you mentioned that dead ends were maybe a design situation you were trying to avoid, I was replaying Maniac Mansion recently and caused the nuclear reactor to explode, it had been ages since I had played and was pleasantly surprised, I actually enjoyed that within 20 minutes I destroyed everyone haha. Granted for a first time player I could see that being very frustrating, especially if you were going through the game very slowly. However the replay value was fairly high in Maniac Mansion with the different character selections. Which brings me to my next question, how are you handling replay-ability, with potentially no dead ends?

Derrick Reisdorf - Mar 31, 2016 at 15:30
Any chance we'll see any mini-game-style puzzles (logic/pattern/sequence/riddle puzzles)?  ...you know, those outside the usual point-and-click fare (e.g. use-item-with-thing, or enter this code on a keypad).

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?

Derrick Reisdorf - Mar 31, 2016 at 15:33
REWORDED:
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).

Derrick Reisdorf - Mar 31, 2016 at 15:41
Did you have any say as to what version of Maniac Manson was put into Day of the Tentacle?  Upon playing Day of the Tentacle Remastered on the PS4, I was disappointed to see that the C64 version was not used.  The intro song on whatever version was used sounded quite inferior to what I remember hearing on the C64.
Long live the SID!  OMG.  In Maniac Mansion, Syd was the musician.  Was this an homage to C64's SID chip, or just coincidence?

Derrick Reisdorf - Mar 31, 2016 at 15:49
Also missing is the cool intro with the side-scrolling Maniac Mansion title with the chainsaw in it.  *sigh*

Derrick Reisdorf - Mar 31, 2016 at 15:52
I guess it could have been a slight reference to Sid Vicious.  Or Syd Barrett.

Joshua - Mar 31, 2016 at 16:20
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?

Carlo Valenti - Mar 31, 2016 at 17:04
@Gary : I just listened to the future podcast answering to these questions, and I was puzzled because you will say the words "dark chocolate" without any apparent reason. Will my question modify the current timeline, thus preventing you to say such words, and giving demonstration to everyone that I actually am a Time Traveller, and I have the ability to alter the past and impact on the future?

Zak Phoenix McKracken - Mar 31, 2016 at 17:46
@Carlo Valenti: give us evidence that you are a Time Traveller, by answering this question: a few days after the "Friday Question" podcast will be published, what will happen to those unanswered questions?
;-)
;-)

Carlo Valenti - Mar 31, 2016 at 18:14
They will be lost in time, like laughters in the sun.

Big Red Button - Mar 31, 2016 at 17:58
I assume that bugs can be very incalculable. Has there possibly been a bug in the game that caused you beads of perspiration, against the background of the schedule?