Win! Win! Winners!
by Ron Gilbert
Jun 27, 2016
Jun 27, 2016
It's time for the phonebook winners.
From last week, then winners where:
P.Coltau
Nico
BertL
Mathias
Alberto
And the answer to the number of R entires is...
...drumroll...
133
We had several ties, so rather then rolling a dice and making some people cry, we're going to do the nice thing, because that is who we are.
McStorm
Francois Mercier
Michael Kohlhaas
Riccardo
Geoffrey Paulsen
Fernando
L.Larry
Hysteria
- Ron
P.S. I still have the podcast to finalize, hopefully that will go up tomorrow.
The average guess was 137. That's only four numbers off from the actual number.
The "Wisdom of the crowd" is like a cheat code!
Congrats winners :)
Enjoy!
As we used to say: "che büs del cül", that means: "your luck is very big" ;-)
At least I was only off by 20, compared to 497 last time :U
https://s3.amazonaws.com/rapgenius/1372113307_katy-perry-whip-cream-o.gif
Out of the 345 guesses the total was 51201.
Average 51201/345 = 148.40869565217
Actual Number = 133
Good Job TWP's! we were off by 15.4
Congratulations to the winners!
How did I do? Did I win? :lol:
-dZ.
Really great if you win something :o)
It's the last day you have to update the information in your PhoneBook!
Starting from tomorrow, no further changes could be made (unless you bribe Ron, I suppose ... ;-) )
Some quotes (from tweets I gathered) by Ron at Gamelab:
- "Sometimes I play my games many years after I've finished them"
- "Technology does not change games. Audience change them"
- "You are not Guybrush and I don't expect you to be him"
I am pretty satisfied with my timing.
(all the articles are in Spanish)
http://www.gamelab.es/2016/noticias/gamelab-exito-indie/
http://www.elmundo.es/cataluna/2016/06/29/577417c2468aeb13558b4582.html
http://www.elconfidencial.com/tecnologia/2016-06-30/gamelab-ron-gilbert-videojuegos-monkey-island_1225770/
http://www.europapress.es/portaltic/videojuegos/noticia-esports-experiencias-educativas-secreto-mejor-guardado-ron-gilbert-gamelab-20160630180739.html
One of my favourite insights is provided by this comment from Mr. Gilbert:
"He hablado con gente que jugó a Monkey Island en su día y tardó 40 horas en pasárselo. Tenían ocho años, hoy tienen 42, mujer, hijos… No puede durar cuarenta horas aunque tenga una complejidad similar. Los jugadores son más maduros, más inteligentes y saben cómo resolver los problemas."
"I've spoken with people who played Monkey Island in its day and took 40 hours to complete it. They were 8 years-old then; today they are 42, with a wife and kids... It can't take forty hours to complete any more even if it were of similar complexity. Players are more mature, more intelligent, and know how to solve problems."
It shows Mr. Gilbert's commitment to his vision and dedication to the player's experience, and not just in making something (different or otherwise) for the its own sake.
That, and Mr. Ferrari's comments comparing the difference between a modern-retro game and an actual 1980s game, with that between a Renaissance Faire and the actual Renaissance; give me confidence that the team knows what they are doing and that the game will be well done.
I admire that vision and passion.
-dZ.
2016-1990=26
dZ.
And the reason why I cannot play games that need 40 hours to complete is simple:
It would take me months, just because I only have a few hours per week where I can relax and kill some time with computer games.
The rest of my life is crammed with ... life.
(People with kids know what I mean.)
Maybe I will take a sabbatical or so to play Thimbleweed Park. So exited. :-)
Normal mode may become the gateway drug for the older one. But only after I will have completed the game first.
PS:
Just returned from my holidays in Spain. What a coincidence that we haven't met.
I tried the same excuse last time ;-)
I remember so many Italians used to be here... and I thought Germans are big adventure fans too?
It's so quiet in here...
See Ya!
This was fast! I hope mine arrives soon too.
https://twitter.com/grumpygamer/status/749412448923299840
EG: the character walks underneath a street light, so the top of her head gets all bright and warm and a new shadow shows up right under her feet.
Sounds like a lot of work, but it would be sweet!
(Nerds are going wacko here. They've got torches!)
That doesn't seem to work.
1. Ron Burgundy
http://bit.ly/1JX2rYD
2. Ron Swanson
http://bit.ly/29j3JBv
3. Ron White
http://bit.ly/29Q41BK
#2 Ron Swanson
http://bit.ly/29Q053L
For me it has become a bit of a habit, with a good cup of coffee, taking a break from my own work, to listen to what others are creating. Like a water-cooler chat, or 'canned co-workers'™ for freelancers. Also, I've learned about "endurance" in creating. Now that I know how long the magic actually takes, and how repetitive it is at times, I've come to be much more patient with myself.
Let's hope for a follow-up game, /and/ a follow-up podcast. (Thanks Ron for editing hours of audio, on-top of game dev!)
...whatever he means by this. Hopefully nothing serious.
What's up with airplane food anyway?
I mean... it's so... small and... not that good.
A very low budget but AMAZING video from Lucasfilm games in in the 80's.
Also you should be careful if you haven't beaten Maniac Mansion yet: they are spoiling an important puzzle chain, and she didn't even have to look it up on the Puzzle Dependency Chart for Maniac Mansion (PDCMM™)!
Finally, I know how LFL made sure that their games have spielvergnügen: You have to make a lot of sacrifices - material sacrifices.
Well, I think, only a Super Fluffy Bunny which is drawn upside down but still looks super fluffy after you've flipped it is a professionally drawn Super Fluffy Bunny. The artists at LFL therefore did a virtuoso job, I would say.
PS: It's interesting how teleshopping programs have evolved over the decades - except the high level of the crossed out recommended retail prices, of course!