Limited Choices discussion (merged threads)

11011121315

Comments

  • edited September 2012
    This ... THIS is the only thing i don't like in the game. I am heartbroken that i couldn't save Carley and it's eating me from inside. Please give us the option to save the characters we like even if it's a really,really hard way to do so. Option is always a big + and you will never regret it.
  • edited September 2012
    Carley is dead, she's not coming back, please just deal with it and stop mentioning her death over and over again, it's starting to annoy me, geez. It feels like people are trolling and it's actually working, gawd... =_=
  • edited September 2012
    Motordead wrote: »
    Okay let me ask everyone who thinks this game doesn't have choices. Do you expect every choice you make to change the game entirely? That if you side with Kenny you go to Fort Lauderdale, and if you side with Lilly you go to Savannah?

    If you choose Carly or Doug they stay alive forever because you saved them once?

    If you let Clem die at any point you continue the story without her?

    If somehow Lee dies in the game, you take over one of the other characters and play through them?

    Do you know how many different stories Telltale would have to write? These are just some examples, but there are hundreds, if not thousands of different ways for the game to go. Just because you don't have a tailor specific story to go by (Ex: you would rather walk than take the train) doesn't mean the game isn't any good!

    You have plenty of choices within the game:
    1. Decide to wait for night with clem
    2. Shawn or Duck
    3. Doug or Carly
    4. Chop teachers leg off or not
    5. Choose to side going to dairy or not
    6. Choose to undo skrews from locked door in barn
    7. Stopping clem in time from eating
    8. Killing the brothers
    9. Taking the food
    10. If you chose Carly you can confess, if Doug you cant
    11. Choose to be aggressive or passive with the bandits in a dialogue
    12. Leave or take Lilly
    13. Choose how you react to Chuck
    14. You don't even need to bring Duck water
    15. Fight Kenny or talk him down
    16. Decide who shoots Duck (r.i.p)
    17. Push Omid
    18. Omid of Christa

    These are just a few choices.

    While these choices don't change how the Story goes (as in "I'm not getting on the train") but changes how everyone in the group reacts to you. Kenny can treat you like a piece of shit, or he can be your best friend. The point is to those who have a problem with choices, this isn't enough for you? And the game isn't even over, I'm sure Telltale will have multiple endings to the game based on all these choices at the end of episode 5.

    At the ending of chapter 3 non of those choices meant anything. It doesn't matter what you do the story is always the same and we feel cheated because of it. Nothing you say will change that, it's simply not the game we were promised.
  • edited September 2012
    By that logic, any "choices" a person makes don't matter when a game ends.

    Wow, why play games at all?

    lulz.....
  • edited September 2012
    Aldaron wrote: »
    At the ending of chapter 3 non of those choices meant anything. It doesn't matter what you do the story is always the same and we feel cheated because of it. Nothing you say will change that, it's simply not the game we were promised.


    Yes it is, because it changes the way we experience the game.

    Did Rockstar Lie with their Sandbox games because I couldn't rape a dog, while I'm watching American Idol, while shooting a Cowboy?

    I'm pretty sure most of us had different experiences with this game. Mixed feelings in different situations.

    Mass Effect did that even less, because the choices in most Bioware games are pretty obvious depending how you want to add up.

    I make choices in The Walking Dead upon choices I would make in that certain situation, there is no exact right or wrong. But to me choosing something else than what I would choose in the first place is a different experience.
  • edited September 2012
    R1ggsy wrote: »
    Yes it is, because it changes the way we experience the game.

    Did Rockstar Lie with their Sandbox games because I couldn't rape a dog, while I'm watching American Idol, while shooting a Cowboy?

    I'm pretty sure most of us had different experiences with this game. Mixed feelings in different situations.

    Mass Effect did that even less, because the choices in most Bioware games are pretty obvious depending how you want to add up.

    I make choices in The Walking Dead upon choices I would make in that certain situation, there is no exact right or wrong. But to me choosing something else than what I would choose in the first place is a different experience.

    Mass Effect is a shitty RPG, who cares about it?

    And the difference is that TTG said that the choices would be Profound and lasting, and that my choices would shape the story. Non of that happend, maube they tried to bite more thatn they could chew, but they have only themselves to blame.
  • edited September 2012
    R1ggsy wrote: »
    Yes it is, because it changes the way we experience the game.

    Did Rockstar Lie with their Sandbox games because I couldn't rape a dog, while I'm watching American Idol, while shooting a Cowboy?

    I'm pretty sure most of us had different experiences with this game. Mixed feelings in different situations.

    Mass Effect did that even less, because the choices in most Bioware games are pretty obvious depending how you want to add up.

