Think Telltale should try big budget Next Gen Game?

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  • From every point of view , whoever does not improve is simply destined to fail .

    Yeah I believe that Telltale will have to step it up . Personally speaking , screw graphics , screw COD action , screw big franchises . Telltale is known for story telling , decision making , adventure . If they want to increase their budget , they should put the extra effort in creating bigger areas (or even an open world) , choices that matter a lot , probability of failure if someone makes a lot of wrong decisions , dynamic enviroments , dynamic dialogue system , etc .
  • edited May 2014
    It would be interesting, I guess. On the one hand, I don't think TTG needs a big budget, unless it's to hire more people or something like that. And I think TWD and TWAU would actually be worse if it looked as like FIFA or TLOU. It's graphics style is a part of what they are. Still, it would be interesting if it were with another title, or maybe even with GOT.

    Of course, if a bigger budget brings in something useful like an improved game engine, then that'd be great. The main problem is that sometimes small companies don't handle big budgets well and end up loosing focus on what's important to put that very focus on the more superficial aspects of a product (such as a plotless blockbuster with movie stars and plenty of explosions).

    To sum up, they can have as big a budget as they want, as long as they don't forget what made them special and successful in the first place and as long as they put the money on something that actually improves the games.
  • JenniferJennifer Moderator
    edited May 2014
    Telltale's history is actually pretty interesting to look at, since every release is a stepping stone to where they are now. Every decision might not be the right one, but all of the changes are building blocks that lead to their most loved games.

    Telltale Texas Hold'Em paved way for their animation, dialog, and character interaction system, and was later expanded on in their later games (and of course, directly in Poker Night at the Inventory and Poker Night 2). Telltale first tested out the episodic waters with the Bone games, but only got the hang of delivering episodic content within a short period of time with Sam & Max (the release window between the first and second episode of Bone was about a half a year). Even CSI gave us Telltale's standard five episode season. Season Two of Sam & Max was the first one to give us different locations in every episode, and The Devil's Playhouse was the first season to make the areas vastly different from previous seasons. Wallace & Gromit was the first one to give us cinematic camera angles and a more cinematic feel to the presentation in general, along with a direct control control scheme. And Tales of Monkey Island improved that control scheme in the standard keyboard/mouse (or two analog stick) control Telltale's games still use today. Puzzle Agent gave us the pilot program, which let Telltale try out new ideas, which ultimately led to the zombie prototype, which then became The Walking Dead. And, even though people didn't like Jurassic Park's nearly total quick time event gameplay, this was refined into The Walking Dead, and then further refined in The Wolf Among Us, which was then retained in The Walking Dead: Season Two. You could even say that Strong Bad's Cool Game for Attractive People started the idea of replayability (with the events after the ending) that were expanded upon in the events not seen on the first playthrough in The Walking Dead and The Wolf Among Us.

    Telltale is now trying to streamline things more, something they already did in The Walking Dead. That game streamlined the inventory system into a single action, and discarded the obtuse puzzles for the ones more set in reality. By episode five, they had streamlined it even more, removing almost all but the basic use object function and cutting down on exploration. They are continuing this in season two of The Walking Dead. This is proving to be a contention among fans, so it's likely they'll adapt their design again for Tales of the Borderlands and future titles (they are giving us optional areas to visit in The Wolf Among Us, which is a change in the right direction). Telltale is always adapting their design philosophy with each release, which is one of the perks of being an episodic game developer.
    DaredevilGR posted: »

    From every point of view , whoever does not improve is simply destined to fail . Yeah I believe that Telltale will have to step it up

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