What could Telltale learn from life is strange?

Considering how it outclassed each and every telltale game in terms of popularity and sales. TT's games have some great storylines, but Life is Strange is the type of game where, after beating it, you sit around and just think about life, no TT game has made me do that. It was just something much more (just my opinion)

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Comments

  • That many games are overrated.

  • edited June 2016

    Considering how it outclassed each and every telltale game in terms of popularity and sales.

    It didn't do either of those things but okay.

    Life is Strange is the type of game where, after beating it, you sit around and just think about life, no TT game has made me do that.

    That's your opinion not fact. Personally, while I liked the first four episodes (though not to the second coming of Christ level of hype the fanbase gives it), the last one was incredibly poorly written compared to the previous episodes it pretty much soured my view on the game.

    The only thing I actually want Telltale to takeaway from LiS is the time travelling. I don't want Telltale to just be pointing and clicking and QTE's forever. I want them to add more gameplay elements (which is evident in TFTB and M: SM but they're not that huge).

  • Guys take it easy, im not here to fanboy anyone, i also love telltale but there is always room for improvement. TBH lately i haven't been too much impressed by TTG (michone minecraft GoT all seemed mediocre). Yes its my opinion, you dont have to say it again but all we strive here on forums is the way to improve TTG and their quality of games.

  • How to write cringe-worthy dialogue.

  • Really i'd say it was good at constantly reminding you of choices. While they never really had an effect characters would constantly mention minor things you had said and that was a good thing. little varieties in dialogue was a good thing.

  • Telltale has nothing to learn from life is strange. Life is strange should learn from telltale, how to write dialogue, how to properly lypsinc, how to not bugger your illusion of choice in the final episode.

  • What could Telltale learn from life is strange?

    How not to make a character driven, "choice" based game.

    How not to write a villain and his/her goals and objectives.

    How not to use terminology that's supposed to sound hip.

    How not to set-up emotional moments.

    How not to make a characters directives in a scene.

    How not to do time-travel.

    How not to do story.

    How not to do just about anything really...

  • How to include "fuck" and cringe-slang into every sentence.

  • the guy who tries to answer seriously gets less upvotes so i see all of you trying to be smartasses thats why i dont agree with this upvote button. Anyway kindly close this thread as you guys are probably too naive to think any other way. All i can deduce from you guys is that you HATE life is strange just because you see it as a competitor to Telltale.

  • edited June 2016

    How not to do a finale

  • You're a complete fanboy and don't even try to deny it.

    Our answers were serious, the game does have cringe worthy dialogue, a shit finale and everything else other people mentioned. If you didn't know the majority of people here hate the game, not because it's a competitor to telltale (not even close to being one) but because it's overrated and doesn't deserve half of the praise it gets.

    kappafan posted: »

    the guy who tries to answer seriously gets less upvotes so i see all of you trying to be smartasses thats why i dont agree with this upvote

  • edited June 2016

    How to make me care about a boring, monotonous character born off the monstrosities of novels filled with teen angst and depression.

    Wait a second...

    Also, it's cool if you like the game. I simply didn't. I didn't enter it as a TellTale fanboy at all, in fact, I entered it excited for another choice-driven story-based game...but was let down.

  • edited June 2016

    Ok, I'll bite. What is it you like about LiS? I mean actually enjoy? What had you sitting back in your chair and really contemplating life from a game as fairly rudimentary in terms of subject matter as LiS.

    Art is all subjective, so what I and many others found to be completely shit and lazily scrapped together dialogue with choices that were about as investing as a visit with the dentist may have seemed substantially engrossing and completely new breaking ground for you. I just couldn't enjoy it, hardly any of it. And I spent money on what many had fabricated (at least to my subjective tastes) an engaging and very mesmerizing experience I found to be bland.

