Game Informer 2017 Adventure Game Of The Year Awards
I knew a lot of people would hate the ending, but a lot of people love it as well. I don't find things everyone loves very interesting. They tend to be boring and not tell me much. The ending of Thimbleweed Park doesn't come out of nowhere. It's kind of the whole point of the game (and before the game). It only bugs me when people call the ending lazy. It was very purposeful and anything but lazy. You can call it stupid, dumb, pointless, or anything else, but don't call it lazy. Of course, hating my endings is nothing new.
Best Ending – Thimbleweed Park
This homage to older adventure games pokes fun at the genre as well as embraces it. Thimbleweed Park feels new and nostalgic at the same time, and it has one of the best endings we've seen this year. Seeing how just the story wraps up and how it takes its self-aware jokes to crazy levels, makes this a wild ride.
Zak Phoenix McKracken
But yes, very forceful and very good, and it took me quite some time to fully appreciate it and digest what had happened there, in the game. I think that really speaks volumes about your and the entire team's ability to tell stories, too; you created [i]relatable[/i] characters in a relatable world. It's no surprise that I ended up relating to them. (Delores in particular, who I found not entirely unlike myself, though I never got to work for MucusPhlegm!)
If the characters had just died, I'd have just chalked it up as a sad ending. Same if the world of Thimbleweed Park had just gone up in flames. There would've been a sense of finality to those endings: all threads wrapped up properly and tied off neatly, as it were. The ending we got raised questions rather than answering them.
But like I said, that's actually really good, as far as endings go. If I want Hollywood happy endings (or Hollywood sad endings, for that matter) I'll go to the movies and watch the latest romantic comedy, or romantic tearjerker. Thimbleweed Park gave me something unexpected, something that really hit me (that REALLY hit me), something to chew on instead.
That's something you don't get a lot in games. (And as much as I loved MI2 to pieces when I was a kid... that one's ending didn't make me feel the same way either. I felt it put an unexpectedly absurd, dadaist twist on the game, but although I was taken aback at first I came to appreciate that.)
PS: Thanks for reanimating your Grumpy Gamer blog. To get lost in social media is just wasted lifetime.
I'm on of those that didn't enjoy the ending, since I thought it devaluated many events before, and made too much of the story feel like a tease. Would never call it lazy, but for me personally, the experience was something very different from what Game Informer thought. Monkey Island had a somewhat similiar ending, but I thought that game managed to make the events before that feel complete, in a complete world (I hope complete is the right word to use there).
But I did a lot of the game, with an excellent art style, a great character in Dolorose, many good puzzles, and many funny dialog lines for Ransome.
I hope the game have been succesful for you and the team, and that it was a positive experience making it. I was a backer of the game, and would gladly back another game by you.
@Cecil: I agree with you partially. I have written about that phenomenon somewhere in the TWP blog (and I think in the TWP forum too). To sum up: IMHO the storylines aren't all focused on the ending. But I did enjoy the ending. :)
Dimitri Bitu de Araújo
Big Red Button
By the way, I doubt that it would be even possible to create an ending everyone would love.
Big Red Button
one Item to fulfill their most important wish. Which also ended on this note.
What makes the Ending so great for me, is the meta part of the whole situation. Why are we disappointed of such (it's just a dream)-endings? Do we crave for greater truths? Do we wish our beloved fantasies were real? Is it false to take someone out of an illusion? Socrates all over again.