So does anyone want Telltale to innovate in the gameplay department?

I've been a big fan of Telltale's games ever since The Walking Dead but nowadays I think the dialogue tree/quick time event formula in their games has gotten stale. I really want them to introduce some new mechanics in their future titles because there are various ways you can tell a story through gameplay. Does anyone here feel the same or are you all still happy with Telltale's two mechanic formula?

Comments

  • What kind of innovation are you talking about? Improving the already existing mechanics and trying new mechanics in their games? I agree. Changing their game style completely? Nope.

  • edited October 2015

    I'm more than happy with what their doing right now, but Telltale is trying to innovate with Minecraft Storymode through newer fight mechanics, and an interesting chase sequence that won't completely involve command prompts on screen.

  • edited October 2015

    When people want a new way of innovating telltale games but dont give a single example

  • I think some kind of randomization could do the Telltale formula some good. For example, if there were to be some kind of 'traitor' in a game I would prefer said traitor to be randomly chosen by the game from a select number of candidates rather than being chosen by a choice the player makes.

    Or maybe if you choose to go x way or y way, there are varying instances you might encounter instead of x just being what decides what you encounter, or x plus any number of things deciding what you encounter.

  • It really depends on the type of game they're making.

    For example in Game of Thrones, the iron wood is an important part of the plot but we never get to interact with it. I think if we got to use it as a resource it would add to the experience.

    TheCatWolf posted: »

    What kind of innovation are you talking about? Improving the already existing mechanics and trying new mechanics in their games? I agree. Changing their game style completely? Nope.

  • But that requires hard work and lots of time to do.

    I think some kind of randomization could do the Telltale formula some good. For example, if there were to be some kind of 'traitor' in a ga

  • Source?

    That's fucking awesome if its true. I hate it when the giant prompts come up on screen. If they could figure out a way to make the QTEs intuitive, that would be a big problem solved for me.

    I'm more than happy with what their doing right now, but Telltale is trying to innovate with Minecraft Storymode through newer fight mechanics, and an interesting chase sequence that won't completely involve command prompts on screen.

  • I'm not a big fan of randomization. If I want to see a specific sequence, I should be able to do it without having to pray to RNGesus.

    The choices should be more complicated, though. When was the last time that an event was based on a bunch of independent choices? The only example I can think of was the end of TWD S1E4, when your group was largely determined by how each character felt about you. They should do stuff like that more often.

    I think some kind of randomization could do the Telltale formula some good. For example, if there were to be some kind of 'traitor' in a ga

  • Check the demo they put out, there are still some QTEs but it's a bit more interactive:

    Minecraft Story Mode Gameplay Walkthrough Part 1 | Developer BETA DEMO

    mosfet posted: »

    Source? That's fucking awesome if its true. I hate it when the giant prompts come up on screen. If they could figure out a way to make the QTEs intuitive, that would be a big problem solved for me.

  • I'm glad they're improving the interactivity in their games.

    dojo32161 posted: »

    Check the demo they put out, there are still some QTEs but it's a bit more interactive: Minecraft Story Mode Gameplay Walkthrough Part 1 | Developer BETA DEMO

  • I'm happy for them to continue with the same mechanics if they keep releasing games with such gripping stories such as Wolf and Tales, but when the story is lacking then there is nothing to save them, as every TT game has the same mechanics and obvious quick time events. I'd just like to buy a TT game and not know how everything is going to feel. I enjoy TT interactive story experiences, but when something fresh comes along like LiS or Until Dawn I enjoy them so much!

    So yeh just some things that they could do between titles to make them more individual.

    Have them more free roam.
    Have relationships dynamically change with dialogue choices.
    Have puzzle solving being a main mechanic.
    Have fighting/action sequences leave your character in various levels of health, not dead or alive.
    Character creation.

    I'm not saying all their games need all of the above, but if they just had something different. There Minecraft game seems to have added some new mechanics, but I hope these don't get recycled over their next 5 titles until they decide to mix it up again.