    So what did you find so awe-inspiring about the game? I want to know.

    kappafan posted: »

    the guy who tries to answer seriously gets less upvotes so i see all of you trying to be smartasses thats why i dont agree with this upvote

  • Wait. . you guys are missing one - how to not put propaganda into a video game.

  • edited June 2016

    OP, I do like Life Is Strange myself. One example I can mention I always enjoyed the HUBs in the game. Now about the other posts you're not agreeing with. It's their opinion, some may be a fanboy some may not. But it's not quite surprising with your results, if you're in site that is not dedicated to said game, you're going to have less praise by chance, but if you're in a site dedicated to said game, it will have more praise by chance. In the end it's all about taste, neither the nay-sayers or you are factually right on if LiS is good or not.

    EDIT: Keep calm and move on.

  • edited June 2016

    How to extend a 90 minute episode into a 2 and a half one by adding a terrible dream sequence.

  • edited June 2016
    1. How to not make choices matter in the end.
    2. How to have cringe-worthy dialogue 95% of the time.
    3. How to have one of the worst-written villains in gaming history.
    4. How to not make a great finale.
    5. How to make the story matter more than the choices.
    6. How to have sloppy rewind time mechanism.
    7. How to have a shitty protagonist and deuteragonist.
    8. How to have no QTEs.
    9. How to not have non-canon deaths.
  • Could you explain why you think there's some sort of propaganda in the game?

    Wait. . you guys are missing one - how to not put propaganda into a video game.

  • i like life is strange, i like the story, the characters, everything (except the ending), i'd choose life is strange over TWD season 2 anyday, its ten times better and its story is more interesting, this guys are just blinded by their loyalties to telltale games and i wouldn't blame them.

    kappafan posted: »

    the guy who tries to answer seriously gets less upvotes so i see all of you trying to be smartasses thats why i dont agree with this upvote

  • How to have no QTEs.

    What's wrong with that?

    * How to not make choices matter in the end. * How to have cringe-worthy dialogue 95% of the time. * How to have one of the worst-written

  • I like immersion in games like this.

    MichaelBP posted: »

    How to have no QTEs. What's wrong with that?

  • edited June 2016

    Honestly, I've never really been into QTEs in games. There are games that do it right, like God Of War and Yakuza, but in others they just seem like an extremely boring and unimaginative addition to the gameplay.

    I like immersion in games like this.

  • I'm the other way around.

    MichaelBP posted: »

    Honestly, I've never really been into QTEs in games. There are games that do it right, like God Of War and Yakuza, but in others they just seem like an extremely boring and unimaginative addition to the gameplay.

  • They wont.

    No_username posted: »

    Could you explain why you think there's some sort of propaganda in the game?

  • edited June 2016
    1. This is sadly true :P
    2. I didn't think the dialogue was that bad! Max and Chloe are hipsters and I have a few hipster friends so this was normal to me haha
    3. THIS! COMPLETELY AGREE WITH THIS!!!
    4. Disagree. One ending was kinda dull but the other was tragic :'(
    5. Isn't that the point though?
    6. It was better than Prince of Persia!
    7. They were pretty human and relatable to be fair
    8. Ha, I actually really like QTE's in video games :)
    9. Hmmm... Fair enough

    * How to not make choices matter in the end. * How to have cringe-worthy dialogue 95% of the time. * How to have one of the worst-written

  • Yeah im sick to death of QTEs they just straight up stink of lazy to me

    MichaelBP posted: »

    Honestly, I've never really been into QTEs in games. There are games that do it right, like God Of War and Yakuza, but in others they just seem like an extremely boring and unimaginative addition to the gameplay.

  • I'd honestly just rather watch a cutscene, or instead have gameplay mechanics that are more than just "press x button to do y".

    I'm the other way around.

  • Every time this kind of subject comes up my response is the same, I dont like feeling like im "on-rails" I feel like the characters in telltale tell me what to do when im supposed to be in control. I dont like QTEs and there is no real control system just press the button that flashes on the screen, its so dated.

