Decision result tree?

edited September 2012 in The Walking Dead
Does anyone know of a "decision result tree" that someone may have mapped out so far? What I mean is for example, if you chose A, then this... etc. I have googled for it but found nothing.

Comments

  • edited September 2012
    There is no decision tree, the game is linear. The only choices you get to make which make something different in the game; Choosing to save Doug or Carley, and the dialogue throughout the game (doesn't change anything other to what people think of you, which changes the dialogue throughout the game in certain situations)

    Bassicaly, it's like this:

    X
    |
    X
    |
    X
    |
    X
    |
    X X
    |
    X

    So on an so fourth. There isn't much choice in this game atall really when you look at it. Look at other games like Mass Effect, choices matter more in those games because you change what happens throughout the game, rather than just seeing different dialogue.

    *prepares for TTG fanboys to say how wrong I am*
  • edited September 2012
    Rhod747 wrote: »
    There is no decision tree, the game is linear. The only choices you get to make which make something different in the game; Choosing to save Doug or Carley, and the dialogue throughout the game (doesn't change anything other to what people think of you, which changes the dialogue throughout the game in certain situations)

    Bassicaly, it's like this:

    X
    |
    X
    |
    X
    |
    X
    |
    X X
    |
    X

    So on an so fourth. There isn't much choice in this game atall really when you look at it. Look at other games like Mass Effect, choices matter more in those games because you change what happens throughout the game, rather than just seeing different dialogue.

    *prepares for TTG fanboys to say how wrong I am*
    I'm not expecting something that's drastically different.

    I haven't read too much or played the game more than once but I imagine choosing to save Carley or Doug for example must have made a significant difference. The relationship Lee might develop with Carley and Doug and their dialogues must be different.
  • edited September 2012
    Rhod747 wrote: »
    There is no decision tree, the game is linear. The only choices you get to make which make something different in the game; Choosing to save Doug or Carley, and the dialogue throughout the game (doesn't change anything other to what people think of you, which changes the dialogue throughout the game in certain situations)

    Bassicaly, it's like this:

    X
    |
    X
    |
    X
    |
    X
    |
    X X
    |
    X

    So on an so fourth. There isn't much choice in this game atall really when you look at it. Look at other games like Mass Effect, choices matter more in those games because you change what happens throughout the game, rather than just seeing different dialogue.

    *prepares for TTG fanboys to say how wrong I am*

    For the most part this is accurate. Nothing major will really ever change, BUT how people talk to you/about you, and how they feel about you WILL change up.

    As for the Mass Effect argument, that is what I want to argue here, Mass Effect has the titan that is EA backing it up, while Telltale has no one, and even that doesn't have choices matter as much as people say it does. I mean even if you choose to destroy the Rachni in the first game, they show up in the third. If Legion dies, he still shows up for the end(wow), and then there's the ending, but that one is too obvious :p

    And saying that only a "telltale fanboy" can say you are wrong, does not give you the argument :p

    EDIT:
    Weili wrote: »
    I'm not expecting something that's drastically different.

    I haven't read too much or played the game more than once but I imagine choosing to save Carley or Doug for example must have made a significant difference. The relationship Lee might develop with Carley and Doug and their dialogues must be different.

    Kind of. Carley and Doug do their own things, but when a major moment hits that requires one of them to do something, they will do it, but in their own way.

    The only times things are truly different are in episode 3 where Carley tells you to try and tell other's of your past, and a bandit chase scene, where Carley will join in and help, and Doug creates an alarm system so you know where the bandits/walkers are.

    But then in major scenes, its them doing the same stuff, but in their own ways, at one fight for example, Carley saves you by shooting a man, while Doug saves you by pointing a laser pointer at his eye, both saved you, but in their own ways.
  • edited September 2012
    Rhod747 wrote: »
    There is no decision tree, the game is linear. The only choices you get to make which make something different in the game; Choosing to save Doug or Carley, and the dialogue throughout the game (doesn't change anything other to what people think of you, which changes the dialogue throughout the game in certain situations)

    Bassicaly, it's like this:

    X
    |
    X
    |
    X
    |
    X
    |
    X X
    |
    X

    So on an so fourth. There isn't much choice in this game atall really when you look at it. Look at other games like Mass Effect, choices matter more in those games because you change what happens throughout the game, rather than just seeing different dialogue.

