Please, no more critical plot points in incidental dialogue.
From reading this forum, I've come to understand that I missed some really important plot points by not asking the right questions at certain areas of the game. I assumed the point of an adventure game was to select the responses which would drive the game forward, not just click on them all to make sure you can actually figure out what's going on in the first place.
I honestly thought at the end of completing the first episode that TTG left in a lot of plot holes, but now I guess I need to play the game a second time and click on EVERYTHING to be sure.
I honestly thought at the end of completing the first episode that TTG left in a lot of plot holes, but now I guess I need to play the game a second time and click on EVERYTHING to be sure.
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Telltalegames are teh funny. ;-)
The game has been criticized by others for being "too easy," with some even calling for the possibility that the player can cause a rift in the space-time continuum, equaling an automatic game over. If it were possible to make a "wrong choice," then it would be extremely inadvisable to click on everything just to see what happens.
Basically what we have here is a game that's not really a game. You're not in control, and you're just mindlessly clicking everything to make sure you don't miss anything important. There's no reason to even be in control, and they might as well have just made an animated movie if they didn't want to polish the game elements into an actual game.
In The Curse of Monkey Island, for example, you don't find out how the game ties into the last game except for through optional dialog with LeChuck at the end. Not choosing those dialog options won't make the game any less exciting for newcomers, but series fans can get more out of the game by talking and looking at as much as they can in the game.
That is exactly what makes an adventure game an adventure game. The adventure game genre is all about interacting with your environment. You don't sit through hours of cutscenes to hear every little detail. You have to explore and interact with the game world.
They. Are. Always. Started. By. Someone. With. Less. Than. Ten. Posts. Total.
Muuuussst maintain manners. Be nice. Remember this is bound to happen. With Telltale branching out to the mainstream. Can't controllllll.. ARGHHH
*smacks self in face*
Much better....
Yeah, this is just how adventures work. All the best
Now that I've had the opportunity to play through the episode a second time, I realize that the way the entire scene is structured is to blame. Specifically, I'm referring to when Marty
It's just my opinion, and obviously not popular among the Telltale addicts who populate these forums, but this is a different experience than any adventure game which has ever preceded it. This is the official (or as close as possible to official) continuation of a beloved film franchise, and that being the case, PLOT is extremely important. I can virtually guarantee that I'm not the only player who made this mistake, even if I'm the only one to come here and say so.
Edit: As a complete coincidence, I just happened to read this thread: http://www.telltalegames.com/forums/showthread.php?t=21428&page=6, in which a member by the name of Sugar Rush mentions missing the same part I did, and also was not aware of having missed it until it was explained to him or her.
As for my post count, it's low because no Telltale game has ever motivated me to post on the forums before.
I didn't decide to skip anything. I didn't realize I was missing anything, and I wouldn't have even known I did if I hadn't visited these forums.
Not ALL the dialogue. KEY PLOT DETAILS.
And here's the thing: BTTFTG is an interactive movie. There is virtually no game to speak of; this is just "click stuff, win happens." At no point are you ever really influencing the way anything will transpire; interactivity is relegated to occasionally choosing a line of dialogue for Marty which will have absolutely no effect on the outcome of the events which have all been predestined for you. Farmville is more of a game than BTTFTG, because at least in that, you choose which crops to plant, when to harvest, and stuff goes bad if you forget to do so. Don't get me wrong, I'm okay with the fact that BTTFTG is this way, and you should be too. But to pretend that it's NOT merely an interactive movie is dumb.
Because I didn't click on every single thing my first time through, and was pushed away from discovering crucial elements of the plot, which is in stark contrast to the entire rest of the game, both preceding this section and following it.
I think I also missed some background in the Doc jail conversation because by the time those options showed up I was too eager to get to my objective than to go thru all of them. I figured I'd go back later but never did. That doesn't mean I played it wrong, and honestly I think it's the kind of feedback Telltale's designers would want to hear...
Sam & Max (Original), Day of the Tentacle, and the Monkey Island games were ALL basically the same format as BTTF. There were no consequences; it was collect items, engage in dialogue, use dialogue to use items, and you're done.
I'm shocked (Not really, cause most of those complaining seem of a much younger generation that haven't played the original LucasArt adventure games) someone hasn't cried about how realistic Day of the Tentacle was in regards to time travel. Change something in the past to affect the future! "Wahhh! That's how THIS should have been too!"
Time to take my (unfunny) joker's hat off methinks. Please stay with
me as I become (boring) and serious...
Giant Tope, that's cool but the reason I've not been around much until lately is because I've only just got a regular Internet connection. Also, If you'd care to browse some of my older posts then you can always click on my profile (I've actually been following Telltale and this forum ever since their first game, Bone). If you do so I'm pretty sure you'd find me to be an extremely non-hostile fellow. I'm genuinely sorry if you consider me to be a bit of a git.
