Know what I hate? Spoonfeeding

edited May 2014 in The Walking Dead
After reading the thread on "plot holes" and how most critics of the game who claim there are plot holes actually don't know what plot holes are, that made me think of something; the complaints aren't of plot holes, but of lack of information, right?

What's the deal with the criticism over that? I've legitimately seen people say "Wow, they didn't address who George was. This Episode (3) was terrible.", or "Carver didn't tell us enough about the cabin group, fuck you TTG and your shit writing!"

The best thing about narratives and stories, the ones that really draw you in and engross you and make you keep thinking about them, are the ones that make you think for yourself. A world's not a world without some mystery, some unclear things, some things to think about.

I think it's absolutely ridiculous, immature, and unnecessary to criticize TTG for not spoonfeeding its fans information. If anything, that's a sign of good writing. They want you to think about what could happen or who characters could be, they want you to connect the dots yourself, not hold your hand and write in plot information in giant neon-colored font.
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Comments

  • edited May 2014
    I agree with you, and I totally get where you're coming from. But approaching In Harm's Way with that mindset still doesn't change anything for me. It still feels like an episode full of wasted potential, especially after how much Carver and his compound were built up in the first two episodes. The payoff just wasn't satisfying, in my opinion.

    And while I also appreciate and get where you're coming from with regards to spoonfeeding and connecting the dots, I'm afraid that's not good enough with regards to this particular game. Telltale needs to put more into these characters if they expect me to feel for them. That's why Season 1 was so brilliant, because the relationship that Lee had with the other characters was the most important aspect of the gameplay.

    Season 1 made me want to protect Clementine no matter what. It made me feel conflicted when deciding whether to side with Kenny or Lilly. It made me simultaneously hate and feel sorry for characters like Ben. It even made the villains sympathetic, just look at Stranger. His backstory is so tragic that I can't help but feel sorry for him, despite how much I hate him.

    Season 2 has, for the most part, been unable to do that. I was never really able to grow too attached to most of the cabin group. Even Luke, as much as I like him, isn't all that close to my heart. In my opinion, the closest moment Season 2 has had to that same Season 1 magic so far were Clementine's last moments with Pete, a sequence which I consider to be brilliant.

    So I really can't just fill in the gaps with these new characters. I didn't need to in Season 1, so why should I have to now? And that's not to say that we know everything there is to know about the S1 characters, quite the contrary. But we knew enough about them to either care about them or to hate them, and sometimes I felt both emotions for the same character. We're now three episodes into Season 2 and I still don't feel close to most of these people. That's not my fault because I didn't "connect the dots" with them, it's Telltale's problem because they didn't flesh them out enough.
  • You got it, ma brotha.
  • edited May 2014
    Thank you. Nailed it on the head.

    People thinking they should have full information on every single little detail is just silly and unrealistic. Every good story leaves some things to the imagination. Telltale "spoon feeding" us full information on every single little detail would just seem forced and unnatural.
  • Hey, some 2 year olds out there might like being spoonfed.
  • edited May 2014
    I agree. But I don't think asking Telltale for more character development is the same as asking them to spoonfeed us. I'm not asking to learn everything about Luke and co. I just want to know enough about them to where I can think of them as more than just "some nice people". A problem I had with Episode 1 of Season 2 was that I felt that if any of the new characters were to suddenly die, I wouldn't feel anything. And as much as I hate to say it, it's two episodes later and I still kinda feel that way.

    In Season 1, I only had to spend 10 minutes with Clementine before my sole mission in life became protecting her no matter what.
    Belan posted: »

    Thank you. Nailed it on the head. People thinking they should have full information on every single little detail is just silly and unr

  • Watch there is going to be someone who disagree's with this
  • Like 2 year olds?
    iHeartTWD posted: »

    Watch there is going to be someone who disagree's with this

  • Yup
    Healoz posted: »

    Like 2 year olds?

  • I don't want telltale to spoon feed us, as a creative person I like filling in holes and making up story's myself but that's not why we play these games.
    We play in order to feel an emotional connection to the game and it's characters, that's why it has the nickname the feel train. The problem is I'm just not feeling the feels anymore. For example, when Omid died I was heartbroken, I was emotionally invested in his character and I felt that loss. But when Alvin, nick, and Carlos died, it was just meh. the only one who managed some feels was Pete. It wasn't a lack or excess of information that was the problem, I barely knew Pete, or Omid for that matter. The problem is the lack of feels, and that is what everyone is really complaining about. All the moaning about more hub levels, character development, and longer game time all comes back to the desire to get emotionally invested in the characters. Everyone is complaining about the symptoms not the problems. We want to love and hate them before we lose them but that just doesn't seem to be happening this season yet.

