Of course I care - the talk is going to be about Maniac Mansion. On his blog, Ron reports that he has been invited by Game Forum Germany to hop a plane over to the country where adventure gamers flow like wine to speak on the topic of his choice. The topic will be the making of the first SCUMM game, the first game to feature a can of Pepsi and, perhaps most influentially, the first game to deal with the taboo subject of death by sexually aggressive tentacle:
Maniac Mansion is a game that is close to 25 years old and started the whole point-and-click adventure genera in addition to coining the term 'cut-scene' used throughout the civilized world. Maniac Mansion is a game filed with dead ends, backwards puzzles and no-win situations. Maniac Mansion is a flawed game, but that's what makes it so interesting. Gary and I had no idea what we were doing when we started making Maniac Mansion; we didn't even know it was going to be an adventure game.
Despite all it's problems, it's a game that is loved by countess gamers and it holds a very special place in my heart. All the lessons learned from making Maniac Mansion can be seen in the design for Monkey Island. Without one, there would not be the other.
Ron also mentions his anticipation for visiting the home of the frankfurter for the first time since his days of doing international pimping for Total Annihilation as well as his discovery of some LEGO Maniac Mansion fan art, so you should probably make your head less emulative of a tuna and read his words.
(To at least one willing German who will be in attendance: Please record his words as well.)
Source: Grumpy Gamer