Limited Choices discussion (merged threads)

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  • 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."

    That sounds like the game I'm playing right now.
  • 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."

    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.
  • edited September 2012
    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.

    Take food from the car and clementine gets a hoodie! THE WORLD IS SO CHANGED.
  • edited September 2012
    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.

    Where have I said that you should be quiet? Now you're just making things up. Reread my first post to you. I said you have the right to complain as much as I have the right to not agree with you.
  • 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.


    Check the bold area for where you try to just flat out say the other persons opinions are unfounded. Check the underlined for you trying to discredit the other persons opinion without any basis. You were presented with a thought out response expressing a view point and you did not respond in kind. You are pretty much saying to be quiet because her opinion has no basis in fact and she does not have the expertise needed....
  • edited September 2012
    ... 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.
  • edited September 2012
    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.
  • edited September 2012
    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.

    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.
  • edited September 2012
    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.

    It´s not "wathever you like" its different branches by your choices, its a classic things on games like this with the typical "good / very good / bad / very bad ending", and there are games with many branches and details which makes you say "wow, they worked on the game a lot!".
  • edited September 2012
    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.

    This isn't face to face interaction. All we have are your typed words to go on. When that is exactly what you say that is the conclusion people will come to. Basically what you typed there was VERY dismissive of her opinion and tried to discredit her to make your position seem stronger. If its not what you mean then think about what you are saying and be more clear...
  • edited September 2012
    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.

    My point exactly. We are going the same way, but we all have different experiences. If you ask 10 of us to make a drawing of a swing, we will all draw a swing, but each drawing will look different.

    I'm enjoying this game a lot because choices are not obvious most of the time. Hence all the discussions here on the forum.
  • edited September 2012
    I haven't read all the posts but same applies to Omid & Christa, whoever you save first they still tell you that you should have saved the other one.
  • edited December 2012
    Telltalegames;

    I discovered this game in a review and tried it out based on the reviewer's assessment. I love the concept of a story driven open choice game where actions change the storyline. The Walking Dead? Close, but no cigar.

    You are on the verge of something brilliant, truly, but in order to achieve this you need to commit to the open storyline. What you have delivered is a linear storyline with an open choice veneer. Either way, you need to advertise the product properly. I feel a little duped.

    This is what EA Games did in Mass Effect 3. Although it has received great reviews, it has has been an unmitigated disaster for the Bioware subsidiary. Gamers hate misrepresentation: Mass Effect's fan base did a lot to ensure that EA beat out Bank of America for the The Consumerist's (Consumer Reports) Golden Poo award. I'm sure that this is not where you want you company to be.

    Loggerhead.Shrike
  • edited December 2012
    Don't blame them because you didn't understand what they were offering.
  • edited December 2012
    Ok, lets pack it up guys! telltale is shutting down because a *snip* said that they're copying! say goodbye to clem and stuff and sam and max cause this troll said so.

    Regards telltale (Un)offical
    Banker.
  • VainamoinenVainamoinen Moderator
    edited December 2012
    I merged this thread with the limited choices discussion. It might be worth reading it from post one, actually. Although arguments get really repetitive, the comparison to Mass Effect is there from post number three.
  • edited December 2012
    "The story is TAILORED to your decisions".
  • edited February 2013
    So I thought the game was tailored by my descisions - but now after beating it I realised its actually just a bluff. Everything happens no matter what I do and I can't change anything (maybe just postpone). Dont get me wrong, I love the game and was devastated when it ended, but I somehow feel "tricked" since there is just one possible ending that cannot be changed by any means. What about Katjaa? What about the bite, the dairy, Carley? I wish I could have made it different...what do you think?
  • edited February 2013
    The game is 'tailored' not completely changed

    It doesn't change the destination but it changes the experience and the ride

    Telltale isn't a big company and The walking dead was more popular than would have been expected

    Tailored is correct but not changed or different especially

    They didn't have the budget, time for different endings and it is hard to work out how different endings could impact season 2 especially if it is a continuation of the story
  • edited February 2013
    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.
  • edited February 2013
    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.

    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...
  • edited February 2013
    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...

    I'm not really expecting the game to take decision making to the same level as The Witcher 2, I just used it as an example of a game with meaningful choices. It would not be impossible, though, CDProjekt created a new engine for The Witcher 2 along with state-of-the-art assets and graphical effects. Their budget still came in at under 10 million, but I understand that the game was in development for a long while and team was larger than Telltale's.

