Good news from the Gamescom update
Maybe he can use that "little extra" to hire a writer and have dialogue trees.
For what it's worth, I don't think anyone was (or should be) concerned that KS funds were being diverted to make the XBox port. Rather, the concern is that the interface for a console game is very different from that of a PC point-and-click, and that difference exerts its own demands on design. I mean, if it's a point-and-click console game where you have to use the joystick to aim the cursor, it will be godawful on the console. But assuming it follows more modern conventions, the interface will be different, and that difference will color how the environments operate. There is nontrivial risk that that the need to accommodate a console interface will shape the design in
both versions of the game. This happens with some frequency, almost always for the worse for PC games because the mouse-and-keyboard combination is so wonderful for certain kinds of games.
Crooked Bee: I disagree with your usage of "superfluous." I suppose it is true that you can have a
certain kind of adventure game that is great without dialogue trees. You can also have a certain kind of adventure game that is great without an inventory (
e.g., LOOM), or with tank controls (
e.g., Grim Fandago), or without graphics (
e.g., text adventures), or without a defined PC or dialogue
(e.g., many Myst-likes or Escape the Room flash games). Depending on how broadly you define "adventure game," then I think
buzz is right: any given feature can be called "superfluous" and maybe even
many features in tandem are still superfluous, if by that we just mean "not
absolutely required for greatness." But the fact that a feature is not absolutely required does not mean that its absence should cause no worry: as Chris Rock remarked, just because you can drive with your feet doesn't mean you should.
In this case, I think it is reasonable for him not to put in dialogue trees if he doesn't want 'em; it's true that there are plenty of old adventure games that went without, including the older Lucas Arts games. And contra a post earlier in this thread, I disagree that "[a]dding dialog is one of the most straight-forward parts of coding an adventure game, as far as I understand it." It's not necessarily super-easy to code if the trees involve a lot of conditionals, and it's certainly time-consuming to write.
I tentatively think that their omission might not be a bad idea in a game that is driven more by puzzle and interaction than by narrative. Obviously, if dialogue trees are replaced by long jRPG-style conversations, that is purely bad (in my opinion). But if they're replaced by short responses, then I think you avoid a typical adventure game problem which is that dialogue trees often are just a semi-interactive "click to continue" where you get to choose the
order of content but have to get through all the content -- trees thus encourage long dialogues (and mask lengthy non-interactive or minimally interactive sequences). As a writer, I certainly enjoy being able to have long dialogues, but that's because the games I like to make are narratively dense. I'm not sure Thimbleweed Park should be narratively dense, and if it isn't, then having a lighter dialogue system may be better.