    *prepares for TTG fanboys to say how wrong I am*
    I agree with you but all I keep saying to myself is, we're not at the end yet so right now we're just guessing .
  • edited September 2012
    Rhod747 wrote: »
    There is no decision tree, the game is linear.

    Actually this is suprisingly true. I entered the first game thinking otherwise, but the way they handled episode 3, they eliminated the major "fork" that you create in episode 2. In a way it helped me as it eliminates the need for more playthroughs.

    Here are a few of the decisions you will fret over:

    Shoot a lady in the street? Doesn't matter, you still get to loot lots of stuff.
    What if you don't loot lots of stuff - doesn't matter, you still get attacked by bandits.

    Can i talk them down? Always, call them arseholes, negotiate.. it still ends up with you shooting them.

    But wait, while I'm escaping, a zombie falls on duck and his mum... I have to shoot them - doesn't matter if you don't, someone shoots them for you if you take too long!

    Want to let Duck help you search for clues? You can.
    Want to tell Duck to go away? You can, it doesn't matter, he still helps.
    high-five Duck so he thinks your awesome? Doesn't matter, he's dead within the hour.
    - now considering this happens to Doug, go back to episode 2 and shove that giant fork into the guy's face... who cares about duck's reaction... electrocute the other St. John too - you know he deserved it...

    But hey Lily just shot Carly/Doug... should I keep her or leave her behind? Well, who knows how this will end up, but she still ends up out of the game... considering this is episode 3 and all your "big decisions" in the 3 previous games have come to nothing...

    but wait there's more! when duck is dying you need to stop the train - will i fight with his dad? No - even if he hates your guts you can talk him down... that's why i did, and i spent the last two episodes making sure he hates me...

    Then, when the herd of zombies approaches the train, you see that puddle of petrol? Should you throw the blowtorch into it to make it burn and slow the zombies down? Sure why not - or don't, who cares... it didn't change a thing.

    The game is linear, but gives you the "illusion" of choice... what's funny is you can actually do a playthrough being "Mute Lee" that is responding to everything with "..." and you will be surprised how far this guy gets without saying a single word - oh and yeah, Carly still dies if you say nothing. :)
  • edited September 2012
    arkada wrote: »
    Actually this is suprisingly true. I entered the first game thinking otherwise, but the way they handled episode 3, they eliminated the major "fork" that you create in episode 2. In a way it helped me as it eliminates the need for more playthroughs.

    Here are a few of the decisions you will fret over:

    Shoot a lady in the street? Doesn't matter, you still get to loot lots of stuff.
    What if you don't loot lots of stuff - doesn't matter, you still get attacked by bandits.

    Can i talk them down? Always, call them arseholes, negotiate.. it still ends up with you shooting them.

    But wait, while I'm escaping, a zombie falls on duck and his mum... I have to shoot them - doesn't matter if you don't, someone shoots them for you if you take too long!

    Want to let Duck help you search for clues? You can.
    Want to tell Duck to go away? You can, it doesn't matter, he still helps.
    high-five Duck so he thinks your awesome? Doesn't matter, he's dead within the hour.
    - now considering this happens to Doug, go back to episode 2 and shove that giant fork into the guy's face... who cares about duck's reaction... electrocute the other St. John too - you know he deserved it...

    But hey Lily just shot Carly/Doug... should I keep her or leave her behind? Well, who knows how this will end up, but she still ends up out of the game... considering this is episode 3 and all your "big decisions" in the 3 previous games have come to nothing...

    but wait there's more! when duck is dying you need to stop the train - will i fight with his dad? No - even if he hates your guts you can talk him down... that's why i did, and i spent the last two episodes making sure he hates me...

    Then, when the herd of zombies approaches the train, you see that puddle of petrol? Should you throw the blowtorch into it to make it burn and slow the zombies down? Sure why not - or don't, who cares... it didn't change a thing.