    In short the problem is lack of feels not lack of info even if most people don't realise it yet
  • edited May 2014
    I agree in the sense that it's more realistic to not find out everything. If Clem was in that situation in real life, no one would just walk up to her and tell her every detail about the group's and the compound's past out of nowhere. It's different in a game, though, and I do wish they will still give us at least a bit more backstory in the future episodes.
  • I kinda agree with you. Though there are some things that SHOULD have been explained and weren't. I still love the game regardless.
  • Are you referring to the unanswered questions thread? Because we know that that's not a plot hole. Just lack of information. A plot hole is something that contradicts something else.
  • I do 'like' the cabin group, but I agree that I'm not very emotionally invested in them as I was back with the S1 group. We spent three episodes with Katjaa and Duck before their deaths, which impacted and saddened me greatly. We spent three episodes with Alvin and Carlos too. I liked Alvin's death scene in ep 3 but I was no where near as devastated when he and Carlos died.

    The worst/saddest I felt this season was when Kenny lost his eye or perhaps when Omid died, and that was within the first five minutes of S2.

    I think S2 is great, but the only characters that I am totally invested in are Clem and Kenny.
  • Well said.

    I agree with you, and I totally get where you're coming from. But approaching In Harm's Way with that mindset still doesn't change anything

  • edited May 2014
    Well maybe they aren't supposed to be much more than "some nice people". We have had plenty of time with these characters, if you haven't taken a liking to them by now then maybe its just the way it was meant to be. Its not like season one provided provided a plethora of back story and deep information for its characters. Not really any more so than what we have seen with the cabin group thus far. Take Chuck for example. We knew basically nothing about the guy, and he was only around for a short time, but he still ended up being a fan favorite.

    Your last example has more to do with Clementine being a likable character than actual character development. At that point in the game you don't know anything about her other than her parents are probably dead and she has been surviving at her house by herself.

    I agree. But I don't think asking Telltale for more character development is the same as asking them to spoonfeed us. I'm not asking to lear

  • edited May 2014
    Its not an issue of fleshing them out really, they just really aren't all that like able of characters. I know that isn't really a popular opinion, but it is true.

    That isn't true of all the characters of course, and is also subject to opinion, but the cabin group has honestly been just as fleshed out as a handful of really likable characters from season one.

    Edit:
    5 dislikes, zero arguments proving me wrong. Go figure.

    I agree with you, and I totally get where you're coming from. But approaching In Harm's Way with that mindset still doesn't change anything

  • "The best thing about narratives and stories, the ones that really draw you in and engross you and make you keep thinking about them, are the ones that make you think for yourself. A world's not a world without some mystery, some unclear things, some things to think about"

    I agree, but this has nothing to do with that: the lack of information isn't "mysterious" its flipping annoying. Keeping that information from me does not in any way enhance my gaming experience. The reason that imagination is bull in this scenario is because not explaining who George is or his relationship with Alvin or Carver or whoever doesn't create any sort of significance for the player. I questioned everything I knew about Alvin as soon as I heard that he apparently murdered someone. I liked him anyway, but what about those who didn't trust him after hearing that? There is no way to investigate into the issue further, to decide things for yourself; you're really forced to like him. Forcing me to like people is NOT the way to make a choice game!

    "I think it's absolutely ridiculous, immature, and unnecessary to criticize TTG for not spoonfeeding its fans information. If anything, that's a sign of good writing. They want you to think about what could happen or who characters could be, they want you to connect the dots yourself, not hold your hand and write in plot information in giant neon-colored font."

    This is what I was asking for the entire time: the ABILITY to investigate for myself. The OPTION to find out more. That isn't flipping spoonfeeding, this is making a choice game more open with more content, more options to choose from, and overall making a better game. To say they 'want you to connect the dots for yourself' is ridiculous when that is what I was asking the entire time! I WANT to connect the dots for myself, that's flipping why I want the ability to investigate: I want to feel alive in the game world I am in, to immerse myself in it, to read into lore and history of things and get the full experience. I DON'T have that ability. NONE OF US do. Putting my own imagination into things takes me OUT of the game, not immerse me further into it.
  • edited May 2014
    You're going to be disappointed with basically any sort of story that you get into then, because this is pretty much how any story works. Thinking that you should have the ability to fully investigate into every single detail that happens to spark your interest is a little bit ridiculous. Maybe you aren't meant to know anything more than you already know. You know Alvin killed someone named George, presumably while escaping the compound. Telltale does not need to expand on that.