    Oh and make transitions less buggy/laggy and graphics upgrade.

  • You're right. They should just keep churning out the same game with different skins. Way easier.

    But that requires hard work and lots of time to do.

  • Blind SniperBlind Sniper Moderator
    edited October 2015

    Telltale's older games had puzzles and more interactivity in general, but they removed it from Walking Dead onward as they want their newer choice based titles to be accessible to a wider audience of people that joined from Walking Dead. I personally think Telltale could find a grounded middle and implement different amounts of interactivity based on the context of each franchise they work with instead of moving puzzles entirely, bu ultimately they want their games to be friendly to people who come for the story first. If you want Telltale to add more interactivity in, the best way thing to do is just voice feedback on the forums and elsewhere. Telltale developers read the forums, and if they see that even their new audience from Walking Dead onward wants more interactivity, they might be more inclined to listen.

  • Still too many button prompts for my liking, but it looks like they're trying out sort of an on-rails thing. Which is a nice addition IMO.

    I seriously hate button prompts. Stick them in a tutorial section, then never use them again plz.

    dojo32161 posted: »

    Check the demo they put out, there are still some QTEs but it's a bit more interactive: Minecraft Story Mode Gameplay Walkthrough Part 1 | Developer BETA DEMO

  • dojo32161dojo32161 Moderator
    edited October 2015

    According to Ozzy (who played the episode early) there was a small interactive puzzle element (I'd probably guess it uses the mechanics of Minecraft) so it'll be neat to see a small puzzle return.

    mosfet posted: »

    Still too many button prompts for my liking, but it looks like they're trying out sort of an on-rails thing. Which is a nice addition IMO. I seriously hate button prompts. Stick them in a tutorial section, then never use them again plz.

  • This is something I've always wanted in a telltale game. Previous decisions preventing you from making future decisions but allowing you to make others. We did see this happen with twau. If you kill the Chrooked man, you have a choice of leaving the trial or staying till the end, if you however, bring him along, you get the choice of giving him a punishment. But I am thinking choices from s1 and s2 coming back to prevent you from making these decisions.

  • yeah i am not a fan of randomisation, 300 days had randomisation with the rock, paper, scissors game, and people were having problems getting outcomes they wanted, but yeah complexity and stacking of choices would obviously require more work, but changes compounding on themselves based on your choices is really what people have wanted from the beginning of the choice based format telltale has been doing.

    mosfet posted: »

    I'm not a big fan of randomization. If I want to see a specific sequence, I should be able to do it without having to pray to RNGesus. Th

  • edited October 2015

    the dialogue tree/quick time event formula in their games has gotten stale

    Well, the dialogue tree/quick event formula are the main reason why I am playing their games. I sure as hell don't want them ever to change that. They can make improvementon the formula sure, but I don't want them ever to remove it.

  • I can understand the love for the dialogue tree but I don't get why people are attached to the quick time events. Other than in The Walking Dead, the quick time events to me just feel like padding which don't really add to the experience. The quick time events in Game of Thrones especially feel very unnecessary to me. I just don't see what significant difference would be made to the fight scenes if they were cutscenes rather than quick time events. Honestly combat is something that Telltale really needs to work on especially for their upcoming Marvel game.

    the dialogue tree/quick time event formula in their games has gotten stale Well, the dialogue tree/quick event formula are the main

  • edited October 2015

    Agreed. I would go further and say that as much as I loved The Walking Dead, it could stand to lose the QTEs as well.

    I do not understand @DaveTheArakin's point of view at all. Why in the world wouldn't you prefer proper action mechanics? I could understand thinking that its not a big enough deal to justify Telltale spending resources on it, but to say that QTEs are actually preferable is baffling.

    JetLee posted: »

    I can understand the love for the dialogue tree but I don't get why people are attached to the quick time events. Other than in The Walking

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