    I make choices in The Walking Dead upon choices I would make in that certain situation, there is no exact right or wrong. But to me choosing something else than what I would choose in the first place is a different experience.

    I don't understand why you would need those disgusting choices in a sandbox game when you can enjoy yourself and do them in real life?
    but be warned I'll definitely call the cops on you... especially for the crime of watching American Idol :p
  • edited September 2012
    Aldaron wrote: »
    Mass Effect is a shitty RPG, who cares about it?

    And the difference is that TTG said that the choices would be Profound and lasting, and that my choices would shape the story. Non of that happend, maube they tried to bite more thatn they could chew, but they have only themselves to blame.

    Well let's see... you cared enough to trash it.

    Anywhoozle....

    For your second point....

    In my game: Kenny was a user who used Lee to keep his family safe, and Lilly was a straight up gal who had Lee's back. Carley was his almost-girlfriend.

    Others have said based on THEIR choices these characters act differently. (or weren't there at all)

    How exactly did my choices not shape my story?

    I don't think you really understand the point you think you're trying to make.
  • edited September 2012
    Seriously, Telltale didn't bite off more than they could chew, they bit into something that no one can chew. Anyone trying to make a game like this would fail at branching decslisions. Until Quantic Dream makes a game with six major branches - because its gonna be them, not Telltale that gets the budget for it - no one is going to bite through this tough mouthful.
  • edited September 2012
    R1ggsy wrote: »
    Did Rockstar Lie with their Sandbox games because I couldn't rape a dog, while I'm watching American Idol, while shooting a Cowboy?
    No but I would say they have a hell of a marketing team if you thought you could
  • edited September 2012
    after only 3 episodes everybody is like crying babies. "My choices don't matter, im crying" Wait till episode 5 you bastards before you start saying shit. then if after the last episode your choices didn't mean shit, then you can cry all you want. :D
  • edited September 2012
    Words of Wisdom there.
  • edited September 2012
    after only 3 episodes everybody is like crying babies. "My choices don't matter, im crying" Wait till episode 5 you bastards before you start saying shit. then if after the last episode your choices didn't mean shit, then you can cry all you want. :D

    I think you can say that on every single page of this thread and they'll just keep going.

    energizer_bunny.gif
  • edited September 2012
    Cyreen wrote: »
    I think you can say that on every single page of this thread and they'll just keep going.

    energizer_bunny.gif

    unfortunately thats the sad truth, apparently some people don't know the meaning of the word Patience :D
  • edited September 2012
    Cyreen wrote: »
    energizer_bunny.gif

    Well, you just dated this forum about twenty years.

    Oop. My back!
  • edited September 2012
    Well, you just dated this forum about twenty years.

    You've got issues with the bunny, Mr. B-52?
  • edited September 2012
    Well, you just dated this forum about twenty years.

    Oop. My back!
    Duracells never date! They just keep running and running and running... redsmiley01.png

    bunny_animation.gif
  • edited September 2012
    Cyreen wrote: »
    You've got issues with the bunny, Mr. B-52?

    No, ma'am. Help me yell at the kids on my lawn!
  • edited September 2012
    Naw, I only yell at stupid people and even that gets boring quick.
  • edited September 2012
    DreadMagus wrote: »
    Well let's see... you cared enough to trash it.

    Anywhoozle....

    For your second point....

    In my game: Kenny was a user who used Lee to keep his family safe, and Lilly was a straight up gal who had Lee's back. Carley was his almost-girlfriend.

    Others have said based on THEIR choices these characters act differently. (or weren't there at all)

    How exactly did my choices not shape my story?

    I don't think you really understand the point you think you're trying to make.

    Spot on m8. What I'm reading so far on this forum are vastly different experiences people are having. Look at all the opinions that people have over all the characters.

    The abundance of minor changes to the story IMO accounts for it shaping the story. Look at the story like a colouring book. Every drawing in the book is the same, but the colours will different which each owner.

    Lets wait till episode 5.
  • edited September 2012
    Why they offer choices when there are not even two different story branches?

    I though, in the beginning that the choices I make really change the future of the game, mainly with the choice of save Doug or Carley (which don´t die when you save it 5 seconds later...), but then I realized that doesn´t matter what you say or do, its always the same and you can literally tell anyone anything because nothing will change unless the choice make you die in act...

    Notice how the game is simplified all time, hiding our choices to make the development much more easier and simple. For example, after choose to save Doug or Carley they only appears in the beginning of the episode 2 and the end, and in the episode 3 they die in the middle without sense and in the exactly same way and place.

    They make think you that you can choose between stay with Lilly or go to the beach / boat with Kenny, but its the same and we all go with Kenny.

    Everybody who have to die, die. There are no an opportunity to change the story, you can´t really save anybody or kill.