    I really think you need to temper your expectations a bit.

    "The best thing about narratives and stories, the ones that really draw you in and engross you and make you keep thinking about them, are th

  • So I SHOULDN'T have the ability to decide if I trust Alvin or not?
    Belan posted: »

    You're going to be disappointed with basically any sort of story that you get into then, because this is pretty much how any story works. Th

  • edited May 2014
    Ummm.... what? Who said anything about that? You have the choice to trust Alvin based on the knowledge that you have of him, obviously.

    If Carver's accusations make Alvin's character a little sketchy to you, then it is what it is. Honestly though, considering the opinion is coming from Carver, that tells you all you need to know. Plus you have to remember how Alvin reacted to Nick shooting Matthew. If the guy didn't have a problem with murder he wouldn't have been upset with Nick.

    So I SHOULDN'T have the ability to decide if I trust Alvin or not?

  • There are plot holes and contradictions in telltales writing for both their games this year, its just some people may be focusing on the wrong things.
  • Belan does have a point maybe that's all there is to it Alvin tried to escape killed george to escape whether or not you trust is based on you like I said earlier trust is a KEY element I season 2 you decide who you trust like Hershel said sometimes you gotta depend on the honesty of strangers

    So I SHOULDN'T have the ability to decide if I trust Alvin or not?

  • If I trusted everybody based on my knowledge I know from them in plain sight, the St. Johns would have killed us.
    Belan posted: »

    Ummm.... what? Who said anything about that? You have the choice to trust Alvin based on the knowledge that you have of him, obviously.

  • edited May 2014
    If that's the case, why is Telltale making us spend 3 episodes with people who we're not even supposed to care about? I mean you're partially right, because we don't need to know every last detail and backstory about these characters. But we should still at least feel something for some of them. Which I don't, at least not in comparison to the characters from Season 1.

    I guess my point is, if the characters in Season 2 were designed to leave little to no impression on the player, why am I even playing this game anymore? I want to feel for these characters, I really do. But I don't feel much for them.

    And it's especially irritating in a game where emotional connection to the characters was so important in Season 1. But as of In Harm's Way, the only characters I'm truly emotionally connected to are the ones from Season 1: Clementine, Kenny, and Christa, wherever she is.

    Let me put it like this: as painful as this is for me to say, I felt nothing when Carlos died. When Carley died, however, I screamed at my computer screen. These both happened in episode 3 of each season. Both Carley and Carlos had been in the game since the first episode of their respective seasons. And yet there's still this undeniable emotional disconnect in Season 2.

    I'm not trying to be critical of Telltale. I'm just speaking my mind. This is how I feel.
    Belan posted: »

    Well maybe they aren't supposed to be much more than "some nice people". We have had plenty of time with these characters, if you haven't ta

  • You're right, both games THIS YEAR, if we consider the first episode of TWD's release as part of 2014.

    The chapter Faith of TWAU, which was released in October last year was brilliant, but Smoke and Mirrors wasn't as great, it all felt rushed and unclear. Also, we should have had the option to avoid that fight with Beast and reason with him, just like in the fight with Kenny.
    flymoefly posted: »

    There are plot holes and contradictions in telltales writing for both their games this year, its just some people may be focusing on the wrong things.

  • Except, while character development is a perfectly logical criticism, that has nothing to do with lack of information. Critique on lack of information is completely different than critique on character development. I would be inclined to agree S2 characters haven't gotten much development thus far, except for Luke, Sarah, Nick, and Bonnie, to an extent.
  • There is nothing that I am not justified to provide with feedback. All criticism helps the developers; there is no such thing as unjustified criticism.
    Gorthaur posted: »

    Except, while character development is a perfectly logical criticism, that has nothing to do with lack of information. Critique on lack of i

  • edited May 2014
    We DO need more information about the cabin group, I think. We need to care about them. The more we connect with them, the more we will care if and when they die horribly or go through tragic situations.

    But on the subject of needing to know everything, you're absolutely correct. In fact, I would say good sci-fi and fantasy actually depends on NOT telling the audience everything. If there are questions left unanswered and stories hinted at but not told, it gives the feeling of a world that transcends whatever given story you're involved with.

    So no, I don't really care if we never learn another damn thing about why Alvin killed George. But it would have been nice to know a little bit more about Alvin. If I had, I might have felt it more when he died.
  • I agree. TWAU took a huge nosedive after the first episode, IMO.
    Rafoli posted: »

    You're right, both games THIS YEAR, if we consider the first episode of TWD's release as part of 2014. The chapter Faith of TWAU, whic

  • edited May 2014
    There can be unjustified criticism.

