Ron Gilbert started production on Thimbleweed Park 2
Ron Gilbert has announced production of Thimbleweed Park 2, prompting renewed debate over classic point‑and‑click adventure design, from “moon logic” puzzles and multi-character mechanics to the heavy use of meta, fourth‑wall‑breaking endings. Many players enjoyed the first Thimbleweed Park’s art, atmosphere and nostalgia, but felt its story, humor and finale were weak or self-indulgent, echoing mixed reactions to Return to Monkey Island. Commenters also welcome a DRM‑free GOG release and reflect on why narrative adventure games take years to build, emphasizing writing, puzzle design, iteration and testing rather than technical complexity alone.
Overall reaction to Thimbleweed Park 2
- Many are excited for a sequel and nostalgic about classic point‑and‑click adventures.
- Others are wary due to dissatisfaction with the first game’s ending and with recent related titles.
- Some would have preferred a new IP instead of a direct sequel, suspecting asset reuse and budget constraints as a driver.
Views on Thimbleweed Park 1
- Puzzles:
- Split opinions: some found them fair and enjoyable; others found them tedious, overcomplicated, or requiring brute force and guides.
- Hard mode in particular is called out as overwhelming (many characters, items, and locations).
- A few highlight specific late‑game solutions as borderline arbitrary or dependent on out‑of‑game knowledge.
- Writing, humor, and characters:
- Many describe the humor as hit‑or‑miss or flat, with some characters praised (e.g., Delores) and others disliked.
- Several think older LucasArts titles had more memorable stories and characterisation.
- Ending and meta elements:
- The heavily meta, fourth‑wall‑breaking ending is widely criticized and compared to earlier games with similar twists.
- Some defend it as intentional metafiction and a callback; others feel it disrespects player investment.
Adventure game design and genre discussion
- Multiple playable characters:
- Seen by some as an interesting tradition stemming from older games; others find it confusing and bloating the state space.
- “Moon logic” and puzzle design:
- Debate over whether obscure puzzles are part of the charm or bad design that forces brute‑force experimentation.
- Emphasis that good puzzles should create “aha” moments, not mind‑reading the designer.
- Genre decline:
- Attributed variously to contrived puzzles, changing player attention, rise of 3D/console shooters, and market shifts.
- Some see a modest modern revival and propose episodic structures or better editing of puzzles.
Platforms and DRM
- GOG release is praised for DRM‑free, offline installers and long‑term preservation.
- SteamCMD is mentioned as a partial solution, but cannot remove DRM or avoid periodic online authentication.
Development time and process
- Questions arise about why a 2D adventure needs ~2 years.
- Responses emphasize:
- Iterative narrative and puzzle design.
- Cross‑platform engine/tech, tools, and asset pipelines.
- Voice acting, testing, certification, and limited playtesting resources.