Hey, it's time for Friday Questions*, but since I've never done this before on Grumpy Gamer, there are no questions to answer, so you have a week to ask some. If you have a question, put it in the comments below and I'll pick 4 or 5 and answer them with a stark honesty that will amaze you. Questions can be about anything, but please keep them game or game industry related. Please don't ask the same questions I've answered a hundred times in a hundred different online interviews. Unlike the Thimbleweed Park Friday questions, these will be answered in old-fashion text-a-reno.
* Friday Questions can be canceled at any time due to lack of interest. Both yours and mine.
Zak Phoenix McKracken
I have recently played a board game called "five tribes", and while playing, I was imaging it as an adventure game...
, The Vanishing of Ethan Carter, Firewatch...)
Also: One of my favourite games from the last decade is XCOM: Enemy Unknown, which has excellent character stories that you basically create in your head as you experience what happens to the characters you create. There is not much "designer created story" in the game, but a lot of effort has been put into making the framework for letting the player create stories. That kind of storytelling is fairly unique to games, and do you enjoy it, and why/why not?
PS: You're one of my heros. I loved Thimbleweed Park and all your games through the years. I wish MI3a would be a reality in the short future.
Alfonso "Kingofgng" Maruccia
There used to be posts here - "excerpts" from a novel you have *not* been writing.
I loved those! I found them hilarious and very inventive.
Would you put them back up again? And better yet, write more of those?
Intentional? Encouraged while at LucasArts? Something you picked up since then?
I've often felt that many narrative-driven games have a clear 'call to adventure' at the beginning and 'inner sanctum' at the end, but between those points, things often just meander. TWP seemed to make a point of building up to a noticeable inflection point in the middle (the will reading....and, in retrospect, it seems all the more appropriate that it was essentially a cinematic), then the two tiers of 'reveals' in the factory.
I didn't have a specific question in mind about that last paragraph....but this should work:
Do you think that adventure games be generally better if they paid more attention to plot structure? And if they don't, will good adventure games drown in a sea of bad ones, or does the current style of game-publishing make it easier to let a good game stand out, no matter how many mediocre games are out there?
Siddesh G Mysore
2. Is 8 bit better or 16 bit?
3. What tool do you recommend for pixel art?
I go further: Can't you integrate this comment section with a (or the Thimbleweed) forum, so we don't have to post at two different locations?
Have you considered doing any long form thing (article series or streaming) about C/C++? like maybe how you implemented squirrel as a scripting language?
I enjoyed your articles on the Thimbleweed Park blog and would like to know more about your programming style. Particularly engine programming.
To make a big popular game and then be able to make whatever you want off the back of it?
Continually make great games for a loyal smaller audience (eg. PnC fans) within budget and with reasonably healthy profit on each?
Branch out and make games in different genres?
Build Terrible Toybox further and make it a main game studio?
Put out artistic games that push boundaries, but don't necessarily find a large audience?
PS: Can't wait to see you coding on Twitch
Something of the Head
How did you manage to get TWP ported to 7+ platforms? did you have to do lots of rewrite for the graphics (not the UI interaction) or you created a solid abstraction layer that made that conversion easier?
Thanks for this blog!
- Can you imagine to make a game for kids again?