    It´s so static and lineal for me and makes me think that this is a game made without effort and just to make money, because they say that your choices matter but no, they don´t matter.

    What about a much higher quality game next season with DIFFERENTS storylines between your choices? FFss, I don´t think that´s gonna happen, but who knows.
  • edited September 2012
    There are tons of threads about this topic already, there's no need to create another one.
  • edited September 2012
    Plus to create a game with different storylines it would need to be a 60$ retail game with a much bigger budget
  • edited September 2012
    If you want every choice you make to put the story in a new direction, have fun paying $100 for it, and waiting about 2-3 years between each episode.
  • edited September 2012
    Rock114 wrote: »
    If you want every choice you make to put the story in a new direction, have fun paying $100 for it, and waiting about 2-3 years between each episode.

    Every choice? I mean some main choices with 3 different storylines at least. I have seen RPG 2D games made by only 1 man with 10 different endings and with all the choices matter in a long way... ah, and its free.

    If they don´t offer that then don´t say "omg your choices will be profound and will make the difference" because that´s not true. Offer the game like it´s: single storyline, with choices which only changes some single dialog lines in the near future and that is all.
  • edited September 2012
    CTCCoco wrote: »
    Every choice? I mean some main choices with 3 different storylines at least. I have seen RPG 2D games made by only 1 man with 10 different endings and with all the choices matter in a long way... ah, and its free.

    If they don´t offer that then don´t say "omg your choices will be profound and will make the difference" because that´s not true. Offer the game like it´s: single storyline, with choices which only changes some single dialog lines in the near future and that is all.

    The standard for any game with "choice" is still an inescapable linear plot. Heavy Rain and Mass Effect do the same thing. If there's a story being told, you can make decisions which have temporary, cosmetic changes, then progress with the story as intended.

    For instance, in Heavy Rain, you can choose to drive into traffic the wrong direction to save your son, or you can refuse. Both ways, you're forced into the same event. You can succed or can fail, both ways the story continues with the same event. The only things that have changed thus far are endings. Heavy Rain only splits into different storylines at the very end. Regardless of the budget, a story driven game will never have changes that matter because writers only care about finishing their storyline.

    A Choose Your Own Adventure format is years away. The only people trying to create a game like that are Quantic Dream and Telltale. Telltale tells better stories, Quantic Dream has more funding. We've already talked about all of this. In fact, you can find this same post of mine like a dozen more places. Choices matter as much in The Walking Dead as they do in any other game with a story. You want freedom? Play a sandbox.
  • edited September 2012
    CTCCoco wrote: »
    I have seen RPG 2D games made by only 1 man with 10 different endings...

    And yet there are still two more episodes to go in this game, so who know how it will end or how your choices will matter in the long run. Rescuing Carley/Doug in episode one isn't likely going to be the defining decision in a five episode game.
  • edited September 2012
    I heard Witcher 2 is basically 2 RPGs in one because of the outcomes.
  • edited September 2012
    Real Human wrote: »
    telltale

    why we had not choice to save Carley????????

    I agree,thats the thing I honestly dislike most. :) If they created all the responses for each and every single choice in conversation you make,even if you are silent all the time,or two completely separate characters depending on who you choose,then they could have given us the option to save Carley or Ben.Maybe a very fast quick-time event,which would allow you to stop Lilly shooting Carley,therefore saving her instead of Ben. :)


    ...but,to post about the thread itself,honestly,I don't find much choices that limit your story.Like it has been said before,this isn't a type of a game in which the story can go in 3 different directions. :)

    You have got a lot of "X will remember that" or "X won't forget that",and depending on what you say or how you act,people will have very different relationships with people in the group.If someone hasn't been in the best relationship with Kenny through the game,that will reflect on how he talks to your in Episode 4 and 5.In the Episode 3,if you haven't told him the truth about your past,or to any other member,I'm sure that will make a difference in the next 2 episodes. :) Like he said himself it will make matter when it comes to the numbers for the boat. ;) What you do with Clementine isn't for nothing also. :) We still have 2 episodes left,we will see how everything turns out guys. :)
  • edited September 2012
    People have been clamoring since Episode 1 that the decisions put forth are very superficial, which has been well-argued. It is true that the perceptions other characters have of you and your experience with story differ dramatically depending upon player actions. However, player action has not influenced plot in a significant manner to date. To make things a bit worse, Episode 3 did a lot of "railroading" as well, as everyone ended up with the same scheme regardless of what they did.

    I still love the game, and player experiences differ enough to make this game fun to play and talk about, but the problem still remains that significant plot branching in the game is yet to be had.
  • edited September 2012
    Galdis wrote: »
    To make things a bit worse, Episode 3 did a lot of "railroading" as well, as everyone ended up with the same scheme regardless of what they did.

