How versatile is the Telltale Tool?

edited October 2012 in General Chat
Kind of a stupid question, but I'm curious. Although the Telltale Tool was primarily designed with point-and-click adventure games in mind, we've seen it used for poker games, Professor Layton-style puzzle games, and even Heavy Rain-style interactive movies. But I have to wonder...what would the Telltale Tool be capable of if Telltale decided to really push it to the limit? Obviously the engine's not meant for versatility in the same sense as, say, Unreal Engine 3 is, but I'm sure something...odd could be done with it. SCUMM was meant for adventure games too, but they still managed to make the Backyard Sports games with it.

The thing that sparked this idea for me were those little FPS segments in The Walking Dead. And even before that, there was the Wolfenstein parody scene in SBCG4AP. If, say, Telltale wanted to make a "proper" FPS, do you think it'd be feasible to do that with the Tool?

(DISCLAIMER: I know people are going to jump on me for mentioning Telltale and FPSes together. I'm not saying they should make one, just asking if they could.)

Comments

  • edited October 2012
    I suspect an FPS would be technically feasible, though it certainly wouldn't be all that amazing graphically.
  • edited October 2012
    There are a few scenes in the walking dead where they use some FPS mechanics.
  • edited October 2012
    That's what got him thinking about it in the first place, Hope.
  • edited October 2012
    They keep enhancing the engine as needed.

    For example, they needed good fogging ability for Jurassic Park, so they added it. That wasn't in the tool for Sam & Max Season 3, or they would have fogged up the cloning chambers. After JP, Jake went back and posted a "Here's what it would have looked like" image showing the cloning chambers as they would have been rendered by the newer version of the tool.

    So the answer is, the Telltale Tool can do anything they feel is worth programming in for a particular game.
  • puzzleboxpuzzlebox Telltale Alumni
    edited October 2012
    Let's not forget Envelotech!
  • edited October 2012
    Something about the way characters walk in their direct-control games make me feel like they couldn't really do an action game that way
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