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| designer = [[Ron Gilbert]], [[Gary Winnick (game developer)|Gary Winnick]]
| designer = [[Ron Gilbert]], [[Gary Winnick (game developer)|Gary Winnick]]
| programmer = Ron Gilbert, [[David Fox (game designer)|David Fox]], Jenn Sandercock
| programmer = Ron Gilbert, [[David Fox (game designer)|David Fox]], Jenn Sandercock
| artist = Gary Winnick, Mark Ferrari, Octavi Navarro
| artist = Gary Winnick, Mark Ferrari, [[Octavi Navarro]]
| writer = Ron Gilbert, Lauren Davidson
| writer = Ron Gilbert, Lauren Davidson
| composer = [[Steve Kirk (composer)|Steve Kirk]]
| composer = [[Steve Kirk (composer)|Steve Kirk]]

Revision as of 09:35, 7 November 2017

Thimbleweed Park
File:Thimbleweed Park.png
Developer(s)Terrible Toybox
Publisher(s)Terrible Toybox
Designer(s)Ron Gilbert, Gary Winnick
Programmer(s)Ron Gilbert, David Fox, Jenn Sandercock
Artist(s)Gary Winnick, Mark Ferrari, Octavi Navarro
Writer(s)Ron Gilbert, Lauren Davidson
Composer(s)Steve Kirk
Platform(s)Microsoft Windows, macOS, Xbox One, PlayStation 4, Nintendo Switch, Linux, Android, iOS
ReleaseMarch 30, 2017[1]
PlayStation 4
  • WW: August 22, 2017
Nintendo Switch
  • WW: September, 21 2017
iOS
  • WW: September, 19 2017
Android
  • WW: October, 03 2017
Genre(s)Point-and-click adventure
Mode(s)Single-player

Thimbleweed Park is a point-and-click adventure game developed by Ron Gilbert and Gary Winnick for Microsoft Windows, macOS, iOS, Xbox One, PlayStation 4, Linux, and Nintendo Switch. An Android version is planned in the near future. The game was revealed on November 18, 2014, along with a Kickstarter crowdfunding campaign with a goal of US$375,000, and was released on March 30, 2017.[2]

The game is a spiritual successor to Gilbert and Winnick's previous games Maniac Mansion (Template:Vgy) and The Secret of Monkey Island (Template:Vgy), and is designed to be similar to graphic adventure games released in that time period, both visually and gameplay-wise.[3][4]

Gameplay

Similarly to early graphic adventure games, the game features a verb list. The player characters are controlled by building sentences by clicking on verbs, characters and objects.

The game is played similarly to early graphic adventure games; it is seen from a third person perspective, with a view of the area taking up the majority of the screen, while the bottom portion is taken up by the player's inventory and a list of verbs, such as "use", "pick up", and "talk to". By clicking on a verb followed by one or two items or characters, the player character will attempt to perform the action described. An example given in the reveal trailer was "Use balloon animal with corpse", performed by clicking on the verb "use", the "balloon animal" item in the player's inventory, and a corpse found in an area in the game.

The game has five different player characters which the player can switch between in the middle of gameplay, similarly to Maniac Mansion.[4]

Plot

FBI agents Ray and Reyes arrive at the town of Thimbleweed Park to investigate a murder. Their investigation leads them to several persons of interest: Chuck, the recently deceased owner of the PillowTronics robotics company; Ransome the Clown, cursed to wear his makeup forever after going too far in his insulting performances; Delores, computer programmer and niece of Chuck; and Delores's downtrodden father Franklin.

Franklin attempts to pitch his business ideas to Chuck, but is murdered at the town hotel and becomes a ghost. Delores discovers that Chuck has written her out of his will, angered by her choice to pursue a career in video games. Ray and Reyes gather blood samples, fingerprints, and photographic evidence, and arrest vagrant Willy, who protests his innocence. They leave town, but return incognito to pursue their own agendas: Ray has been tasked with stealing computer secrets, and Reyes wants to clear his father of causing the fire that burnt down the PillowTronics factory.

Ray, Reyes, Delores and Ransome infiltrate the factory. Delores disables the security systems and discovers that Chuck has uploaded his personality into the factory computer. Chuck reveals that everyone in the town is trapped inside a video game that keeps repeating, and that the group must free themselves by deleting the game.

Ransome apologises to the citizens of Thimbleweed Park, clearing his reputation. Franklin says goodbye to his daughter and disappears to the afterlife. In the local paper, Reyes publishes a confession from Chuck clearing his father of blame for the factory fire. Ray steals a game design document from game designer Ron Gilbert and is transferred out of the game by her employers. Delores enters the Thimbleweed Park "wireframe world", a prototype version of game with simplistic graphics, and shuts down the computer.

Afterwards, if the player waits long enough after the credits, a Commodore 64 screen appears, and the entire game is "loaded" from disk again. The implication is that the player themselves is the one forcing the cast to relive their lives, and by shutting down the game and deleting it from their computer, they finally free them.