    More realistically, the game can have a few branching arches and some different dialog (ala Mass Effect), but not a completely different outcome.
  • edited February 2013
    I figured that Telltale isnt EA - and thats great! Thats why their story feels so real, its no Hollywood desk-planned story. Its a tale that could happen, a tale of normal people trying to survive, a tale with heart and soul. I hope they made the dineros to feature bigger decisions in Episode 2 though. Too bad they killed my favourites off...
  • edited February 2013
    The way I see it Season 1 did a lot of good with false choices and made a story that was interesting right till the end. The problem is they have now played that card and it won't work a second time. I'm not going to agonise over decisions of who to give food to or who to take with me in Season 2 because I'm expecting those changes to be irrelevant. Sure some choices can end up being invalidated, but unless I'm given reason to believe there will be some real consequence to at least some of my actions this time I won't care about them. Without that interest Season 2 will find it much harder to have the same impact Season 1 did.

    The shame is, any theme of fatalism aside, it would have been terribly easy to sow some seeds in Season 1 that call back on your choices. There could have been several different endings for Carly, Doug, Lily, Kenny, Omerta, Ben, Christa and Omid depending on your actions, and some of them could reflect on Clem too. It would only have taken writing a half-dozen extra scenes based on your choices throughout and there could be a real feeling that any of your choices could have serious consequences. Instead that was entirely undermined.
  • edited February 2013
    I'm fine with the game as is, but I definitely would not object to more meaningful branching ala Witcher 2 style in the future.
  • edited February 2013
    The reason the game was griping to me is because i thought my choices would play a part in the GROUPs survival/demise.Particularly lee/clem.I finished.Realized only choice that matters is doug/carly,kinda changed my thoughts from this a game is a 10 to its an 8.5.Dont get me wrong loved the game but S2 must change in the choices matter section.
  • mz3mz3
    edited February 2013
    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.
  • edited February 2013
    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.
    I definitely agree. The game was amazing but it would a been better if your choices made a much bigger impact on the game itself.
  • edited February 2013
    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?
  • edited February 2013
    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?

    Originally Lilly's departure was in part because she was one of the characters in the comic and the game is supposed to be canon with the comic. Since then that comic character was given a new backstory by the comic's author which means game Lilly is now considered an original character. So odds are she may come back in the next season, even if it wasn't originally planned that way.
  • edited February 2013
    Arbitrator wrote: »
    "The story is TAILORED to your decisions".

    It should say "The dialogue is tailored to your decisions". :cool:
  • zjszjs
    edited February 2013
    Some of the decisions which had very little consequence could actually have a purpose in the second season. If Lilly were to return, it would be a nice feature to have her angry/likely to go for your group if you kicked her off the RV, and friendlier if you didn't. Likewise, Kenny should appear if you let Ben die. It would also add more replay-ability to the first season.

    In terms of choices, there should be more chances to actually influence the story. Things like the choice between Doug or Carley was an actual choice, even if it was purely cosmetic. More choices like that, and choosing between which character in the group to save, require almost nothing to implement and would make a big difference. Likewise, decisions such as cutting people loose - although they may not later influence the story - give you some sort of choice. It would just be nice to see some of those choices actually matter, too; such as saving Lilly and then being able to convince her not to go (even if she was scripted to die/leave soon after even with this), or being able to choose Omid/Christa to go down with you to help Ben.

    One of the easiest examples of a choice which had literally no difference beyond dialogue but should have was The Stranger who captures Clementine. The only difference is a few lines about leaving him and his family stranded. It's powerful until you play through without doing this and realise it makes absolutely no difference to his mood. Working some softer dialogue in, where he's thankful for you not taking the supplies personally etc, would actually give the choice some meaning.

    As for people complaining about release dates... I'd rather wait a year longer and have a game with a couple more story branches, better correlation between the two seasons and actual consequences from my choices beyond character's attitudes.
  • edited February 2013
    Personally I love the game and think that the choices your Lee made will make more of a impact later on (although they did make a difference this season)

    The only thing that annoys me is like other people have said not having the choice to save Carley, They could have at least carried her on to the last episode and that our way our choices at least made one big impact this season :) and the same if you choose Doug but tbh it's Carley all the way for me! :)
  • edited February 2013
    If waiting longer means Choices that matter i would wait.
  • edited March 2013
    If waiting longer means Choices that matter i would wait.

    I agree
  • edited March 2013
    I didn't complain about the first season's singular ending, because I'm glad they had one incredible finale rather than three or four quick endings.

    That said, I do like the idea of more branching variation in season 2, but in the hopes that it wouldn't make the rest of the story feel spread thin.
  • edited March 2013
    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.
  • edited March 2013
    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.

    IDK If this possible but one can only hope.
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