    The game is linear, but gives you the "illusion" of choice... what's funny is you can actually do a playthrough being "Mute Lee" that is responding to everything with "..." and you will be surprised how far this guy gets without saying a single word - oh and yeah, Carly still dies if you say nothing. :)

    I applaud you sir. You just saved me a lot of time and annoyance. I laugh every time I see the disclaimer about the game being tailored to how one plays. At any rate..so what about the Arab guy and his wife? What if you save his wife and not him? Does he somehow still jump on the train with a jacked up leg?
  • edited September 2012
    arkada wrote: »
    The game is linear, but gives you the "illusion" of choice... what's funny is you can actually do a playthrough being "Mute Lee" that is responding to everything with "..." and you will be surprised how far this guy gets without saying a single word - oh and yeah, Carly still dies if you say nothing. :)

    As punishment you get eaten by Duck...
  • edited September 2012
    I applaud you sir. You just saved me a lot of time and annoyance. I laugh every time I see the disclaimer about the game being tailored to how one plays. At any rate..so what about the Arab guy and his wife? What if you save his wife and not him? Does he somehow still jump on the train with a jacked up leg?

    Of course he does.
    That way telltale can continue making a game based on both Christa and Omar being alive. They learned from the Doug and Carley headache.
  • edited September 2012
    Thing is, by the end people will see if they want to be around you, and whether or not you're worth keeping around.
  • edited September 2012
    Lars80 wrote: »
    Of course he does.
    That way telltale can continue making a game based on both Christa and Omar being alive. They learned from the Doug and Carley headache.

    aww man. Now that's lame.

    I honestly though I had made a decent choice by saving the fellow with the fubar leg. Now you mean to tell me he still makes it onto a moving train?

    I was willing to over look the gas tank and the blow torch bit, I was really expecting a awe inspiring explosion.

    But this is too much.
  • edited September 2012
    Agreed about the choice thingy, kinda irks me having to see it before every episode. But in the end, I still really love the game. Scenes are slightly different, but after Mass Effect I knew what I was gonna get with this. The thing is, they made me like the (original) characters quite a lot within the first 3 hours of gameplay (Episode 1, and the first half of episode 2) while ME took me nearly two entire GAMES to care. The characters are well written, behave differently to you depending on how you behave to them, but we'll end up in the same place regardless. I don't really have a problem with that as long as it's well done, which is certainly the case so far :)
  • edited September 2012
    What matters in this game is character interaction. And that definitely changes depending on how you pick your choices. Don't forget that.
  • edited September 2012
    You all forget that the game tracks down everything you do.
    So, it checks also your behaviour.
    It's true that the plot will not change, but the finale could be different if you've been patient or cruel through your game.
    So it's not completely true that it doesn't change much.
    IE, maybe Clementine will go if our behaviour toward her was too rude during all the episodes, or at the end Lee will be left alone if he had been unsure and didn't took part in any tough choice.

    I expect many different endings based on how you drive your playthrough.
    I bet chapter 5 will be soooooo much different for every player, based on your choices.
  • edited September 2012
    aww man. Now that's lame.

    I honestly though I had made a decent choice by saving the fellow with the fubar leg. Now you mean to tell me he still makes it onto a moving train?

    I was willing to over look the gas tank and the blow torch bit, I was really expecting a awe inspiring explosion.

    But this is too much.

    Well. If you save the guy with the leg he will hate you for not saving the girl.
    If you save the girl, she will hate you for not saving mr.limpy
    So ya, dont save the person you want to be friendly with.
  • edited September 2012
    the only choice that matters is doug/carley if you save carley she makes you tell the group that your a convited murderer and if its doug then not apart from that not much choice as they both die you just determin wich episode they die in
  • edited September 2012
    Hopefully in the last 2 episodes TellTale pulls a surprise choice factor on us.
  • edited September 2012
    Viner16 wrote: »
    Hopefully in the last 2 episodes TellTale pulls a surprise choice factor on us.
    Yes, it would be rather funny if in episode, you made the "wrong" choice in the end, you don't get to play episode 5

