I got you. I respect your opinion, too. I just added the disclaimer because it is the internet. People can take things way too far from their initial meaning out here, especially in this forum in particular.
No, you're right. I don't care that much for the length of the episodes. As long as the episode fulfilled what it needed to fulfill and it w… moreas an enjoyable experience I'm fine with it.
I just added that mark of having at least one 2 hour episode because a lot of people have been requesting that recently. And I'm okay with it.
But Telltale shouldn't fill their episodes with fluff or rush certain episodes if they don't need to.
I'm totally with you on this. And if I wasn't, no offence taken. I respect your opinion either way.
I got you. I respect your opinion, too. I just added the disclaimer because it is the internet. People can take things way too far from their initial meaning out here, especially in this forum in particular.
Personally, I found the Episode 4 school hub to be more drawn out than it should have.
While it was more enjoyable in the sense that there was more to do, and you got to learn a bit about Crawford.. Going to each and every room, usually multiple times, just to get a Battery/tape/combo wasn't all that fun for me. Lee walked pretty slow so moving between objectives -- and usually between hub areas where you'd have to face a loading screen -- was a bit more tedious. In my own personal opinion.
I think episode 3 in Season 1 could have been trimmed down significantly
PREACH IT! Some of those hubs lasted for way too damn long with lame ass puzzles.
Hi Everyone enjoying the thread, and thanks to everyone for participating in such a thoughtful way. We are working hard here at Telltale to focus on the things that have worked well in our games like characters you care about, compelling stories that the player drives, and cool moments of choice and consequence, but we also know we need to innovate on gameplay elements, commit to compelling storytelling and polish up our presentation and overall quality. We are working on it and are very interested in hearing about how you feel.
Nice to hear from the CEO especially since that does not happen often. Hoping to see an improvement in the future on overall game quality. Thanks for dropping by, it's appreciated.
Hi Everyone enjoying the thread, and thanks to everyone for participating in such a thoughtful way. We are working hard here at Telltale to … morefocus on the things that have worked well in our games like characters you care about, compelling stories that the player drives, and cool moments of choice and consequence, but we also know we need to innovate on gameplay elements, commit to compelling storytelling and polish up our presentation and overall quality. We are working on it and are very interested in hearing about how you feel.
Wow, I am always suitably impressed whenever Dan Connors shows up in the forums!
What I really want is unrealistic. (I'm a fan of the older puzzle-based games. Though Graham Annable has been hinting at something, so who knows.)
I did finally get to playing The Wolf Among Us, so Season 2 is the announced game I'm most looking forward to!
What the people want are compelling stories that are suitably long (think at least two hours to complete each episode), and where they think their choices had a meaningful impact (even if they didn't really). With the way Telltale has grown, you might have an opportunity to have different teams review each other's stories and make suggestions. Every "Inside Telltale" type article I've ever seen doesn't mention this happening, but more minds aimed at improving stories could be a big step at achieving greatness! Ask other teams for their honest opinions of how they would feel if they had spent their own money on this.
Hi Everyone enjoying the thread, and thanks to everyone for participating in such a thoughtful way. We are working hard here at Telltale to … morefocus on the things that have worked well in our games like characters you care about, compelling stories that the player drives, and cool moments of choice and consequence, but we also know we need to innovate on gameplay elements, commit to compelling storytelling and polish up our presentation and overall quality. We are working on it and are very interested in hearing about how you feel.
If you say Telltale is focusing on characters that we care about then why are you prematurely ending Clem's story when she's still the reason 90% of the fanbase is still sticking around(as shown by all the other game's sales
Hi Everyone enjoying the thread, and thanks to everyone for participating in such a thoughtful way. We are working hard here at Telltale to … morefocus on the things that have worked well in our games like characters you care about, compelling stories that the player drives, and cool moments of choice and consequence, but we also know we need to innovate on gameplay elements, commit to compelling storytelling and polish up our presentation and overall quality. We are working on it and are very interested in hearing about how you feel.
