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Ron Gilbert started production on Thimbleweed Park 2

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Re: Ron Gilbert started production on Thimbleweed Park 2

#71
post #3

I've been playing Thimbleweed Park on Android recently. In general I do love point and click puzzle games but my feelings on this one are very mixed. * The writing is hit or miss * The story is just serviceable * Only about 20% of the jokes land for me * The constant 4th wall breaking is just bad And then there's the puzzles. Maybe I made a mistake in selecting hard mode at the start but it's got the worst of the gen…

Meh to each their own - I haven't played it for a while but I quite like TP's style/music/atmosphere, and the surrealness/metaness was a feature not a bug for me. I played SoMI2 with my friends telling me that the ending was super weird, so I didn't feel completely cheated when I got to that one and I think TP's ending is very Ron Gilbert.

Agree that some moon logic is present/inevitable but I think the Gilbert games are friendlier than most in this respect.

Re: Ron Gilbert started production on Thimbleweed Park 2

#72
post #3

I've been playing Thimbleweed Park on Android recently. In general I do love point and click puzzle games but my feelings on this one are very mixed. * The writing is hit or miss * The story is just serviceable * Only about 20% of the jokes land for me * The constant 4th wall breaking is just bad And then there's the puzzles. Maybe I made a mistake in selecting hard mode at the start but it's got the worst of the gen…

One recent game I really liked was VirtuaVerse. Not incredibly hard, really good music and art design. It really felt like it took the lucasarts game style into the next century.

Re: Ron Gilbert started production on Thimbleweed Park 2

#73

Not enmeshed in game development and have only done it very lightly: what takes a game like this 1.5 - 2 years to finish? Like at a minimum, it's art, sound, graphics, and programming. If they are re-using assets, that's one of them ~done. So what's taking them 2 years? My background is in SaaS type stuff and if I went to who hired me and said it would take 2 years to build out a non-cutting edge product I am pretty…

I think you’re underrating the sheer amount of iteration that occurs. SaaS has requirements and then implementation- it’s a product that has a target it hits. Yes, churn happens, but the point is you’re working to a specific goal.

Games and any creative work isn’t like that. There’s constant iteration as new ideas come up or developers learn in play testing that certain parts of the game work better than others, and so they realign things continually and keep refining. I’m not a game dev btw, but blogs from devs show a continual cycle of refinement and feature creep.

Re: Ron Gilbert started production on Thimbleweed Park 2

#74

Earlier quoted context omitted.

This style of game died because the median attention span across the population decreased over the last 2 decades and something. I don't see a problem in getting blocked and try to brute force your way out of it. Games should be fun but this trend to have perfect, non frustrating gameplay 100% of the time is also part of the problem, IMO. And now, I'll go back yelling at some cloud.

Graphic adventures ceased to be popular before YouTube and smartphones started to damage the average capability to focus. The famous post https://www.oldmanmurray.com/features/77.html illustrates how the genre became too contrived and self-referential (even poking fun at those who blame “television-atrophied attention spans”). But the rest of your point stands. I keep reading young gamers complaining about adventures…

> Graphic adventures ceased to be popular before YouTube and smartphones started to damage the average capability to focus. The famous post https://www.oldmanmurray.com/features/77.html illustrates how the genre became too contrived and self-referential (even poking fun at those who blame “television-atrophied attention spans”).

Partially agree, but I also think that they were victims of the graphic cards revolution where each year you could have shiny new GFX and visuals, and that drove new games development (and funding). But indeed being contrived and self-referential didn't help.

Or maybe adventure games were always a niche genre for a niche of people, it just happened that the niche of computer/console players in the early days coincided more.

Re: Ron Gilbert started production on Thimbleweed Park 2

#75
post #38

Earlier quoted context omitted.

I played it when it was released and mostly enjoyed it, though I can't remember what difficulty setting I picked. I bought it mostly because I like Mark Ferrari's art, but ended up completing it. Some characters and jokes were intensely annoying, especially Ransome. I did like Delores, though. Afterwards, I revisited some LucasArts games I'd played before (Monkey Island 1 and 2), and tried my hand with some I hadn't…

The Sam and Max episodes were pretty good... partially because the episodic format forced the designers to keep things reeled in. A single 3 hour episode can't get to the point that you have a couple hundred possible solutions to the problem and nothing but brute force to resolve it. This style of game died for a reason. I'm not saying it needs to stay dead, but I do think every entrant to the genre needs to grapple…

They need an editor who will go through and identify the puzzles that must be solved through brute force, and require alteration.

Re: Ron Gilbert started production on Thimbleweed Park 2

#76

Not enmeshed in game development and have only done it very lightly: what takes a game like this 1.5 - 2 years to finish? Like at a minimum, it's art, sound, graphics, and programming. If they are re-using assets, that's one of them ~done. So what's taking them 2 years? My background is in SaaS type stuff and if I went to who hired me and said it would take 2 years to build out a non-cutting edge product I am pretty…

The best answer to that question is the development blog they made for the first game:

https://blog.thimbleweedpark.com/archives.html

At a quick glance: four months for the engine (which they wrote from scratch [1]) and, based on the budget [2], roughly nine months for crowdsourcing and pre-production (setting the overall story and puzzles, deciding on the look of the game, building small proofs-of-concept), seven months for production, three months for testing and bugfixing, and two months for release (which they overshot by three months).