    Surprise!
  • edited September 2012
    Well, that's very anti-adventure game. But I'd like the sum choices to really matter in the finale. Can Clem defend herself? Does Kenny still trust you? Does Lee still have a reason to move forward or is he weary from the events? God, I hope there's more endings that Jurassic Park gave us.
  • edited September 2012
    donmike84 wrote: »
    the only choice that matters is doug/carley if you save carley she makes you tell the group that your a convited murderer and if its doug then not apart from that not much choice as they both die you just determin wich episode they die in

    I played around with this - If carly dies then it's Lily that blurts it out to the group when you decide to keep her on the RV or not. If you save carly, you can tell everyone, but it doesn't really affect anything - half of the people you tell are dead within the hour... Kenny might be annoyed or not if you tell him, but you can still talk him down later instead of fighting him... it didn't seem to have an effect on gameplay at all.

    The bit that really annoyed me later is that I spent time getting water and food for duck at the train station - doesn't matter, he still dies along with his mum... and kenny, well you can talk him down or fight.. either way it's fine. I'm really hoping they introduce a major fork again in the story with actual consequence... at the moment there's no need for another playthrough.
  • edited September 2012
    BUT IF THEY HAD REAL DECISIONS IT WOULD TAKE SO MUCH LONGER FOR THE EPISODES TO COME OUT

    /sarcasm

    oh well, at least the single narrative is a good one.
  • edited September 2012
    There is no tree because so far the game hasn't branched anywhere. Just draw a straight line, there it is. None of the choices so far altered the game/branched out.
  • edited September 2012
    aww man. Now that's lame.

    I honestly though I had made a decent choice by saving the fellow with the fubar leg. Now you mean to tell me he still makes it onto a moving train?

    I was willing to over look the gas tank and the blow torch bit, I was really expecting a awe inspiring explosion.

    But this is too much.

    The fire affected no zombies. I lost my shit in that scene. Wtf.
  • edited September 2012
    dubesor wrote: »
    There is no tree because so far the game hasn't branched anywhere. Just draw a straight line, there it is. None of the choices so far altered the game/branched out.

    But it has altered how the characters speak and behave towards you, which take up a large part of the game.
  • edited September 2012
    bghjkl wrote: »
    BUT IF THEY HAD REAL DECISIONS IT WOULD TAKE SO MUCH LONGER FOR THE EPISODES TO COME OUT

    /sarcasm

    oh well, at least the single narrative is a good one.

    That is true though, not saying its a good point, but it is true.
  • edited September 2012
    dubesor wrote: »
    There is no tree because so far the game hasn't branched anywhere. Just draw a straight line, there it is. None of the choices so far altered the game/branched out.

    Nothing in Mass Effect or Heavy Rain deviates from its line. If you're playing a game with a story, there will always be one line. Don't like it, cryogenically freeze yourself 30 years.
  • edited September 2012
    swebonny wrote: »
    What matters in this game is character interaction. And that definitely changes depending on how you pick your choices. Don't forget that.
    Good point. Well, except for the part where the person's life I saved died anyway, and quickly. So I did get her eternal gratitude, even if that was only five minutes worth of "character interaction".
  • edited September 2012
    You all forget that the game tracks down everything you do.
    So, it checks also your behaviour.
    It's true that the plot will not change, but the finale could be different if you've been patient or cruel through your game.
    So it's not completely true that it doesn't change much.
    IE, maybe Clementine will go if our behaviour toward her was too rude during all the episodes, or at the end Lee will be left alone if he had been unsure and didn't took part in any tough choice.

    I expect many different endings based on how you drive your playthrough.
    I bet chapter 5 will be soooooo much different for every player, based on your choices.
    Noooooo, it won't. The ending of Episode 5, the game's epilogue, might have three variations, but nooooo, it won't be sooooo much different for every player.
  • edited September 2012
    Nothing in Mass Effect or Heavy Rain deviates from its line. If you're playing a game with a story, there will always be one line. Don't like it, cryogenically freeze yourself 30 years.