  • edited June 2016
    1. Yes, it is.
    2. Yeah, I know teens like saying stuff, but the word "hella"...it just kills me.
    3. Yes :D
    4. Agree. The Sacrifice Arcadia Bay made no sense to me. Chloe asks Max to save everyone, but if you tear the photo, she dosen't care.
    5. Well, I was expecting it to focus on both equally.
    6. Never played it.
    7. I never said they weren't human.
    8. So do I.
    9. Good.
    HazzatheMan posted: »

    * This is sadly true :P * I didn't think the dialogue was that bad! Max and Chloe are hipsters and I have a few hipster friends so this was

  • wow

    Every time this kind of subject comes up my response is the same, I dont like feeling like im "on-rails" I feel like the characters in tellt

    1. They really need to stop doing that...
    2. Oh yeah I forgot that bit... Even so I felt the dialogue was fine
    3. It was the teacher the whole time... Give me a fucking break...
    4. I chose that ending initially and didn't really mind it.
    5. Fair enough
    6. Play them they're quite fun!
    7. What I meant by that is that they felt like real people. Max was a bit of a social outcast and Chloe was the complete opposite of her; we can easily relate to both of them though their thoughts and actions.
    8. Sometimes they're done to death or unnecessary, but I enjoy them all the same
    9. Good

    * Yes, it is. * Yeah, I know teens like saying stuff, but the word "hella"...it just kills me. * Yes * Agree. The Sacrifice Arcadia Bay

  • edited June 2016
    • 4 Fair enough.
    • 6 Maybe when I get some time. And money.
    • 7 Fair enough.
    • 8 Same.
    HazzatheMan posted: »

    * They really need to stop doing that... * Oh yeah I forgot that bit... Even so I felt the dialogue was fine * It was the teacher the whol

  • Yeah, sure.

    There's no legitimate proof and I doubt some would absolutely beg to differ and that's fine. This is merely snarky speculation based on a few conversations that friends (who have played the game) and I have had before. The game itself seems to capture, well, some teenage perspectives (ones that some may refer to "cringy") involving politics, the environment and so on. While I don't disagree with some of the messages that I do feel like the game sends, I can definitely see how some see it that way.

    Sorry if this doesn't make perfect sense, just woke up from a rather lengthy nap and am still getting my bearings.

    No_username posted: »

    Could you explain why you think there's some sort of propaganda in the game?

  • There's no legitimate proof and I doubt some would absolutely beg to differ and that's fine. This is merely snarky speculation based on a few conversations that friends (who have played the game) and I have had before. The game itself seems to capture, well, some teenage perspectives (ones that some may refer to "cringy") involving politics, the environment and so on. While I don't disagree with some of the messages that I do feel like the game sends, I can definitely see how some see it that way.

    As you were saying?

    They wont.

  • I personally think QTEs are awful in storytelling games, but each to their own.

    Every time this kind of subject comes up my response is the same, I dont like feeling like im "on-rails" I feel like the characters in tellt

  • edited June 2016

    I adore QTE's. I rather feel like I'm controlling a scene rather than watching a fight, especially in telltale games where you get to choose sometimes how the fight can play out, its exciting and gets you on edge. But, whatever to each their own I guess.

    Every time this kind of subject comes up my response is the same, I dont like feeling like im "on-rails" I feel like the characters in tellt

  • stirpicusstirpicus Telltale Alumni

    While I have my differences with a lot of the characters and stylistic writing choices of LiS, I really loved its emphasis on environmental storytelling and letting you play through "small moments"; particularly in episodes 2 and 3. Getting to explore places like Chloe's house, the party, running around the old dump... The objectives were sometimes silly, (like collecting bottles...) and those scenes completely killed the overall pace of the story BUT I really loved how much I got to learn about the characters and Max's perspectives on the world.