Just to clear things up, the reason I commented on the low number of posts (along with the OPs comments) was because I feel it indicates that the person posting has little to no knowledge of the adventure genre and that they were drawn to Telltale purely because they're a fan of the BTTF movies. Of course, there's absolutely nothing wrong with this but none the less, as a seasoned adventure gamer I sometimes find it frustrating that there's an influx of new forum dwellers requesting that Telltale add action genre elements and the like to a traditional genre (not that the OP of this thread said this, I'm just saying). Again, there's nothing wrong with this per say, it's more of a personal thing and a fear of Telltale dumbing down the adventure game model further to appease newcomers.
The last thing I feel I should point out is that every time I've made a negative comment, I've used humor when doing so to deflate my own argument (I guess you could call it playing devil's advocate). I honestly didn't mean to or want to offend anyone or come across as a bitter old bastard. If I have done, then I can only apologise and hope that people can re-interpret my comments with a pinch of salt. I'd like to think that people can understand and appreciate my sense of humor but clearly that's not the case. I, for example love reading Secret Fawful's posts because I understand his attitude and humor but for everyone like me, there will always be three more people who don't appreciate that style.
For the record, I'm very happy to have all of these new comers playing adventure games and posting on the forum, the more attention the genre receives the better as far as I'm concerned. All I would ask is that they try to understand the history of the genre and the foundations it was built upon.
I really hope that clears things up and rest assured that I won't be making any more comments liable to upset people (at least without provocation) in the near future.
But then again, S&M305 did have a few variations in ending, so who knows for BttF ep. 5? Have you played Fahrenheit? That's a bit more how I see an interactive movie, not BttF. And I like Fahrenheit, so it's not bad. Wish Heavy Rain came to the PC too .
Anyway, the discussion for that particular topic is in this thread.
People around here are hostile to everyone who doesn't absolutely worship Telltale.
Apparently, they're unaware that criticism is necessary for improving.
Instead, they choose to ignore each & every mistake & if Telltale happened to releas a faulty & buggy version of Frogger, the lot in these forums would praise it as the best version ever released, hands-down.
Some of them, not all. I've been banned twice for pointing out some stuff... the zealots called it trolling & a certain person jumped at the opportunity to use that as an excuse to get rid of me.
Cheers!
But if someone complains because they just didn't exhaust conversation, which you should know you should do always in RPG's/Adventures that's hardly an error of TTG's make.
But regardless, in this case I don't think it's necessary to accuse Telltale of making an error. Now, if
For the episode, it's not important. For the series as a whole it kind of is. I an glad these dialogues were optional. I didn't want to know where the Delorean came from because I knew I probably wouldn't have been satisfied with any explination, no matter how good. Yes, I'm strange.
The lot of us got really irritated at Telltale about: how long it was taking them to ship ToMI Deluxe Edition; staff wouldn't tell us for a long time what the ToMI DVD copy protection was; the quality of merch that came with the ToMI Deluxe Edition; staff still haven't released an Earl Boen version of the ToMI Ep 1 download; and several other things as well. We're not fanboys/girls to the point of willful ignorance. We just praise Telltale for having brought back the adventure game genre from near death after about 10 years of stagnation, not to mention all of their games are really very good when it comes right down to it.
The issue with (near) single-digit posters is that, often they create new threads without having searched the forum for similar questions leading to the same question being answered several times; and also, given that adventure gaming is somewhat of a niche market, a number of newcomers seem to have very limited (if any) previous experience playing adventure games and are therefore prone to complain (or so it seems) about certain aspects of a specific game which are considered by many to be par-for-the-course in the genre or for Telltale.
Maybe we're too quick to judge sometimes. Maybe we're a bit too irritable or short with people who haven't been in the community/played the genre long enough to know the ropes. Maybe we consider Telltale to be the biggest name in adventure gaming since LucasArts or Sierra On-Line. That doesn't make us zealots, though.
I think because most people didn't have a problem with the game, and don't see why others do.
When I started playing adventure games back in the early 90s, I had to get accustomed to the fact that you had to try every single thing and listen to every single thing. I didn't realize it at first, and when I realized it in one case at least I played the game over to make sure I didn't miss anything.
At any rate, I just accepted that this is the way these games work. If it shouldn't be how they work, people should be making their case on why, instead of just suggesting its a problem just because it is.
qft
That's funny, because that's my only real complaint about the Half Life series. I love the puzzle-solving and platforming sections, but I'm not that big on the shooting parts. I guess that's what Portal is for though. :P
But if you have to listen to everything that is an interactive movie with just a bit more extra work.
And being forced to select everything in discussion trees isn't what adventure games are about, it is what transformed it into a dead genre.
Players want to have at least the illusion that their choices matter.
You don't have to hear every line of dialogue.
It's like the Lechuck dialogue near the end of Curse of Monkey Island. If you really want to know, you can ask him a hundred pointless questions about what exactly happens after MI2 etc., but it's not required information to progress the game, it's just there if you are curious for some reason. And to make Rather Dashing mad.