    Your a fool to think Mass Effect didn't deviate much from its line, its still not straight, barely straight actually. Sure, there are parts where choices should matter/make sense, but ME still gave me true choice compared to TWD, where every choice you make doesn't matter and every character you know and love die.
  • edited September 2012
    Nothing in Mass Effect or Heavy Rain deviates from its line. If you're playing a game with a story, there will always be one line. Don't like it, cryogenically freeze yourself 30 years.

    Wait what? I can understand saying Mass Effect didn't deviate from the general story since the entire third one was a giant cop out, but heavy rain?
    Heavy rain had 22 different endings, how the fuck is that not deviating?!
    You choose who lives and who dies, you decide if it ends well or bad!
    You may still have to visit the same places but you choose so much of what you do in that game that saying you don't deviate is just plane wrong...
  • edited September 2012
    Your a fool to think Mass Effect didn't deviate much from its line, its still not straight, barely straight actually. Sure, there are parts where choices should matter/make sense, but ME still gave me true choice compared to TWD, where every choice you make doesn't matter and every character you know and love die.

    But in TWD comics, everyone you know and love will die too, its just them following that. And Mass Effect did NOT deviate from that line. Heck, Mass Effect 3 had rachni attack me even though I wiped them out, and Legion join me EVEN THOUGH HE DIED.

    That's rather pathetic if I do say so myself.
  • edited September 2012
    Drbg wrote: »
    The fire affected no zombies. I lost my shit in that scene. Wtf.

    This game has no shame.
  • edited September 2012
    arkada wrote: »
    Actually this is suprisingly true. I entered the first game thinking otherwise, but the way they handled episode 3, they eliminated the major "fork" that you create in episode 2. In a way it helped me as it eliminates the need for more playthroughs.

    Here are a few of the decisions you will fret over:

    Shoot a lady in the street? Doesn't matter, you still get to loot lots of stuff.
    What if you don't loot lots of stuff - doesn't matter, you still get attacked by bandits.

    Can i talk them down? Always, call them arseholes, negotiate.. it still ends up with you shooting them.

    But wait, while I'm escaping, a zombie falls on duck and his mum... I have to shoot them - doesn't matter if you don't, someone shoots them for you if you take too long!

    Want to let Duck help you search for clues? You can.
    Want to tell Duck to go away? You can, it doesn't matter, he still helps.
    high-five Duck so he thinks your awesome? Doesn't matter, he's dead within the hour.
    - now considering this happens to Doug, go back to episode 2 and shove that giant fork into the guy's face... who cares about duck's reaction... electrocute the other St. John too - you know he deserved it...

    But hey Lily just shot Carly/Doug... should I keep her or leave her behind? Well, who knows how this will end up, but she still ends up out of the game... considering this is episode 3 and all your "big decisions" in the 3 previous games have come to nothing...

    but wait there's more! when duck is dying you need to stop the train - will i fight with his dad? No - even if he hates your guts you can talk him down... that's why i did, and i spent the last two episodes making sure he hates me...

    Then, when the herd of zombies approaches the train, you see that puddle of petrol? Should you throw the blowtorch into it to make it burn and slow the zombies down? Sure why not - or don't, who cares... it didn't change a thing.

    The game is linear, but gives you the "illusion" of choice... what's funny is you can actually do a playthrough being "Mute Lee" that is responding to everything with "..." and you will be surprised how far this guy gets without saying a single word - oh and yeah, Carly still dies if you say nothing. :)

    beautifully written. Friggin Telltale and their false advertising...never buying a telltale game again. I might even skip season 2 of the Walking Dead bc of this. even Heavy Rain had more change based on ur decisions than this game, and that didnt even gloat about how its "tailored to your decisions".
  • edited September 2012
    Hey guys, maybe in Ep 4+5 they'll pull a crazy choice that you can't pick, it's based on your past decisions?