[1] https://blog.thimbleweedpark.com/roadmap1.html

[2] https://blog.thimbleweedpark.com/budget1.html

Re: Ron Gilbert started production on Thimbleweed Park 2

#77
post #3

I've been playing Thimbleweed Park on Android recently. In general I do love point and click puzzle games but my feelings on this one are very mixed. * The writing is hit or miss * The story is just serviceable * Only about 20% of the jokes land for me * The constant 4th wall breaking is just bad And then there's the puzzles. Maybe I made a mistake in selecting hard mode at the start but it's got the worst of the gen…

I played it when it was released and mostly enjoyed it, though I can't remember what difficulty setting I picked. I bought it mostly because I like Mark Ferrari's art, but ended up completing it. Some characters and jokes were intensely annoying, especially Ransome. I did like Delores, though. Afterwards, I revisited some LucasArts games I'd played before (Monkey Island 1 and 2), and tried my hand with some I hadn't…

I like Maniac Mansion the best. The sequel wasn't bad either.

Re: Ron Gilbert started production on Thimbleweed Park 2

#78

Earlier quoted context omitted.

This style of game died because the median attention span across the population decreased over the last 2 decades and something. I don't see a problem in getting blocked and try to brute force your way out of it. Games should be fun but this trend to have perfect, non frustrating gameplay 100% of the time is also part of the problem, IMO. And now, I'll go back yelling at some cloud.

Graphic adventures ceased to be popular before YouTube and smartphones started to damage the average capability to focus. The famous post https://www.oldmanmurray.com/features/77.html illustrates how the genre became too contrived and self-referential (even poking fun at those who blame “television-atrophied attention spans”). But the rest of your point stands. I keep reading young gamers complaining about adventures…

> The famous post https://www.oldmanmurray.com/features/77.html illustrates how the genre became too contrived and self-referential (even poking fun at those who blame “television-atrophied attention spans”).

That's a name I haven't heard in a long while. And the "Cat Stache Puzzle", once an infamous case-study of virtual insanity in game design, now nearly forgotten...

Re: Ron Gilbert started production on Thimbleweed Park 2

#79

Earlier quoted context omitted.

This style of game died because the median attention span across the population decreased over the last 2 decades and something. I don't see a problem in getting blocked and try to brute force your way out of it. Games should be fun but this trend to have perfect, non frustrating gameplay 100% of the time is also part of the problem, IMO. And now, I'll go back yelling at some cloud.

I disagree. I write and play in long-form puzzle competitions, so for many people I know attention span isn't the issue. What is the issue is that writing fun puzzles is a skill. A totally different skill from designing or implementing video games. Anyone can design a hard puzzle. Guess the number in my head. Unscramble this 200-character anagram. The real magic is in the "Aha!" moments where the solver makes a conne…

The canonical criticism is Old Man Murray's Death of Adventure Games describing one mad puzzle in Gabriel Knight 3 (1999) with an improbable solution which admits no simpler or more logical solutions. Not to pick on it, because the adventure game market had been making more and more convoluted puzzles and reached peak idiocy some time ago.

https://oldmanmurray.com/features/77.html

> Who killed Adventure Games? I think it should be pretty clear at this point that Adventure Games committed suicide.

What I quite like in Joe Richardson's Death of the Reprobate is that Joe breaks the fourth wall and admonishes the player character for feeling sad that Joe told him the puzzle solution and robbed him of a "Eureka moment". "IF THE PUZZLE DIFFICULTY IS PITCHED JUST RIGHT, THAT'S MY TRIUMPH, NOT YOURS" says Joe.

Re: Ron Gilbert started production on Thimbleweed Park 2

#80

Earlier quoted context omitted.

Graphic adventures ceased to be popular before YouTube and smartphones started to damage the average capability to focus. The famous post https://www.oldmanmurray.com/features/77.html illustrates how the genre became too contrived and self-referential (even poking fun at those who blame “television-atrophied attention spans”). But the rest of your point stands. I keep reading young gamers complaining about adventures…

> Graphic adventures ceased to be popular before YouTube and smartphones started to damage the average capability to focus. The famous post https://www.oldmanmurray.com/features/77.html illustrates how the genre became too contrived and self-referential (even poking fun at those who blame “television-atrophied attention spans”). Partially agree, but I also think that they were victims of the graphic cards revolution…

> Partially agree, but I also think that they were victims of the graphic cards revolution where each year you could have shiny new GFX and visuals, and that drove new games development (and funding).

True as well; the race towards photorealism and natural immersion (mostly first-person 3D across various genres) had an almost suffocative, and sometimes obliterative, quality.

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