The Indie Game Magazine January 2015 | Issue 45 | Page 14

INTERVIEW Thimbleweed Park: Interview with Ron Gilbert and Gary Winnick by Katrina Filippidis IGM: How would you describe your roles on Thimbleweed Park? Ron Gilbert: We’re both co-designing, doing a lot of the writing, and then I’m doing most of the programming. Gary will be responsible for most of the art-that’s kind of how we’re dividing our roles right now. A n idea twenty five years in the making,  Thimbleweed Park has finally come to fruition in the form of a murder mystery point-and-click adventure game-or as former LucasArts developer Ron Gilbert puts it, “a game that is much more complicated than that.” Dubbed as the spiritual successor to LucasArts’ classics  The Secret of  Monkey Island  (1990) and  Maniac Mansion  (1987),  Thimbleweed Park  is the result of  Ron Gilbert and Gary Winnicks’ creative efforts, and a new classic point-and-click adventure that is “deep, challenging, funny, and everything you’ve loved about adventure games” of yesteryear. Ron Gilbert has had experience designing both Monkey Island 1 and 2, and began studying and analyzing video games early in his teens. Gary Winnick has worked alongside him by contributing dialog to both Maniac Mansion and Day of The Tentacle (1993), and has experience as the art supervisor for Indiana Jones and The Last Crusade (1989). After growing up with games like Day of The Tentacle, it was both a pleasure and an honor to be able to interview Ron and Gary, who talked to me about the inspiration behind Thimbleweed Park, the importance of retro-style graphics that stay true to their older games, and their thoughts about taking on the world. They are remaining tight lipped about the project at this point, but reveal just enough to whet the appetite of all the pointand-click enthusiasts among us. 14 Gary Winnick: Which is pretty much how we worked together on Maniac Mansion, which we started working on in 1985 and was published in 1987. Gary Winn ick IGM: Where does the title Thimbleweed Park come from? How would you describe the game? Gilbert: Thimbleweed Park is kind of a satire, or a spoof of things like  Twin Peaks, True Detective, and The X-Files; you know it’s taking that genre and then doing a spoof out of it in the same way Maniac Mansion was kind of a spoof of B-Horror movies. And the title-Gary and I just had this big brainstorm and just wrote down all these titles-I don’t know how many we had, probably fifty or even a hundred of them, and that was kind of one that stuck out at us as something we liked. The story itself is definitely more complicated than just trying to find out who was responsible for the dead body. It’s definitely a lot more than that-it’s not just a murder mystery. Winnick: It seems like most of the titles of games that Ron and I have done are the names of places, like Maniac on R Mansion, or Monkey Island, or The Cave. As Ron was saying, I think it kind of reflects places like Twin Peaks, or, I think Steven King has Salem’s Lot or Castle Rock, you know those places, which are kind of understood as average Americana looking places on the surface, but there’s a lot more going on than meets the eye. I mean we have four interwoven stories where you have four sets of protagonists, that are each kind of involved in a story that relates to the major story arc, The Indie Game Magazine Gilbert