Hey Dan! I think Alyssa's feedback threads for TWD are a good indicator of what you're saying and I really hope that's a sign that our feedback is being heard and applied in the future.
Hi Everyone enjoying the thread, and thanks to everyone for participating in such a thoughtful way. We are working hard here at Telltale to … morefocus on the things that have worked well in our games like characters you care about, compelling stories that the player drives, and cool moments of choice and consequence, but we also know we need to innovate on gameplay elements, commit to compelling storytelling and polish up our presentation and overall quality. We are working on it and are very interested in hearing about how you feel.
It's really good to see that you guys are dedicated to hearing out the fan feedback. I think the incremental changes in Batman/Minecraft/Guardians are a good starting point, but as a fan, I feel that larger scale experimentation with the traditional Telltale template will help further freshen things up. After the success of TWD S1, it's totally understandable to place the focus on "timed dialogue selection/QTEs" as being the new status quo, but when I look back on TWD S1's success, I see the success of that game as it setting new ground instead of following a previously established template.
Taking that same mindset of "treading new grounds" from the Season 1 design process and applying that same amount of love into the other franchises you work with can be an excellent starting point for revitalizing Telltale's gameplay.
In other words, instead of tailoring your stories and games around the choice template, maybe taking larger strides to tailor the gameplay to fit the franchise (like you did for Season 1) can be a good mindset to consider.
Thank you very much for being open and stopping by on the forums!
Hi Everyone enjoying the thread, and thanks to everyone for participating in such a thoughtful way. We are working hard here at Telltale to … morefocus on the things that have worked well in our games like characters you care about, compelling stories that the player drives, and cool moments of choice and consequence, but we also know we need to innovate on gameplay elements, commit to compelling storytelling and polish up our presentation and overall quality. We are working on it and are very interested in hearing about how you feel.
Holy Great Cow Race! Never in my 2 years of being on here have I seen the CEO speak up in the forums!
Thank you for the continued interest and various check-ins that either you or many of your staff have been doing over the past few months. It really feels like everyone is striving to make every game fit with the fans.
You guys have had a pretty good track record so far, but now with the engine upgrade from last year and many new people being brought into the company, it is a great time to innovate and show what the "new" Telltale can do..
Here's hoping you get continued success in leading the choice-based genre of games!
still waiting on that Super Show announcement though
Hi Everyone enjoying the thread, and thanks to everyone for participating in such a thoughtful way. We are working hard here at Telltale to … morefocus on the things that have worked well in our games like characters you care about, compelling stories that the player drives, and cool moments of choice and consequence, but we also know we need to innovate on gameplay elements, commit to compelling storytelling and polish up our presentation and overall quality. We are working on it and are very interested in hearing about how you feel.
And don't forget about hubs I would like to see their improvement as I was surprised about TWD's hubs: more freedom to interact, explore areas and talk to people.
Wow, I am always suitably impressed whenever Dan Connors shows up in the forums!
What I really want is unrealistic. (I'm a fan of the ol… moreder puzzle-based games. Though Graham Annable has been hinting at something, so who knows.)
I did finally get to playing The Wolf Among Us, so Season 2 is the announced game I'm most looking forward to!
What the people want are compelling stories that are suitably long (think at least two hours to complete each episode), and where they think their choices had a meaningful impact (even if they didn't really). With the way Telltale has grown, you might have an opportunity to have different teams review each other's stories and make suggestions. Every "Inside Telltale" type article I've ever seen doesn't mention this happening, but more minds aimed at improving stories could be a big step at achieving greatness! Ask other teams for their honest opinions of how they would feel if they had spent their own money on this.
Comments
I got you. I respect your opinion, too. I just added the disclaimer because it is the internet. People can take things way too far from their initial meaning out here, especially in this forum in particular.
Well I thank you for your courtesy.