  • I love Telltale, and absolutely did not like Life is Strange. Tales from the Borderlands ran concurrently with LIS and in my opinion outclassed it, especially the finale. So I'm not sure if I can say telltale can directly learn anything from the game itself. However, the popularity of LIS did bring up criticisms from that game's devoted fan base that I think telltale should consider.

    I have seen a lot of YouTubers get "telltaled out". They're so familiar with the telltale formula that they know what to expect, and it's no longer interesting to them. While Tales seemed to have cured some of those feelings in those who have played it, those who haven't don't seem excited too play anything else by telltale (like pewdiepie). However, YouTubers who have played LIS, whether they liked it or not, did seem to appreciate some different early mechanics of the game.

    I'm not saying LIS excelled in story, characters, animation, choice consequence, dialogue, or anything else because that is subjective and they didn't, in my opinion. But they expanded on Teltale's formula in a way Telltale could have easily done but didn't. LIS is an original story that is more welcoming to a larger fanbase than a franchise game (I almost didn't get GOT for this reason). LIS also rewarded more freeform play and chance to explore on the player's own time. Impact of choice, though not necessarily bigger, was more obvious with the time travel element, giving a better impression that choices matter. It's a very inclusive and casual-player-friendly game.

    I'm glad Telltale has been introducing some new elements (better engine and graphics, updated menu, music, intros, more complicated and integrated QTEs, increasing impact if choice). But it might not be enough for those people who feel "telltaled out". If anything, LIS showed Telltale that If they aren't constantly updating and innovating their format, someone else will and take a share of that success. LIS came really close, and if the game hasn't suffered from some large flaws, I have a feeling it could have seriously damaged Telltale.

  • Exactly. Even though it is still a illusion of real exploration it still feels like you have to earn your way to the next part of the story or a little snippet of a subplot.

    stirpicus posted: »

    While I have my differences with a lot of the characters and stylistic writing choices of LiS, I really loved its emphasis on environmental

  • edited June 2016

    One thing would be the build up anticipation for the next episode. Telltale has this problem with their games now were there is really no hype or build up to checking out the next episode. With Tales I literally forgot about it and moved on to realize that the final episode was gonna be released. I didn't even remember what happened to lead into episode five. With GoT it just became very underwhelming and i think most turned on the game with the "traitor" reveal. Minecraft to me was a money grab from the beginning and it is literally one of those games that no one really wants but will probably still play anyway. TWD S2 build up hype pretty well and I was really invested despite my gripes with some things.

    I've always talked about how choices impact you in these types of games. I think TTG has kinda lost that since TWD where the bulk of your choices felt like they had some weight to them. I'm not talking about the choices actually changing this or that. An example would be wondering if you will tell your past to Clem or not as you don't want her to be scared of you. Or choosing to save this person over that person and seeing how it is actually referred back to a few times throughout the game. In LIS one of the choices involved taking the blame for something. After that choice Max will refer back to it several times write it in her journal/diary. Chloe will reference back to it a few times and a few other characters will reference it to some degree. A lot of the choices whether small or huge had some callbacks to them which is something I wish TTG would do. Instead you make a bunch of choices and it moves on without any real reference to them or how a character reacts to you.

    One thing I think TTG needs to really work on is their outdated engine and all the damn bugs. I've ran into a shit load of issues with almost every TTG that has released. I watched let's plays of the Michonne mini-series and every single person who played ran into various issues. I know they said they updated their engine but I still have low hopes of not running into a shit ton of issues again. With LIS I never once had a bug or issue and i very rarely see issues being posted about it(or widely complained).

    Regardless, I think that DONTNOD did something that TTG was able to do with TWD but wasn't able to replicate it with any other game since. Sure, TWD sold amazingly well as it should because of the branding and the way they marketed. Though, LIS was also a huge success which came out of nowhere. To think they went from Remember Me getting funding cut and the studio on the verge of falling apart. To releasing one of the best games of 2015 is quite a achievement. Gotta give respect where it is due.

This discussion has been closed.