CecilRousso
Member
In the latest dev blog for his new adventure game Thimbleweed Park, he asks for input on how the multiple endings in the game should be handled, to avoid asking the user to replay too much of the game for them.
Here's your chance to make a difference in the game.
[quote="Ron Gilbert]The main criticism I heard about The Cave was the repetition of playing multiple times to get all the endings. Each character had their own story and to see all 7 stories, you needed to play the game 3 times. Each character had their own section of The Cave, so there was new stuff, but there were also 5 sections that had to be repeated.
While designing the game, I didn't think twice about this for two reasons:
1) That's the way Maniac Mansion worked and I was trying lift the spirit of that game. Despite what conspiracy theorists will say, the reason there are 7 characters in The Cave is that Maniac Mansion had 7 characters. It wasn't to make people play an entire extra playthrough to see everything. Occam's Razor and all that.
2) I really didn't expect players to finish The Cave and then immediately start it up again and do another playthrough. I figured that people would take a break. Enjoy the story and the deep meaning behind it all, examine themselves and their own desires, then maybe a week or two later, they would play it again. It's why the repetition wasn't a huge concern for me.
2a) The Goldmine level was just poorly laid out. I will 100% cop to that, and I think that one level contributes a lot to the feeling of monotony on subsequent playthroughs.
Now, this post isn't some cathartic postmortem on the design of The Cave, so let's get on to Thimbleweed Park, which is what you (quite literally) paid your money to see.
Thimbleweed Park has 5 playable characters: Detective A, Detective B, Ransome, Delores, and Franklin. Each of those characters has their own story and ending. The design decision Gary and I face is how to avoid the repetition of having to play the entire game multiple times to see all the endings.
One option is you get all five endings in one playthrough, but that would mean the endings couldn't be mutually exclusive and they can't really change the outcome of the story. As storytellers, we want the endings to have meaning and finality.
We could do some artsy-fartsy flashback storytelling where the different endings are just possibilities, kind of like how it worked in Monkey Island 2 with Guybrush dying in the acid pit. Artsy!
We could just let players skip through sections they have already played, but this feels lame, kind of like fast forwarding your VCR to get to the good parts (this is 1987, VCRs were all the rage). It's too meta for me and feels like your not really playing the game, your just outside the game.
One of our biggest jobs over the next few weeks is to figure out how to do this and not force players to replay sections of the game just to see a different ending.
Although... you had to do that in Maniac Mansion. You had to reply a lot of the game just to see Wendy's ending over Bernard's ending. I don't remember a single person complaining about that, yet, players complained non-stop about (what I perceived as) the same thing in The Cave.
How were they different? Or are they not, and it's the players that are different? What does it mean for Thimbleweed Park? Will our heroes escape? Tune in next week! Same adventure time, same adventure blog[/quote]
http://blog.thimbleweedpark.com/
Here's your chance to make a difference in the game.
[quote="Ron Gilbert]The main criticism I heard about The Cave was the repetition of playing multiple times to get all the endings. Each character had their own story and to see all 7 stories, you needed to play the game 3 times. Each character had their own section of The Cave, so there was new stuff, but there were also 5 sections that had to be repeated.
While designing the game, I didn't think twice about this for two reasons:
1) That's the way Maniac Mansion worked and I was trying lift the spirit of that game. Despite what conspiracy theorists will say, the reason there are 7 characters in The Cave is that Maniac Mansion had 7 characters. It wasn't to make people play an entire extra playthrough to see everything. Occam's Razor and all that.
2) I really didn't expect players to finish The Cave and then immediately start it up again and do another playthrough. I figured that people would take a break. Enjoy the story and the deep meaning behind it all, examine themselves and their own desires, then maybe a week or two later, they would play it again. It's why the repetition wasn't a huge concern for me.
2a) The Goldmine level was just poorly laid out. I will 100% cop to that, and I think that one level contributes a lot to the feeling of monotony on subsequent playthroughs.
Now, this post isn't some cathartic postmortem on the design of The Cave, so let's get on to Thimbleweed Park, which is what you (quite literally) paid your money to see.
Thimbleweed Park has 5 playable characters: Detective A, Detective B, Ransome, Delores, and Franklin. Each of those characters has their own story and ending. The design decision Gary and I face is how to avoid the repetition of having to play the entire game multiple times to see all the endings.
One option is you get all five endings in one playthrough, but that would mean the endings couldn't be mutually exclusive and they can't really change the outcome of the story. As storytellers, we want the endings to have meaning and finality.
We could do some artsy-fartsy flashback storytelling where the different endings are just possibilities, kind of like how it worked in Monkey Island 2 with Guybrush dying in the acid pit. Artsy!
We could just let players skip through sections they have already played, but this feels lame, kind of like fast forwarding your VCR to get to the good parts (this is 1987, VCRs were all the rage). It's too meta for me and feels like your not really playing the game, your just outside the game.
One of our biggest jobs over the next few weeks is to figure out how to do this and not force players to replay sections of the game just to see a different ending.
Although... you had to do that in Maniac Mansion. You had to reply a lot of the game just to see Wendy's ending over Bernard's ending. I don't remember a single person complaining about that, yet, players complained non-stop about (what I perceived as) the same thing in The Cave.
How were they different? Or are they not, and it's the players that are different? What does it mean for Thimbleweed Park? Will our heroes escape? Tune in next week! Same adventure time, same adventure blog[/quote]
http://blog.thimbleweedpark.com/