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Just curious why would you have to rewrite the dialogue?
As for dead ends, maybe just remove the money system(or have them astronamically high bank balances) because most dead ends came from running out of money for flights.
And if you would cast voice actors now who would you choose if you could anybody? And who might it have been back in the day if you could?
Zak had quite a cast:
Zak
Annie
Leslie
Melissa
Zaks Boss
Zaks Mom (Voice)
Lori Amore (the tv host)
Bakery Guy (?)
Lou from Lou´s Loans
Bus Driver
Devotee
Stewardess
Bum in Miami (could be the guy who does Willy, he´s great!)
Stonehenge Guard
Prison Guard in Katmandu
Ashram Guard
Swami Hollandwanda
African Shaman (forgot his name)
Biplane Pilot
The King (would have to do an Elvis impersonation obviously)
Smart Caponian (is he the same who takes you to the king on the spaceship I don´t know)
Dumb Caponian (the one who hung around the mindbeder too much)
Broom Alien
Skolarian Hologram
I count a cast of 24 with speaking lines (Maniac Mansion had a total of 17 but only 13 at most per playthrough). Sorry if I forgot anybody. Seattle, Peru, Mexico and Egypt are lonly places without speaking parts.
Personally the caponian duo reminds me of Cheech & Chong and the Stonehenge Guard and the Bakery guy both look like John Cleese (with the bakery guy having the french accent from Monty Python and the Holy Grail). And of course all the animal voices would be done by Frank Welker. And this will never happen but it´s fun to think about.
But I suppose doing something fresh instead of a remaster is preferable.
There were also no dialog trees in these games. Might be ok.
As for speaking roles... no idea at this time and I probably wouldn't want to go there now. Happy for you all to make suggestions (since this is likely never to happen).
Still a talkie version of Maniac Mansion would be fun because that one had even less dialogue and speaking roles and you´d potentially had 3 characters already cast for Thimbleweed Park: Dave, Sandy and Nurse Edna.
The situation when Zak loses his verbs is brilliant. It kind of removes dead ends and encourages exploration and I think it would still go well with current designs (opposed to e.g. the character dying). Also it is an early example in game history when the actual controls become part of the narrative.
But writing those new lines would be delicate so as not to embellish something that wasnt there in the first place. (possibly lenghten gameplay for certain locations, if you have to)
If you have to keep mazes, incorporate them into puzzles, make them trackable, because there is no reason why a game character cant carry a pencil and a paper.
Then again, Larry Reloaded also proved that the base design of the game was just far too dated to function today. In their case it would have been better to design the game again from ground up rather than try to rekindle old design as it was.
Although I loved LSL1 when I was younger, I felt that Replay Games should have made a new LSL title over another remake since Sierra remakes tend to do worse than new Sierra games at the time. We would also have gotten closure with LSL 8. Oh well.
As for LSL Reloaded, I had a lot of problems with the game other than the puzzles. I do agree that the game felt dated and didn't like how they pandered to the Replay forum commentators and the kickstarter backers, which affected the remake.
I mean when you consider Thimbleweed and Day of the Tentacle (designed for the PC floppy) Thimbleweed got a TON more text. It makes sense on the c64, but for the PC did we get truncated games in terms of text on screen?
Don't forget the cost of actually writing the dialog, both in time and money, plus the time to bug test it all, plus the recording (which may be the most expensive part).
But it also has to flow. We had way more dialog in the game at one point, and some of the conversations just went on too long, so they were trimmed dramatically.