Development

On November 18, 2014, Gilbert posted an update to his blog, in which he revealed that talks about the game had begun "several months ago" while he and Winnick had been discussing how fun their time developing Maniac Mansion at LucasArts (Lucasfilm Games at the time) had been, and how they liked the "charm, simplicity and innocence" of the adventure games of that era. Winnick proposed that they should make a new game in the style of their old ones; as such, it is designed as if it had been made in 1987 and as if it were "an undiscovered LucasArts adventure game you've never played before". Gilbert agreed, and suggested that they should crowdfund it on Kickstarter.[5]

Development started with Gilbert and Winnick building the game's world and story, designing puzzles using puzzle dependency charts, and creating characters around the puzzles. From the start, Gilbert says, they wanted to parody the TV shows Twin Peaks, The X-Files, and True Detective.[5] The game's production was planned to last for 18 months, with Gilbert programming, Winnick producing art, and both writing and designing. Six months into development, an additional artist and programmer was hired along with a part-time musician. Development began on January 2, 2015.[6]

Crowdfunding and budgeting

A month-long crowdfunding campaign for the game was launched on Kickstarter on November 18, 2014, with a goal of US$375,000; people who pledged at least $20 received a copy of the game.[4] At the end of the campaign, on December 18, 2014, they had managed to raise US$626,250 from 15,623 people; they had also managed to reach a number of "stretch goals", which would allow German, Spanish, French, and Italian localizations of the game, full English voice acting, and ports to iOS and Android. The German localization is planned to be done by Boris Schneider-Johne, who was responsible for the German localization of Monkey Island.

After the end of the campaign, there was a 14-day period of waiting for credit cards to clear; Gilbert and Winnick finally got access to the money on January 5, 2015. Kickstarter took a 5% cut, and Amazon, who handled the payments, took a 3–5% cut; this added up to $57,198 of fees. Additionally, another $4,890 was deducted from the raised amount due to failed transactions; in the end, they had $564,162, plus around $8,000 from people who had pledged via PayPal.[7]

According to Gilbert, a lot of the failed transactions were from people who had problems with Amazon, and who then went on to pledge money via PayPal instead; because of this, he suggested that perhaps only half of the $4,890 had been lost. Budgeting was done around the money from Kickstarter, while the PayPal money was to be a safety net, or for potential added improvements to the game.[7]

Post release development

While the game was released on 30th March, 2017, the developers have continuously released updates not only fixing problems but introducing various new gameplay elements. In the 20th June, 2017 release the characters became able to talk to one another (fully voice acted as the rest of the game), which became an inventive "hint system" without explicitly offering specific hints to solve the puzzles. Apart from this there's a more classical hint system which includes calling the hint line through phone – using the phones available in the game, which offers context-sensitive help.

Game engine and tools

Gilbert had already started to look for adventure game engines in August 2014,[8] but because of his experience of always wanting to modify engines to do exactly what he wants from them, he decided it would be easier to create his own engine.[9] He already had a 2D graphics engine written in C/C++ that he had used for his non-adventure games The Big Big Castle! and Scurvy Scallywags, which he decided to use for Thimbleweed Park; SDL was used for handling window creation and input, while Gilbert's own code was used for rendering the graphics. The only other thing that was needed for the engine was a scripting language; Gilbert had looked at Lua, and while he considered it "easy to integrate and highly optimized", he disliked its syntax. He considered making his own scripting language, but due to time concerns, he chose the language Squirrel instead.[9]

Winnick mostly used Adobe Photoshop. According to Winnick, the style they were aiming for would lend itself very well to being drawn entirely digitally from the start. He drew the initial concepts and layouts as sketches.[10][11]

Reception

Thimbleweed Park was released to positive reviews from critics, garnering a rating of 84 out of a possible 100 on the review aggregator website Metacritic, based on 57 critics.[19]

References

  1. ^ "Update 28: Release Date Locked In!! · Thimbleweed Park: A New Classic Point & Click Adventure!". Kickstarter. Retrieved 27 February 2017.
  2. ^ "Update 28: Release Date Locked In!! · Thimbleweed Park: A New Classic Point & Click Adventure!". Kickstarter. Retrieved 27 February 2017.
  3. ^ "About". Thimbleweed Park. December 31, 2014. Retrieved May 26, 2016.
  4. ^ a b c Matulef, Jeffrey (November 18, 2014). "Maniac Mansion creators launch Kickstarter for spiritual successor Thimbleweed Park". Eurogamer. Retrieved May 26, 2016.
  5. ^ a b Gilbert, Ron (November 18, 2014). "Please Join Us On Kickstarter". Grumpy Gamer. Retrieved May 26, 2016.
  6. ^ Gilbert, Ron (January 2, 2015). "Day 1". Thimbleweed Park. Retrieved May 26, 2016.
  7. ^ a b Gilbert, Ron (January 6, 2015). "I Got Nothing Done". Thimbleweed Park. Retrieved May 26, 2016.
  8. ^ Gilbert, Ron (August 3, 2014). "2D Point and Click Engine Recommendations". Grumpy Gamer. Retrieved May 26, 2016.
  9. ^ a b Gilbert, Ron (January 5, 2015). "Engine". Thimbleweed Park. Retrieved May 26, 2016.
  10. ^ Winnick, Gary (January 7, 2015). "ThimbleCon '87". Thimbleweed Park. Retrieved May 26, 2016.
  11. ^ review-thimbleweed-park on dwellersincluded.com (2017-03-30)
  12. ^ Thimbleweed Park Reviews for PC - Metacritic
  13. ^ Thimbleweed Park Reviews for Xbox One - Metacritic
  14. ^ Review: Thimbleweed Park
  15. ^ Thimbleweed Park review * Eurogamer.net
  16. ^ Thimbleweed Park Review = IGN
  17. ^ Game review: Thimblweed Park is a classic point 'n' click adventure | Metro News
  18. ^ Thimbleweed Park review - Polygon
  19. ^ "Thimbleweed Park for PC reviews". Metacritic. Retrieved June 13, 2017.