Maniac Mansion "Spiritual Successor" Hits Kickstarter Goal

Sarah LeBoeuf

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Maniac Mansion "Spiritual Successor" Hits Kickstarter Goal


Thimbleweed Park creators Ron Gilbert and Gary Winnick discuss their Kickstarter success, Maniac Mansion, and Monkey Island.

Less than one week after Kickstarter [http://www.escapistmagazine.com/news/view/138669-Ron-Gilbert-Announces-New-Adventure-Game-Thimbleweed-Park]. The crowd-funding campaign surpassed its $375,000 goal earlier today, and as of this writing, has continued to climb to over $382,000. In an update posted on Kickstarter, Ron Gilbert said of the news, "I am at a loss for words. The support has been overwhelming and it's making us giddy."

Gilbert and Thimbleweed Park co-creator Gary Winnick are no strangers to the point-and-click genre, having kicked off one of gaming's most recognizable eras with the release of Maniac Mansion in 1987. Speaking with The Escapist, Gilbert and Winnick expressed how happy they are about the response to Thimbleweed Park, given its distinctly retro look. "We were a little unsure if people would respond to that, but they have," Gilbert said in an email. Winnick added, "We're amazed and overwhelmed at the reception and the outpouring of support from backers. I feel nothing but gratitude and that we will be able to make the best damn game we can. It's exciting!"

Just because Thimbleweed Park has some similarities to Maniac Mansion, however, don't expect to see the same punishing difficulty. "The fact that you can get stuck (and not even know it) in Maniac Mansion was mostly due to our inexperience at the time. It wasn't something we were trying to design in," Gilbert told us. "There won't be any way to lose [Thimbleweed Park] or get into a state where you can't win." Instead, Thimbleweed Park will be designed using the Monkey Island design philosophy [http://grumpygamer.com/why_adventure_games_suck], outlined in a 1989 letter from Ron Gilbert on his blog.

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So why was now the time to move forward with Thimbleweed Park, and why was Kickstarter the platform with which to do it? Winnick discussed the "special experience" of working on Maniac Mansion with Gilbert, which he was eager to repeat. "We also do hear from fans all the time who really loved the game and its unique quirkiness and humor," Winnick added. According to its creators, the idea for Thimbleweed Park started coming together about five months ago. "We'd always talk about how much fun making Maniac Mansion was and the charm of those games. I've thought about doing a Kickstarter for an adventure game before, but I never felt there was anything that would make it special. The more Gary and I talked about doing an adventure game that was true to the the roots of the genre, the more it started to click in my head," Gilbert explained.

In response to concerns about Kickstarter fatigue and over-saturation, Winnick was nothing but optimistic. "I think we're aware of a lot of the issues regarding crowd-funding, but also the benefits. We're able to find out if an audience really wants us to make this, talk with them, and obviously having that up-front financial support will allow us to make the game we want." Gilbert stressed that the budget was very tightly planned, because they didn't want to ask for too low a sum and come up short. "We built a plan where if we got only $1 more than we asked, we'd still able to make a great game and the game we want. We're being very conservative so we know we can deliver."

And what about the properties that put Gilbert and Winnick on the map, Maniac Mansion and Monkey Island? "Given that Disney has no interest in selling the IP, it's not about getting 'enough' money, so I don't know if it will ever happen," Gilbert said. Still, in an alternate universe where he could revisit any game he's ever worked on, "If we got the rights back to Maniac Mansion, I think the first thing I'd do is release it for modern platforms so more people could play it. I'm not sure I'd modernize it or even fix the design issues." As for Monkey Island, "I'd make the real Monkey Island 3 and I don't think that's a game I could make without complete freedom." Though Disney opening the vault on LucasArts' old IP is sadly just a fantasy, "Hopefully Thimbleweed Park will give people and nice glimpse into what made those LucasArts games so special," Gilbert said.

With more than three weeks until the Kickstarter winds down on December 18, Gilbert and Winnick are looking towards stretch goals, which include making it available in additional languages, mobile versions of Thimbleweed Park, and even full voice acting if the total surpasses $625,000. The funding and development of a Maniac Mansion-style point-and-click adventure is a dream come true for fans of the genre, and Gilbert and Winnick seemed thrilled about their reunion. The wait until Thimbleweed Park's June 2016 release will be a long one, but what's another couple of years considering the decades that have passed since Maniac Mansion and The Secret of Monkey Island? In the words of Ron Gilbert, "It's time for G.T. and the Suction Cups to get back together."

Source: Kickstarter [https://www.kickstarter.com/projects/thimbleweedpark/thimbleweed-park-a-new-classic-point-and-click-adv]


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cde

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Jan 11, 2010
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When are reporters going to point out the obvious here?

Gilbert was onboard with Double Fine at the start of Broken Age, which made similar noises about being a retro style adventure.

The game wasn't going anywhere near the direction of a true old school point-and-click title, with celebrity voices, modern graphics, a large and changing dev team, developed in a studio that was juggling other projects and compromising their initial goal (a single release) into an episodic game.

He left.

His new Kickstarter is clearly a solid concept, but it both owes a lot to the DF's proof that "adventure games are not dead" and also to a push against when Broken Age, and DF as a studio, have become.

Read his blog. This in particular http://grumpygamer.com/what_is_an_indie

Read the Kickstarter. So much nostalgia and taking due credit, but not even a fleeting mention of "others" who worked on early P&C games.

Feel the rolled eyes behind the bold text on "*TRUE LOVERS* of adventure games".

The DF-pitched line, "We don?t want to make a game ?inspired by,? or ?paying homage to? classic point & click adventures"

Look at the pie chart and stretch goals - a small slice for music & sfx, a distant chance that there could be "talkie" versions.

"Any creative and artistic endeavor is about making tough choices and managing scope. A project?s biggest risk is controlling that scope and staying focused."

And look at the sad, obligatory copyright notice on the Maniac Mansion screenshot.

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This project looks like it is born from a lot of frustration, bitterness and disappointment caused by other games and other developers.

But after over a decade as the self-titled "grumpy gamer", that could be exactly what Gilbert needed to get inspired.

The Kickstarter is clearly going to go beyond its targets. I hope that the added budget doesn't lead to the feature-creep and stretched scope of Broken age, and that he gets to make what a lot of people thought DF were planning at the beginning...
 

RaikuFA

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All I ask is that they use stretch goals or just profits from this game to remake MM and/or DotT. Never played them yet I want to.
 

ElMinotoro

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Jul 17, 2014
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cde said:
Gilbert was onboard with Double Fine at the start of Broken Age, which made similar noises about being a retro style adventure.
My understanding was that he was only freelancing with them for "The Cave", also in development at the time.

RaikuFA said:
All I ask is that they use stretch goals or just profits from this game to remake MM and/or DotT. Never played them yet I want to.
DotT is totally playable today and still looks great. That's the magic of well done pixel art.
 

RaikuFA

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ElMinotoro said:
cde said:
Gilbert was onboard with Double Fine at the start of Broken Age, which made similar noises about being a retro style adventure.
My understanding was that he was only freelancing with them for "The Cave", also in development at the time.

RaikuFA said:
All I ask is that they use stretch goals or just profits from this game to remake MM and/or DotT. Never played them yet I want to.
DotT is totally playable today and still looks great. That's the magic of well done pixel art.
True but if I want to play it without putting on an eyepatch and peg leg.
 

ElMinotoro

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Jul 17, 2014
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RaikuFA said:
You might be able to luck at your local physical game place. It was in those big packs of Lucararts games, and I know they were hard to sell.

But I wouldn't lose sleep of depriving Disney a few dollars for a 21 year old game. That they don't even sell.