    They did say that would happen in Ep 4...
  • edited September 2012
    joorgen wrote: »
    Wait what? I can understand saying Mass Effect didn't deviate from the general story since the entire third one was a giant cop out, but heavy rain?
    Heavy rain had 22 different endings, how the fuck is that not deviating?!
    You choose who lives and who dies, you decide if it ends well or bad!
    You may still have to visit the same places but you choose so much of what you do in that game that saying you don't deviate is just plane wrong...

    I'm sorry, did you cite the ending of Heavy Rain to criticize an incomplete game?

    Heavy Rain is a line with multiple endpoints. Do you think Walking Dead will have just one ending? Even Jurassic Park had three.
  • edited September 2012
    After Mass Effect 3 and the original Red, Blue and Green explosion endings I pretty well given up on Bioware after all the false promises made before its release. They have never been the same after hooking up with EA. It all about cranking 0ut games as fast as possible.

    One old game I always loved is the Tex Murphy games made back in the 90's, especially the Pandora Directive. It had 7 endings in which you can save the world and get the girl, save the world and don't get the girl. Or save the world and cheat on the girl and get depressed becoming a clown entertaining kids at parties... wtf? Didn't saw that one coming. In the others you can be a selfish bastard and die in the end or alienate everyone around you and become a drunk.

    I'm not passing judgement yet on TWD and I hope they can surprise us in the end. I'm just worried it might end up angering a lot of players like ME3 did. A couple depressing endings to pick from with everything you did before having zero effect.
  • edited September 2012
    I'm sorry, did you cite the ending of Heavy Rain to criticize an incomplete game?

    Heavy Rain is a line with multiple endpoints. Do you think Walking Dead will have just one ending? Even Jurassic Park had three.
    far from criticizing TWD using heavy rain, but I was saying that heavy rain does indeed deviate from a linear path in many ways.
    You can choose to not do alot of stuff and you can lose alot of people due to your choices, if you're saying that it doesn't deviate then you really can't defend TWD though... Because I severly doubt that it will deviate more than heavy rain, from what has been shown thus far.
  • edited September 2012
    Right, but you ignored my point. Those changes are cut off until the final act. No one can die and the storyline can't deviate until then. It makes sense that the deviating paths come only at the end, so the developers don't have to worry about maintaining several expensive concurrent parallel storylines. The Walking Dead may explode with varying paths and endings in the final episode, you don't know.

    As it stands right now, The Walking Dead stays with its throughline as closely as Heavy Rain does.
  • edited September 2012
    Right, but you ignored my point. Those changes are cut off until the final act. No one can die and the storyline can't deviate until then. It makes sense that the deviating paths come only at the end, so the developers don't have to worry about maintaining several expensive concurrent parallel storylines. The Walking Dead may explode with varying paths and endings in the final episode, you don't know.

    As it stands right now, The Walking Dead stays with its throughline as closely as Heavy Rain does.
    Not disagreeing with you =P was just saying Heavy rain was a bad game to say it is linear.
    I really hope I see the same stuff from the last couple of episodes that I saw in heavy rain, but I will have to wait and see just like every1 else.
  • edited September 2012
    Gman5852 wrote: »
    As for the Mass Effect argument, that is what I want to argue here, Mass Effect has the titan that is EA backing it up, while Telltale has no one

    Exactly!! TT just isnt as big as some of the other gaming companies like EA or Blizzard.

    We wait for 2 months between episodes now, can you imagine the wait if TT had to create multiple story lines for every possible decision?

    Example.. EP1. meet Clem and have to choose to find help during the day or wait til dark

    If you go in the daylight, you meet Shawn, goto Hershal's farm, meet Kenny ETC.

    If you choose to leave with Clem at night, we still basically end up at the farm, just a slight variation in the story.

    But if TT were to truely make a difference in the choices, then when we leave Clems house at night, maybe we never meet Shawn, we never goto the farm, perhaps we would find a car and drive to Macon ourselves.. Maybe goto the Pharmacy but leave before Lilly and the gang ever arrive.. So we never meet them and have a completely different storyline to follow.

    Yea would be cool, but that's just one quick example, how much more story writing, graphic's, programming would need to go into that.

    Then do that another dozen times for every other choice. The game would be HUGE and the delay Much longer than 2 months!
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