Not enough of that gets passed around these days, at least when it concerns the internet.
Edit: Okay.. maybe we should let this be get back on topic here.
Personally, I found the Episode 4 school hub to be more drawn out than it should have.
While it was more enjoyable in the sense that there was more to do, and you got to learn a bit about Crawford.. Going to each and every room, usually multiple times, just to get a Battery/tape/combo wasn't all that fun for me. Lee walked pretty slow so moving between objectives -- and usually between hub areas where you'd have to face a loading screen -- was a bit more tedious.
In my own personal opinion.
You're right. Says a lot really, myself included rarely visits here anymore. Hope you're doing good BTS
Same Dan! I'm glad to see you from time to time.
Hi Everyone enjoying the thread, and thanks to everyone for participating in such a thoughtful way. We are working hard here at Telltale to focus on the things that have worked well in our games like characters you care about, compelling stories that the player drives, and cool moments of choice and consequence, but we also know we need to innovate on gameplay elements, commit to compelling storytelling and polish up our presentation and overall quality. We are working on it and are very interested in hearing about how you feel.
Nice to hear from the CEO especially since that does not happen often. Hoping to see an improvement in the future on overall game quality. Thanks for dropping by, it's appreciated.
Wow, I am always suitably impressed whenever Dan Connors shows up in the forums!
What I really want is unrealistic. (I'm a fan of the older puzzle-based games. Though Graham Annable has been hinting at something, so who knows.)
I did finally get to playing The Wolf Among Us, so Season 2 is the announced game I'm most looking forward to!
What the people want are compelling stories that are suitably long (think at least two hours to complete each episode), and where they think their choices had a meaningful impact (even if they didn't really). With the way Telltale has grown, you might have an opportunity to have different teams review each other's stories and make suggestions. Every "Inside Telltale" type article I've ever seen doesn't mention this happening, but more minds aimed at improving stories could be a big step at achieving greatness! Ask other teams for their honest opinions of how they would feel if they had spent their own money on this.
If you say Telltale is focusing on characters that we care about then why are you prematurely ending Clem's story when she's still the reason 90% of the fanbase is still sticking around(as shown by all the other game's sales
Hey Dan! I think Alyssa's feedback threads for TWD are a good indicator of what you're saying and I really hope that's a sign that our feedback is being heard and applied in the future.
[Surprise Dan Cameo]
Hi Dan! I'm surprised to see you on the forums!
It's really good to see that you guys are dedicated to hearing out the fan feedback. I think the incremental changes in Batman/Minecraft/Guardians are a good starting point, but as a fan, I feel that larger scale experimentation with the traditional Telltale template will help further freshen things up. After the success of TWD S1, it's totally understandable to place the focus on "timed dialogue selection/QTEs" as being the new status quo, but when I look back on TWD S1's success, I see the success of that game as it setting new ground instead of following a previously established template.
Taking that same mindset of "treading new grounds" from the Season 1 design process and applying that same amount of love into the other franchises you work with can be an excellent starting point for revitalizing Telltale's gameplay.
In other words, instead of tailoring your stories and games around the choice template, maybe taking larger strides to tailor the gameplay to fit the franchise (like you did for Season 1) can be a good mindset to consider.
Thank you very much for being open and stopping by on the forums!
Holy Great Cow Race! Never in my 2 years of being on here have I seen the CEO speak up in the forums!
Thank you for the continued interest and various check-ins that either you or many of your staff have been doing over the past few months. It really feels like everyone is striving to make every game fit with the fans.
You guys have had a pretty good track record so far, but now with the engine upgrade from last year and many new people being brought into the company, it is a great time to innovate and show what the "new" Telltale can do..
Here's hoping you get continued success in leading the choice-based genre of games!
still waiting on that Super Show announcement though
And don't forget about hubs I would like to see their improvement as I was surprised about TWD's hubs: more freedom to interact, explore areas and talk to people.