Juicius Maximus wrote: »
I won't bother to look through 31 pages to see if anyone posted this already because when I see a bright, shiny fire I just need to pour gasoline on it. From the FAQ page:
"Is there anything unique about this game versus other Telltale games?
Yes. For the first time, the decisions that the player makes will drive a “tailored” game-play experience. A decision that you make or something that you say will have repercussions not only in the episode that you’re playing, but also in future episodes of the game. Decisions will range from relatively innocuous (do I lie here and if so, how should I lie?) though to world-changing (I can only save one person here, who will it be?). Furthermore, you’ll come under pressure to make decisions quickly. You won’t be able to stand around deciding which option to choose during a conversation. The undead won’t stand by and politely let you figure out your next move."
CTCCoco wrote: »
Well, the World-Change decisions... that´s not true. I can say there is only ONE decision which is a bit "world-change", the decision to save Carley or Doug and it´s not really world-change decision because they are more or less the same and do the same (and they both are now dead, so...). If somebody can tell me one more world-change decision I´ll be glad.
LadyJ wrote: »
No, if you'd stopped at disagreeing with me, I wouldn't have followed up. You attempted to discredit my argument based on an erroneous perception of my credibility. Which is still irrelevant as Galdis pointed out.
You don't agree, fine. I don't actually care. Telling me that I should just be quiet because you don't agree, that's childish.
YamiRaziel wrote: »
You do have the right to say that TTG misrepresented the game. However, I have the right to say that you're completely wrong and apparently you have absolutely no idea how game designing works. It is also my right to tell you and all the others that share your opinion that if you're so displeased with this game, you can always stop buying and playing. Nobody forces you, and yes, the game delivers everything it has promised.
The only thing Telltale fails to deliver are episodes on their promised dates, but I'm willing to forgive that as I do prefer quality over quantity/speed delivery and the quality of their episodes so far has been top notch.
Rock114 wrote: »
It seems to me that, while all players are heading in the same general direction, our experiences getting to that point are different from player to player. I saved Carley instead of Doug. I shot Duck instead of making Kenny do it. I helped kill Larry in the meat locker. Others saved Doug, or tried to help Larry. You get a different experience based on what you do, but it's not like saving Larry would have meant that we'll find the cure for zombieism from him later on.
Lee can influence how people see him and act toward him, but he's not going to become king of the bandits if he chooses this, or kill all the walkers in Macon if he does that. The story IS, in fact, tailored by what you do. Have you guys seen all the threads about Lilly vs Kenny? Let's not turn this thread into ANOTHER one of those threads, but I feel they're a good example of how deeply (or not) your choices go. Kenny saved me from Danny because I helped him with Larry. However, Yami was saved by Lilly because he tried to revive Larry. I saw Kenny spring to my rescue, while he saw Kenny cower in the stall watching Lee have a gun shoved in his face. Those scenes are different, with different interactions between the characters. Afterward, we're still both outside the barn talking to whoever we saved in Episode 1, and Ben. It goes almost exactly the same in both our games. We get the same exact scene, but our ways of getting their and our attitudes toward the characters we interacted with are different.
While TWD may not exactly be you doing whatever you want, as we are railroaded by a plot spanning the entire season, but our ways of getting to each of the major points of that plot aren't the same. Kenny is my best friend going into Savvanah right now, while other people hate his guts and want him dead. Clementine is learning from us too, and being mshaped by not only the actions that we, as players, make but by how we explain them to her afterwards. It doesn't seem to be very fair to say that our choices don't matter AT ALL by this point in the game, as we're only 60% of the way to the end. But at the same time, there are sections where Lee is stuck picking between things that players may say "I wouldn't do either of those! Where does my choice come in?!" to.
In the end, Telltale is telling us a story. We get to choose how some things happen along the way, but we're all going in the same general direction no matter what we do. Personally, I have no problem with changing a few things along the way, so long as the overall plot of the season that I am being railroaded to is well written and believable (which, in my opinion, it has been so far). But that wall of text is just my opinion. I felt I should put in my 2 cents.
YamiRaziel wrote: »
Well said, man. In my opinion people often mistake choices for doing what you want to do. This game presents choices and results, some you affect, others are beyond your reach... like in real life. If you want to do whatever you like, you should play sandbox games like Skyrim.
YamiRaziel wrote: »
... or maybe you're guessing too much? I'm just saying that she left me with that impression. I apparently disagree with her, but I never said she shouldn't voice her opinion.
Riadon wrote: »
The Walking Dead was Telltale's first attempt at a story with branching arches. You saw the length of the credits, and the budget wasn't exactly "AAA". Coupled with their inexperience in "tailored" games, this limited what they could do with the game. Still, the game did a lot better at tailoring than some other games, and the writing and voice-acting was great.
Expect to see a lot more "tailoring" going on in the second season. Telltale is now a lot more experienced in the area and the commercial success of the game will help to justify a higher budget and a larger team.
I'd like to see something like The Witcher 2, where a single decision made in the first chapter will completely change the location of the 2nd chapter (roughly 15 hours), along with the quests and your alliances. You could really feel the impact of choices, and it felt good.
Hudomonkey wrote: »
The problem with that is that basically means that they have to make 2 games resulting in double the time between episodes, double the costs
It makes things too complicated for a smaller business like Telltale
I do like games like the Witcher 2 and I do like big decisions and choices but not if they are so costly and time consuming and personally would rather their resources to be more divided to allow for other series to continue instead of recquiring double the actors and maps etc
I'd rather them spend time on Sam and Max season 4 as well...
mz3 wrote: »
I don't know why we didn't have any option to save chuck or leave him behind.or about hershel's son.and in episode 4 there isn't any difference between lee go alone or not.
they miss the boat Anyway.kenny's death is unacceptable when you don't save ben.and more .....
I hope in season 2 we have wider choices with Different consequences and we make the game.
Janickje wrote: »
Just a question for u guys don't you think if you choose to have lily back in the RV when she shot Carley that she is returning in Season 2 of the game?
Arbitrator wrote: »
"The story is TAILORED to your decisions".
GREYxDUZxKRUSH wrote: »
If waiting longer means Choices that matter i would wait.
GREYxDUZxKRUSH wrote: »
Somehow they have to reflect my choices in the ending for S2. All these rough choices throughout S1 for it to have no impact at the end. One ending is fine if different survivors made it to the end.So for instance at the end of E5 S1 instead of only having ben christa omid at your side maybe choices aloud carly/lily/kat/duck/chuck/doug/larry/mark to be there. Maybe only one them. Maybe none. Your choices resulted in more deaths/leaving people/Keeping the group together etc...Your style would stand out more/Loner/Group/Moral/Unmoral/survivalist etc....Just kill off and seperate who is left in E5.E5 was the shortest of the episodes so they have room. Danger was everywhere so it wouldnt be hard to accomplish. More dialugoe and clever ways of killing the survivors thats all you need.Still the same powerfull ending lee/clem jewelery store. Just with choices that counted. Just an idea because my fav choice in the game doug or carly because IT MADE A DIFFERENCE.