You can still play the game with one thumbstick and the A button. My only saving is that many of them are optional, used only to speed the action up. I'm using pretty much every button on the controller. My personal mission was to use as few buttons as possible and I feel like I failed in this regard. Controllers have a lot of buttons, but console players don't seem to mind. This isn't born out of arrogance, but more of the "too stupid you don't know it can't be done" line of think. I am not a console player so I thought maybe I could come at this from a fresh perspective. I very purposely didn't want to see how others had dealt with this thorny issue so I wouldn't be tainted. So the first thing I did was think of every game I could on console that might have solved a similar problem and then didn't look at any of them. I was hoping to punt on the deep controller work until later, but they are requiring the game be shown with a controller, so time to rejigger the schedule and move controller head-banging (in the bad way) up.Ĭontroller support has been in for months, but only very basically where you move the cursor around with the thumbstick. We have an opportunity to show Thimbleweed Park as part of a presentation with Microsoft in March. Your brain figures out every hole and contingency, but your fingers just want to do something else. The most talked through control scheme can fall apart a mere second after trying it. The deceptive part of building a control scheme is that you can only talk about it so much. You know there is "something" wrong, but you don't know what. Control schemes need to feel natural and sometimes that takes time. Then it went through even more redesign for Last Crusade and even more for Monkey Island. It went though a lot of redesigns until we landed on what we did. The point & click scheme for Maniac Mansion didn't come out fully formed. I don't think I've ever created a control scheme that didn't go though round after round of tweaks and complete restarts. And not just "barely" playable, but fun with a controller. How to make a point & click adventure game that is true to the roots (and to the Kickstarter and our vision), but is playable with a controller. It's a different audience and one we want to reach. That said, we've always wanted the game to be on consoles. Thimbleweed Park was designed to be an adventure game played with a mouse. That was part of the impetus for The Cave: build an adventure game that was designed from the start to be played with a controller and feel energetic.īut that isn't Thimbleweed Park. I expect to be doing something all the time. When I'm playing a console game with a controller, I expect to be more viscerally attached to the game. When I'm playing PC games at a desk, I expect to be thinking and pondering. It's a very different experience than sitting at a desk with a mouse. Look it up.īut there is part of me that enjoys laying on the couch, feet sprawled in unnatural ways across the cushions and playing a good console game with a controller. It's the way god intended adventure game to be played. Thimbleweed Park was always conceived to be a true point & click adventure game.
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