Michonne: game design errors
Hi. I think this game has a little bit of game design errors. Help me found others to improve Telltale Games's future episodes.
1) If you press all the 4 joypad "XYAB" buttons at the same time (and you can do it with just your thumb!!), you can pass any sequence without almost caring what's happening on screen....
2) When you select dialogues, you suddenly interrupt who's speaking. That's really not normal in a quiet conversation. It could be used in a strong discussion but with a smoother transition (now the character stops from speaking, millisecond pause, and then Michonne speaks: akward)
3) I'll not complain about choices not mattering, but at least try to not overcome our choices with unexpected events the second after we press the buttons - like spoilers Pete taking our gun , Randall entering the room no matter if you leave Sam go or not.
4) When you decide to help the guys with the mast, it was strange to not having to press even a button to help them. Let us play and do ordinary things and ordinary talkings, it strenghten the characters.
Anyone agree? any other suggestions on the Game Design department from you?
Comments
Why would you even do the first one? Why would you play the game if you planned on doing that.
You can avoid interrupting characters by answering right after their finished speaking.
The scene with the mast was focused on a conversation (why the dialogue tree showed up) Your learning more about what the group has to say, so doing it is not a huge importance but you gain some insight on the group by doing it.
I will admit that I've noticed the second one, and it's really awkward, but it seems to only happen on PC. The console playthroughs that I have watched have been fine. And, you know, you can always wait for them to finish speaking, because you wouldn't just cut them off in real life.
For number three, I'll remind you that stealing Sam's bag with Monroe supplies or letting her go wasn't a major choice. For that reason, I don't have an issue with that decision not affecting the story.