    Funny thing about railroads, they tend to run on one line from point A to point B, not a lot of detours.
  • edited September 2012
    Pretty much by the end of Ep 3 the only differences between people's saves are what you said to people.

    They better make all the stuff you say matter in Ep 4, like if you told Clem not to be afraid she'll run into an empty house but if you say Everything is Dangerous then she'll carefully enter with you :D
  • edited September 2012
    I hear you, but its not like 25 dollars broke me. I just don't feel like sitting back and saying nothing while the company does not deliver what was promised. Saying nothing is what makes these companies think they can do it.

    Agreed

    [QUOTE=TheWildcard;668262 This is exactly the opposite of what we were promised...If the story matches the story is not tailored. If the choices are negated there are no lasting consequences. Its all about the difference between what was promised and what was delivered.[/QUOTE]

    Bingo!

    Maugly wrote: »
    Don't worry, in season 137, episode 95 you've got to see an effect of all your decisions you've made that far :)

    I second this prediction. Sadly.
    I'm sorry but I find it extremely funny how people are grasping at strays trying to prove that your choices have mattered so far. Especially when a telltale team member pretty much said that yeah so far things don't seem to have an impact....Seriously, wake up guys.

    I have given up both trying to understand and trying to make myself understood on this topic and this board. There are a group of people who inexplicably have accepted that the sky is blue while simultaneously arguing that blue isn't really the name for the color and that they have chosen to use their imaginary blue in lieu of the real freaking blue they can see.



    So, when in doubt, resort to that tired, cheap rhetorical device, that "words are subjective". In other words, we can't really disagree with the ads, because we can never really agree on what words mean. There are no actual, meaningful definitions of words such as "profound", right? If only there was a book we could turn to, where the "definitions" of "words" were compiled such that we could consult them and figure out what things meant! If only!


    I think that's what bothers me the most about the discussion here. Many of us, myself included, have voiced rational and logical statements of displeasure with the marketing and advertisement of this game. When we do so, we are met with these rationalizations that are quite frankly, insulting and irritating. Subjectivity be damned, I have the right to say TTG misrepresented this game without someone coming behind me telling me that I am misinterpreting it because I don't understand what the words really mean.
  • edited September 2012
    LadyJ wrote: »
    I think that's what bothers me the most about the discussion here. Many of us, myself included, have voiced rational and logical statements of displeasure with the marketing and advertisement of this game. When we do so, we are met with these rationalizations that are quite frankly, insulting and irritating. Subjectivity be damned, I have the right to say TTG misrepresented this game without someone coming behind me telling me that I am misinterpreting it because I don't understand what the words really mean.

    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.
  • edited September 2012
    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.

    You saying that I am wrong doesn't make it so. No more than me saying I am right makes it so. Further, let me correct you because you are wrong when you assume that I have no idea of the game development process. My experience in the field is greater than yours, I assure you. However, it is irrelevant in this context.

    You seem to want to point a finger at me because you don't like or agree with my point of view. Your intent to invalidate my concerns by denying the veracity of my complaint tells me that you are just as linear in your ability to process complex input as TTG's version of TWD is. Which explains why you are satisfied with the product.

    I have already paid for the episodes in advance. If I had only bought each one at a time, I would have stopped at the first game and wouldn't be here to talk about it. They have already lost me as a future customer. That however, doesn't mean I can't be upset or voice that displeasure right now.
  • edited September 2012
    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.

    LadyJ's game design expertise isn't relevant. You are simply saying "that's your opinion" when LadyJ is presenting an argument.
  • edited September 2012
    LadyJ wrote: »
    My experience in the field is greater than yours, I assure you.

    So far, I haven't seen any proof of this.
    I'm not pointing fingers at anybody. You posted your "rational arguments" and I said that I do not agree with them. That's all.

    Galdis, all I'm saying is that I do not agree with her opinion. I've already posted more than enough posts that explain my position. If you're that curious, go back some 10 pages maybe and read them. If not, well, read other poster's opinions.
  • edited September 2012
    YamiRaziel wrote: »
    So far, I haven't seen any proof of this.
    I'm not pointing fingers at anybody. You posted your "rational arguments" and I said that I do not agree with them. That's all.

    Galdis, all I'm saying is that I do not agree with her opinion. I've already posted more than enough posts that explain my position. If you're that curious, go back some 10 pages maybe and read them. If not, well, read other poster's opinions.


    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.
  • edited September 2012
    you people are fucking crazy. jesus you can't even wait till episode 5 to see if you choices did actually have an effect. The word is called PATIENCE You people who complain about lack of choices when you haven't even played all 5 episodes yet piss me off.
  • edited September 2012
    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."
This discussion has been closed.