Storyline vs Decisions + Thank you TTG
What do you guys prefer: an original, grasping storyline that makes you sit on the edge of your seat the whole time that is almost totally linear or a heavily branching storyline that will make you miss out on most of the game content if you only play it once?
Having played games like Fahrenheit, Heavy Rain, Mass Effect and that kind of stuff I personally prefer a well told story over choice. Even when you can decide on something major the amount of effort that has to be put by the developers to make it work is not really worth the trouble (IMHO). On top of that it's really hard to come up with so many good ideas to make each of those story paths interesting.
I think it was the best for this series that TTG dropped the whole "This game adapts..." thing and just gave us small choices that not really affected the storyline but were there to show you what kind of Bigby you were. Whether a good or a big bad wolf in the end you could reflect on your decisions and either feel encouraged (At least that's how I felt in the end) or dissatisfied with your morals or decisions.
I know that those guys did their best to deliver a great season to us and given they're not as huge devs like Rockstar or Ubisoft they certainly met my expectations. So congratulations and a big THANK YOU to all of Telltale staff fo giving us TWAU.
I know it probably won't happen but I'm looking forward to the next Season
Comments
And what do you guys think?
What I think is , not going for a heavy branched storyline would be the death of TT . I like their games till now with TWAU being my favorite (alongside TWDS1) , but they seriously can't continue to make copy pastas of linear , well-written storylines . They are new , I can respect their slow advance , the need to stay on safe grounds , but the time will come that people will be tired of sitting infront of their PCs playing 60-80 minute episodes where they think that they are given a choice when thats obviously not the case .
I've said it before . Better stories , more important choices , replayability and dynamic gameplay is the future TT has to aim for , if they want to improve . I doubt they have the resourses to produce COD , battlefield gameplay while preserving the quality of the storyline .
For example , one really easy way to increase replayability is to randomize the quick-play events . If I play the game again , I know that I have to press 'A' at that momment . With a few lines of code and the fact that fights/quick events have a meaning , every playthrough could be a challenge and entertaining .
Another example of improving the game is , rather than creating scenes where you might miss (like Ep.3 crane's office , bar , tweedle's office) , you could have the chance to go to all three places without missing something . How could that be achieved ? With a few smart lines of dialogue forcing Bluebeard out of the case or in that case , by being helpful to Holly the previous episodes . See what I did there ? I just made previous dialogue choices more important and at the same time I increased the length of the episode by 15 minutes for a player that wants his Bigby to get the full experience as a detective , meaning that he is efficient .
Generally , we can't have too many demands from TT . Every problem I had with TWAU and TWDS2 I can justify . COD uses the same formula so many years to rip money out of our pockets . Telltale delivered good games , price-worthy games based on their previous sucessful formula . Who could blame them for that ? However , as I said before countless times , in the gaming industry you can't settle down on a simple formula . You can either craft a new one or work on the one you already have . If they lack time , they can go with cost-effective methods like the one I mentioned before rather than creating 100 branches that we will only see one of them . If they have time , they can improve the game fundamentally by adding more gameplay elements .
As far as the gameplay improvement is concerned , we could have a dynamic world . We could have clues on different places in every playthrough . We could even have a different suspect / killer / bad guy in every playthrough but that is just too much in my opinion to consider right now . A more realistic approach would be players having more and deeper choices to make , that are better connected .