Abundance of False choices in conversations

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Comments

  • edited September 2012
    Saracenar wrote: »
    So you're saying you think the game should let you pick who lives and dies at any point in the story? Do you know how ridiculously difficult that would be to program? And how lame it would make the story?

    Think about it; if you can choose whether someone lives or dies, are you going to let them die? Sure, you might let bad guys die, but you'll never let people like Doug or Carley or Duck or Katjaa or Mark die. It's just plain silly to think that you should be able to do that.

    In the zombie apocalypse, people DIE. A LOT.



    You paid $5 per episode. Having just one choice like this would essentially double the amount of effort and time that Telltale would have to put into it. And that's just for one such branching choice. You said you realise what it would involve, but do you really?

    If your example were to be implemented, Telltale would have to make to different versions of episode 2. Then, if there is another diverging choice in episode 2, they have to make 4 versions of episode three. Do you see where this is going?

    Telltale isn't a big company, and even big companies don't do this kind of thing (except for the Witcher 2 apparently?). But those games cost, depending on where you are, between $60 and $100.

    It's just not feasible. Be happy with what has been delivered; a great story, with great characters (some of whom WILL die, no matter what you do), in a great setting, with a degree of choice. And remember what you're paying for this.

    From a video game programming perspective, No I don't know all that would be involved, but as I said, I do realize it would require a lot more programming, practically a whole new game, much bigger, harder to make and more costly to us customers. My point was, it would still be nice to have all that!

    This isnt a complaint about what we do have, but a comment on what I would like!
  • edited September 2012
    It's just not feasible. Be happy with what has been delivered; a great story, with great characters (some of whom WILL die, no matter what you do), in a great setting, with a degree of choice. And remember what you're paying for this.
    This is the lamest criticism imaginable. "You'll play this game and LIKE it. Now shut up!"

    The issues regarding choice are entirely due to TTG's literally fraudulent advertising. For my five bucks per episode I expected a nice little ZA story with a couple of playable characters *until* TTG started boasting about how revolutionary their approach was.

    Granted, I didn't expect the lame point and click aspects, the weak back story, the silly key hunts, and the ludicrous button mashing, but those are all sort of tolerable in order to spend a little more time in the TWD universe. For some reason, almost no one else has tried to build an interactive, narrative-rich ZA, so for all its shortcomings TWD is pretty much the only game in town.

    Nonetheless, TTG deserves all the criticism it gets for not remotely being able to deliver on its extravagant promises. Can you imagine anyone really getting irked if they had in fact advertised it as "Buggy little ZA game with poor mechanics but a reasonably interesting narrative"? Of course not. TTG brought this all on themselves.
  • edited September 2012
    The thing I loved most about Indigo Prophecy (haven't played heavy rain) was that you switch between characters with opposing goals. In the first scene, you're a guy who just unwittingly committed a murder. In the second, you're the cops hunting him. That really sold it for me as an interactive movie, because you know, that's how most real movies have been telling stories since The Great Train Robbery. And yet, most games, even the "cinematic" ones, are written like first person novels. This was actually one of the few things I liked about Jurassic Park too, and kind of miss in TWD.
    I tried the demo and it was unfortunately unplayable. Was it that it was orginally a console game that they didn't translate well to PC?
  • edited September 2012
    ^I'm not sure which game you're asking about. In any case, I played all three on consoles.
  • edited September 2012
    This is the lamest criticism imaginable. "You'll play this game and LIKE it. Now shut up!"

    You notice that too eh?
  • edited September 2012
    Well, if you're just here to complain, which you have all right to do, to a bunch of fans of the game, just what type of reaction do you think that will illicit? Do you expect to change the minds of people enjoying the game? Maybe you should take that up with the devs? or that marketing department that has bamboozled you all so effectively
  • edited September 2012
    I do like the walking dead but there are a few options when you don't actually say anything after because something interrupts you meaning even though you made a choice there wasn't actually an outcome
  • edited September 2012
    Exactly. If TellTale didn't put as much dialogue options this would simply be more of a movie.

    Not really...games are games, they are interactive, you control things, films you sit down and its the same every time, you cant control anything (maybe its more similar than i thought haha)
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