    Not offering Telltale solutions or feedback and instead just saying "Wow you fucking ruined the game because *vague reason* and I won't explain how I think you should fix it" is infantile and unhelpful. If I were you to call you stupid, that's not valid criticism of your intelligence. That's being a dick.

    There is nothing that I am not justified to provide with feedback. All criticism helps the developers; there is no such thing as unjustified criticism.

  • edited May 2014
    Disagree, there's spoonfeeding, there's ambiguity, and there are plotholes. Introducing an important topic and ignoring it is, not necessarily a plothole, but problem in storytelling (then again, there is theoretically potential to tell it in E4). Consider "The Room"'s introduction of the mother's breast cancer and then never mentioning it again. One we see as horrible [albeit entertaining] screenwriting, the other [because we like The Walking Dead] a mystery. It's a double standard pure and simple.

    I'll give you an example [partly because I saw it today and I SOOO loved this movie] the movie that just came out called Dohee [도희야] involves a police officer [Bae Doona, who admittedly was one of the reasons I saw it] who goes to the countryside and meets an abused girl (spoilers, if anybody likes Korean films- actually kind a big spoiler, because the movie so messed with my expectations [IE why I liked it]; also it's a CJ Movie Collage film ,which means the chances of it being distributed internationally are relatively high), I felt there was a degree of ambiguity concerning whether or not the relationship was amorous between the two, whether mutual or the girl loving the cop, but there were enough hints at both that both interpretations seemed plausible - that's a good example of leaving something open to interpretation.

    To simply introduce a topic and ignore it (as in the example of The Room above), might be realistic in some regards, is not good storying [at least in my general opposition to neorealist aesthetics]
  • Why are you getting mad about people expressing their opinions? Seems silly.
  • edited May 2014
    I for one have never been too concerned with the backround stories of the group characters. Everyone we meet has some sort of history and not all of it is so important or we're not meant to know everything. Lee could choose to speak about his criminal past or hide it just like the bite. And with all that the group has been through, there were more pressing issues to deal with than sit around chatting.

    When I saw the name of this post, I had a different Idea what spoonfeeding meant.
    The choices put in front of us seemed to me to be almost forced. We were "fed" the choice TTG wanted.

    Kenny killing Carver.. Clem was given 3 opportinities to choose to stay or leave,, Telltale has never done that with TWD.. Even the decision to shoot or leave Lee, we only got one chance to decide.
    Sarita's Arm. When the walker is biting her hand, the action slow's to slo-motion, her arm is dead center of the scene, and rather than the usual arrows to choose Arm or walker head, the hud comes up to click her arm, you actually have to notice and move the cursor to the walkers head.

    It just wasnt done in the usual way and Sarita's arm is placed right in front. Alot of the plythroughs I saw, the people didnt even notice the icon on the walker.. It looks like cutting off the arm was the only option.

    Maybe it's just me, but the options were much clearer in previous episodes, this last one seemed we were given our choices,
  • Arrr Matey, pirate Kenny approves! Boat, Boat, Boat!
  • edited May 2014
    I mostly agree with this except that I felt really, REALLY sad when Alvin died in 203. I think his death was really well done and heartbreaking. But I agree on the fact that Carlos' death was rather fast and as much as I hate to admit it, I wasn't really sad, just surprised. BUT, I think his death was necessary for Sarah's development.
    Anyway, this season is amazing, I love it but we can't deny that some characters are under developed.
    Shadusnox posted: »

    I don't want telltale to spoon feed us, as a creative person I like filling in holes and making up story's myself but that's not why we play

  • My criticism is then, justified, because I intend for them to use the feedback I give to better their game.
    Gorthaur posted: »

    There can be unjustified criticism. Not offering Telltale solutions or feedback and instead just saying "Wow you fucking ruined the gam

  • edited May 2014
    Not even comparable.. pretty sure I don't even need to explain why.

    And its not like I'm saying you shouldn't ever have the ability to investigate. I'm simply saying there are going to be some minor details that you will inevitably never get more insight on.

    If I trusted everybody based on my knowledge I know from them in plain sight, the St. Johns would have killed us.

  • I didn't like the 2nd episode very much, but last episode was fantastic.
    flymoefly posted: »

    I agree. TWAU took a huge nosedive after the first episode, IMO.

  • This isn't a Bioware game where every character is an exposition dump, sometimes you have to fill in the blanks yourself, some people don't like it but I do :)
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